| 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. |
| 1 | Promoted to rank 1 |
| 1 | Is now a Scout |
| 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 Scientist at age 26 |
| 3 | Make a breakthrough in your field. |
| 3 | Promoted to rank 1 |
| 4 | Continued as Scientist at age 30 |
| 4 | A disaster leaves several injured, and others blame you, forcing you to leave your career. Gain a Rival. |
| 4 | Severely injured. Fully recovered. Owe 2,500 for medical bills. |
| 5 | Became a Performer at age 34 |
| 5 | Injured. Fully recovered. |
| 6 | Became a Thief at age 38 |
| 6 | A romantic relationship ends badly. Gain a Rival or Enemy. |
| 6 | Promoted to rank 1 |
| 7 | Continued as Thief at age 42 |
| 7 | You commit a legendary crime. |
| 7 | Promoted to rank 2 |
| 8 | Continued as Thief at age 46 |
| 8 | Involved in the planning of an impressive heist. |
| 9 | Aging Crisis. Owe 40,000 for medical bills. |
| 9 | Continued as Thief at age 50 |
| 9 | A police detective or rival criminal forces you to flee and vows to hunt you down. Gain an Enemy. |
| 10 | Retired at age 54 |
| 10 | Victim of a crime |
| 11 | Aging Crisis. Owe 30,000 for medical bills. |
| 11 | Good fortune |
| 12 | Aging Crisis. Owe 40,000 for medical bills. |
| 12 | A new romantic starts. Gain an Ally. |
| 13 | Aging Crisis. Owe 10,000 for medical bills. |
| 13 | Contact with Government. |
| 14 | Aging Crisis. Owe 50,000 for medical bills. |