Life Events

Habibo

Mongoose
First off i know there is a subject about the table but my post is not about the table so i figure it needs it's own post.
I think the life events to make it more interesting could be rolled every term and you could either take it out of career events or leave it in making it possible to get two life events in a term this makes characters far more interesting without making it like a terrible loss for getting a life event on your event roll
 
Habibo said:
First off i know there is a subject about the table but my post is not about the table so i figure it needs it's own post.
I think the life events to make it more interesting could be rolled every term and you could either take it out of career events or leave it in making it possible to get two life events in a term this makes characters far more interesting without making it like a terrible loss for getting a life event on your event roll
I don't dislike this idea. having the life events happen regardless would make sense. Rolling two events, one for career and one for life seems like something that could be easily slipped into the process.
 
If we elected to do this, then I would ask for a much larger range of events etc. I mean how many times can I get either a break up and earn an enemy or find an Alien Artifact. :wink:
 
I agree on both accounts. I want a much larger life events table and roll on it every term in addition to the normal event/mishap roll.
 
grauenwolf said:
I agree on both accounts. I want a much larger life events table and roll on it every term in addition to the normal event/mishap roll.


Yes, a d66 life events table would be great. I miss the d66 events tables from the career books.
And I would be cool with rolling a life event and career event per term.
Gotta get rid of the 7=roll on life event table entry in the career events tables.
 
At the moment numerous life events within a career are uncommon but I've already seen issues where some life events may not make sense together or when taken back to back.

I'm a little on the fence about this for a few reasons but mostly because I think there is enough to worry about at this point of the play test and that the end result of tripling the life events would seam rushed and not get the attention it deserves. Another reason is because a d66 list does not have the probability curve of a 2d6 list. The list would be full of duplicated items or else getting a girl friend has the same odds as getting an ancient artifact - although at one time in my life that may have been accurate. :cry:

If something like the current event 12 with it's 6 Unusual Events is broken up into options 61 through 66, the probability of getting an Unusual Event skyrockets from 1:36 to 1:6. Hope I got that right. Add to that rolling more often for events....

Perhaps if the group hammered out a good d66 list? Even if it only ends up in the TC.
 
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. 

 
OK, I am going to kick this thing off!!!
Marked the new one in Green. The originals are in blue.

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 Refugee: You are forced to leave your home world, leaving most of your possessions behind. You lose a benefit roll, but gain a new skill at level 0 from the background skill list.
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. 

 
Thanks for the work starting it off.

Let me throw a few ideas out there before adding any specific events.

Should the items with multiple entries be thought of in a different way?

For example,
for 14, 15, and 16
Instead of "Ending of Relationship" it is events that have the outcome of "Gain a Rival or Enemy"

for 21 through 33
Ways to "Gain an Ally"

for 34 through 43
Events where you gain a new Contact.

and so on
 
CosmicGamer said:
Thanks for the work starting it off.

Let me throw a few ideas out there before adding any specific events.

Should the items with multiple entries be thought of in a different way?

For example,
for 14, 15, and 16
Instead of "Ending of Relationship" it is events that have the outcome of "Gain a Rival or Enemy"

for 21 through 33
Ways to "Gain an Ally"

for 34 through 43
Events where you gain a new Contact.

and so on

Exactly what I had in mind.
Maybe with slight twists to them as well.
I left the original wording in there, just as a placeholder to remind of the starting point.
 
Next, again, thanks for the work, but unlike what was said above
allanimal said:
54 Refugee: You are forced to leave your home world, leaving most of your possessions behind. You lose a benefit roll, but gain a new skill at level 0 from the background skill list.
fits the mode of a "Travel" event and not an Event that gives a DM to Qualification.

Not that there is anything wrong with it. No reason at all we have to keep an exact 1:1 ratio of event outcomes from 2d6 to d66 as long as it isn't making something way too common. Also no issue throwing more variety in the outcomes...

However, it's one thing if life events are part of the career events but I'm not a big fan of life events being another source of skills if rolling them in addition to the career events as being discussed earlier.
 
Ok here's a couple ideas. 1st Needs some work on the effect.

22 Friend in Need A friend asks for help involving lots of money, questionable legality or other circumstances that separate true friends from mere acquaintances. If you choose to help, change a contact to an ally. Otherwise gain a rival.



26 Adopted by a Pet a cute, cuddly domestic animal follows you home. The critter improves your psychological well being so much, you gain a +1 DM to your next survival roll.

What do you think?
 
Ok, one more.

35 Fifteen Minutes of Fame you play a key role in a short-lived but widespread fad. You are occasionally recognized by random people wherever you go, which comes in handy when you need small favors, but is quite inconvenient when you are trying to lay low.
 
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