| Term | History |
| 1 | Became a Intelligence at age 18 |
| 1 | Refused a deal with criminal or other figure under investigation. Gain an Enemy |
| 2 | Became a Wanderer at age 22 |
| 2 | Attacked by enemies and injured. |
| 2 | Lightly injured, no permanent damage. Fully recovered. |
| 2 | Gain Enemy if you don't already have one. |
| 3 | Continued as Wanderer at age 26 |
| 3 | Scarred. Fully recovered. Owe 10,000 for medical bills. |
| 4 | Became a Courier at age 30 |
| 4 | Betrayal. Convert an Ally into a Rival or Enemy. |
| 5 | Continued as Courier at age 34 |
| 5 | Lost eye or limb. Fully recovered. Owe 10,000 for medical bills. |
| 6 | Became a Worker at age 38 |
| 6 | Your business expands, your corporation grows, or the colony thrives. |
| 6 | Promoted to rank 1 |
| 7 | Continued as Worker at age 42 |
| 7 | Lost eye or limb. Owe 1,250 for medical bills. |
| 8 | Switched to Scavenger at age 46 |
| 8 | Injured. |
| 9 | Returned to Wanderer at age 50 |
| 9 | run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy. |
| 10 | Returned to Scavenger at age 54 |
| 10 | You do not know what happened to you. There is a gap in your memory. |
| 11 | Aging Crisis. Owe 20,000 for medical bills. |
| 11 | Retired at age 58 |
| 11 | Good fortune |
| 12 | Aging Crisis. Owe 20,000 for medical bills. |