| Term | History |
| 1 | Became a Courier at age 18 |
| 1 | Perform an exemplary service for the scouts. |
| 1 | Promoted to rank 1 |
| 1 | Is now a Scout |
| 2 | Continued as Courier at age 22 |
| 2 | Spend several years jumping from world to world in your scout ship. |
| 3 | Continued as Courier at age 26 |
| 3 | Perform an exemplary service for the scouts. |
| 4 | Continued as Courier at age 30 |
| 4 | 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. |
| 4 | Psychologically damaged by your time in the scouts. |
| 5 | Continued as Courier at age 34 |
| 5 | When dealing with an alien race, you have an opportunity to gather extra intelligence about them. Gain an Ally in the Imperium |
| 6 | Continued as Courier at age 38 |
| 6 | Moved to a new world. |
| 6 | Forced to muster out. |
| 7 | Became a Corporate Agent at age 42 |
| 7 | Established a network of contacts. Gain 3 contacts. |
| 7 | Promoted to rank 1 |
| 7 | Is now a Agent |
| 8 | Continued as Corporate Agent at age 46 |
| 8 | An investigation takes on a dangerous turn. |
| 8 | Your work ends up coming home with you, and someone gets hurt. Contact or ally takes the worst of 2 injury rolls. |
| 9 | Voluntarily left Corporate Agent |
| 9 | Became a Performer at age 50 |
| 9 | One of your pieces of art is stolen, and the investigation brings you into the criminal underworld. |
| 10 | Aging Crisis. Owe 30,000 for medical bills. |
| 10 | Continued as Performer at age 54 |
| 10 | You are betrayed by a peer. One Ally or Contact becomes a Rival or Enemy |
| 11 | Aging Crisis. Owe 10,000 for medical bills. |
| 11 | Retired at age 58 |
| 11 | Moved to a new world. |
| 12 | Aging Crisis. Owe 10,000 for medical bills. |
| 12 | Gained a contact. |
| 13 | Aging Crisis. Owe 20,000 for medical bills. |
| 13 | Good fortune |
| 14 | Aging Crisis. Owe 30,000 for medical bills. |
| 14 | Gained a contact. |
| 15 | Aging Crisis. Owe 60,000 for medical bills. |