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You carried a grudge all the way through training and into your first live-fire exercise. Now the Commandant has a letter to write to your former rival's family, and a court martial to convene against you [Bad Reputation (2), Enemy (2), no more legitimate military paths]
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Your actions were so heinous that the high command ignored standard regulations and simply dumped you on a Periphery world. At least they chose one with a human population [Bad Reputation (2), Streetwise +2, no more legitimate military paths]
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Sunday: party. Monday: party. Tuesday: party. Rest of the week: party. How long until that lifestyle catches up you? [Choose two: Addiction (2), Bad Reputation (2), Demotion, Dependent, Enemy (2), SOC -2]
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The drug was declared dangerous for a reason. It'll likely never sink in, but the instructor who caught you probably saved your life [-1 to all AIT skills, +3 to any two skills, WIL -1, Contact, Life Debt]
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What life without getting into a few scraps? At least they never threw you into a brig [Martial Arts/Any +3, Bad Reputation, Enemy, Quirk/Unable to refuse fight, add a year to the time this path takes]
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You are overly fond of the nightlife and it takes a major emergency to make see you sense [MedTech +3, Seduction +3, Streetwise +6, choose Disability or Dependent, add a year to the time this path takes]
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Who knew that old guy you hassled had the ear of a few your instructors? [Enemy]
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You excelled in combat training. Too bad you had to burn a little too much karma to get away with it [+1 to any two field skills, STR +1, EDG -1, choose one: Demotion, Introvert, Unattractive]
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And here you thought trading in a little simulation time for another elective would have worked in your favor [-1 to two field skills, Interest/Any +4]
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Hey, being a four-year intramural champion would work in anybody's favor [Acrobatics +1, Good Reputation]
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They say you mix with the wrong sort, but they never complain when you deliver what they want [Negotiation/Commercial +2, Scrounge +2, Bad Reputation, Contact]
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Dropped in the wilderness, nothing but a knife and a blanket, and they expect you to survive for a whole week? [Blades +3, First Aid +2, Survival +4]
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A daring victory against the odds secures your reputation in the College [+2 to any three Military Field skills, Brave, Good Reputation]
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Your knack is not on the battlefield [Computers/Any +3, Cryptography +3, Investigation +2, Patience]
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"Cadet, you're sharp one. Let's see now sharp you really are." [Leadership +3, +3 to any three other skills, Fast Learner, Good Reputation and may choose OCS next]
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They say it's better to be lucky than good. What if you're both? [+6 to one field skill, +4 to any two others, EDG +2, Combat Sense. MechWarriors may enter Gunslinger Program subpath]
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You truly have what it takes, one of the gifted few who does. Maybe you can survive long enough to put that gift to work [Fast Learner, Well-Connected, +3 to all Military Field skills, may enter OCS and Gunslinger Program (non-MechWarriors receive Combat Sense, Natural Aptitude to any Military Field skill and +6 to this skill instead Gunslinger Program)]
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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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