Life Events
2d6 | Event |
2 | Sickness or Injury: Roll on the Injury Table. |
3 | Birth or Death: You or someone close to you gives birth, or someone close to you dies. |
4 | Relationship Ends: A romantic relationship ends poorly for you. Gain a Rival or Enemy. |
5 | Improved Relationship: An existing relationship improves, likely leading to marriage or similar commitment. Gain an Ally. |
6 | New Relationship: You begin a new romantic relationship. Gain an Ally. |
7 | New Contact: You meet someone new. Gain a Contact. |
8 | Betrayal: You are betrayed by a friend. Either an existing Contact or Ally becomes a Rival or Enemy or gain a new one. |
9 | Travel: You move to a new region. Gain +2 to your next Qualification Test. |
10 | Good Fortune: Luck has come your way. Gain +2 to your next Reward roll. |
11 | Crime: Roll 1d6. 1-4 – You are the victim of a crime. Lose your Reward roll this Phase. 5-6 – You committed or are accused of a crime. Roll a Persuade or Deceive Basic Test. If you fail, you are convicted and become a Prisoner next Phase. |
12 | Unusual Event: Roll 1d6. 1 – Magic: You have an opportunity to learn the secrets of magic. If your GM approves, you may join the Mage Profession next Phase. +1 INT 2 – Myth: You encounter a mythical being, such as a dragon or unicorn. You gain +1 EMP and the mythical being as a Contact. 3 – Magical Artifact: You find a strange magical artifact that grants a +1 Item bonus when used with an associated skill. Roll a random Secondary Skill to determine which skill it affects, then envision the item. 4 – Amnesia: You awaken with no knowledge of what happened to you, but you feel driven to find out. +1 WIL 5 – Ruler Contact: You came into contact with the highest rulers of your region, such as a king or emperor. +1 CHA 6 – Divine Inspiration: You believe you were divinely inspired, and you see the world differently now. +1 PER |