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Rather than just assembling a character’s attributes from scratch, some players prefer the character creation process to reflect their character’s development and passage through life. This life path system offers a way of devising characters that takes into account their past experiences, the training they’ve received, the jobs they’ve held, the people they’ve known, and the fortunes and mishaps that befell them.

Overview

As described, the life path system details the character’s progression through life from birth to the present. It begins with the character’s background—their childhood and adolescence—and moves forward to adulthood and various stages of their life. This system is loosely built upon the package character creation system. Players should familiarize themselves with that system before proceeding here. At each stage of the character’s life, they earn a package of skills and other characteristics, just like with the package system. On top of this, however, the player also rolls on an event table at each stage. The result of each roll details something that has happened to the character that helps to define them in some way. Some of these events simply provide background information on the character for roleplaying or story purposes, others incur modifications to the character’s skills, rep, traits, or even aptitudes. These effects range from the nominal to drastic. There are two ways to use the life path system. The suggested method is to roll randomly on the provided tables at each stage of the character’s life, following the instructions as provided. Alternatively, players can simply choose from the available options at each stage, effectively using the tables to decide what packages to take. In this case, however, players should not be allowed to choose from the event tables. They can either roll the events randomly or skip them entirely, but they may not choose event results.

A Word of Warning

The life path system, when rolled randomly, will produce characters that are not balanced. Depending on how you roll on the various event tables, your character may be worth more or less Customization Points than a character built using the standard creation rules. This is intentional: life is not fair, after all, and fortune smiles on some while giving others the finger. Gamemasters or groups that want their characters to start on an equal footing may be better off not using the event tables. Gamemasters should strictly enforce that the result of event rolls are final. If a player chooses to take this route for character creation, they are choosing to take the risks. If the dice do not roll in their favor, they should take their character’s new-found disadvantages as a challenge to live up to at the gaming table.

This is Your Life

One of the main values of this life path system is that it helps you tell your character’s story. Each roll on the tables should be considered a plot point in your character’s personal history. Use the details to flesh out your character’s past, motivations, personality, and outlook on life. Even better, try to find ways to entangle your character’s history with the backgrounds of the other player characters, particularly if they shared any similar stages or events. Gamemasters should take note of each character’s life path progression and use it as a springboard for plot ideas, introducing NPCs, or tying the various aspects of a campaign together.

Motivations

One specific thing to look at is the suggested motivations your character gets with each package. While these are simply ideas you can accept or ignore, they do offer a couple of methods of building your character’s personality and history. The first option is to pick and choose a single motivation at each of the main steps: one from your Background packages, one from the package you choose pre-Fall, and one post-Fall. This reflects your character’s growth over time, taking on new ideals and interests as they gain experience. The second option is to take three motivations at the Background stage, based on the suggestions, and then to potentially modify these at each step based on the new suggestions. This reflects your character’s change in priorities over time. You may even end up with motivations at the end that are opposite to the ones with which you began. Such changes beg for explanations: why did your character evolve and what major events shaped their outlook and turned their eyes in new directions?

Altering the Power Level

If a gamemaster wants a lower-powered campaign, they should cut down the number of Package Points the character accumulates through the various stages, limiting them to 8 or 9 PP. Similarly, for a higher-powered campaign, additional stages may be taken, up to 11 or 12 PP, as desired.

Using Moxie on Your Life Path

Every character acquires 1 or more points of Moxie at the first stage and they may accumulate more as they progress down their path. If the gamemaster allows it, Moxie that has been acquired so far may be used to re-roll on a stage or event table. Once a point of Moxie has been used in this way, it may not be used again during the life path character creation process (it still applies to the character’s final Moxie total, of course). If you really want to be hardcore, we strongly suggest taking whatever rolls you get, no matter how good or bad they might be, and rolling with the punches. It builds character.

Sidebar: Imperfections

Randomized systems of this sort can sometimes produce interesting combinations. Some results may even be quite contradictory. If you get a result that directly contradicts a previous roll, we highly suggest you simply ignore it and roll again. For rolls that produce odd results, do your best to come up with a story on why they fit together. If you can’t, ignore the unusual result and re-roll.

Life Path Character Creation Step-by-Step Guide

  1. Choose/Roll Aptitude Template
  2. Choose/Roll Native Tongue
  3. Choose/Roll Youth Path (2 or 3 PP Background Packages)
  4. Roll Background Event
  5. Roll Character's Age
  6. Choose/Roll Adult Pre-Fall Path (1 PP Package)
  7. Roll Pre-Fall Life Event
  8. The Fall: Roll Fall Event
  9. Choose/Roll Adult Post-Fall Path (1 or 3 PP Package)
  10. Choose/Roll More Packages Until Character Has 10 PP Total
  11. Roll Post-Fall Life Event
  12. Optional: Roll Firewall Event
  13. Roll Gear
  14. Combine Everything
  15. Final Stats and Details

Step 1: Aptitude Template

The first step is to either choose or randomly roll your character’s starting aptitudes from the Random Aptitude Template table.

Random Aptitude Template

1d10 Roll Aptitude Template
1 Brawler
2 Dilettante
3 Extrovert
4 Inquisitive
5 Researcher
6 Survivor
7 Techie
8 Thrill Seeker
9-0 Choose or Re-roll

The Story: Your aptitudes define your character’s natural inclinations. Were they a rough-and-tumble type from birth? Did they always have the gleam of curiosity in their eye, or did they always play well with others? These aptitudes are their core nature, the source of their inner strengths—but it does not necessarily define who they will be as a person.

Step 2: Choose/Roll Native Tongue

The next step is to determine your character’s native language. Every character receives their natural Language skill at a rating of 70 + INT. Roll on the random Language Fields table to determine the tongue with which you are raised (or simply choose). The Story: Your native language is an indication of your character’s ethnic background and cultural heritage—or at least the dominant culture in which they were raised if they were an immigrant or outlier.

