| Term | History |
| 1 | Became a Wanderer at age 18 |
| 1 | Attacked by enemies and injured. |
| 1 | Lost eye or limb. Fully recovered. Owe 5,000 for medical bills. |
| 1 | Gain Enemy if you don't already have one. |
| 2 | Continued as Wanderer at age 22 |
| 2 | Scarred. Fully recovered. Owe 10,000 for medical bills. |
| 3 | Voluntarily left Wanderer |
| 3 | Became a Intelligence at age 26 |
| 3 | Go undercover to investigate an enemy. |
| 3 | Crime pays off. Gain victim as Enemy. |
| 4 | Continued as Intelligence at age 30 |
| 4 | Life ruined by a criminal gang. Gain the gang as an Enemy |
| 5 | Became a Explorer at age 34 |
| 5 | Gained a contact. |
| 5 | Promoted to rank 1 |
| 5 | Is now a Scout |
| 6 | Continued as Explorer at age 38 |
| 6 | Gained a contact. |
| 7 | Continued as Explorer 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 2 Contacts. Gain 1 Enemies. |
| 8 | Continued as Explorer at age 46 |
| 8 | You have no idea what happened to you – they found your ship drifting on the fringes of friendly space. |
| 9 | Became a Worker at age 50 |
| 9 | Moved to a new world. |
| 10 | Continued as Worker at age 54 |
| 10 | A revolution, attack or other unusual event throws your life into chaos, forcing you to leave the planet. |
| 11 | Aging Crisis. Owe 40,000 for medical bills. |
| 11 | Retired at age 58 |
| 11 | Betrayal. Convert an Ally into a Rival or Enemy. |
| 12 | Aging Crisis. Owe 60,000 for medical bills. |
| 12 | Good fortune |
| 13 | Aging Crisis. Owe 50,000 for medical bills. |
| 13 | A romantic relationship ends badly. Gain a Rival or Enemy. |
| 14 | Aging Crisis. Owe 60,000 for medical bills. |
| 14 | A romantic relationship deepens, possibly leading to marriage. Gain an Ally. |
| 15 | Aging Crisis. Owe 30,000 for medical bills. |