| Term | History |
| 1 | Became a Intelligence at age 18 |
| 1 | Go undercover to investigate an enemy. |
| 1 | Severely injured. Fully recovered. Owe 5,000 for medical bills. |
| 2 | Continued as Intelligence at age 22 |
| 2 | Given specialist training in vehicles. |
| 2 | Promoted to rank 1 |
| 2 | Is now a Agent |
| 3 | Continued as Intelligence at age 26 |
| 3 | Your work ends up coming home with you, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
| 4 | Became a Pirate at age 30 |
| 4 | Is now a Lackey |
| 4 | Refuse to backstab a fellow rogue for personal gain. Gain an Ally |
| 4 | Promoted to rank 1 |
| 4 | Is now a Henchman |
| 5 | Continued as Pirate at age 34 |
| 5 | Injured. Fully recovered. Owe 2,500 for medical bills. |
| 6 | Became a Courier at age 38 |
| 6 | Perform an exemplary service for the scouts. |
| 7 | Continued as Courier at age 42 |
| 7 | Spend several years jumping from world to world in your scout ship. |
| 7 | Promoted to rank 1 |
| 7 | Is now a Scout |
| 8 | Continued as Courier at age 46 |
| 8 | Severely injured. Fully recovered. Owe 10,000 for medical bills. |
| 8 | Forced to muster out. |
| 9 | Became a Scientist at age 50 |
| 9 | Betrayal. Convert an Ally into a Rival or Enemy. |
| 10 | Aging Crisis. Owe 60,000 for medical bills. |
| 10 | Continued as Scientist at age 54 |
| 10 | Advanced training in a specialist field. |
| 11 | Aging Crisis. Owe 30,000 for medical bills. |
| 11 | Continued as Scientist at age 58 |
| 11 | An expedition or voyage goes wrong, leaving you stranded in the wilderness. |
| 12 | Aging Crisis. Owe 10,000 for medical bills. |
| 12 | Retired at age 62 |
| 12 | Lost eye or limb. Fully recovered. Owe 10,000 for medical bills. |
| 13 | Aging Crisis. Owe 10,000 for medical bills. |