| Term | History |
| 1 | Became a Intelligence at age 18 |
| 1 | A romantic relationship deepens, possibly leading to marriage. Gain an Ally. |
| 1 | Promoted to rank 1 |
| 1 | Is now a Agent |
| 2 | Voluntarily left Intelligence |
| 2 | Became a Wanderer at age 22 |
| 2 | Amnesia. |
| 2 | Promoted to rank 1 |
| 3 | Continued as Wanderer at age 26 |
| 3 | You do not know what happened to you. There is a gap in your memory. |
| 4 | Became a Engineer/Gunner at age 30 |
| 4 | Is now a Crewman |
| 4 | Advanced training in a specialist field |
| 4 | Promoted to Engineer/Gunner rank 1 |
| 4 | Is now a Able Spacehand |
| 5 | Continued as Engineer/Gunner at age 34 |
| 5 | Commanding officer takes an interest in your career. |
| 6 | Continued as Engineer/Gunner at age 38 |
| 6 | Nearly killed. |
| 7 | Returned to Intelligence at age 42 |
| 7 | Betrayal. Convert an Ally into a Rival or Enemy. |
| 7 | Promoted to rank 2 |
| 7 | Is now a Field Agent |
| 8 | Continued as Intelligence at age 46 |
| 8 | Advanced training in a specialist field. |
| 8 | Promoted to rank 3 |
| 9 | Continued as Intelligence at age 50 |
| 9 | Your work ends up coming home with you, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
| 10 | Became a Pirate at age 54 |
| 10 | Is now a Lackey |
| 10 | Crime pays off. Gain victim as Enemy. |
| 10 | Promoted to rank 1 |
| 10 | Is now a Henchman |
| 11 | Continued as Pirate at age 58 |
| 11 | Betrayed by a friend. One of your Contacts or Allies betrays you, ending your career. That Contact or Ally becomes a Rival or Enemy. |
| 12 | Aging Crisis. Owe 10,000 for medical bills. |
| 12 | Retired at age 62 |
| 12 | Find an Alien Artifact. |
| 13 | Aging Crisis. Owe 40,000 for medical bills. |
| 13 | A romantic relationship ends badly. Gain a Rival or Enemy. |
| 14 | Aging Crisis. Owe 30,000 for medical bills. |
| 14 | Severely injured. Fully recovered. Owe 10,000 for medical bills. |
| 15 | Aging Crisis. Owe 30,000 for medical bills. |