Step 3: Youth Path

This stage pinpoints your character’s youth. Begin by rolling on or choosing from Table 3: Youth Path. Depending on the results, you will roll 1–3 times on Table 3.1: Background. Each of these rolls will direct you to a subtable where you will roll 1d10 to determine which Background package and starting morph you acquire (you may sometimes need to roll an additional 1d10 as noted). You should end up with 2 or 3 PP worth of Background packages. If you roll for multiple packages and get the same package twice, re-roll. You may not take the same package more than once. The Next Path result on your final roll may influence what tables you roll on in Steps 6 and 9, so note it down. After you have finished rolling, proceed to Step 4. The Story: This reflects where the character was born and spent their early formative years, from childhood through adolescence and into early adulthood. This stage includes family and school as well as early vocational training, academic studies, and early life lessons. Some characters will have a thoroughly grounded background, others will have an early life that reflects change or even divisiveness. Characters that roll more than once may have had their childhood uprooted, may have rebelled in their adolescence and sought a new path, or may simply have moved on to a new way of life different from the way they were raised. In most cases, your starting morph indicates the one with which you were born. Even characters with more advanced morphs may have been genecrafted, had their embryo modified, or undergone gene therapy as a child to incorporate traits common to current morph models. Note that the package names do not necessarily pinpoint your character’s history. “Re-instantiated” and “Fall Evacuee” are misnomers at this point, as the Fall has not yet occurred—for simplicity, however, these packages define the skills sets your character has earned. ||||||||||~ Table 3: Youth Path || ||= 1d10 Roll ||||||||= Result || ||= 1–6 ||||||||= Wholesome Youth. Roll once on Table 3.1: Background; take the result as a 3 PP package. || ||= 7–9 ||||||||= Split Youth: Roll twice on Table 3.1: Background; take the results as two 1 PP packages. || ||= 0 ||||||||= Fractured Youth: Roll three times on Table 3.1: Background; take the results as three 1 PP packages. || ||||||||||~ Table 3.1: Background || ||= d100 Roll ||||||||= Result || ||= 01–50 ||||||||= Earthborn. Go to Table 3.2: Earth Childhood || ||= 51–60 ||||||||= Orbital. Go to Table 3.3: Orbital Childhood || ||= 61–68 ||||||||= Lunar. Go to Table 3.4: Lunar Childhood || ||= 69–76 ||||||||= Martian Settler. Table 3.5: Martian Childhood || ||= 77–82 ||||||||= Sunward Hab. Table 3.6: Sunward Childhood || ||= 83–89 ||||||||= Rimward Hab. Go to Table 3.7: Rimward Childhood || ||= 90–95 ||||||||= Migrant. Go to Table 3.8: Migrant Childhood || ||= 96–00 ||||||||= Created not Born. Go to Table 3.9: Created Not Born || ||||||||||~ Table 3.2: Earth Childhood || ||= d10 Roll ||= Result ||= Package ||= Starting Morph ||= Next Path || ||= 1 ||= Born with a silver nanoswarm in your blood ||= Hyperelite: Scion ||= Exalt ||= Table 6.5: Elite || ||= 2 ||= Celebrity child ||= Hyperelite: Media Personality ||= Sylph ||= Table 6.5: Elite || ||= 3–5 ||= Privileged: enclave born ||= Fall Evacuee: Enclaver ||= Splicer ||= Table 6.6: Enclaver || ||= 6–7 ||= Precariat: poverty just a step away ||= Re-instantiated: Civilian Casualty ||= 1–4 Splicer, 5–0 Flat ||= Table 6.3: Civilian || ||= 8 ||= Troubled: raised among disaster or war ||= Fall Evacuee: Underclass ||= Flat ||= 1–5 Table 6.4: Criminal, 6–9 Table 6.3: Civilian, 0 Table 6.2: Autonomist || ||= 9 ||= Raised on the street ||= Street Rat ||= Flat ||= Table 6.4: Criminal || ||= 10 ||= Raised in a collective/communal grouping ||= Re-instantiated: Civilian Casualty ||= 1–4 Splicer, 5–0 Flat ||= Table 6.2 Autonomist || ||||||||||~ Table 3.3 Orbital Childhood || ||= d10 Roll ||= Result ||= Package ||= Starting Morph ||= Next Path || ||= 1 ||= Orbital elite ||= Hyperelite: Scion ||= Exalt ||= Table 6.5: Elite || ||= 2 ||= A new star born above the Earth ||= Hyperelite: Media Personality ||= Sylph ||= Table 6.5: Elite || ||= 3–4 ||= Orbital colonist; floating above the masses ||= Fall Evacuee: Enclaver ||= Splicer ||= Table 6.6: Enclaver || ||= 5–6 ||= Orbital colony staff ||||||= Roll on Table 3.10: Colonial Staff Family || ||= 7–8 ||= One of the lucky few to live above ||= Re-instantiated: Civilian Casualty ||= 1–4 Splicer, 5–9 Flat, 0 Bouncer ||= Table 6.3: Civilian || ||= 9–0 ||= Orbital worker family ||= Indenture ||= 1–8 Flat, 9–0 Bouncer ||= Table 6.7: Indenture || ||||||||||~ Table 3.4: Lunar Childhood || ||= d10 Roll ||= Result ||= Package ||= Starting Morph ||= Next Path || ||= 1 ||= Lunar elite ||= 1-7 Hyperelite: Scion 8–0: Hyperelite: Media Personality ||= 1–7 Exalt 8–0 Sylph ||= Table 6.5: Elite || ||= 2–3 ||= Lunar colonist: privileged homesteader ||= Fall Evacuee: Enclaver ||= Splicer ||= Table 6.6: Enclaver || ||= 4–5 ||= Lunar colony staff ||||||= Roll on Table 3.10: Colonial Staff Family || ||= 6–7 ||= Raised with a view of Earth ||= Re-instantiated: Civilian Casualty ||= 1–4 Splicer, 5–0 Flat ||= Table 6.3: Civilian || ||= 8–0 ||= Lunar work force ||= Indenture ||= Flat ||= Table 6.7: Indenture || ||||||||||~ Table 3.5: Martian Childhood || ||= d10 Roll ||= Result ||= Package ||= Starting Morph ||= Next Path || ||= 1 ||= Martian elite ||= Hyperelite: Scion ||= Olympian ||= Table 6.5: Elite || ||= 2–3 ||= Martian colonist: privileged homesteader ||= Fall Evacuee: Enclaver ||= Splicer ||= Table 6.6: Enclaver || ||= 4–5 ||= Martian colony staff ||||||= Roll on Table 3.10: Colonial Staff Family || ||= 6 ||= Risk-taking Martian settler ||= Re-instantiated: Civilian Casualty ||= 1–4 Splicer, 5–0 Flat ||= Table 6.3: Civilian || ||= 7–9 ||= Martian slave labor ||= Indenture ||= Flat ||= Table 6.7: Indenture || ||= 0 ||= Pre-Barsoomian Martian nomad ||= Drifter ||= 1–4 Splicer, 5–0 Flat ||= Table 6.2: Autonomist || ||||||||||~ Table 3.6: Sunward Childhood || ||= d10 Roll ||= Result ||= Package ||= Starting Morph ||= Next Path || ||= 1 ||= Pioneer dynasty ||= Hyperelite: Scion ||= Exalt ||= Table 6.5: Elite || ||= 2–3 ||= Venusian colonist: privileged homesteader ||= Fall Evacuee: Enclaver ||= Splicer ||= Table 6.6: Enclaver || ||= 4–6 ||= Venusian colony staff ||||||= Roll on Table 3.10: Colonial Staff Family || ||= 7–0 ||= Mercurian slave labor ||= Indenture ||= 1–7 Flat, 8–0 Case ||= Table 6.7: Indenture || ||||||||||~ Table 3.7: Rimward Childhood || ||= d10 Roll ||= Result ||= Package ||= Starting Morph ||= Next Path || ||= 1 ||= Extropia founders ||= Fall Evacuee: Enclaver ||= Bouncer ||= Table 6.5: Elite || ||= 2 ||= Jovian colonist: shelter among giants ||= Isolate Survivalist ||= 1–5 Flat, 6–8 Splicer, 9–0 Olympian ||= Table 6.8: Military || ||= 3 ||= Titanian colonist ||= Colonist Science Staff ||= 1–8 Splicer, 9–0 Menton ||= Table 6.9: Scientist || ||= 4–5 ||= Anarchist colonist ||= Colonist: Tech Staff ||= 1–6 Splicer, 7–0 Bouncer ||= Table 6.2: Autonomist || ||= 6–8 ||= Small colony outpost ||||||= Roll on Table 3.10: Colonial Staff Family || ||= 9–0 ||= Asteroid miner ||= Indenture ||= 1–4 Flat, 5–7 Case, 8–0 Bouncer ||= Table 6.7: Indenture || ||||||||||~ Table 3.8: Migrant Childhood || ||= d10 Roll ||= Result ||= Package ||= Starting Morph ||= Next Path || ||= 1–3 ||= Wandering the system ||= Drifter ||= 1–6 Splicer, 7–0 Bouncer ||= Table 6.10: Spacer || ||= 4–5 ||= Found freedom in orbit ||= Original Scum ||= 1–5 Splicer, 6–8 Bouncer, 9–0 Roll on the Choosing a Morph table ||= Table 6.2: Autonomist || ||= 6–8 ||= Supply ship crew ||= Colonist: Flight Staff ||= 1–4 Splicer, 5–7 Bouncer, 8–0 Hibernoid ||= Table 6.10: Spacer || ||= 9–0 ||= Migrant worker ||= Indenture ||= 1–4 Flat, 5–7 Case, 8–0 Bouncer ||= Table 6.7: Indenture || ||||||||||~ Table 3.9: Created Not Born || ||= d10 Roll ||= Result ||= Package ||= Starting Morph ||= Next Path || ||= 1–3 ||= Almost human* ||= Infolife: Humanities AGI ||= Infomorph ||= Table 6.3: Civilian || ||= 4–5 ||= More machine than man* ||= Infolife: Machine AGI ||= Infomorph ||= Table 6.11: Techie || ||= 6–7 ||= Created by and for science* ||= Infolife: Research AGI ||= Infomorph ||= Table 6.9: Scientist || ||= 8 ||= An experiment gone horribly wrong† ||= 1–5: Lost: Disturbed Child 6–0: Lost: Masked Normalcy ||= Futura ||= Table 6.1: New Path || ||= 9 ||= Second-class citizenship was not for you ||= Uplift: Escapee ||= Uplift‡ ||= Table 6.3: Civilian || ||= 0 ||= Living proof that uplift works ||= Uplift: Standard Specimen ||= Uplift‡ ||= Table 6.3: Civilian || ||||||||||= *Characters with AGI backgrounds must roll 1d10. On a result of 1–3, the AGI was created after the Fall. In this case, ignore any other backgrounds rolled at this stage and move immediately to Step 9: Adult Post-Fall Paths. † Characters with the Lost background ignore any other backgrounds rolled at this stage and move immediately to Step 9: Adult Post-Fall Paths. ‡ Roll randomly on the Uplift Biomorphs table to determine uplift type || ||||||||||~ Table 3.10: Colonial Staff Family || ||= d10 Roll ||= Result ||= Package ||= Starting Morph ||= Next Path || ||= 1 ||= Born to lead ||= Colonist: Command Staff ||= 1–7 Splicer, 8–0 Exalt ||= Table 6.6: Enclaver || ||= 2–3 ||= Space crew ||= Colonist: Flight Staff ||= 1–5 Splicer, 6–0 Bouncer ||= Table 6.10: Spacer || ||= 4–5 ||= Peacekeeper ||= Colonist: Security Staff ||= 1–3 Flat, 4–7 Splicer, 8–0 Olympian ||= Table 6.8: Military || ||= 6–7 ||= Researcher ||= Colonist: Science Staff ||= 1–6 Splicer, 7–0 Menton ||= Table 6.9: Scientist || ||= 8–0 ||= You kept the habitat functioning ||= Colonist: Tech Staff ||= 1–3 Flat, 4–8 Splicer, 9–0 Bouncer ||= Table 6.11: Techie ||

