Life Events

Original content

LIFE EVENTS
(Roll d10)

1-2 You Get Lucky
3-4 Disaster Strikes
5-6 Make A Friend
7-8 Make An Enemy
9-0 Romantic Involvement

If your character is very old (over 30), roll life events normally up to what a normal character would have (14 events for a 30 year old character) and distribute them along your life path in a way that makes sense. Fill in the missing years with “nothing happened”. Obviously something probably did happen, it just does not carry any weight any more.

YOU GET LUCKY!
(Roll d%)

01-05 Financial Gain (d10 x 100 €)
06-10 Big Score! (d10 x 500 €)
11-15 Gain 2d10 x 100 € to spend on Cyberware
16-20 Find Combat Teacher (2/1 to a combat skill)
21-25 Find Instructor (2/1 to a non-combat REF Skill)
26-30 Find Teacher (2/1 to INT Skill)
31-35 Find Coach (2/1 to BOD Skill or Athletics)
36-40 Find Technical Teacher (2/1 to TECH Skill)
41-45 Charm School (2/1 to EMP Skill)
46-50 Discover Fashion Sense (2/1 to Wardrobe & style or Social)
51-55 Learn A New Language (4/3 to Language)
56-60 Learn Netrunner Basics (2/1 to Interface, Programming or Netwise)
61-65 Life On The Street (2/1 to COOL Skill)
66-70 Befriend Wildlife (2 SP “Brotherhood” Advad, can be raised with SPs)
71-75
76-80 Gain a Contact (2 SP “Contact,” can be raised with SPs, Generate on FE&C Table)
81-85 Someone Owes You A Favor (Generate on FE&C Table)
86-90
91-95 Enemy Disappears/Dies (Choose One; if no enemies, roll again)
96-00 Pulled Off Something Impressive (+2 Pos. REP)

DISASTER STRIKES!
(Roll d%)

01 – 05 Financial Loss (d10 x 100 €)
06 – 10 In Debt (d10 x 500 € — Pay Now, or Pay Later!)
11 – 15 Contract Bioplague; Random Attribute Reduced by 1
16 – 20 Addiction; INT, REF, BODY, or EMP Reduced by 1
21 – 25 Injury (Make One Roll on the random injury table)
26 – 30 Friend/Lover Dies/Disappears (Choose One Randomly)
31 – 35 Contact Dies/Disappears (Choose One Randomly)
36 – 40
41 – 45 Someone Wants You Dead (GM Generates Secret Enemy)
46 – 50 Betrayed By Friend (Friend Becomes Enemy)
51 – 55 Arrested and Not Convicted (1d5 Weeks in Jail)
56 – 60 Arrested and Not Proven (2d6 Months in Prison)
61 – 65 Arrested and Convicted of a Crime (1d10 years in Prison, roll d6/2: 1 = high security, 2 = medium security, 3 = low security. Life events during this time occur in prison.)
66 – 70 There Is A Warrant Out For Your Arrest Somewhere (GM Chooses)
71 – 75
76 – 80 Anger local Wildlife. (GM’s Choice)
81 – 85 Hunted By A Corporation (Roll or Choose One)
86 – 90 You Owe Someone A Favor (Generate on FE&C Table)
91 – 95 Blamed For Something You Did Or Didn’t Do (+1 Neg. REP)
96 – 00 Unplanned Pregnancy! Deal With It.

DISASTER STRIKESRANDOM INJURY CHART
(OR “YOU GOT MAIMED!”)
(Roll d%)

