| Term | History |
| 1 | Became a Wanderer at age 18 |
| 1 | Birth or Death involving a family member or close friend. |
| 2 | Continued as Wanderer at age 22 |
| 2 | Attacked by enemies and injured. |
| 2 | Lightly injured, no permanent damage. Fully recovered. |
| 2 | Gain Enemy if you don't already have one. |
| 3 | Continued as Wanderer at age 26 |
| 3 | Drafted into Scout |
| 3 | Promoted to rank 1 |
| 4 | Became a Explorer at age 30 |
| 4 | Your ship is damaged, and you have to hitch-hike your way back across the stars to the nearest scout base. |
| 4 | Gain 3 Contacts. Gain 1 Enemies. |
| 5 | Became a Intelligence at age 34 |
| 5 | Befriended by a senior agent. |
| 5 | Promoted to rank 1 |
| 5 | Is now a Agent |
| 6 | Continued as Intelligence at age 38 |
| 6 | A romantic relationship ends badly. Gain a Rival or Enemy. |
| 6 | Promoted to rank 2 |
| 6 | Is now a Field Agent |
| 7 | Continued as Intelligence at age 42 |
| 7 | You go above and beyond the call of duty. |
| 7 | Promoted to rank 3 |
| 8 | Continued as Intelligence at age 46 |
| 8 | Refused a deal with criminal or other figure under investigation. Gain an Enemy |
| 9 | Became a Corporate at age 50 |
| 9 | Your business expands, your corporation grows, or the colony thrives. |
| 10 | Aging Crisis. Owe 40,000 for medical bills. |
| 10 | Continued as Corporate at age 54 |
| 10 | Spent time maintaining and using heavy vehicles. |
| 10 | Forced to muster out. |
| 11 | Aging Crisis. Owe 30,000 for medical bills. |
| 11 | Retired at age 58 |
| 11 | Moved to a new world. |
| 12 | Aging Crisis. Owe 60,000 for medical bills. |
| 12 | A romantic relationship deepens, possibly leading to marriage. Gain an Ally. |
| 13 | Aging Crisis. Owe 50,000 for medical bills. |
| 13 | Contact with Government. |
| 14 | Aging Crisis. Owe 40,000 for medical bills. |
| 14 | Good fortune |
| 15 | Aging Crisis. Owe 50,000 for medical bills. |