|
Your actions prove that you do not possess the required moral convictions to remain in the Knighthood and deserve swift and final punishment. [Lose all traits received in this path and choose two: Bad Reputation (3), Bloodmark (3), Dark Secret (3), Enemy (3), Unlucky. Next path must be Ne'er-Do-Well. May take no legitimate military paths, unless player takes Alternative Identity trait]
|
|
You solely held the line against Capellan hordes, and though you survived, you will never again "suit up" [+4 to any three Military Field skills, Good Reputation (2), Lost Limb (3), Disability (3); may take no more military paths]
|
|
Captured, tortured and interrogated (player determined whether the character cracked). [BOD -1, Escape Artist +2, Survival +2, and choose two: WIL -2, Enemy (2), Disability (2), Glass Jaw, Lost Limb (2), Madness/Any (2)]
|
|
In the end, you took the coward's way out and watched your associates die, but you also took the face of a hero. [Acting +3, Escape Artist +3, Combat Paralysis, Dark Secret (2), Good Reputation (2), Quirk/Self-doubt]
|
|
You make an enemy in the Senate. [Bureaucracy/Republic +2, Enemy (2)]
|
|
The political machine chewed you up fairly well. [CHA -1, Bureaucracy/Republic +2, Negotiation/Political +2, choose Introvert or Timid trait]
|
|
Mission failure! [+2 to any military field skill, Bad Reputation]
|
|
How fast fortunes may change! [EDG +1, Vehicle -2, Custom Vehicle, Enemy, +1 to any three skills]
|
|
Shuffling paper was never your style. [Administration +2, Bureaucracy/Republic +2, Impatience]
|
|
Routine missions. [+2 to any two skills]
|
|
You earn a promotion with a hard-fought battle. [Addiction, Good Reputation, Promotion, Tactics/Any +2, +2 to two military field skills]
|
|
Heavy but glorious combat. [+2 to all skills in one Military Field, Good Reputation, Promotion, choose one: Disability, Lost Limb, Madness, Quirk, Unattractive]
|
|
You receive a special presentation from the Exarch for services to the Republic. [Take Promotion and choose two: Custom Vehicle (2), Special Item (2), Vehicle (2), Well-Equipped]
|
|
Deep cover assignment. [Acting +3, Disguise +3, Fast Talk +3, Language/Any +3, Protocol/Any +3, Streetwise/Any +3, Alternate Identity, Dark Secret, Enemy (2)]
|
|
Your reputation precedes you, for good and ill. [Protocol/Republic +2, Seduction +2, +3 to any two other skills, Contact, Enemy, Promotion, Stigma/The One to Beat]
|
|
You saw some heavy action on and off the battlefield. [Leadership +2, Negotiation/Political +5, Strategy +1, +2 to two military field skills, Enemy, Promotion, Well-Connected]
|
|
The Exarch himself handed you this mission. You didn't disappoint him. [SOC +1, +8 to any one and +4 to three other skills. Receive Contact (3), Good Reputation (2) and choose two: Contact (3), Custom Vehicle (3), Promotion (3), Property (3), Vehicle (3), Wealth (3)]
|
|
Choose one event or roll twice and apply both results
|
|
Choose two events or roll three times and apply each results
|