Step 4: Background Event

Now that the character’s early life is outlined, we see what major event may have occurred to shake things up. Roll once on the Background Event table (below), follow the instructions, then proceed to Step 5. ||||~ Background Event || ||= d100 Roll ||= Result || ||= 01–20 ||= Gain +1 Moxie and roll on the Story Event table. || ||= 21–22 ||= Traumatic childhood accident. Gain the Mental Disorder (PTSD) trait. || ||= 23–24 ||= You are not only good with your hands, you are good with both hands. Gain the Ambidexterity trait. || ||= 25–26| ||= The people that raise you do not tolerate foolishness. Gain the Common Sense trait. || ||= 27–28 ||= You are raised in an abusive environment. Gain the Pain Tolerance (Level 1) trait. || ||= 29–30 ||= You fall in with the wrong crowd. Ignore your last roll on the Youth Path table and take the Street Rat package for the same amount of PP as you rolled. Proceed to Step 5. || ||= 31–32 ||= You are kept at home and not allowed to play sports or with other kids. Lose –5 COO. || ||= 33–34 ||= You grow up in a maze-like urban area or a difficult rural area. Gain the Direction Sense trait. || ||= 35–36 ||= You are raised in dangerous conditions where you have to adapt or die. Gain the Fast Learner trait. || ||= 37–38 ||= You skip too much school. –20 to one skill. || ||= 39–40 ||= Growing up isolated from others, you develop introvert tendencies. Lose –5 SAV. || ||= 41–42 ||= While your friends throw themselves into VR gaming worlds, you simply throw up. Gain the VR Vertigo trait. || ||= 43–44 ||= Raised in an environment of constant stimulus, you are forced to tune out. Gain the Oblivious trait. || ||= 45–46 ||= You grow up in a melting-pot, polyglot culture. Gain the Hyper Linguist trait. || ||= 47–48 ||= You party too hard. –20 to one skill. || ||= 49–50 ||= Your childhood education is poor to non-existent. Gain the Illiterate trait. || ||= 51–52 ||= A healthy amount of physical activities improves your abilities. Gain +5 COO || ||= 53–54 ||= One (or both) of your parents is bilingual. Gain +20 to a Language skill of your choice. || ||= 55–56 ||= A misunderstood situation makes you the laughing stock of your peer group. Gain the Socially Graceless trait. || ||= 57–58 ||= Shoplifting and stealing are either hobbies or a necessity. Gain +10 Palming skill. || ||= 59–60 ||= You experiment with drugs, but it isn’t for you. Gain the Drug Exception trait. || ||= 61–62 ||= A dysfunctional home life keeps you from doing well in school. Lose –5 COG. || ||= 63–64 ||= Being a bully has its advantages. Gain +10 Intimidation skill. || ||= 65–66 ||= Your first experiments with forking prove to you that merging will not be easy. Gain the Divergent Personality trait. || ||= 67–68 ||= You receive your first cortical stack at an early age—and luckily just in time. Roll randomly on the Choosing a Morph table. || ||= 69–70 ||= You are raised around animals. Gain +10 Animal Handling skill. || ||= 71–72 ||= Your parents raise you with some unusual ideas. Gain the Faulty Education trait. || ||= 73–74 ||= You cheat your way through school. –10 to one skill. || ||= 75–76 ||= You enjoy urban exploration and getting into off-limits areas. Gain +10 to either Climbing or Infiltration skill. || ||= 77–78 ||= You hone your headshot skills in VR combat simulations. Gain the Murder Simulator Addict trait. || ||= 79–80 ||= Because you excel in your studies, you are placed in an advanced program. Gain +5 COG. || ||= 81–82 ||= Your parents are highly private and extremely strict. Gain the Poorly Socialized trait. || ||= 83–84 ||= You leave home at an early age and forge your own path. Gain +1 Moxie. || ||= 85–86 ||= One of your personality quirks gains you some attention from peers, but then it becomes a permanent and noticeable part of your daily behavior. Gain the Identifiable Quirk trait. || ||= 87–88 ||= As a free-range kid, you learn how to get around on your own. Gain +10 Navigation skill. || ||= 89–90 ||= One of your parental figures abandons you as a child. Gain the Trusting Heart trait. || ||= 91–92 ||= A series of childhood injuries leaves you struggling to catch up physically. Lose –5 SOM. || ||= 93–94 ||= You lose all of your close friends in a horribly awkward teen social situation. Gain the Not a Team Player trait. || ||= 95–96 ||= Tormented by bullies as a kid, you learn to stand up for yourself. Gain +10 Unarmed Combat skill. || ||= 97–98 ||= The strictness of your parents leaves you only one choice: to excel at lying. Gain +10 Deception skill. || ||= 99–00 ||= Adult generations are never quite as on-top of technological changes, and you use that to your advantage. Gain +10 Infosec skill. ||

Step 5: Starting Age

At this point you need to determine your character’s age at the beginning of play. Roll on the Character Age table (this page). Characters that are exceptionally young will skip directly to the events of the Fall. For determining exact age randomly, just roll a d10 to set the exact year in the decade. For example, if you roll a 23, your character would be in the 30s. A d10 roll of 5 to determine exact age would mean the character is 35. ||||~ Character Age || ||= d10 Roll ||= Result || ||= 01–20 ||= In your 20s. Proceed directly to Step 8. || ||= 21–50 ||= In your 30s. Proceed to Step 6. || ||= 51–70 ||= In your 40s. Proceed to Step 6. || ||= 71–80 ||= In your 50s. Proceed to Step 6. || ||= 81–85 ||= In your 60s. Proceed to Step 6. || ||= 86–90 ||= In your 70s. Proceed to Step 6. || ||= 91–94 ||= In your 80s. Proceed to Step 6. || ||= 95–98 ||= In your 90s. Roll on the Advanced Age table with a +1 modifier. || ||= 99–00 ||= Over 100 years (up to 130). Roll on the Advanced Age table. || ||||~ Advanced Age Table || ||= d10 Roll ||= Result || ||= 1 ||= Lose –10 SOM, REF, or COO (your choice). Roll again. Ignore this result if rolled more than twice; proceed to Step 6 instead. || ||= 2 ||= Lose –5 SOM, REF, or COO (your choice). Roll again. || ||= 3 ||= Gain the Immortality Blues trait. Proceed to Step 6. || ||= 4 ||= Gain +5 COG, INT, SAV, or WIL. Roll again. Ignore this result if rolled more than three times; proceed to Step 6 instead. || ||= 5–0 ||= Proceed to Step 6. ||

Step 6: Adult Pre-Fall Path

This step covers the character’s adult life prior to the Fall. Roll on Table 6: Adult Paths to determine where the character’s next course in life leads. You will be directed to a subtable indicating the character’s current path focus. In some cases, this subtable may be determined from the Next Path entry on the last Background path you rolled in Step 3. Roll 1d10 on this subtable to determine which Focus package you acquire at 1 PP. After this, proceed to Step 7. Each path subtable lists a Faction path. Note this—it is the likely Faction path you will roll on in Step 9. The Story: For some characters, this step may represent only a handful of years immediately before the Fall. For older characters, this stage and the previously rolled background could mean decades of time before the Fall. ||||~ Table 6: Adult Paths || ||= d10 Roll ||= Result || ||= 1–3 ||= Stay on the path. Roll on the table below as indicated by the Next Path entry from your most recent Background path (from Step 3). || ||= 4–6 ||= Specialize. Roll on Table 6.12: Customizations instead. || ||= 7–0 ||= Switch gears. Roll on Table 6.1: New Path instead and proceed to the table indicated there. || ||~ Table 6.1 New Path || ||= d10 Roll ||= Subtable || ||= 1 ||= Table 6.2: Autonomist || ||= 2 ||= Table 6.3: Civilian || ||= 3 ||= Table 6.4: Criminal || ||= 4 ||= Table 6.5: Elite || ||= 5 ||= Table 6.6: Enclaver || ||= 6 ||= Table 6.7: Indenture || ||= 7 ||= Table 6.8: Military || ||= 8 ||= Table 6.9: Scientist || ||= 9 ||= Table 6.10: Spacer || ||= 0 ||= Table 6.11: Techie || ||||~ Table 6.2: Autonomist || ||= d10 Roll || Focus Package || ||= 1 ||= Academic || ||= 2 ||= Activist || ||= 3 ||= BotJammer || ||= 4 ||= Covert Ops || ||= 5 ||= Explorer || ||= 6 ||= Genehacker || ||= 7 ||= Hacker || ||= 8 ||= Medic || ||= 9 ||= Scientist || ||= 0 ||= Techie || ||||= Faction Path: Table 9.4: Autonomist || ||||~ Table 6.3: Civilian || ||= d10 Roll || Focus Package || ||= 1 ||= Activist || ||= 2 ||= Con Artist || ||= 3 ||= Dealer || ||= 4 ||= Face || ||= 5 ||= Investigator || ||= 6 ||= Journo || ||= 7 ||= Animal Handler || ||= 8 ||= Soldier || ||= 9 ||= Techie || ||= 0 ||= Thief || ||||= Faction Path: Table 9.5: Civilian || ||||~ Table 6.4: Criminal || ||= d10 Roll || Focus Package || ||= 1 ||= Assassin || ||= 2 ||= Con Artist || ||= 3 ||= Covert Ops || ||= 4 ||= Dealer || ||= 5 ||= Ego Hunter || ||= 6 ||= Enforcer || ||= 7 ||= Hacker || ||= 8 ||= Pirate || ||= 9 ||= Smuggler || ||= 0 ||= Thief || ||||= Faction Path: Table 9.6: Criminal || ||||~ Table 6.5: Elite || ||= d10 Roll || Focus Package || ||= 1 ||= Academic || ||= 2 ||= Dealer || ||= 3–4 ||= Face || ||= 5–6 ||= Icon || ||= 7 ||= Journo || ||= 8 ||= Medic || ||= 9 ||= Psychosurgeon || ||= 0 ||= Scientist || ||||= Faction Path: Table 9.7: Elite || ||||~ Table 6.6 Enclaver || ||= d10 Roll || Focus Package || ||= 1 ||= Academic || ||= 2 ||= Con Artist || ||= 3–4 ||= Dealer || ||= 5 ||= Face || ||= 6 ||= Icon || ||= 7 ||= Investigator || ||= 8 ||= Journo || ||= 9 ||= Medic || ||= 0 ||= Psychosurgeon || ||||= Faction Path: Table 9.8: Enclaver || ||||~ Table 6.7: Indenture || ||= d10 Roll || Focus Package || ||= 1 ||= Activist || ||= 2 ||= Bodyguard || ||= 3 ||= Bot Jammer || ||= 4 ||= Con Artist || ||= 5 ||= Enforcer || ||= 6 ||= Pirate || ||= 7 ||= Scavenger || ||= 8 ||= Smart Animal Handler || ||= 9 ||= Smuggler || ||= 0 ||= Thief || ||||= Faction Path: Table 9.9: Indenture || ||||~ Table 6.8: Military || ||= d10 Roll || Focus Package || ||= 1 ||= Assassin || ||= 2 ||= Bodyguard || ||= 3 ||= Covert Ops || ||= 4 ||= Ego Hunter || ||= 5 ||= Enforcer || ||= 6 ||= Investigator || ||= 7–9 ||= Soldier || ||= 0 ||= Spy || ||||= Faction Path: Table 9.10: Military || ||||~ Table 6.9: Scientist || ||= d10 Roll || Focus Package || ||= 1 ||= Academic || ||= 2 ||= Explorer || ||= 3 ||= Genehacker || ||= 4 ||= Investigator || ||= 5 ||= Medic || ||= 6 ||= Psychosurgeon || ||= 7–8 ||= Scientist || ||= 9 ||= Smart Animal Handler || ||= 0 ||= Techie || ||||= Faction Path: Table 9.11: Scientist || ||||~ Table 6.10 Spacer || ||= d10 Roll || Focus Package || ||= 1 ||= Bot Jammer || ||= 2 ||= Ego Hunter || ||= 3–4 ||= Explorer || ||= 5 ||= Pirate || ||= 6 ||= Scavenger || ||= 7 ||= Soldier || ||= 8–9 ||= Smuggler || ||= 0 ||= Spy || ||||= Faction Path: Table 9.12: Spacer || ||||~ Table 6.11: Techie || ||= d10 Roll || Focus Package || ||= 1 ||= Bot Jammer || ||= 2 ||= Explorer || ||= 3 ||= Genehacker || ||= 4–5 ||= Hacker || ||= 6 ||= Scavenger || ||= 7 ||= Scientist || ||= 8 ||= Spy || ||= 9–0 ||= Techie || ||||= Faction Path: Table 9.13: Techie || ||||~ Table 6.12: Customizations || ||= d100 Roll || Focus Package || ||= 01–04 ||= Artist || ||= 05–08 ||= Async* || ||= 09–12 ||= Async Adept* || ||= 13–16 ||= Athletics || ||= 17–20 ||= Computer Training || ||= 21–24 ||= Connected || ||= 25–28 ||= Gearhead || ||= 29–32 ||= Heavy Weapon Training || ||= 33–39 ||= Jack of All Trades || ||= 40–46 ||= Lucky || ||= 47–50 ||= Martial Arts Training || ||= 51–54 ||= Mentalist† || ||= 55–61 ||= Networker || ||= 62–65 ||= Paramedic || ||= 66–69 ||= Slacker || ||= 70–73 ||= Sneaker || ||= 74–77 ||= Social Butterfly || ||= 78–81 ||= Spacer || ||= 82–85 ||= Student || ||= 86–89 ||= Survival Training || ||= 90–93 ||= Tech Training || ||= 94–00 ||= Weapons Training || ||||= *Re-roll if rolled during Step 6. † Re-roll unless rolled by a character that has already acquired the Psi trait. ||

