| Term | History |
| 1 | Became a Worker at age 18 |
| 1 | A new romantic starts. Gain an Ally. |
| 1 | Promoted to rank 1 |
| 2 | Continued as Worker at age 22 |
| 2 | You learn something you should not have – a corporate secret, a political scandal – which you can profit from illegally. |
| 2 | Gain a criminal contact. |
| 3 | Continued as Worker at age 26 |
| 3 | Your business expands, your corporation grows, or the colony thrives. |
| 3 | Promoted to rank 2 |
| 3 | Is now a Technician |
| 4 | Continued as Worker at age 30 |
| 4 | You befriend a superior in the corporation or the colony. |
| 5 | Continued as Worker at age 34 |
| 5 | A revolution, attack or other unusual event throws your life into chaos, forcing you to leave the planet. |
| 6 | Became a Law Enforcement at age 38 |
| 6 | Is now a Rookie |
| 6 | Your work ends up coming home with you, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
| 7 | Became a Courier at age 42 |
| 7 | 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. |
| 7 | Psychologically damaged by your time in the scouts. |
| 8 | Continued as Courier at age 46 |
| 8 | Spend several years jumping from world to world in your scout ship. |
| 9 | Continued as Courier at age 50 |
| 9 | 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. |
| 9 | You inadvertently cause a conflict between the Imperium and a minor world or race. Gain a Rival. |
| 9 | Promoted to rank 1 |
| 9 | Is now a Scout |
| 10 | Continued as Courier at age 54 |
| 10 | Spend several years jumping from world to world in your scout ship. |
| 11 | Continued as Courier at age 58 |
| 11 | Psychologically damaged by your time in the scouts. |
| 12 | Became a Army Support at age 62 |
| 12 | Is now a Private |
| 12 | Scarred. Fully recovered. |
| 13 | Aging Crisis. Owe 50,000 for medical bills. |