01 – 05 Minor Burns 3 Roll a hit location with d% to see what was burnt. There is a 25% chance you gain one level of ugly. If your head got burnt automatically gain one additional level of ugly.
06 – 10 Serious Burns 1, 3 Roll d6, that many hit locations got burned (determine which ones with d%). Automatically gain one level of ugly. If your head got burned gain an additional level of ugly.
11 – 15 Stab Wound(s) 3 Somebody cut you badly, but you survived and you have the scars to prove it.
16 – 20 Bullet Wound: Went Clean Through 3 You got shot, but it could have been a lot worse.
21 – 25 Bullet Wound: Lodged Projectile, Removed 3 You got shot and survived, but the/a good doc managed to remove the bullet.
26 – 30 Bullet Wound: Lodged Projectile, Never Removed 2, 3 You got shot and survived, but the bullet is still inside you. This makes getting through airport security interesting, to say the least.
31 – 35 Bullet Wound: Fragmented, Large Exit Wound 1, 3 Roll a location with d%. If you got hit in a limb that limb was blown away or useless. If you got hit in Torso you permanently lose 1 BODY. If you got hit in the head you are one lucky bastard, but you no longer have your original jaw.
36 – 40 Poorly Healed Fracture 1, 2 Randomly determine a limb. All rolls involving that limb suffer a -2 penalty. If it is a leg, also reduce MOVE by 2.
41 – 45 Damaged Internal Organ(s) 1, 2 Since internal organs are a varied bunch the GM is encouraged to come up with something nasty on their own for you. For example, if you are missing a lung reduce MA and BODY by d6/2. If you have a damaged bladder you might need to urinate constantly (or wear a catheter all the time). If you can’t come up with anything, just make them buy a new liver.
46 – 50 Skull Fracture: Minor Brain Damage Permanently lose 1 INT. There is a 10% chance you suffer from frequent, blindingly painful headaches.
51 – 55 Skull Fracture: Major Brain Damage Lose d6/2 + 1 INT. There is a 25% chance you suffer from frequent, blindingly painful headaches. With the GM:s permission you may lose REF, TECH or EMP instead of INT.
56 – 60 Unremoved Shrapnel 2 The stuff inside you might pose problems later in life. Also sets off metal detectors.
61 – 65 Missing Teeth 3 You are missing some teeth. Chewing solid foods is difficult.
66 – 70 Missing Fingers/Toes 1 You are missing d6 fingers or toes from a randomly determined limb (if you are missing 6, roll another random limb). Missing fingers give a -2 penalty to any TECH task attempted with the hand. Missing toes reduce MOVE by 1.
71 – 75 Missing Eye 1 You are missing an eye. There is a 20% chance you gain a level of ugly.
76 – 80 Missing Ear 2, 3 Impairs your hearing: -2 to Awareness/Notice rolls involving hearing. There is a 25% chance you gain a level of ugly.
81 – 85 Missing Nose 3 You automatically gain a level of ugly.
86 – 90 Severed Limb/Hand/Foot 1 Roll a hit location to see how much of which limb you lost (reroll results for head and torso).
91 – 95 Back Injury 2 You can lift only half the normal amount. Your Body Type counts as 1 step less for determining EV.
96 – 00 Impressive Scar 3 You have a scar that looks pretty damn impressive. This might get you instant respect with some people, but also makes you distinctive.

NOTES:
1 – Injury can be cured with cyberware or other replacement parts.
2 – Surgery can cure the affliction by cutting something out, or fixing the injury outright.
3 – Facial reconstruction and/or cosmetic surgery may fix aspects of this injury.

Injuries that come about as the result of the “Old Injury” disadvantage cannot be fixed unless the disad is “bought off” first. For more information concerning specific injuries and their effects, see the appendix.

MAKE A FRIEND
(Consult FE&C Chart 1.0 to see WHO your friend is, then use the following charts.)

HOW DID YOU MEET THEM?
(Roll d%)

01 – 04 A Partner
05 – 08 A Co-Worker
09 – 12 A Contact
13 – 16 An Old Lover
17 – 20 An Old Enemy
21 – 24 An Old Childhood Friend
25 – 28 A Relative
29 – 32 Met Through Common Interest
33 – 36 You Saved His Life
37 – 40 He Saved Your Life
41 – 44 At A Party
45 – 48 An Old Employer
49 – 52 An Old Employee
53 – 56 Met Through A Common Friend
57 – 60 Met Through A Blind Date
61 – 64 Went To School Together
65 – 68 Met Through A Common Enemy
69 – 72 Met At A Concert
73 – 76 Met At A Bar
77 – 80 Met At A Mallplex
81 – 84 Met Through A Common Lover
85 – 88 He Sold You Something
89 – 92 You Sold Him Something
93 – 96 He Did You A Favor
97 – 00 You Did Him A Favor

MAKE AN ENEMY
(Consult FE&C Chart 1.0 to see WHO your enemy is, then use the following charts.)

DID YOU KNOW THEM?
(Roll d10)

1 Ex-Friend
2 Ex-Lover
3 Relative
4 Employer
5 Employee
6-7 Partner/Co-Worker
8-0 Total Stranger

WHO’S THE OFFENDING PARTY?
(Roll even/odd)

even You did it.
odd They did it.

