| Term | History |
| 1 | Became a Explorer at age 18 |
| 1 | Your scout ship is one of the first on the scene to rescue the survivors of a disaster but you fail to help. Gain an Enemy. |
| 1 | Your ship is damaged, and you have to hitch-hike your way back across the stars to the nearest scout base. |
| 1 | Gain 4 Contacts. Gain 2 Enemies. |
| 2 | Continued as Explorer at age 22 |
| 2 | Your ship is damaged, and you have to hitch-hike your way back across the stars to the nearest scout base. |
| 2 | Gain 6 Contacts. Gain 2 Enemies. |
| 3 | Entered Army Academy at age 26 |
| 3 | A romantic relationship deepens, possibly leading to marriage. Gain an Ally. |
| 3 | Dropped out of military academy. |
| 4 | Continued as Explorer at age 26 |
| 4 | Psychologically damaged by your time in the scouts. |
| 5 | Became a Scientist at age 30 |
| 5 | Advanced training in a specialist field. |
| 6 | Continued as Scientist at age 34 |
| 6 | A disaster leaves several injured, and others blame you, forcing you to leave your career. Gain a Rival. |
| 6 | Injured. Fully recovered. Owe 2,500 for medical bills. |
| 7 | Became a Broker at age 38 |
| 7 | Nearly killed. Fully recovered. Owe 8,750 for medical bills. |
| 8 | Became a Intelligence at age 42 |
| 8 | You go above and beyond the call of duty. |
| 8 | Promoted to rank 1 |
| 8 | Is now a Agent |
| 9 | Continued as Intelligence at age 46 |
| 9 | Life ruined by a criminal gang. Gain the gang as an Enemy |
| 10 | Aging Crisis. Owe 20,000 for medical bills. |
| 10 | Retired at age 50 |
| 10 | Betrayal. Convert an Ally into a Rival or Enemy. |
| 11 | Aging Crisis. Owe 30,000 for medical bills. |
| 11 | Good fortune |
| 12 | Aging Crisis. Owe 20,000 for medical bills. |
| 12 | Gained a contact. |
| 13 | Aging Crisis. Owe 40,000 for medical bills. |