METROPOLIS  

LIFEPATH (continued)


 

 

 

 

 

 

4. Life events

Yearly event (1d10 for each year past 16)
Die roll Event
1 - 3 Big problems, big wins
4 - 6 Friends and enemies
7 - 8 Romantic involvement
9-10 Nothing Happened That Year

4(a). Big Problems, Big Wins
Disaster strikes (1d10)
Die roll Disaster
1 Financial loss or debt of 1d10 x 100 M. If this is owed to any of the Corps it must be paid immediately or you will be thrown into the worker city
2 Imprisonment (or held hostage) for 1d10 months. If imprisonment it can either be in the worker city or city prison (dependant on crime)
3 Illness or addiction, lose 1 REF point, permanently
4 Betrayal. Roll another 1d10 for details:
1 - 3, you are being blackmailed
4 - 7, an old secret was exposed
8 - 10, you were betrayed by a close friend, over romance or job (player chooses)
5 Accident. Roll another 1d10 for details:
1 - 4, you were badly disfigured, lose 5 ATT, permanently
5 - 6, hospitalized for 1d10 months
7 - 8, you have lost 1d10 months of memory for that year
9 - 10, you have flashback nightmares 80% of the time
6 Lover, friend or relative killed. Roll 1d10:
1 - 5, they died naturally or in an accident
6 - 8, they were murdered by unknown parties
9 - 10, you know who killed them, but have no proof
7 Falsely accused of a crime. Accused of... (1d10):
1 - 2, theft
3 - 4, cowardice
6 - 8, murder (or similar) - bounty of 1d10 x 1000 M
9, rape (or similar) - bounty of 1d10 x 100 M
10,
lying or betrayal (usually in regard to business dealings)
8 Hunted by a corp. Roll another 1d10 for details:
1 - 4, Small local firm or department
5 - 7, Larger Corporation or department
8 - 9, Large corp, calling in the law
10, Joh Fredersen wants to have a word with you
9 Hunted by the Underground. Roll 1d10:
1 - 3, it's only one person
4 - 6, you can't buy or sell in one neighborhood
8 - 9, you are denied certain goods all over the city
10, you can't buy anything anywhere for less than x2 cost
10 Mental or physical incapacitation. Roll another 1d10:
1 - 3, nervous or muscular disorder, lose 1 REF, permanently
4 - 7, mental problem, anxiety or phobia, lose 1 COOL permanently
8 - 10, major psychosis, with mood swings and hallucinations;
lose 1 COOL and 1 REF, permanently

What are you going to do about it?
Die roll Plan of action
1 - 2 Clear your name
3 - 4 Live it down and try to forget it
5 - 6 Hunt down those responsible and make them pay!
7 - 8 Get what's rightfully yours
9 - 10 Save, if possible, anyone else involved

You get lucky (1d10)
Die roll Good fortune
1 You make a powerful connection. Roll 1d10 for details:
1 - 3, a member of the elite class
4 - 5, a member of the Media
6 - 8, a manager of a powerful corp
9 - 10, a high-level dealer in the Underground
2 Financial windfall, 1d10 x 100 M
3 Big score on job or deal, 1d10 x 100 M
4 Found Sensei (teacher); add +1 to an existing martial
art or begin a new one at level 2
5 Found a teacher; add +1 to any INT-based skill, or begin
a new one at level 2
6 Powerful Corporate Exec owes you one favor
7 Nomad or Gang pack befriends you; you can call upon
them for one favor a month, equivalent to a Family
Special Ability of +2
8 A Fixer befriends you; you may use him for inside
information at a level of +2 Streetwise (if it is a
topic that he would be likely to know about)
9 A member of the Underground befriends you; you can call upon them for one favor a month, equivalent to a Family Special Ability of +2 -- but don't push it
10 Found a weapon combat instructor; add +1 to any weapon
skill (including Melee) or begin a new weapon skill at
level 2 (Martial Arts and Brawling are not weapon skills)

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