| Term | History |
| 1 | Became a Intelligence at age 18 |
| 1 | Life ruined by a criminal gang. Gain the gang as an Enemy |
| 2 | Became a Colonist at age 22 |
| 2 | Life ruined by a criminal gang. Gain the gang as an Enemy |
| 3 | Entered Army Academy at age 26 |
| 3 | A new romantic starts. Gain an Ally. |
| 3 | Graduated at age 26. |
| 4 | Became a Cavalry at age 26 |
| 4 | Is now a Private |
| 4 | Lightly injured, no permanent damage. Fully recovered. |
| 5 | Switched to Corporate at age 30 |
| 5 | Good fortune |
| 5 | Forced to muster out. |
| 6 | Became a Scavenger at age 34 |
| 6 | Nearly killed. Owe 17,500 for medical bills. |
| 7 | Became a Field Researcher at age 38 |
| 7 | Win a prestigious prize for your work. |
| 7 | Promoted to rank 1 |
| 8 | Continued as Field Researcher at age 42 |
| 8 | An expedition or voyage goes wrong, leaving you stranded in the wilderness. |
| 9 | Aging Crisis. Owe 30,000 for medical bills. |
| 9 | Retired at age 46 |
| 9 | Gained a contact. |
| 10 | A new romantic starts. Gain an Ally. |
| 11 | Aging Crisis. Owe 30,000 for medical bills. |
| 11 | Gained a contact. |
| 12 | Aging Crisis. Owe 40,000 for medical bills. |
| 12 | Moved to a new world. |
| 13 | Aging Crisis. Owe 10,000 for medical bills. |
| 13 | A romantic relationship deepens, possibly leading to marriage. Gain an Ally. |
| 14 | Aging Crisis. Owe 30,000 for medical bills. |
| 14 | Victim of a crime |
| 15 | Aging Crisis. Owe 40,000 for medical bills. |