| Term | History |
| 1 | Became a Colonist at age 18 |
| 1 | Spent time maintaining and using heavy vehicles. |
| 2 | Continued as Colonist at age 22 |
| 2 | Victim of a crime |
| 2 | Promoted to rank 1 |
| 3 | Continued as Colonist at age 26 |
| 3 | Severely injured. Owe 6,250 for medical bills. |
| 4 | Became a Intelligence at age 30 |
| 4 | Go undercover to investigate an enemy. |
| 4 | Injured. Fully recovered. Owe 2,500 for medical bills. |
| 4 | Promoted to rank 1 |
| 4 | Is now a Agent |
| 5 | Voluntarily left Intelligence |
| 5 | Became a Enforcer at age 34 |
| 5 | Betrayed by a friend. One of your Contacts or Allies betrays you, ending your career. That Contact or Ally becomes a Rival or Enemy. |
| 6 | Became a Courier at age 38 |
| 6 | Perform an exemplary service for the scouts. |
| 7 | Continued as Courier at age 42 |
| 7 | Your ship is damaged, and you have to hitch-hike your way back across the stars to the nearest scout base. |
| 7 | Gain 2 Contacts. Gain 2 Enemies. |
| 8 | Continued as Courier at age 46 |
| 8 | You survey an alien world. |
| 9 | Continued as Courier at age 50 |
| 9 | You survey an alien world. |
| 10 | Aging Crisis. Owe 30,000 for medical bills. |
| 10 | Continued as Courier at age 54 |
| 10 | Your scout ship is one of the first on the scene to rescue the survivors of a disaster. Gain a Contact. |
| 10 | Forced to muster out. |
| 11 | Aging Crisis. Owe 40,000 for medical bills. |