WHAT’D YOU/THEY DO?
(Roll d%)

01 – 04 Attempted Murder
05 – 08 Attempted Blackmail
09 – 12 Exposed a Secret
13 – 16 Framed Other
17 – 20 Betrayed/Backstabbed other
21 – 24 Threatened Injury
25 – 28 Threatened Death
29 – 32 Caused Property Damage
33 – 36 Caused Direct/Indirect Personal Injury: roll on the random injury table
37 – 40 Caused Injury of Relative/Friend/Lover
41 – 44 Caused Death of Relative/Friend/Lover
45 – 48 Caused Loss of Face/Status
49 – 52 Caused Loss of Friends
53 – 56 Caused Loss of Job/Contract
57 – 60 Refused Romantic Advances
61 – 64 Stole Property: d10 x 1000 € (does not affect your starting funds)
65 – 68 Stole Money: d10 x 1000 € (does not affect your starting funds)
69 – 72 Clashing Personalities
73 – 76 Minor Disagreement (Something Stupid)
77 – 80 Major Disagreement (something reasonably justified)
81 – 84 Insulted Relative/Friend/Lover
85 – 88 Personal Insult or Accusation
89 – 92 Made Pass At Lover
93 – 96 Seduced Lover
97 – 00 Foiled Plan

WHO’S PISSED OFF?
(Roll d10)

1 – 3 You’re Angry
4 – 6 They’re Angry
7 – 0 Mutual Hate

WHAT’RE YOU/THEY GONNA DO ABOUT IT?
(Roll d10)

1 Talk smack about him behind his back.
2 Verbally abuse him every chance you get.
3 Beat the son of a bitch to within an inch of his life.
4 Kill the bastard at the first opportunity.
5 Avoid him like the plague.
6 Interfere with his plans indirectly.
7 Make his life miserable (frame him, steal his friends, seduce his lover(s), etc.).
8 Hurt him the same way he hurt you (an eye for an eye).
9 Befriend him, only to betray him when the time is right.
0 He’s not worth your time. Ignore him and pretend he doesn’t exist.

WHAT CAN/WILL THEY THROW AGAINST YOU

1-2 Just themselves (how lucky for you)…
3-4 …and a few friends.
5 A considerable number of people from their organization, if any. For example a gang. If they don’t have an organization they are willing to spend a great deal to get at you.
6 Everything they got. For example, an entire gang or a corporate branch. If they don’t have an organization they are willing to spend everything to get at you.

ROMANTIC INVOLVEMENT
(Consult FE&C Chart 1.0 to see WHO your lover is, then use the following charts.)

HOW DID YOU MEET THEM?
(Roll d%)

01 – 05 A Partner
06 – 10 A Co-Worker
11 – 15 A Contact
16 – 20 An Old Lover
21 – 25 An Old Enemy
26 – 30 An Old Childhood Friend
31 – 35 Met Through Common Interest
36 – 40 You Saved His Life
41 – 45 He Saved Your Life
46 – 50 At A Party
51 – 55 An Old Employer
56 – 60 An Old Employee
61 – 65 Met Through A Common Friend
66 – 70 Met Through A Blind Date
71 – 75 Went To School Together
76 – 80 Met Through A Common Enemy
81 – 85 Met At A Concert
86 – 90 Met At A Bar
91 – 95 Met At A Mallplex
96 – 00 Met Through A Common Lover

HOW DID IT WORK OUT?
(Roll d10)

1 – 4 Happy Love Affair
5 Tragic Love Affair
6 – 7 Love Affair With Problems
8 – 0 Fast Affairs and Hot Dates

HAPPY LOVE AFFAIR´(Under construction, do not use yet.)
(Roll d%)

01 – 16 Still ongoing.
17 – 22
23 – 28
29 – 34
35 – 40
41 – 46
47 – 52
53 – 58
59 – 64
65 – 70
71 – 76
77 – 82
83 – 88
89 – 94
95 – 00

TRAGIC LOVE AFFAIR
(Roll d%)

