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A dezgra ambush cuts you off from your unit, but you survived. [+2 to any two skills in character's Military Fields and choose two of the following (or choose one twice): Addiction (2), Combat Paralysis, Disability (2), Lost Limb (2), Madness (3), Unlucky]
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Your Trinary was assigned to hold the line, and though you survived, you will never again "suit up." [+4 to any three Military Field skills, Good Reputation (3), Lost Limb (3), Disabled (3); may take no more military paths]
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An honor duel with your commander goes against you. [Demotion, Enemy (2)]
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Living on Inner Sphere, you found Inner Sphere ways too tempting to ignore [Bad Reputation, Stigma/unClanlike Behavior, remove Quirk/Clan Honor and choose one: Gambling +1, Seduction +1 or Streetwise/Any +1]
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Defeated and captured by Inner Sphere surats. Honor demands that you become a bondsman to your captors. [Leave the Clans with the usual effects, except that the character suffers a lesser Stigma/Inner Sphere Bondsman, rather than the usual Stigma/Bandit Caste (2). Character must take Tour of Duty: Inner Sphere as next path]
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A warrior lives to serve, whether or not the order was sound. [Strategy +6, Tactics/Any +6, Bad Reputation and choose one: Disabled (2), Lost Limb (3), Poor Hearing (3) or Poor Sight (3)]
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Captured in a raid and made bondsman to the hated enemy. [The specific Clan can be chosen by the character or left to the discretion of the gamemaster]
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Your combat assignments take you across a dozen different worlds. [Survival/Any +5, +3 to any three Military Field skills, Allergy, Glass Jaw]
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Your commander kept you from distinguishing yourself on the battlefield. [Administration +6, Bureaucracy/Any +6, Enemy]
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Lucky for you, no one cares to find out about your unClanlike hobbies. [Interest/Any +6]
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Garrison duty on a backwater planet. [Streetwise +2, add +2 to any two skills and choose one: Addiction, Bad Reputation, Enemy, Dependent, Disability. Add d6 years to time this path takes]
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Battles may end, but the war shall last forever. [+2 to any five skills, Quirk/Psychotic]
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Natural selection is the way of the Clans - you replace your commander. [Commission (Rank 1), Enemy, Glory +2, Leadership +2. If character already has the Commission trait, take Promotion (2) instead]
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Exemplary service lands you a leading position in a planetary assault [Vehicle, Custom Vehicle, Promotion (3), Strategy +2, +2 to any two of the character's Military Field skills]
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Your heroic exploits rate a brief mention in your Clan's Remembrance. [+6 to any one skill, Leadership +4, Good Reputation (3), Glory +2, Disability, Enemy (2)]
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For the glory of the Clan! And your own. [+5 to any two skills, Glory +3, and choose three: Combat Sense, Contact (3), Custom Vehicle (3), Good Reputation (2), Promotion (2), Vehicle (3), Well-Equipped (2)]
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Even immortality has a price. [+4 to any four Military Field skills, Glory +4, Commission (Rank 1), choose one: Addiction (2), Disability (2), Madness/Any (2). If character already has the Commission trait, take Promotion (3) instead]
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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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