| Term | History |
| 1 | Became a Intelligence at age 18 |
| 1 | Given specialist training in vehicles. |
| 1 | Promoted to rank 1 |
| 1 | Is now a Agent |
| 2 | Continued as Intelligence at age 22 |
| 2 | Advanced training in a specialist field. |
| 2 | Promoted to rank 2 |
| 2 | Is now a Field Agent |
| 3 | Continued as Intelligence at age 26 |
| 3 | Go undercover to investigate an enemy. |
| 3 | Political upheaval strikes your homeworld, and you are caught up in the revolution. |
| 3 | Promoted to rank 3 |
| 4 | Continued as Intelligence at age 30 |
| 4 | Established a network of contacts. Gain 3 contacts. |
| 4 | Promoted to rank 4 |
| 4 | Is now a Special Agent |
| 5 | Continued as Intelligence at age 34 |
| 5 | Good fortune |
| 5 | Promoted to rank 5 |
| 5 | Is now a Assistant Director |
| 6 | Continued as Intelligence at age 38 |
| 6 | Life ruined by a criminal gang. Gain the gang as an Enemy |
| 7 | Became a Merchant Marine at age 42 |
| 7 | Is now a Crewman |
| 7 | Imperial trade restrictions force you out of business. |
| 8 | Became a Courier at age 46 |
| 8 | Your ship is damaged, and you have to hitch-hike your way back across the stars to the nearest scout base. |
| 8 | Gain 1 Contacts. Gain 1 Enemies. |
| 8 | Promoted to rank 1 |
| 8 | Is now a Scout |
| 9 | Continued as Courier at age 50 |
| 9 | Perform an exemplary service for the scouts. |
| 9 | Promoted to rank 2 |
| 10 | Aging Crisis. Owe 50,000 for medical bills. |
| 10 | Voluntarily left Courier |
| 10 | Retired at age 54 |
| 10 | Birth or Death involving a family member or close friend. |
| 11 | Aging Crisis. Owe 60,000 for medical bills. |
| 11 | Betrayal. Convert an Ally into a Rival or Enemy. |
| 12 | Aging Crisis. Owe 50,000 for medical bills. |
| 12 | A new romantic starts. Gain an Ally. |
| 13 | Aging Crisis. Owe 20,000 for medical bills. |