Step 7: Pre-Fall Life Event

Once again we see what major event may have impacted the character’s life before the Fall. Roll once on the Pre-Fall Life Event, follow the instructions, and then proceed to Step 8. ||||~ Pre-Fall Life Event || ||= d100 Roll ||= Result || ||= 01–20 ||= Gain +1 Moxie and roll on the Story Event table. || ||= 21–22 ||= You save an animal from danger. Gain the Animal Empathy trait. || ||= 23–24 ||= You take up a sport. +10 to Climbing, Fray, Free Fall, Freerunning, or Swimming. || ||= 25–26 ||= Your inability to improve holds you back from an important promotion/advancement. Gain the Slow Learner trait. || ||= 27–28 ||= You simply are not very comfortable with that whole resleeving thing. Gain the Morphing Disorder (Level 1) trait. || ||= 29–30 ||= You are not a slacker. You take on part-time jobs or additional training. +20 to one skill. || ||= 31–32 ||= You travel extensively. +10 to two different Language skills. || ||= 33–34 ||= Regular attention to your health and exercise improves your abilities. Gain +5 SOM. || ||= 35–36 ||= You decide you want to experiment. Roll randomly on the Choosing a Morph table, but ignore pods. || ||= 37–38 ||= You are fired and your new career hopes are now dashed. Re-roll your Adult Pre-Fall Path. || ||= 39–40 ||= You pick up a new hobby. +20 to one Art or Interest skill. || ||= 41–42 ||= An unfortunate habitat failure, traffic accident, or fire ends your life. Roll randomly on the Choosing a Morph table, but ignore pods and uplifts. || ||= 43–44 ||= You travel extensively: +20 to Navigation skill. || ||= 45–46 ||= Your work requires you to change your morph. Roll randomly on the Choosing a Morph table, but ignore pods and uplifts. || ||= 47–48 ||= Curiosity gets the better of you. Lose –5 to one aptitude. || ||= 49–50 ||= You lose a limb in a traumatic incident, but grow it back. Gain +1 Moxie. || ||= 51–52 ||= An experience with still-unrefined psychosurgery leaves you forever altered. Gain the Anomalous Mind trait. || ||= 53–54 ||= Something goes seriously glitchy with your muse, and you are nearly hurt as a result. Gain the Phobia Disorder (Muse) trait. || ||= 55–56 ||= You are a pioneer in the practice of egocasting. Gain the Ego Plasticity (Level 1) trait and roll randomly on the Choosing a Morph table. || ||= 57–58 ||= You save someone from drowning. Gain +10 Swimming skill. || ||= 59–60 ||= You experiment with some minor self-modification. Gain the Modified Behavior (Level 1) trait. || ||= 61–62 ||= You exhibit a serious lack of willpower in coping with your adult life. Gain the Addiction (Major) trait. || ||= 63–64 ||= You experience a deadly vehicle accident. Lose 10,000 from your starting credit and roll randomly on the Choosing a Morph table. || ||= 65–66 ||= A hacker friend shows you a few things, and then you show them a few things. Gain the Intuitive Cracker (Level 1) trait. || ||= 67–68 ||= The poor state of affairs on Earth before the Fall impacts you heavily. Gain the Mental Disorder (Depression) trait. || ||= 69–70 ||= You spend some time in some of the rougher, crisis-impacted areas on Earth before the Fall. Gain +10 Fray skill. || ||= 71–72 ||= A period of poverty leaves you with the skills to get by. Gain +10 Scrounging skill. || ||= 73–74 ||= You are implicated in a news-making scandal. Lose –10 c-rep. || ||= 75–76 ||= You pick up a new hobby. Gain +10 to one Art or Interest skill. || ||= 77–78 ||= You are an early adopter of psychosurgery, finding that your mind adapts well to changes. Gain the Malleable Mind (Level 1) trait. || ||= 79–80 ||= The stress of rapid technological change overwhelms you. Gain the Mental Disorder (ADHD) trait. || ||= 81–82 ||= You study or train hard. Gain a free specialization in one skill. || ||= 83–84 ||= You take up martial arts training. Gain +10 Unarmed Combat skill. || ||= 85–86 ||= You choose your own path over what others tell you to do. Replace any one skill you have gained so far with any other skill of your choosing at the same rating. || ||= 87–88 ||= You take care of someone in a way that makes them obligated to help you out for a long time to come. Gain the Personal Connection trait. || ||= 89–90 ||= You learn the hard way that ignoring money management lessons was a bad idea. Lose 10,000 from your starting credit. || ||= 91–92 ||= You take the fall for a crime you may or may not have been complicit in. Lose –10 c-rep but gain +1 Moxie. || ||= 93–94 ||= An accident on a space elevator leaves you fearful of space. Gain the Phobia Disorder (Microgravity) trait. || ||= 95–96 ||= You start up an unusual hobby. Gain +20 to one Exotic Melee Weapon or Exotic Ranged Weapon skill. || ||= 97–98 ||= You lose a bet and spend a month sleeved in a pod or uplift morph before it was cool. Roll randomly on the Choosing a Morph table, ignoring any result that is not an uplift or pod. || ||= 99–00 ||= You make some life decisions that prove prescient after the Fall. Gain 20,000 credits. ||

