Life Events tables

The following tables are meant to represent ordinary and unordinary life events not related to military life. Roll once for every year your character has been active.

Life Events:
 01-04: Made a friend (800 XP, plus possible additional XP)
 05-09: Made an enemy (600 XP)
 09-12: Romantic Involvement
 13-16: Good things, Bad things
 17-20: Nothing Happened (no XP)

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MADE A FRIEND
 You lucked out and made a new friend. This person will go to bat for you, and in general do anything to help you out if they can, up to and including getting in semi-serious trouble. Beware - good friends will do minor favors for you without limit, but they will expect them in return. Major favors can strain the relationship, however, so be careful.
 For each new friend, choose or roll sex on 1D2, 1=Male, 2=Female
 Roll a 1d20 to determine your relationship to this friend
 1-2     Black Marketer
 3-4     Ex-lover
 5-6     Relative
 7-8     Met through a common interest.
 9-10    Person working for you or a subordinate
 11-12   Person you work for or commanding officer
 13-14   A Soldier
 15-16   A criminal/gangster
 17-18   Corporate Bigwig
 19      Government Official
 20      A mid to high ranking Officer

How good a friend are they?
 A friendship is measured by how close you are to each other, and what you will do for each other. Remember, these results apply to you AND your friend. And everyone once in a while, they will ask for a favor. If you back out, it will cost you (they automatically become an enemy, at least until you can figure out a way to reconcile)
 Roll 1d100 to see how close you are, and what you will do for each other.
 26-50   Pals: While you might balk at helping them move, you'd probably do anything up to that. You'd even deal with some minor inconvenience as long as it was for a short time. You enjoy each other's company, and that counts for a lot. You'd trust them with a minor secret, but nothing worth getting in real trouble over.
 51-75   Buddies: You met in the middle some bonding experience (a battle, a disaster, some tragedy, etc.), and now you'll do what it takes to help each other out. You'd help them move, but not dead bodies. You'd probably lie to protect them, as long as it wasn't any serious punishment involved. And you'd definitely give them money or support if they needed it, whether they asked for it or not. (+100 XP)
 76-98   Brothers (or Sisters) for life: You consider them as close, or possibly closer than family. You'd protect them, aid them, and if they were in trouble, you'd harbor them until they could run. You'd risk harm or serious trouble for them, but probably not your life. Still, these are the kinds of friends you dream of having. Those who will do anything (including move dead bodies) for you, not because you asked, but because you need it and they recognized that need. (+100 XP)
 99-00   'Til death do us part: Whether it's a former lover you still are in love with, but have let go of, a battle brother who has saved your life, a CO who all but raised you, or your dead best friend's wife, who you considered a sister, you (and they) full intend on doing whatever it takes to make sure the other stays good. You will not only move bodies, you will tell them to stay home, and do the job yourself. These are once in a lifetime friendships - don't screw it up. (+300 XP)
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MADE AN ENEMY
 You've gotten in someone's face. Enemies are common in life, so don't skip this step.
 For each new enemy, choose or roll sex on 1D2, 1=Male, 2=Female
 Roll a 1d20 to determine your relationship to this enemy
 1-3    Ex friend
 4-5   Ex lover
 5-6     Relative
 7-8     Childhood enemy
 9-10   Person working for you or a subordinate
 11-12   Person you work for or commanding officer
 13-14   A Soldier
 15-16   A criminal/gangster
 17-18   Corporate Bigwig or Black Marketer
 19-20   Government Official or High Ranking officer

THE CAUSE
 This enmity started when one of you (roll one):
 1-2     Caused the other to lose face or status
 3-4     Caused the loss of a lover, friend or relative
 5-6     Caused a major humiliation
 7-8     Accused the other of cowardice or some other personal flaw
 9-10   Caused a physical disability: (just come up with something)
 11-12   Deserted or betrayed the other
 13-14   Turned down other's offer of job or romantic involvement
 15-16   You just didn't like each other
 17-18   Was a romantic rival
 19-20   Foiled a plan of the other's

Enemies disposition towards you (roll 1d20):
 1-8     They hate you
 9-14    You hate them
 15-20   The feeling's mutual

If the two of you met face to face, your enemy would most likely (roll one):
 1-2       Go into a murderous, killing rage and rip your face off!
 3-5       Avoid the scum
 6-10     Back stab you indirectly
 11-15   Ignore the scum
 16-20   Rip into him verbally


Romantic Life
 There's more to life than just combat and bad breaks. Romance is also part of living. If you're here, you had some romantic action as your major event this year. Start by finding out HOW IT WORKED OUT, below:

HOW IT WORKED OUT
 Roll one, then go to that section if applicable:
 1-8    Happy love affair, you still with this person, I will NOT role play your
         significant other. (800 XP)
 9-10    go to Tragic love affair
 11-14   go to Love Affair with problems
 15-17   Fast Affairs and Hot Dates, your no longer with this person, roll on the
         THE BREAKUP table.  (800 XP)
 18-20   go to Life got COMPLICATED

