| Term | History |
| 1 | Became a Wanderer at age 18 |
| 1 | You do not know what happened to you. There is a gap in your memory. |
| 2 | Became a Line/Crew at age 22 |
| 2 | Is now a Crewman |
| 2 | Placed in the frozen watch (cryogenically stored on board ship) and revived improperly. |
| 3 | Became a Artist at age 26 |
| 3 | Criticised a questionable political leader on your homeworld, causing his downfall. Gain an Enemy |
| 3 | You are betrayed by a peer. One Ally or Contact becomes a Rival or Enemy |
| 4 | Continued as Artist at age 30 |
| 4 | You are betrayed by a peer. One Ally or Contact becomes a Rival or Enemy |
| 5 | Became a Worker at age 34 |
| 5 | Advanced training in a specialist field. |
| 5 | Promoted to rank 1 |
| 6 | Voluntarily left Worker |
| 6 | Switched to Scavenger at age 38 |
| 6 | Nearly killed. Fully recovered. Owe 20,000 for medical bills. |
| 7 | Became a Courier at age 42 |
| 7 | Psychologically damaged by your time in the scouts. |
| 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 | Continued as Courier at age 54 |
| 10 | Spend several years jumping from world to world in your scout ship. |
| 11 | Continued as Courier at age 58 |
| 11 | A romantic relationship deepens, possibly leading to marriage. Gain an Ally. |
| 11 | Forced to muster out. |
| 12 | Aging Crisis. Owe 40,000 for medical bills. |