| Term | History |
| 1 | Entered University at age 18 |
| 1 | A prank goes horribly wrong. |
| 1 | Gain an Enemy. |
| 1 | Graduated at age 22. |
| 2 | Became a Corporate Agent at age 22 |
| 2 | Good fortune |
| 2 | Promoted to rank 1 |
| 2 | Is now a Agent |
| 3 | Voluntarily left Corporate Agent |
| 3 | Became a Free Trader at age 26 |
| 3 | Lost eye or limb. Fully recovered. Owe 2,500 for medical bills. |
| 4 | Became a Flight at age 30 |
| 4 | Is now a Crewman |
| 4 | Vessel participates in a diplomatic mission. |
| 4 | Gain a contact. |
| 4 | Promoted to Flight rank 1 |
| 4 | Is now a Able Spacehand |
| 5 | Continued as Flight at age 34 |
| 5 | Placed in the frozen watch (cryogenically stored on board ship) and revived improperly. |
| 6 | Became a Courier at age 38 |
| 6 | Perform an exemplary service for the scouts. |
| 7 | Continued as Courier at age 42 |
| 7 | Spend several years jumping from world to world in your scout ship. |
| 8 | Continued as Courier at age 46 |
| 8 | When dealing with an alien race, you botch an opportunity to gather extra intelligence about them. |
| 8 | Nearly killed. Owe 35,000 for medical bills. |
| 9 | Continued as Courier at age 50 |
| 9 | Good fortune |
| 10 | Continued as Courier at age 54 |
| 10 | 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. |
| 10 | Lost eye or limb. Fully recovered. Owe 5,000 for medical bills. |
| 10 | Promoted to rank 1 |
| 10 | Is now a Scout |
| 11 | Continued as Courier at age 58 |
| 11 | Your ship is ambushed by enemy vessels. You successfully ran to the jump point. |
| 11 | Promoted to rank 2 |
| 12 | Aging Crisis. Owe 60,000 for medical bills. |
| 12 | Voluntarily left Courier |
| 12 | Retired at age 62 |
| 12 | Find an Alien Artifact. |
| 13 | Aging Crisis. Owe 10,000 for medical bills. |