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While on an objective raid, one of your own sells you out [EDG -2, +2 to two combat skills, Enemy (2), Madness/Paranoia, Quirk/Vow of Vengeance, choose Addiction, Disability, Lost Limb or Unattractive]
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Those cowards said they'd follow you to hell and back, but did they? Of course not! [Madness/Paranoia and choose two: BOD -2, EDG -2, Combat Paralysis, Unlucky (2)]
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Captured, imprisoned and escaped. [Escape Artist +2, Scrounge +2, Streetwise +2, Survival/Any +2, Bloodmark, Enemy (2), and choose one: BOD -2, WIL -2, Combat Paralysis, Lost Limb (2), Unhealthy. Add 1d6 years to time this path takes.]
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In the filthy jungles in which you hide, you catch a horribly virulent disease. [BOD -2, INT -1, Survival/Jungles +2, choose Disability (3), Glass Jaw or Unhealthy]
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Gave your all for the cause. [+3 to four combat skills, STR -1, BOD -1, INT -1, WIL -1, EDG -1, Quirk/Loyalty and choose Addiction, Disability, Lost Limb, Madness or Unattractive]
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You married an indigenous and had a kid. [Dependent, Cooking +2, subtract -1 of all skills advanced or learned in this path. Add one year to time this path takes. May choose Civilian Job as next path]
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You still bear the scars from all that heavy fighting. [+2 to four combat skills, Poorly Equipped, choose one: BOD -2, Addiction (2), Disability (2), Madness/Any (2), Quirk (2) or Unattractive]
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Your boys remained loyal to the last... even while you escaped with the spoils. [Acting +2, Deception +2, Leadership +2, Quirk/Selfish, choose either Dark Secret or Bad Reputation]
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Trial by combat. Successful. [+2 to two combat skills, Promotion, choose Enemy, Disability or Quirk]
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Your tour is somewhat unusual... [Choose one: Forgery +4, Interrogation +4, Whips +4]
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Your dalliance with the slumming noble brings interesting gains and repercussions. [Fast Talk +2, Seduction +2, Streetwise/Any +2, Contact, Dependent, choose Gregarious or Attractive]
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Spokesperson for the Leader. [Fast Talk +3, Interest/Faction Ideology Doctrine +3, Performance +2, Protocol +3, Magnetic Personality, Enemy]
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The populace has nicknamed you "Modern Robin Hood" [Contact, Dependent, Good Reputation (2), Quirk/Protector of People]
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You become a master of "persuasion". [First Aid +3, Interrogation +3, Intimidation +3, MedTech +3, Bad Reputation, Pain Resistance]
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Only the strong are survive. [High Endurance, Toughness]
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You are one of those fortunate people who enjoy your work. [EDG +1, add +3 to all skills improved this path, receive Natural Aptitude for one of this skills]
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The enemy was good, but you were better! [+4 to all skills on your primary Military Field, Leadership +3, Strategy +2, Combat Sense, Commission (Rank 1) or Promotion (3) if character already commissioned or decline the commission. MechWarrior-trained character may receive Owns Vehicle and Custom Vehicle (2) traits, ignoring all affiliation and path restrictions. Other characters may choose Well-Connected (3), Well-Equipped (3) or Patron (3) trait. All characters receive Good Reputation and Enemy]
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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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