TRAGIC LOVE AFFAIR
 Roll 1d20:
 1-2     Lover died in accident (800 XP)
 3-4     Lover mysteriously vanished (700 XP)
 5-6     It didn't work out (800 XP)
 7-8     A personal goal or vendetta came between you (800 XP)
 9-10    Lover kidnapped (800 XP)
 11-12   Lover went insane (900 XP)
 13-14   Lover committed suicide (700 XP)
 15-16   Lover killed in a fight/combat (700 XP)
 17-18   Rival cut you out of the action (800 XP)
 19-20   Lover imprisoned or exile (900 XP)

LOVE AFFAIR WITH PROBLEMS
 Roll 1d20:
 1-2     Your lover's friends/family hate you (700 XP)
 3-4     Your lover's friends/family would use any means to get rid of you  (1000 XP)
 5-6     Your friends/family hate your lover (700 XP)
 7-8    One of you has a romantic rival (700 XP)
 9-10    You are separated in some way (600 XP)
 11-12   You fight constantly (800 XP)
 13-14   You're professional rivals (700 XP)
 15-16   One of you is insanely jealous (700 XP)
 17-18   One of you is "messing around" (700 XP)
 19-20   You have conflicting backgrounds and families (600 XP)

COMPLICATED
 Roll 1d20, then roll on the THE BREAKUP table
 1-2     Someone got pregnant and now you have a kid (1500 XP)
 3-7     Your old lover just secretly showed up (800 XP)
 8-10    Their old Lover just secretly showed up (800 XP)
 11-13   One of you had a kid in the past and they just showed up (800 XP)
 17-18   An old enemy of yours just showed up (1100 XP)
 19-20   An old enemy of theirs just showed up (800 XP)

THE BREAKUP
 If you've broken up with your lover roll the following.
 1-2     They still love you
 3-4     You still love them
 5-6     You still love each other
 7-8     You hate them
 9-10    They hate you
 11-12   You hate each other
 13-14   You're friends
 15-16   No feeling's either way; it's over
 17-18   You like them, they hate you
 19-20   They like you, you hate them

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Good things, Bad things
 Roll 1d12
 1= Debt: You gain significant debt to a criminal entity. While you pay off your monetary debt, the criminal entity will also demand services from you. These are equivalent to minor favors. If the demanded services are not carried out then the character may have a price on their head. (500 XP)
 3= Price on your head: A criminal entity has declared you one of their enemies. They have hunted you, and either you have eluded them, or managed to deal with the problem in a more permanent manner.
 Roll 1d20:
 1-10: Group is still looking for you (200 XP)
 11-15: Negative Resolution (400 XP)
 16-20: Positive Resolution (600 XP)
 Work out the details of this enemy and the resolution with the GM. If you are still hunted you will have to deal with the repercussions of this at some point.
 4= You make a friend in the GMP/RMP, or base military police force: You and your buddies can get out of being put in lockup if you are drunk and disorderly, though you may (25% chance) still face reprimand from your company commander, and will end up doing some sort of crap job, but no NJP. (200 XP)
 5= On the Job Technical Training: You managed to learn something useful. 1d4 OCC or MOS skills go up by one level.
 6= Addiction: You are addicted to a drug, medicine, or alcohol for a non-combat/military reason. See addiction under the psychological effects table for details.
 7= You find a Mentor: You hooked up with someone willing to show you the ropes. You gain one secondary skill.
 8= Accident: You have a horrible accident. Roll on the following table, to determine the effects. (300 XP)
 Roll 1d20.
 1-3:        Several tendons are permanently damaged. You have lost mobility. -1d4 P.P. and -1d6 Spd.
 4-8:        You spend six months relearning how to walk (+1d4-2 P.S., but -1d4+2 from your speed, to a minimum of 6)
 9-12:       You are horribly scarred, though you recover from the other injuries fairly well (Add 1d8-5 to PB (note that this can be a negative number), to a minimum of 6; Also add 1d6-3 to M.A.; Not all scars are disfiguring.)
 12-14: While you recover from your injuries pretty well, you get addicted to either pain killers, street drugs (as you self-medicate), or alcohol. See addiction under the psychological effects table for details.
 15-20:   While you are pretty hurt, there are no lasting effects. You dodged the bullet as it were. During your recovery you picked up a hobby. Pick a Secondary skill as a background skill. It must be a hobby of some sort - make sure that explanation fits in your background.
 10= Mental Breakdown: You develop a serious mental problem due to a non-combat/military reason. See addiction PTSD under the psychological effects table for details.
 11= Financial Windfall: A financial windfall results in the erasure of your debts, and you manage to lose some of your enemies. By bribe, negotiation, and simply hiring some to take of them, you convince those who you owe money that patience is a virtue.
 12= False Accusation: You were accused of a military crime or action that you did not commit.
 Roll 1d20.
 1-5: You do time for the charge. Roll on the Military Discipline table.
 6-10: You are still under suspicion for the crime or action, but no specific charges have been filed. (300 XP)
 11-20: You have successfully dealt with this accusation, but the memory of it haunts you, and colors the perceptions of those who have just met you. (600 XP)

This Back ground chart was originally written by Jedi 078 from palladium forms from concepts of Mikel Amroni  from Palladium forms. Altered by me to fit my game needs.

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