| Term | History |
| 1 | Became a Courier at age 18 |
| 1 | Spend several years jumping from world to world in your scout ship. |
| 2 | Continued as Courier at age 22 |
| 2 | 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. |
| 2 | Nearly killed. Fully recovered. Owe 25,000 for medical bills. |
| 2 | Forced to continue current assignment |
| 2 | Promoted to rank 1 |
| 2 | Is now a Scout |
| 3 | Continued as Courier at age 26 |
| 3 | Psychologically damaged by your time in the scouts. |
| 4 | Continued as Courier at age 30 |
| 4 | You have no idea what happened to you – they found your ship drifting on the fringes of friendly space. |
| 5 | Became a Law Enforcement at age 34 |
| 5 | Is now a Rookie |
| 5 | Advanced training in a specialist field. |
| 6 | Continued as Law Enforcement at age 38 |
| 6 | Accepted a deal with criminal or other figure under investigation. |
| 7 | Became a Engineer/Gunner at age 42 |
| 7 | Is now a Crewman |
| 7 | During a battle, defeat or victory depends on your actions. You actions lead to an honorabe discharge. |
| 8 | Aging Crisis. Owe 10,000 for medical bills. |
| 8 | Retired at age 46 |
| 8 | A romantic relationship ends badly. Gain a Rival or Enemy. |
| 9 | Betrayal. Convert an Ally into a Rival or Enemy. |
| 10 | Aging Crisis. Owe 60,000 for medical bills. |
| 10 | Betrayal. Convert an Ally into a Rival or Enemy. |
| 11 | Aging Crisis. Owe 10,000 for medical bills. |
| 11 | Moved to a new world. |
| 12 | Aging Crisis. Owe 50,000 for medical bills. |
| 12 | Victim of a crime |
| 13 | Aging Crisis. Owe 50,000 for medical bills. |
| 13 | A new romantic starts. Gain an Ally. |
| 14 | Aging Crisis. Owe 50,000 for medical bills. |
| 14 | Gained a contact. |
| 15 | Aging Crisis. Owe 30,000 for medical bills. |
| 15 | Moved to a new world. |
| 16 | Aging Crisis. Owe 20,000 for medical bills. |