Step 8: The Fall

Roll once on the Fall Event, follow the instructions, and then proceed to Step 9. The Story: The Fall affected everyone in Eclipse Phase. How your character survived and what impact this had on their later life should be major elements of your character’s background. ||||~ Fall Event || ||= d100 Roll ||= Result || ||= 01–10 ||= You somehow stay safe and untouched by the chaos and horror. Gain +1 Moxie and roll on the Story Event table. || ||= 11–12 ||= You stay to the end, fighting a rear-guard action. Roll randomly on the Choosing a Morph table and gain +1 Moxie. || ||= 13–14 ||= You are trapped on Earth when the homeworld is interdicted and quarantined. Take the Earth Survivor package as your Faction package in Step 9. || ||= 15–16 ||= You exemplify yourself in destroying TITAN machines. Take the Wrecker package as your Focus package in Step 9. || ||= 17–18 ||= Exposure to the Watts-MacLeod exsurgent virus opens your awareness to aspects of the world of which others are blind. Take the Savant Async package as your Focus package in Step 9. || ||= 19–20 ||= Infected with the Watts-MacLeod exsurgent virus, you learn to use your new powers forcefully. Take the Controller Async package as your Focus package in Step 9. || ||= 21–22 ||= After you are infected, you are trained to use your psi to kill. Take the Combat Async package as your Focus package in Step 9. || ||= 23–24 ||= Infection permanently changes your perceptions. Take the Scanner Async package as your Focus package in Step 9. || ||= 25–26 ||= You rack up a major debt to pay a bribe to get yourself off-world. Gain the Debt (Level 3) trait. || ||= 27–28 ||= You assume that you died on Earth, but you don’t know for sure. Roll randomly on the Choosing a Morph table and gain the Edited Memories trait. || ||= 29–30 ||= You know that the TITANs killed or uploaded you, according to reports. Roll randomly on the Choosing a Morph table. || ||= 31–32 ||= You fall victim to the TITANs in Earth orbit, on Luna, or on Mars. Roll randomly on the Choosing a Morph table. || ||= 33–34 ||= You are slain, not by the TITANs, but by hostile action from a rival government, faction, or hypercorp. Roll randomly on the Choosing a Morph table. || ||= 35–36 ||= You hide your body away in cold storage on Earth before farcasting off to safety. Roll randomly on the Choosing a Morph table. || ||= 37–38 ||= Your ego escapes the devastation of Earth, only to be locked away in cold storage for years. You are only recently resleeved. Roll randomly on the Choosing a Morph table and gain the Real World Naiveté trait. || ||= 39–40 ||= Your ego survives the Fall but is locked in simulspace for years before you are resleeved. Roll randomly on the Choosing a Morph table and gain +20 Interfacing skill. || ||= 41–42 ||= After escaping the Fall, you are forced into indentured service before you are resleeved. Roll randomly on the Choosing a Morph table but ignore all non-synthmorph results. Gain +20 to one Technical skill. || ||= 43–44 ||= You do what you can to help, but you still lose almost everyone in your life. Gain +1 Moxie. || ||= 45–46 ||= You heroically sacrifice yourself so that others can escape. Gain +10 to one rep score and roll randomly on the Choosing a Morph table. || ||= 47–48 ||= You risk your life in a desperate holding action. Gain the Brave trait. || ||= 49–50 ||= You are infected … but get better. Take the Async package for 1 PP as your Focus package in Step 9. || ||= 51–52 ||= You learn the hard way how susceptible you are to exsurgent influence. Gain the Psi Vulnerability trait. || ||= 53–54 ||= You encounter an exsurgent and are permanently changed by the experience. Take the Async Adept package for 1 PP as your Focus package in Step 9. || ||= 55–56 ||= The near extinction of your species hardens your resolve. Gain +5 WIL. || ||= 57–58 ||= You hide and survive an encounter with exsurgents where others die. Gain the Psi Chameleon trait. || ||= 59–60 ||= You end up in possession of a rare Earth artifact worth 1d10 x 10,000 credits. || ||= 61–62 ||= You make a bad call that gets people killed. Now you question your gut feelings. Lose –5 INT. || ||= 63–64 ||= You were horrified at the idea of resleeving, but the alternative seemed worse—or so you thought. Roll randomly on the Choosing a Morph table, and gain the Morphing Disorder (Level 3) trait. || ||= 65–66 ||= A nanoviral infection leaves you permanently damaged. Gain the Neural Damage trait. || ||= 67–68 ||= You have unfortunate memories of some … thing … eating your face off. Roll randomly on the Choosing a Morph table, and gain the Timid trait. || ||= 69–70 ||= You witness unspeakable horrors during the Fall, standing idly by while others die. Gain the Combat Paralysis trait. || ||= 71–72 ||= Several near-death experiences hone your reflexes. Gain +5 REF. || ||= 73–74 ||= Your relatives die, but you are left as the sole heir to the family’s modest wealth that made it off-world. Gain 25,000 credits. || ||= 75–76 ||= You will never get the image of headhunter drones at work out of your mind. Gain the Mental Disorder (PTSD) trait. || ||= 77–78 ||= You exhibit natural leadership in a time of crisis. Gain +10 to Persuasion or Intimidation. || ||= 79–80 ||= The only way you can cope with the loss of your former life is through drugs. Gain the Drug Fiend trait. || ||= 81–82 ||= You cope with the horrors you experience in the midst of evacuation the only way you could—by postponing the trauma until you are safe. Gain the Trauma Tolerance (Level 1) trait. || ||= 83–84 ||= Your willingness to profit from others’ misery gains you respect in some circles. Lose 5 rep in one network of your choice, but gain 10 g-rep. || ||= 85–86 ||= You experience things during the Fall that would leave others a shattered mess. Gain the Hardening trait. || ||= 87–88 ||= You lose everything—and nearly lose your mind as well. It will never recover its former strength. Gain the Frail Sanity trait. || ||= 89–90 ||= Not only do you die during the Fall, your backups are lost as well. You live on as a beta fork of your original self. Gain the Beta trait and roll randomly on the Choosing a Morph table. || ||= 91–92 ||= You lose a fortune during the Fall. Lose 10,000 credits from your starting credits. || ||= 93–94 ||= You die during the Fall, but that doesn’t stop you from going to die again, and then again, and then again some more. Gain the Phoenix (Level 1) trait and roll randomly on the Choosing a Morph table. || ||= 95–96 ||= After committing a crime, you are sentenced to indentured service, but the Fall lets you skip out. Gain the Deferred Indenture (Level 2) trait. || ||= 97–98 ||= You rack up an impressive kill score fighting TITAN machines. Gain the Tacnet Sniper trait. || ||= 99–00 ||= Your willingness to make lives a priority over material things earns you respect. Gain +10 @-rep. ||

Step 9: Adult Post-Fall Paths

Step 9 is where your character really starts to come together. In this step you gain one new Focus package and one new Faction package. Some characters will be defined more by their faction, others more by their profession. To reflect this, roll on Table 9: Adult Post-Fall Paths to determine what value of PP to take for each package. To determine your Focus package, roll on Table 9.1: Focus Packages and follow the results. Each Focus path subtable lists a Faction path. Note this down; this is the likely Faction path you will roll on next. Once you have your Focus package (at the PP amount indicated by your roll on Table 9), determine your Faction package; roll on Table 9.2: Faction Packages and follow the results. Uplift and AGI characters should roll on Table 9:14 instead. The Story: After the Fall old ways of living crumbled and were forgotten and new ideas and societies rose up offering promises of hope, wealth, or safety. Many left behind their old lives to join new communities or leveraged their hard won skills into positions of power or influence. What became readily apparent in the post-Fall world was that you needed allies, or least friends you could depend upon to help you and keep you safe. This step encapsulates the character’s allegiances and work in the time after the Fall. The chosen faction indicates where the character is likely to live, who they associate with, and what political opinions they are likely to have. The Focus package illustrates what the character has been spending time on. ||||||||~ Table 9: Adult Post-Fall Paths || ||= d10 Roll ||= Result ||= Faction Package ||= Focus Package || ||= 1–2 ||= Faction paragon ||= 3 PP ||= 1 PP || ||= 3–5 ||= Equally balanced ||= 3 PP ||= 3 PP || ||= 6–7 ||= Defined by your actions ||= 1 PP ||= 3 PP || ||= 8–0 ||= You get the job done ||= 1 PP ||= 5 PP || ||||||||~ Table 9.1: Focus Packages || ||= d10 Roll ||||||= Result || ||= 1–6 ||||||= Stay on the path. Roll again on the same subtable you last rolled on previously in Step 6 (if you last rolled on Table 6.12, or if you skipped Step 6, roll on Table 6.1 to pick a new Focus path). If you roll a package you already have, re-roll. || ||= 7–0 ||||||= Switch gears. Roll on Table 6.1: New Path and proceed to the subtable indicated there. || ||||||||~ Table 9.2: Faction Packages || ||= d10 Roll ||||||= Result || ||= 1–6 ||||||= Go to the faction subtable indicated by the Faction Path entry on the subtable you just used to determine your Focus package. || ||= 7–0 ||||||= Mix it up. Roll on Table 9.3: New Faction Path to determine what subtable to roll on to get your Faction package. ||

||||~ Table 9.3: New Faction Path || ||= d10 Roll ||= Result || ||= 1 ||= Table 9.4: Autonomist || ||= 2 ||= Table 9.5: Civilian || ||= 3 ||= Table 9.6: Criminal || ||= 4 ||= Table 9.7: Elite || ||= 5 ||= Table 9.8: Enclaver || ||= 6 ||= Table 9.9: Indenture || ||= 7 ||= Table 9.10: Military || ||= 8 ||= Table 9.11: Scientist || ||= 9 ||= Table 9.12: Spacer || ||= 0 ||= Table 9.13: Techie || ||||~ Table 9.4: Autonomist || ||= d10 Roll ||= Result || ||= 1 ||= Anarchist || ||= 2 ||= Argonaut || ||= 3 ||= Barsoomian || ||= 4 ||= Brinker || ||= 5 ||= Criminal || ||= 6 ||= Europan || ||= 7 ||= Extropian || ||= 8 ||= Ringer || ||= 9 ||= Scum || ||= 0 ||= Titanian || ||||~ Table 9.5: Civilian || ||= d10 Roll ||= Result || ||= 1 ||= Belter || ||= 2 ||= Bioconservative || ||= 3 ||= Criminal || ||= 4 ||= Hypercorp || ||= 5 ||= Lunar || ||= 6 ||= Orbital || ||= 7 ||= Reclaimer || ||= 8 ||= Sifter || ||= 9 ||= Skimmer || ||= 0 ||= Titanian || ||||~ Table 9.6: Criminal || ||= d10 Roll ||= Result || ||= 1 ||= Anarchist || ||= 2 ||= Belter || ||= 3 ||= Brinker || ||= 4 ||= Criminal || ||= 5 ||= Exhuman || ||= 6 ||= Extropian || ||= 7 ||= Lunar || ||= 8 ||= Orbital || ||= 9 ||= Ringer || ||= 0 ||= Scum || ||||~ Table 9.7: Elite || ||= d10 Roll ||= Result || ||= 1 ||= Bioconservative || ||= 2 ||= Brinker || ||= 3 ||= Exhuman || ||= 4 ||= Extropian || ||= 5 ||= Hypercorp || ||= 6 ||= Orbital || ||= 7 ||= Socialite || ||= 8 ||= Precautionist || ||= 9 ||= Ultimate || ||= 0 ||= Venusian || ||||~ Table 9.8: Enclaver || ||= d10 Roll ||= Result || ||= 1 ||= Bioconservative || ||= 2 ||= Extropian || ||= 3 ||= Hypercorp || ||= 4 ||= Jovian || ||= 5 ||= Lunar || ||= 6 ||= Orbital || ||= 7 ||= Socialite || ||= 8 ||= Preservationist || ||= 9 ||= Reclaimer || ||= 0 ||= Venusian || ||||~ Table 9.9: Indenture || ||= d10 Roll ||= Result || ||= 1 ||= Anarchist || ||= 2 ||= Barsoomian || ||= 3 ||= Hypercorp || ||= 4 ||= Lunar || ||= 5 ||= Scum || ||= 6 ||= Preservationist || ||= 7 ||= Reclaimer || ||= 8 ||= Sifter || ||= 9 ||= Skimmer || ||= 0 ||= Venusian || ||||~ Table 9.10: Military || ||= d10 Roll ||= Result || ||= 1 ||= Bioconservative || ||= 2 ||= Brinker || ||= 3 ||= Criminal || ||= 4 ||= Hypercorp || ||= 5 ||= Jovian || ||= 6 ||= Lunar || ||= 7 ||= Orbital || ||= 8 ||= Reclaimer || ||= 9 ||= Precautionist || ||= 0 ||= Ultimate || ||||~ Table 9.11: Scientist || ||= d10 Roll ||= Result || ||= 1 ||= Argonaut || ||= 2 ||= Europan || ||= 3 ||= Exhuman || ||= 4 ||= Hypercorp || ||= 5 ||= Nano-Ecologist || ||= 6 ||= Precautionist || ||= 7 ||= Singularity Seeker || ||= 8 ||= Solarian || ||= 9 ||= Titanian || ||= 0 ||= Venusian || ||||~ Table 9.12: Spacer || ||= d10 Roll ||= Result || ||= 1 ||= Belter || ||= 2 ||= Brinker || ||= 3 ||= Criminal || ||= 4 ||= Extropian || ||= 5 ||= Out'ster || ||= 6 ||= Scum || ||= 7 ||= Ringer || ||= 8 ||= Singularity Seeker || ||= 9 ||= Skimmer || ||= 0 ||= Solarian || ||||~ Table 9.13: Techie || ||= d10 Roll ||= Result || ||= 1 ||= Anarchist || ||= 2 ||= Argonaut || ||= 3 ||= Barsoomian || ||= 4 ||= Extropian || ||= 5 ||= Hypercorp || ||= 6 ||= Nano-Ecologist || ||= 7 ||= Sifter || ||= 8 ||= Singularity Seeker || ||= 9 ||= Titanian || ||= 0 ||= Venusian || ||||~ Table 9.14: AGIs and Uplifts || ||= d10 Roll ||= Result || ||= 1 ||= Anarchist || ||= 2 ||= Argonaut || ||= 3 ||= Brinker || ||= 4 ||= Criminal || ||= 5 ||= Europan || ||= 6 ||= Hypercorp || ||= 7 ||= Mercurial: Infolife/Uplift || ||= 8 ||= Sapient || ||= 9 ||= Solarian || ||= 0 ||= Venusian ||