01 – 16 It just didn’t work out
17 – 22 Lover Left You A “Dear John” Note And Skipped
23 – 28 Lover Died of an (possibly incurable) Disease
29 – 34 Lover Died in Accident
35 – 40 Lover Vanished/Was Kidnapped
41 – 46 A Personal Goal Came Between You
47 – 52 Lover Went Insane
53 – 58 Lover Committed Suicide
59 – 64 Lover Killed In A Fight
65 – 70 Lover Imprisoned (2d10 Years)
71 – 76 Lover Murdered By An Enemy (Choose One)
77 – 82 Lover Left You For A Friend (Choose One)
83 – 88 Lover Left You For An Enemy (Choose One)
89 – 94 Lover Was Just Leading You On
95 – 00 Lover Stole d10 x 100 € From You And Split

LOVE AFFAIR WITH PROBLEMS
(Roll d%)

01 – 07 Your Lover’s Family Hates You
08 – 14 Your Lover’s Friends Hate You
15 – 21 Your Family Hates Your Lover
22 – 28 Your Friends Hate Your Lover
29 – 35 Lover Wants To See Other People
36 – 42 You Want To See Other People
43 – 49 You Are Separated
50 – 56 You Fight Constantly
57 – 62 One Of You Is Insanely Jealous
63 – 68 Your Lover Is “Messing Around”
69 – 74 You Are “Messing Around”
75 – 80 Lover’s Ex-Lover Wants You Dead / Your ex-lover wants your lover dead
81 – 87 Lover Has A Chemical Dependency
88 – 93 Lover Is In A Coma
94 – 00 Lover Is Married

MUTUAL FEELINGS
(Roll d10 if applicable)

1 They Still Love You
2 You Still Love Them
3 You Still Love Each Other
4 You Hate Them
5 They Hate You
6 You Hate Each Other
7 You’re Friends
8 No Feelings Either Way
9 You Like Them, They Hate You
0 They Like You, You Hate Them

FRIEND, ENEMY, AND CONTACT OCCUPATIONS
(FE&C Chart)

What follows is a chart that a Game Master can use to generate random occupations for non-player characters, and to flesh out friends, enemies, and contacts. Follow die-rolling instructions, or pick an entry, and proceed to sub-charts as indicated. Determine the NPC’s gender by rolling even/odd. On an even roll, it’s a male. On an odd roll, it’s a female.

OCCUPATION
(Roll d%, then roll a d10 and shift the result that much towards your own category)

01 – 20 Street Trash
21 – 35 Organized Crime
36 – 50 Legal/Emergency
51 – 60 Entertainment
61 – 79 Legally Employed
80 – 89 Corporate
90 – 00 Government

STREET TRASH

01 – 02 Freelance assassin/hitman
03 – 07 Bartender
08 – 11 Bodyguard
12 – 15 Bouncer
16 – 20 Cab Driver
21 – 23 Con Man
24 – 26 Convict
27 – 28 Counterfeiter
29 – 30 Drug Cooker
31 – 36 Drug Dealer
37 – 40 Ex-Convict
41 – 44 Fixer/Fence
45 – 49 Gang Member
50 – 53 Hooker (Non-Licensed)
54 – 58 Junkie
59 – 62 Mercenary
63 – 65 Netrunner
66 – 69 Nomad
70 – 72 Prostitute (Licensed)
73 – 74 Ripperdoc
75 – 78 Edgerunner solo
79 – 82 Smuggler
83 – 88 Street Vendor
89 – 90 Techie
91 – 94 Thief/Burglar
95 – 00 Vagrant

ORGANIZED CRIME (Roll 1D10):

01 – 04 Assassin/hitman
05 – 11 Bodyguard
12 – 15 Bouncer
16 – 23 Gang Member
24 – 26 Bookie
27 – 28 Counterfeiter
29 – 30 Drug Cooker
31 – 40 Drug Dealer
41 – 49 Fixer/Fence
50 – 53 Hooker (Non-Licensed)
54 – 62 Enforcer
63 – 65 Netrunner
66 – 69 Courier
70 – 71 Accountant
72 – 75 Ripperdoc
76 – 78 Solo
79 – 82 Smuggler
83 – 85 Lawyer
86 – 90 Techie
91 – 94 Thief/Burglar
95 – 99 Minor Boss
100 Major Boss
d10 Organization
1 Mafia (mainly Italians)
2 Yakuza
3-4 Triad/Tong
5-7 SA Cartels
8 Organitzkaya (the Russian mob)
9-0 Other: for example minor ethnic groups, terrorists/freedom fighters, etc.

