| Term | History |
| 1 | Became a Enforcer at age 18 |
| 1 | A police detective or rival criminal forces you to flee and vows to hunt you down. Gain an Enemy. |
| 2 | Became a Courier at age 22 |
| 2 | Psychologically damaged by your time in the scouts. |
| 3 | Continued as Courier at age 26 |
| 3 | Gained a contact. |
| 4 | Continued as Courier at age 30 |
| 4 | You survey an alien world. |
| 5 | Continued as Courier at age 34 |
| 5 | Moved to a new world. |
| 6 | Continued as Courier at age 38 |
| 6 | Spend several years jumping from world to world in your scout ship. |
| 7 | Continued as Courier at age 42 |
| 7 | When dealing with an alien race, you botch an opportunity to gather extra intelligence about them. |
| 7 | Your ship is damaged, and you have to hitch-hike your way back across the stars to the nearest scout base. |
| 7 | Gain 4 Contacts. Gain 3 Enemies. |
| 8 | Voluntarily left Courier |
| 8 | Became a Merchant Marine at age 46 |
| 8 | Is now a Crewman |
| 8 | Promoted to rank 1 |
| 8 | Is now a Senior Crewman |
| 9 | Aging Crisis. Owe 60,000 for medical bills. |
| 9 | Voluntarily left Merchant Marine |
| 9 | Retired at age 50 |
| 9 | Good fortune |
| 10 | Aging Crisis. Owe 50,000 for medical bills. |
| 10 | Moved to a new world. |
| 11 | Aging Crisis. Owe 50,000 for medical bills. |
| 11 | Birth or Death involving a family member or close friend. |
| 12 | Aging Crisis. Owe 40,000 for medical bills. |
| 12 | A new romantic starts. Gain an Ally. |
| 13 | Aging Crisis. Owe 60,000 for medical bills. |
| 13 | A romantic relationship deepens, possibly leading to marriage. Gain an Ally. |
| 14 | Aging Crisis. Owe 30,000 for medical bills. |
| 14 | Moved to a new world. |
| 15 | Aging Crisis. Owe 60,000 for medical bills. |
| 15 | A romantic relationship ends badly. Gain a Rival or Enemy. |
| 16 | Aging Crisis. Owe 50,000 for medical bills. |