Step 10: Final Packages

At this point, your character should have between 6 and 10 PP worth of packages:

  • 2 or 3 PP in Background packages (Step 3)
  • 1 PP in Focus or Customization packages (Step 6)
  • 4 or 6 PP in Focus and Faction packages (Step 9)

If you have less than 10 PP, roll on Table 10: More Packages and take another 1 PP package as the table indicates. If you roll a package you already have, ignore it and re-roll. Repeat this process until you have 10 PP total, then proceed to Step 11. The Story: This step deals with more recent changes to your character’s life. Did they change jobs? Switch faction allegiances? Move to another part of the solar system (or galaxy)? Pick up a hobby or a few odd skills on the side? What sparked or motivated these changes? ||||~ Table 10: More Packages || ||= d10 Roll ||= Package || ||= 1–4 ||= Roll another Focus package. Go to Table 9.1: Focus Packages. || ||= 5–6 ||= Roll another Faction package. Go to Table 9.2: Faction Packages. || ||= 7–0 ||= Roll a Customization package. Go to Table 6.12: Customizations. ||

Step 11: Roll Post-Fall Life Event

Along with the packages you have chosen, you now get to see what major event influenced your character’s life after the Fall. Roll on the Post-Fall Life Event table, follow the directions, then proceed to Step 12. Some results from this event table may require you to roll on the Gatecrashing Event table as well. ||||~ Post-Fall Life Event || ||= d100 Roll ||= Result || ||= 01–03 ||= You are hired by a wealthy private party for some exclusive exoplanet missions. Roll on the Gatecrashing Event table. || ||= 04 ||= You reinvent yourself. Gain +5 to one aptitude and –5 to another aptitude. || ||= 05–06 ||= Your employer/collective sends you on a gatecrashing op. Roll on the Gatecrashing Event table. || ||= 07 ||= You score an achievement that leaves you indelibly marked in your faction’s consciousness. Gain the Untarnished Reputation trait. || ||= 08 ||= You create a major diplomatic incident. Gain the Black Mark (Level 3) trait. || ||= 09 ||= You fall victim to a terrorist attack or factional dispute. Roll randomly on the Choosing a Morph table. || ||= 10 ||= The merging of an overdue fork goes poorly, and coincidental inaccessible backups leave you permanently changed. Gain the Botched Merge trait. || ||= 11–13 ||= You are recruited to aid on a scientific mission. Roll on the Gatecrashing Event table. || ||= 14 ||= In order to keep up with the stress of your responsibilities, you fall into bad habits. Gain the Addiction (Moderate) trait. || ||= 15 ||= You do the right thing but piss off someone with power in the process. Gain 10 rep in a network of your choice, but also gain the Enemy trait. || ||= 16 ||= You use the post-Fall chaos to establish a new identity. Gain a Fake Ego ID for free. || ||= 17 ||= After an unfortunate incident leads to lack (lost memories due to resleeving from an old backup), you decide security of mind is a worthy investment. Gain the Edited Memories trait and 1 year of backup insurance. || ||= 18 ||= After surviving the Fall and then only barely surviving a post-Fall clash, you decide that some self-defense training may be in order. Gain +20 to one Combat skill of your choice. || ||= 19 ||= Through a strange set of circumstances, you end up with a rare Delphinium Six petal flower. || ||= 20 ||= You commit a crime, get caught, and suffer the punishment. Gain the Modified Behavior (Level 3) trait. || ||= 21 ||= You have died enough times that your mind really can’t take it any more. Gain the Phobia Disorder (Thanatophobia) trait. || ||= 22–24 ||= You save up and buy yourself a spot on a gatecrashing op. Roll on the Gatecrashing Event table. || ||= 25 ||= An ownerless bot begins following you and never leaves your side. Gain a servitor, saucer, or gnat bot for free. || ||= 26 ||= An unknown party leaves you a portable QE comm unit with a high-capacity reservoir, telling you only to expect a call in the future. || ||= 27 ||= You travel extensively. Roll randomly on the Choosing a Morph table. || ||= 28 ||= You’ve gotten really good at this resleeving thing. Roll randomly on the Choosing a Morph table, and gain the Adaptability (Level 1) trait. || ||= 29 ||= You narrowly avoid death in a disastrous accident. Gain the Danger Sense trait. || ||= 30 ||= You barely survive a murder attempt. Gain +5 INT. || ||= 31 ||= A close-call with people out to get you puts you on the defensive. Gain the Informational Control trait. || ||= 32 ||= You’ve grown particular in your taste in morphs. Gain the Right At Home trait. || ||= 33 ||= You fall on hard times. Lose 10,000 credits from your starting credit. || ||= 34 ||= You get caught in the cross-fire of a regional conflict. Roll randomly on the Choosing a Morph table. || ||= 35 ||= Your hectic lifestyle has increased your perceptive skills. Gain the Situational Awareness trait. || ||= 36 ||= A long string of personal failures has you questioning your own resolve. Lose –5 WIL. || ||= 37 ||= No matter how often your friends warn you, you are promiscuous about your online data. Gain the Data Footprint trait. || ||= 38 ||= Nothing ever seems to go your way—your cursed luck is legendary. Gain the Bad Luck trait. || ||= 39 ||= You complete a major project of importance to your work/faction. Gain +10 to one rep score. || ||= 40 ||= A project of importance to your work/faction fails under your direction. Lose –10 to one rep score. || ||= 41 ||= You take up arms in a regional conflict. Gain +10 to one Combat skill. || ||= 42 ||= Your work requires you to change your morph. Roll randomly on the Choosing a Morph table, but ignore results that don’t fit your most recent path. || ||= 43 ||= You make an unpopular choice that burns many bridges. Gain the Blacklisted trait. || ||= 44 ||= A friend or relative opts for true death, but bequeaths you their estate. Gain 25,000 credits. || ||= 45 ||= You are the unfortunate butt of a widespread online meme, but it works to your advantage. Gain the You’re That Guy! trait. || ||= 46 ||= You are the unfortunate butt of a widespread online meme, and it continues to haunt you. Gain the Wait, That Was You? trait. || ||= 47 ||= As transhumanity re-organizes, you find a role in influencing others. Gain +5 SAV. || ||= 48 ||= You have difficulty coming to grips with regular resleeving. Gain the Identity Crisis trait. || ||= 49 ||= One of your resleeves goes particularly poorly, and now it haunts you. Gain the Morphing Disorder (Level 2) trait. || ||= 50 ||= You work hard to establish a solid network. +20 to one Networking skill. || ||= 51 ||= You take up a sport. +10 to Climbing, Fray, Free Fall, Freerunning, or Swimming. || ||= 52 ||= You decide to experiment. Roll randomly on the Choosing a Morph table. || ||= 53 ||= Practice makes perfect, and your hard work pays off. Increase one aptitude by +5. || ||= 54 ||= You are the victim of an unfortunate crime. Lose 10,000 credits from your starting credits. || ||= 55 ||= Someone steals your identity. Gain the Stolen Identity trait. || ||= 56 ||= You play a prominent role in mediating a factional conflict. Gain +20 Protocol. || ||= 57 ||= You spend a significant portion of your life in one habitat. Gain the Home Turf trait. || ||= 58 ||= You take a bullet for someone you don’t even know. Roll randomly on the Choosing a Morph table, and gain +1 Moxie. || ||= 59 ||= You piss off some powerful people and are made into an example. Gain the Black Mark (Level 1) trait. || ||= 60 ||= You make friends with a group of AGIs online. Gain the AGI Affinity trait. || ||= 61 ||= Due to a sudden financial crisis, you draw an emergency loan with unfavorable terms from an unforgiving loan shark. Gain the Debt (Level 1) trait. || ||= 62 ||= You commit a serious crime, but get away—for now. Gain the On the Run trait. || ||= 63–65 ||= You win the gatecrashing lottery and a free ticket to Pandora. Roll on the Gatecrashing Event table. || ||= 66 ||= You go into business. Gain the Entrepreneur (Level 1) trait. || ||= 67 ||= You become embroiled in a messy professional dispute. Lose –5 to one rep score. || ||= 68 ||= You lose a contractual dispute in Extropian space. Gain the Deferred Indenture (Level 1) trait. || ||= 69 ||= You rack up some debts and are forced to downgrade your lifestyle. Roll randomly on the Choosing a Morph table, but re-roll any morph that is not at least 10 CP cheaper than your current morph. || ||= 70 ||= You decide you need some help. Gain the Established Fork trait. || ||= 71 ||= You run afoul of a criminal cartel agent. You walk away unscathed, but the matter is far from resolved. Gain the Enemy trait. || ||= 72 ||= You get stuck with a boring, repetitive job, but at least you get really good at it. Gain one specialization for free. || ||= 73 ||= Doing your part to aid transhumanity’s regrowth, you have a kid. Gain the Dependent trait. || ||= 74 ||= You have an unfortunately catastrophic sleeving accident, but the insurance paid well. Start play with 10 points of stress and a random derangement, but you may choose your starting morph. || ||= 75 ||= You achieve something that the members of your faction will never forget. Gain the Gold Star trait. || ||= 76 ||= You score an impressive win in a public competition. Gain +5 to one rep score. || ||= 77 ||= You split off an alpha fork to handle an important situation, but it decides not to come back. Gain the Errant Fork trait. || ||= 78 ||= You take in an abandoned animal. Gain a smart dog, smart monkey, or smart rat for free. || ||= 79 ||= You are the victim of a crime, but the perpetrator is caught. Now you hold their indenture contract. Gain the Indenture Holder trait. || ||= 80 ||= Everything is going great, but you still somehow manage to fuck up something major in your life. Gain +1 Moxie. || ||= 81 ||= A severe personal failure inspires you to make some radical changes. Gain the Modified Behavior (Level 2) trait. || ||= 82 ||= You find your one true love. You don’t feel like your full self when you are away from them. Gain the Intense Relationship trait. || ||= 83 ||= You team up with a partner to get the job done. Gain the Minion/Partner trait. || ||= 84 ||= Someone you respect shows their true colors, and they aren’t pretty. Gain +1 Moxie. || ||= 85 ||= Your exceptional nature is noticed. Gain the Patron trait. || ||= 86 ||= You get fired/kicked out. Lose 10,000 from your starting credit or –10 rep. || ||= 87 ||= An established university offers you a steady position. Gain the Tenure trait. || ||= 88 ||= A fork goes missing. It could be nothing, but it was in possession of some compromising information about yourself. Gain the Lost Fork trait. || ||= 89 ||= You fall for the smooth lies of a convincing member of another faction. You realize your error only after the damage is done. Lose 10 rep from the rep network appropriate to your faction. || ||= 90 ||= A trolling hacker ruins your life but leaves you with sporting goodbye offering. Lose 10 rep in one network of your choice, but gain a kaos AI for free. || ||= 91 ||= You are forced to resleeve in less-than-favorable conditions and end up with a morph with issues. Roll randomly on the Choosing a Morph table, and gain the Aggressive GRM trait. || ||= 92 ||= You fall in with a new crowd—one that will have your back. Gain the Allies trait. || ||= 93 ||= You are part of a group that discovers a derelict ship and makes a great salvaging score. Gain 20,000 credits. || ||= 94 ||= You join a cooperative project. Gain the Entrepreneur (Level 1) trait. || ||= 95 ||= You fight back against a perceived injustice, but are forced to flee the repercussions. Gain the On the Run trait. || ||= 96 ||= You drop everything to re-evaluate your priorities. Lose −30 to one skill, but gain 50 CP to spend on whatever you wish. || ||= 97 ||= Unknown to you, someone takes an unfriendly interest in your affairs. Gain the Subverted Mind trait. || ||= 98 ||= You manage to get yourself killed three times in one week. At least you’re getting used to resleeving. Roll randomly on the Choosing a Morph table, and gain the Phoenix (Level 2) trait. || ||= 99 ||= Someone leaves you in charge of their spacecraft. Gain the Spacecraft trait. || ||= 100 ||= You are complicit in a faction suffering a major setback. Gain the Black Mark (Level 2) trait. ||