LEGAL/EMERGENCY (Roll 1D100):

01 – 05 Bounty Hunter
| 06 – 20
Cop (roll on Type of Police)
21 – 36 Fireman
37 – 40 Lawyer
41 – 55 Paramedic
56 – 61 Prison Guard
62 – 75 Private Investigator
76 – 90 Rent-A-Cop
91 – 95 Retired Cop (roll on Type of Police)
96 – 00 Vigilante
d% Type of Police
01 – 03 Internal Affairs Division (IAD)
04 – 08 Administration
09 – 13 Net Security Section (NetSec)
14 – 18 Homicide
19 – 23 Vice
24 – 28 Robbery
29 – 33 Special Investigation (SIn)
34 – 37 Special Weapons And Tactics (SWAT)
38 – 41 Cyborg Suppression Unit (CSU, MaxTac, C-SWAT)
42 – 46 Riot Section
47 – 50 Airborne patrol
51 – 67 Cruiser patrol
68 – 82 Traffic patrol
83 – 98 Beat patrol
99 – 00 High Way patrol

ENTERTAINERS (Roll 1D10):

1 Actor
2 – 3 Artist
4 Athlete
5 Disk Jockey
6 Media (roll on Type of Media)
7 – 8 Rocker
9 Dancer
0 Writer
d10 Type of Media
1 News Reporter
2-3 Journalist
4 Photojournalist
5 Anchor Person
6 Cameraman/-woman
7 Technician
8 Sports Caster/Commentator
9 Combat Correspondent
0 Editor

LEGALLY EMPLOYED

01 – 06 Accountant
07 – 13 Clerk (Retail or Otherwise)
14 – 19 Construction Worker
20 – 25 Courier
26 – 31 Doctor/Nurse
32 – 37 Engineer/Technician
38 – 44 Janitor
45 – 50 Pilot
51 – 56 Secretary
57 – 61 Scientist
62 – 68 Social Worker
69 – 75 Student, College
76 – 80 Student, K-12
81 – 87 Teacher, College
88 – 93 Teacher, K-12
94 – 00 Truck/Bus Driver

66 – 79: Corporate (Roll 1D10):

1 Assassin
2 Corporate Security
3 Doctor/MedTech
4 – 5 Employee (Clerk, Secretary, etc)
6 Junior Executive
7 Senior Executive
8 Netrunner
9 Corporate Solo
0 Technician
d% Type of Corporation
1-5 Pharmaceuticals
6-10 Security/Mercenary
11-15 Cybernetics
16-20 Electronics
21-25 Heavy Industry
26-30 Software
31-35 Entertainment/Media
36-40 Automotive
41-45 Aeronautics/Space
46-50 Consumer Goods
51-55 Small Arms/Body Armor
56-60 Raw Materials (Agricultural/Mining/Petrochemical/Steel Mill/etc.)
61-65 Communications/Logistics/Transport
66-70 Urban Development/Construction
71-75 Service Industry
76-80 Medical
81-85 Research
86-90 Biotechnology
91-95 Corporate/Government Services
96-00 Conglomerate (roll again twice)

Government (Roll 1D10) :

1 – 2 Federal Agent (roll on Type of Federal agent)
3 Assassin
4 – 7 Military (roll on Military branch)
8 Employee
9 – 0 Official/Politician
d% Type of Federal agent
1 Administration
2 FBI
3 Bureau of Alcohol, Tobacco and Firearms
4 Drug Enforcement Agency
5 An Intelligence Agency (pick one), for example: CIA, DIA, NSA, NGA, NRO, AFISRA, INSCOM, MCIA, ONI, OICI, I&A, CGI, NSB, ONSI, INR, TFI
6 Department of the Interior
7 Department of Agriculture/Commerce/Education/Energy/Health and Human Services/etc.
8 Department of Defence
9 Secret Service
0 Special Operations
d% Military branch
1-7 Air Force, enlisted
8-10 Air Force, officer
11-25 Army, enlisted
26-30 Army, officer
31-37 Marines, enlisted
38-40 Marines, officer
41-47 Navy, enlisted
48-50 Navy, officer
51-72 State Army, enlisted
73-80 State Army, officer
81-98 Federal Volunteer Service
99-100 Top Brass (roll again to determine branch)

Life Events

Edgerunner Kohme Sevain