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Convicted of a crime (player decides whether the character is actually guilty) and drum out of the army. [SOC -2, lose all Commission, Rank, Vehicle and Well-Equipped traits, and choose three: Bad Reputation, Bloodmark, Enemy, Introvert, Quirk and Stigma. Add 1d6 years to time this path takes. May take no legitimate military paths]
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Captured and escaped. [Escape Artist +2, Streetwise +2, add 1d6 years to time this path takes, and take two of the following: STR -2, BOD -2, WIL -2, Combat Paralysis, Madness/Any (4), Unlucky (2)]
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"An offer you can't refuse." Blackmailed into working for the enemy. [Acting +2, Cryptography +2, Contact (2), Dark Secret/Spy (2), In For Life/Foreign Intelligence Agency, choose one: Addiction, Introvert, Madness, Quirk]
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Your grandstanding in the field cost the regiment several good soldiers! You're lucky they didn't shoot you on the spot! [-1 to four Military Field skills, Acting +2, Bad Reputation, Demotion, Enemy]
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"On Capellan borders there's no innocent civilians, all of them are Liaoist insurgents!" [Quirk/Hate Capellan Confederation, Stigma/Cruelty]
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You earn a promotion... for long service [Career/Soldier +5, add 2d6 years to time this path takes and receive one level of Promotion for each two years (round up)]
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"Who is THAT?" Whirlwind romance. [WIL -1, CHA +1, Dependent, Seduction +4]
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"Are you with us or against us?" A splinter faction wants call up you [If you accept this offer, take Contact/Splinter Faction, Enemy/RAF and choose Vehicle, Wealth or Promotion. Otherwise, take Quirk/Loyalty to Republic and Enemy (2) traits]
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Uneventful garrison duty. [+2 to any skill]
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There is a time for hobbies. [Interest/Any +5]
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"Information is ammunition" [choose two: Comms/Conventional +3, Computer/Any +3, Cryptography +3, Interrogation +3, Investigation +3, Streetwise +3]
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After several successful missions, you earn a promotion. [Promotion, +2 to any two skills in one Military Field]
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Assigned to a border world where raids are common. [Language/Nearest State +2, Tactics/Any +2, +2 to any three of the character's Military Field skills]
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Develop contacts with the locals. [Bureaucracy/Republic +2, Protocol/Republic +2, Streetwise +2, Contact, Well-Connected]
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The highlights of your year are the great social functions held in the Prefecture capital. [Acting +3, Fast Talk +3, Negotiation/Political +2, Protocol/Republic +2, Seduction +2, choose one positive and one negative traits: Contact, Enemy, Dependent, Gregarious, Promotion, Stigma]
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Conspicuous gallantry in the field and the death of your superior offer you a chance for a field commission. [+3 to two Military Field skills, Leadership +2, Brave, Commission (Rank 1) and must take Major RAF Academy: Officer Candidate School as next path. If the character is already an officer, or if you want to decline the commission, take Promotion (2) instead]
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Making a number of good friends amongst the influencing people [SOC +1, Contact, Contact (2), Contact (3), Gregarious, Promotion (2), Well-Connected. Add +6 to any two and +4 to four others of you skills. May take Career Politician (4) or Corporate Mover (4) as new path, applying +2 to any resulting Event rolls]
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Choose one event or roll twice and apply both results
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Choose two events or roll three times and apply each results
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