| Term | History |
| 1 | Became a Colonist at age 18 |
| 1 | Life ruined by a criminal gang. Gain the gang as an Enemy |
| 2 | Switched to Worker at age 22 |
| 2 | You learn something you should not have – a corporate secret, a political scandal – which you can profit from illegally. |
| 3 | Continued as Worker at age 26 |
| 3 | Your business expands, your corporation grows, or the colony thrives. |
| 4 | Voluntarily left Worker |
| 4 | Became a Courier at age 30 |
| 4 | Perform an exemplary service for the scouts. |
| 5 | Continued as Courier at age 34 |
| 5 | You have no idea what happened to you – they found your ship drifting on the fringes of friendly space. |
| 6 | Became a Wanderer at age 38 |
| 6 | run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
| 7 | Returned to Colonist at age 42 |
| 7 | Scarred. Owe 1,250 for medical bills. |
| 8 | Switched to Surveyor at age 46 |
| 8 | Psychologically damaged by your time in the scouts. |
| 9 | Returned to Wanderer at age 50 |
| 9 | Betrayal. Convert an Ally into a Rival or Enemy. |
| 9 | Promoted to rank 1 |
| 10 | Continued as Wanderer at age 54 |
| 10 | Promoted to rank 2 |
| 11 | Voluntarily left Wanderer |
| 11 | Switched to Barbarian at age 58 |
| 11 | You do not know what happened to you. There is a gap in your memory. |
| 12 | Aging Crisis. Owe 10,000 for medical bills. |
| 12 | Retired at age 62 |
| 12 | Good fortune |
| 13 | Aging Crisis. Owe 10,000 for medical bills. |
| 13 | Moved to a new world. |
| 14 | Aging Crisis. Owe 20,000 for medical bills. |
| 14 | A new romantic starts. Gain an Ally. |
| 15 | Aging Crisis. Owe 50,000 for medical bills. |