| Term | History |
| 1 | Became a Courier at age 18 |
| 1 | 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. |
| 1 | Psychologically damaged by your time in the scouts. |
| 2 | Continued as Courier at age 22 |
| 2 | Your ship is damaged, and you have to hitch-hike your way back across the stars to the nearest scout base. |
| 2 | Gain 5 Contacts. Gain 2 Enemies. |
| 3 | Became a Cavalry at age 26 |
| 3 | Is now a Private |
| 3 | Gained a contact. |
| 3 | Commissioned in Army/Cavalry |
| 3 | Is now a Lieutenant |
| 3 | Promoted to Cavalry officer rank 2 |
| 3 | Is now a Captain |
| 4 | Voluntarily left Cavalry |
| 4 | Became a Wanderer at age 30 |
| 5 | Continued as Wanderer at age 34 |
| 5 | Survived a risky adventure but gained nothing. |
| 5 | Promoted to rank 1 |
| 6 | Continued as Wanderer at age 38 |
| 6 | Nearly killed. Owe 20,000 for medical bills. |
| 7 | Switched to Surveyor at age 42 |
| 7 | Spend several years jumping from world to world in your scout ship. |
| 8 | Voluntarily left Surveyor |
| 8 | Returned to Wanderer at age 46 |
| 8 | run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
| 9 | Became a Flight at age 50 |
| 9 | Is now a Crewman |
| 9 | Placed in the frozen watch (cryogenically stored on board ship) and revived improperly. |
| 10 | Aging Crisis. Owe 20,000 for medical bills. |
| 10 | Retired at age 54 |
| 10 | A new romantic starts. Gain an Ally. |
| 11 | Aging Crisis. Owe 60,000 for medical bills. |
| 11 | Gained a contact. |
| 12 | Aging Crisis. Owe 60,000 for medical bills. |
| 12 | A new romantic starts. Gain an Ally. |
| 13 | Aging Crisis. Owe 30,000 for medical bills. |