||||~ Gatecrashing Event || ||= d100 Roll ||= Result || ||= 01–20 ||= You go on 1d10 gatecrashing missions, with no major consequences. You do see some cool things, though. Gain +1 Moxie. || ||= 21–48 ||= You serve on 1d10 missions and pick up some new skills. Replace a 1 PP Focus, Faction, or Customization package you acquired in Step 10 with the Explorer package at 1 PP . || ||= 49–50 ||= You make a new home on Portal or some other exoplanet outpost. || ||= 51–52 ||= You go through a gate but never come through on the other side. Start game with 10 points of stress and roll randomly on the Choosing a Morph table. || ||= 53–54 ||= You receive some focused training in gate operations. Gain the Infosec (Gate Hacking) specialization. || ||= 55–56 ||= You acquire an alien pet. You’re not allowed to bring it back to the solar system, however. Work with the gamemaster to determine the creature’s characteristics. || ||= 57–58 ||= You find an alien artifact, but they didn’t let you keep it. Gain 20,000 credits. || ||= 59–60 ||= You discover a new xenocritter and its unique predatory capabilities. Roll randomly on the Choosing a Morph table. || ||= 61–62 ||= Your mission backers upgrade/downgrade your capabilities. Roll randomly on the Choosing a Morph table. || ||= 63–64 ||= You participate in some eye-opening research. Gain +5 COG. || ||= 65–66 ||= You discover left-behind TITAN machines. Roll randomly on the Choosing a Morph table. || ||= 67–68 ||= You go on a mission and never return. Your sponsors refuse to talk about it. Roll randomly on the Choosing a Morph table. || ||= 69–70 ||= Your mission scores a major resource find. Gain 20,000 credits. || ||= 71–72 ||= You receive some focused training in gate operations. Gain the Interfacing (Gate Operations) specialization. || ||= 73–74 ||= You join a semi-successful colonization effort for a year. Gain +20 to one Profession skill of your choice. || ||= 75–76 ||= You uncover evidence of a previously unknown but long-dead alien race. Gain +10 to one rep score. || ||= 77–78 ||= You put in several months of grueling work on a terraforming project. Gain +10 to one Academic, Profession, or Technical skill. || ||= 79–80 ||= You severely botch a rescue operation. Lives are lost and stacks are not recovered. Lose 10 rep from the network of your choice. || ||= 81–82 ||= You experience something while going through a gate that makes you never want to go through again. Gain the Phobia Disorder (Pandora Gates) trait. || ||= 83–84 ||= You participate in a dangerous rescue operation. Gain +10 rep in the network of your choice. || ||= 85–86 ||= You receive some focused training in gate operations. Gain +20 Academics: Gate Operations. || ||= 87–88 ||= You come into possession of your very own blue box. || ||= 89–90 ||= You survive a lengthy gatehopping adventure. Gain +20 x-rep. || ||= 91–92 ||= Your mission is sabotaged by an unknown party. Roll randomly on the Choosing a Morph table. || ||= 93–94 ||= You step through a gate and arrive somewhere other than you expected. Your jaunt is adventurous, but you make it back safe. Gain +10 Profession: Gatecrashing skill. || ||= 95–96 ||= You receive some focused training in gate operations. Gain the Programming (Gate Interface) specialization. || ||= 97–98 ||= You end up in the middle of an exoplanet property-claim dispute. Roll randomly on the Choosing a Morph table. || ||= 99–00 ||= You participate in a rescue op that cashes in on a sizable recovery bond. Gain 10,000 credits ||

Step 12: Firewall Event

For characters that are participating in Firewall-based campaigns, you can roll on the Firewall Event table to determine how your character became introduced to the conspiracy. After the roll, proceed to Step 13. Non-Firewall characters should skip this step and go directly to Step 13. ||||~ Firewall Event || ||= d100 Roll ||= Result || ||= 01–25 ||= You are recruited by someone you know because of your skill sets. Gain +10 to one skill. || ||= 26–48 ||= You accidentally stumble onto a Firewall op, and luckily for you they decide the best option is to recruit you. Gain +1 Moxie. || ||= 49–50 ||= You work with/for someone who turns out to be an exhuman supporter. Once you get over the shock, Firewall recruits you. Gain +10 to Interest: Exhumans skill. || ||= 51–52 ||= Firewall recruits you as an informant, to help keep tabs on someone or something they are worried about. Gain +10 Infosec skill. || ||= 53–54 ||= Your ego was jailed/lost on Earth/forknapped/in cold storage, but Firewall broke you out in return for your aid. Gain +1 Moxie. || ||= 55–56 ||= You spot someone acting suspiciously and report them. They turn out to be a Firewall async. You are repaid with recruitment and training. Gain the Async Familiarity trait. || ||= 57–58 ||= You are infected and secretly operate as a sleeper exsurgent for months or even years. Firewall restores you from an old backup. Gained the Edited Memories trait and roll randomly on the Choosing a Morph table. || ||= 59–60 ||= You have an unexpected close encounter with the TQZ on Mars, the New Mumbai Containment Zone of Luna, or Iapetus. Roll randomly on the Choosing a Morph table. || ||= 61–62 ||= An exhuman raid leaves you and others dead; Firewall helps sort out the mess. Roll randomly on the Choosing a Morph table. || ||= 63–64 ||= You are one of the few survivors of an exsurgent outbreak on your habitat. Gain the Psi Defense trait. || ||= 65–66 ||= You find a relic. Bad things happen. Firewall cleans up the mess. –10 to one rep score. || ||= 67–68 ||= You were a member/supporter of one of the groups that evolved into Firewall from before the Fall. You took some time off, but now you’re back. Gain +10 i-rep. || ||= 69–70 ||= You single-handedly foil an impending outbreak, but the local authorities blame you for the carnage. Firewall helps you escape. Gain the On the Run trait. || ||= 71–72 ||= A previously dormant TITAN nanoplague rampages through your habitat. Roll randomly on the Choosing a Morph table. || ||= 73–74 ||= Your ship stops to investigate/help a derelict ship and is never heard from again. Roll randomly on the Choosing a Morph table. || ||= 75–76 ||= You discover a lost cache on an isolated asteroid. Firewall actually lets you keep some of the find. Gain 1d10 x 5,000 credits. || ||= 77–78 ||= You step into an unknown fray and are lucky enough to pick the right side. Gain +10 i-rep. || ||= 79–80 ||= You uncover a conspiracy within your faction and Firewall steps in to help you deal with it. Gain +10 to one rep score. || ||= 81–82 ||= You are recruited to help Firewall cover up a secret or outbreak. Lose –10 to one rep score but gain +10 i-rep. || ||= 83–84 ||= You uncover a sleeper exsurgent cell the hard way. Gain the Phobia Disorder (Exsurgents) trait. || ||= 85–86 ||= You become aware of someone smuggling or dealing TITAN technology. Firewall steps in and deals with it, then recruits you. Lose 5 g-rep. || ||= 87–88 ||= You were a member/supporter of one of the groups that evolved into Firewall from before the Fall. Gain +10 i-rep. || ||= 89–90 ||= You are involved in a cover-up of a TITAN- or exsurgent-related secret during the Fall. Firewall finds you and brings you in to get the story. Gain +10 i-rep. || ||= 91–92 ||= Someone you loved becomes infected. You keep it secret and protect them for a time, until everything goes bad. Firewall rescues you, then recruits you. Gain +10 Interest: Exsurgents. || ||= 93–94 ||= You are a bit too good at ferreting out certain secrets online. Firewall brings you in to the fold to keep your mouth shut. Gain +10 Infosec skill. || ||= 95–96 ||= Someone you are close to is a Firewall proxy; they brought you in to help them out. Gain +1 Moxie. || ||= 97–98 ||= Thanks to a particular skill you have, Firewall has consulted with you for years without revealing themselves. They decide to fill you in on the full story. Gain or increase a Firewall-relevant Knowledge skill (such as Interest: Exsurgents or Academics: Nanotechnology) by +30. || ||= 99–00 ||= A package you are hired to deliver turns out to be an alien artifact. When it causes problems, you go to a friend of a friend, who turns out to be a Firewall proxy. They solve the problem, but you fail to make the delivery. Gain the Enemy trait. ||

