CosmicGamer said:
Perhaps if the group hammered out a good d66 list? Even if it only ends up in the TC.
OK, good idea. So, if I re-write the current life events table as a d66 table, perhaps we can replace the duplicate events with alternates that have approximately the same significance. For the various "or" choices (commit crime or victim of crime, birth or death), I split them up already.
The ones in blue are probably OK as is (and meet the same probability as before.
So, fill in the table and mark it blue to indicate it has been changed.
What do you think?
11 Sickness or Injury: You are injured or become sick. Roll on the Injury Table.
12 Death: Someone close to you dies, like a friend or family member.
13 Birth: Someone close to you gives birth (or is born!). You are involved in some fashion (father or mother, relative, godparent, etc).
14 Ending of Relationship: A romantic relationship involving you ends. Badly. Gain a Rival or Enemy.
15
Ending of Relationship: A romantic relationship involving you ends. Badly. Gain a Rival or Enemy.
16
Ending of Relationship: A romantic relationship involving you ends. Badly. Gain a Rival or Enemy.
21 Improved Relationship: A romantic relationship involving you deepens, possibly leading to marriage or some other emotional commitment. Gain an Ally.
22
Improved Relationship: A romantic relationship involving you deepens, possibly leading to marriage or some other emotional commitment. Gain an Ally.
23
Improved Relationship: A romantic relationship involving you deepens, possibly leading to marriage or some other emotional commitment. Gain an Ally.
24
Improved Relationship: A romantic relationship involving you deepens, possibly leading to marriage or some other emotional commitment. Gain an Ally.
25 New Relationship: You become involved in a romantic relationship. Gain an Ally.
26
New Relationship: You become involved in a romantic relationship. Gain an Ally.
31
New Relationship: You become involved in a romantic relationship. Gain an Ally.
32
New Relationship: You become involved in a romantic relationship. Gain an Ally.
33
New Relationship: You become involved in a romantic relationship. Gain an Ally.
34 New Contact: You gain a new Contact.
35
New Contact: You gain a new Contact.
36
New Contact: You gain a new Contact.
41
New Contact: You gain a new Contact.
42
New Contact: You gain a new Contact.
43
New Contact: You gain a new Contact.
44 Betrayal: You are betrayed in some fashion by a friend. If you have any Contacts or Allies, convert one into a Rival or Enemy. Otherwise, gain a Rival or an Enemy.
45
Betrayal: You are betrayed in some fashion by a friend. If you have any Contacts or Allies, convert one into a Rival or Enemy. Otherwise, gain a Rival or an Enemy.
46
Betrayal: You are betrayed in some fashion by a friend. If you have any Contacts or Allies, convert one into a Rival or Enemy. Otherwise, gain a Rival or an Enemy.
51
Betrayal: You are betrayed in some fashion by a friend. If you have any Contacts or Allies, convert one into a Rival or Enemy. Otherwise, gain a Rival or an Enemy.
52
Betrayal: You are betrayed in some fashion by a friend. If you have any Contacts or Allies, convert one into a Rival or Enemy. Otherwise, gain a Rival or an Enemy.
53 Travel: You move to another world. You gain DM+2 to your next Qualification roll.
54
Travel: You move to another world. You gain DM+2 to your next Qualification roll.
55
Travel: You move to another world. You gain DM+2 to your next Qualification roll.
56
Travel: You move to another world. You gain DM+2 to your next Qualification roll.
61 Good Fortune: Something good happens to you; you come into money unexpectedly, have a lifelong dream come true, get a book published or have some other stroke of good fortune. Gain DM+2 to any one Benefit roll.
62
Good Fortune: Something good happens to you; you come into money unexpectedly, have a lifelong dream come true, get a book published or have some other stroke of good fortune. Gain DM+2 to any one Benefit roll.
63
Good Fortune: Something good happens to you; you come into money unexpectedly, have a lifelong dream come true, get a book published or have some other stroke of good fortune. Gain DM+2 to any one Benefit roll.
64 Crime: You commit (or are accused) of a crime. Take the Prisoner career in your next term.
65 Crime: You are the victim of a crime. Lose one Benefit roll.
66 Unusual Event: Something weird happens. Roll 1D.
1 – Psionics: You encounter a Psionic institute. You may immediately test your Psionic Strength and, if you qualify, take the Psion career in your next term. See page 204 for more details.
2 – Aliens: You spend time among an alien race. Gain Science 1 and a Contact among an alien race.
3 – Alien Artefact: You have a strange and unusual device from an alien culture that is not normally available to humans.
4 – Amnesia: Something happened to you, but you do not know what it was.
5 – Contact with Government: You briefly came into contact with the highest echelons of the Imperium – an Archduke or the Emperor, perhaps, or Imperial intelligence.
6 – Ancient Technology: You have something older than the Imperium, or even something older than humanity.