| Term | History |
| 1 | Became a Scientist at age 18 |
| 1 | Entangled in a bureaucratic or legal morass that distracts you from your work. |
| 2 | Voluntarily left Scientist |
| 2 | Became a Corporate at age 22 |
| 2 | Co-operate with investigation by the planetary authorities. The business or colony is shut down. |
| 3 | Became a Performer at age 26 |
| 3 | Win a prestigious prize. |
| 3 | Promoted to rank 1 |
| 4 | Continued as Performer at age 30 |
| 4 | Refused to criticise a questionable political leader on your homeworld. |
| 4 | Promoted to rank 2 |
| 5 | Continued as Performer at age 34 |
| 5 | Join homeworld’s celebrity circles |
| 6 | Continued as Performer at age 38 |
| 6 | Gain a patron in the arts. Gain an Ally |
| 7 | Continued as Performer at age 42 |
| 7 | Refused to criticise a questionable political leader on your homeworld. |
| 7 | Promoted to rank 3 |
| 8 | Voluntarily left Performer |
| 8 | Became a Scavenger at age 46 |
| 8 | You do not know what happened to you. There is a gap in your memory. |
| 9 | Switched to Barbarian at age 50 |
| 9 | Severely injured. Fully recovered. Owe 20,000 for medical bills. |
| 10 | Became a Courier at age 54 |
| 10 | Perform an exemplary service for the scouts. |
| 10 | Promoted to rank 1 |
| 10 | Is now a Scout |
| 11 | Continued as Courier at age 58 |
| 11 | 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. |
| 11 | Your ship is damaged, and you have to hitch-hike your way back across the stars to the nearest scout base. |
| 11 | Gain 5 Contacts. Gain 2 Enemies. |
| 12 | Aging Crisis. Owe 60,000 for medical bills. |