Step 13: Gear

You now determine how much credit your character has for purchasing gear. Roll on the Starting Credit table. Moxie may only be used for a re-roll on this table once. Any credits acquired from events are added to this amount; any credits lost from events are subtracted from this amount (if the amount goes below zero, treat as zero). These credits may be used to buy any gear the gamemaster allows, with the exception of morphs. It is strongly recommended that players choose gear that is appropriate for their characters. Players that wish to randomly choose gear, however, may roll on the Gear Packages table and purchase one of the gear packages detailed here. In addition to the gear purchased here, every character begins play with a standard muse and one month of backup insurance at no cost. Any credits left over from purchasing gear are what the character has in their possession at the start of gameplay. When finished, go to Step 14. ||||~ Starting Credit || ||= d10 Roll ||= Credit || ||= 1 ||= 0 credits. You are flat broke, without a penny to your name. || ||= 2 ||= 5,000 credits. || ||= 3–5 ||= 10,000 + (1d10 x 1,000) credits || ||= 6–8 ||= 20,000 + (1d10 x 1,000) credits || ||= 9 ||= 40,000 credits || ||= 0 ||= 50,000 credits || ||||||~ Gear Packages || ||= d100 Roll ||= Gear Package ||= Credit Cost || ||= 01–04 ||= Bot Jammer ||= 4,000 || ||= 05–08 ||= Combat Morph ||= 11,000 || ||= 09–16 ||= Essential Enhancements ||= 1,000 || ||= 17–28 ||= Essential Gear ||= 3,000 || ||= 29–32 ||= Explorer ||= 3,000 (4,000 with survival belt) || ||= 33–40 ||= Firewall Agent ||= 18,000 || ||= 41–44 ||= Gatecrasher ||= 20,000 || ||= 45–48 ||= Hacker ||= 10,000 || ||= 49–52 ||= Heavy Weapons ||= 18,000 || ||= 53–56 ||= Infiltrator ||= 15,000 || ||= 57–60 ||= Researcher ||= 3,000 (6,000 with extras) || ||= 61–64 ||= Scavenger ||= 8,000 || ||= 65–68 ||= Security ||= 6,000 (8,000 with extras) || ||= 69–72 ||= Sensory Morph ||= 3,000 biomorph/2,000 synthmorph || ||= 73–76 ||= Self-Defense ||= 5,000 || ||= 77–80 ||= Smart Animal Handler ||= 15,000 || ||= 81–84 ||= Social Manipulator Morph ||= 7,000 || ||= 85–88 ||= Stealth Morph ||= 2,000 || ||= 89–92 ||= Surveillance ||= 7,000 || ||= 93–96 ||= Survival Morph ||= 2,000 || ||= 97–00 ||= Techie ||= 3,000 ||

Step 14: Combine Everything

Now that you have all of your character’s packages determined and the various modifiers from the life events, it’s time to put it all together. Follow the same guidelines for putting your character as described under Combine Everything in the package creation system rules. Proceed to Step 15 when done.

Starting Faction

Though factional allegiance has no direct game mechanics effect, many players will want to know which faction their character considers home at the start of gameplay. The simplest answer is to use the faction corresponding to the last Faction package rolled. For a more complex answer, however, you can go for a character with multiple factional ties. How does your character balance these links? How do they reconcile any conflicting interests? How do they respond when two or more factions call on them simultaneously? Is the character simply dabbling with one faction, testing the waters before committing themselves? Or are they consorting with another faction in the hopes of breaking free from the confining ties that keep them bound to their old tribe?

Step 15: Final Stats and Details

The character’s final characteristics are now calculated. See Remaining Stats. Once those are finalized, you can put all of the life path elements together and detail the character’s history, personality, and current status. See Detailing the Character, just down from Remaining Stats.

Step 16: Story Event (Optional)

Story events are background elements that do not have a game effect on your character, but are included for potential roleplaying and plot purposes. Some of the results on the earlier event tables may have instructed you to roll on this table. As a final step, you may roll on the Story Event table to determine a recent event in your character’s life. This may help define what your character is doing or concerned with at the beginning of gaemplay. It may also be used to tie the character to the other player characters in the game. ||||~ Story Event || ||= d100 Roll ||= Result || ||= 01–02 ||= After a long stretch of bad, you hit bottom. No way left to go but up. || ||= 03–04 ||= You participate as a test subject in a research project. You suffer no ill effects … that you can tell. || ||= 05–06 ||= A prominent journalist befriends you as a source and occasional confidante. || ||= 07–08 ||= You hear from an unknown source that Oversight has taken an interest in your affairs. || ||= 09–10 ||= You have an unfortunate run-in with Jovian Republic troops, but manage to extricate yourself. || ||= 11–12 ||= After years, you finally get a chance to inflict revenge on someone. Do you take it or walk away? || ||= 13–14 ||= You witness/survive a major disaster, such as a habitat failure, ship collision, terrorist attack, or a freak but deadly accident. || ||= 15–16 ||= Circumstances force you to move from one end of the solar system to the other. || ||= 17–18 ||= Your habitat goes through a regime change. Which side are you on? || ||= 19–20 ||= You are falsely accused of a crime but then cleared. || ||= 21–22 ||= You develop a long-term rival. The relationship is complex and non-dangerous, but it does occasionally interfere or consume your attention. || ||= 23–24 ||= You develop a long-term life-partner relationship. || ||= 25–26 ||= You suffer through the failure of a major long-term relationship. || ||= 27–28 ||= You enter into a convenience-based contract-defined romantic relationship. || ||= 29–30 ||= You develop an ongoing polyamorous relationship with a group of friends. || ||= 31–32 ||= You are pursued by an irritating but (mostly) harmless suitor/stalker. || ||= 33–34 ||= You are recruited to secretly help some faction. Randomly determine that faction from the Factions table. || ||= 35–36 ||= You are re-united with a lover/relative/friend thought lost during the Fall. || ||= 37–38 ||= Political upheaval in your local habitat/polity throws your life into turmoil. || ||= 39–40 ||= You are the only survivor of a deadly accident on board a ship or small hab, which raises some suspicion … || ||= 41–42 ||= Your life has been blissfully serene and untroubled. Your friends may secretly hate you. || ||= 43–44 ||= You find out that one or both of your parents weren’t really your parents. || ||= 45–46 ||= You pursue a period of self-isolation and introspection. || ||= 47–48 ||= You catch an authority figure doing something illicit, but you don’t have the means to prove it. || ||= 49–50 ||= You take a sabbatical with the Solarians, ringers, or other space-faring clade. || ||= 51–52 ||= You have an affair. || ||= 53–54 ||= You are privileged enough to meet a Factor. || ||= 55–56 ||= You discover an unknown and intriguing or devastating secret about your family’s past. || ||= 57–58 ||= An unfortunate accident leaves you stuck in a healing vat for a couple of weeks. || ||= 59–60 ||= While traveling by spacecraft, a malfunction takes you months off course. || ||= 61–62 ||= You use someone to get ahead. || ||= 63–64 ||= Someone uses you to get ahead. || ||= 65–66 ||= You unexpectedly make a close friend with someone from a rival or even hostile faction. || ||= 67–68 ||= You have a falling out with a formerly close friend. || ||= 69–70 ||= You are forced into a thankless position of heavy responsibility. || ||= 71–72 ||= Facing unwanted responsibilities, you pack up and move on. || ||= 73–74 ||= You are persecuted for your nature or beliefs. || ||= 75–76 ||= You finalize a particularly good research paper, work of art, commercial enterprise, or similar achievement. || ||= 77–78 ||= Someone close to you opts for a real, final death. || ||= 79–80 ||= You discover a new subculture to embed yourself in. || ||= 81–82 ||= You befriend a brinker with some interesting ideas and unbelievable stories. Well, almost unbelievable. || ||= 83–84 ||= You find repeat evidence that someone has you under close surveillance—but why? || ||= 85–86 ||= You are fairly certain that your new friend is secretly a singularity seeker. || ||= 87–88 ||= You come across an interesting surveillance blind-spot in your local habitat. || ||= 89–90 ||= A string of disappearances in your habitat has everyone on edge. || ||= 91–92 ||= Someone you know has come across some disturbing information on a powerful entity, and they are considering blowing the whistle. || ||= 93–94 ||= You don’t have what it takes, and your current job/prospect ends in a washout. || ||= 95–96 ||= Your inquisitive nature leads you to discover a secret that could get you into trouble. || ||= 97–98 ||= You receive a wake-up call that challenges your current priorities. || ||= 99–00 ||= Your current job/pursuits take you somewhere dangerous. ||

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