| Term | History |
| 1 | Entered Marine Academy at age 18 |
| 1 | Betrayal. Convert an Ally into a Rival or Enemy. |
| 1 | Dropped out of military academy. |
| 2 | Became a Engineer/Gunner at age 18 |
| 2 | Is now a Crewman |
| 2 | During a battle, defeat or victory depends on your actions. You actions lead to an honorabe discharge. |
| 3 | Became a Corporate Agent at age 22 |
| 3 | Advanced training in a specialist field. |
| 4 | Continued as Corporate Agent at age 26 |
| 4 | Go undercover to investigate an enemy. |
| 4 | A police detective or rival criminal forces you to flee and vows to hunt you down. Gain an Enemy. |
| 5 | Continued as Corporate Agent at age 30 |
| 5 | Life ruined by a criminal gang. Gain the gang as an Enemy |
| 6 | Became a Scavenger at age 34 |
| 6 | Scarred. Fully recovered. Owe 10,000 for medical bills. |
| 7 | Became a Thief at age 38 |
| 7 | Crime pays off. Gain victim as Enemy. |
| 8 | Continued as Thief at age 42 |
| 8 | A romantic relationship ends badly. Gain a Rival or Enemy. |
| 9 | Continued as Thief at age 46 |
| 9 | Betrayal. Convert an Ally into a Rival or Enemy. |
| 9 | Promoted to rank 1 |
| 10 | Continued as Thief at age 50 |
| 10 | You commit a legendary crime. |
| 10 | Promoted to rank 2 |
| 11 | Aging Crisis. Owe 50,000 for medical bills. |
| 11 | Continued as Thief at age 54 |
| 11 | Involved in a gambling ring. |
| 11 | Forced to muster out. |
| 12 | Aging Crisis. Owe 30,000 for medical bills. |
| 12 | Retired at age 58 |
| 12 | Good fortune |
| 13 | Aging Crisis. Owe 40,000 for medical bills. |
| 13 | Contact with Government. |
| 14 | Aging Crisis. Owe 40,000 for medical bills. |
| 14 | Birth or Death involving a family member or close friend. |
| 15 | Aging Crisis. Owe 20,000 for medical bills. |