Chapter 22 — Life Events
Careers (Chapter 21) cover the work a Wanderer did before play. Life Events cover everything else — the loves, losses, windfalls, and revelations that happen to a person between the lines of a résumé. You roll one after every term during character creation (Chapter 17), and the GM may grant them in play as well.
When to roll. During creation, roll a Life Event after every term — served or wandering, whatever its outcome. In play, a GM may grant a Life Event between career terms, during a stretch of downtime, or as optional color. The GM always has final say on whether an event fits and how its effects land.
How to roll. First roll 1D6 on the index below to choose a table. Then roll 2D6, reading the dice as two digits (a 4 and a 2 = 42), to find the event on that table.
Relationships as contacts. Ally, Rival, and Enemy are all contacts (Chapter 35) — an Ally is a friendly one, a Rival is complicated or adversarial, an Enemy is openly hostile. Where an event says to turn an Ally into a Rival or Enemy but you have none to turn, simply gain a new Rival or Enemy instead. Where it grants an Ally and you would rather, you may instead deepen a contact you already have.
Boons & Banes. Some events grant a Boon or Bane (Chapter 9) — the named tag is a suggestion; reword it to fit your character with the GM's blessing. A Boon gained this way is free (you do not pay its usual 5 XP). A Bane gained this way grants no up-front XP but earns 1 XP per session it is invoked, as normal.
Skill advances marked +1 (min Trained) follow the career convention: if Untrained, the skill becomes Trained; if already Trained or higher, it rises one rank — never left below Trained. "Any skill (player's choice)" lets you pick a fitting skill, subject to GM approval.
Index§
- Index — roll 1D6
- 1 — Love & Bonds
- 2 — Family & Loss
- 3 — Fortune & Ruin
- 4 — Peril & Survival
- 5 — Awakening & Discovery
- 6 — Reputation & Society
Index — roll 1D6§
| D6 | Table |
|---|---|
| 1 | Love & Bonds |
| 2 | Family & Loss |
| 3 | Fortune & Ruin |
| 4 | Peril & Survival |
| 5 | Awakening & Discovery |
| 6 | Reputation & Society |
1 — Love & Bonds§
Romance, partnership, friendship, and the wreckage they sometimes leave behind.
| D66 | Result |
|---|---|
| 11 | A love ended in a way that never fully healed. Take 1 mental trauma. |
| 12 | A whirlwind romance burned out fast and bitter. Turn an Ally into a Rival (or gain a new Rival). |
| 13 | You met someone and fell hard. Gain an Ally (a partner). |
| 14 | A quiet, steady partnership grounded you. Gain an Ally; gain the Boon Someone Waiting at Home. |
| 15 | You fell for someone across a border or faction line. Gain an Ally in an unlikely place. |
| 16 | A friendship deepened into something neither of you quite names. Gain an Ally. |
| 21 | You loved someone you shouldn't have, and it cost you. Gain a Rival (a jealous third party); 5 XP. |
| 22 | A long-distance love taught you patience and longing. Charm +1 (min Trained). |
| 23 | You married, and inherited a whole family in the bargain. Gain an Ally (a spouse) and a wider family connection. |
| 24 | An old flame reappeared and complicated everything. Gain a complicated contact. |
| 25 | You were left at the altar, humiliated in public. Take 1 mental trauma; gain the Bane Wary of Promises. |
| 26 | A relationship taught you to truly read another person. Psychology +1 (min Trained). |
| 31 | You loved a fellow traveler and shared the road awhile. Gain an Ally; Cr500 (pooled funds). |
| 32 | A rival for someone's affection became, strangely, a friend. Turn a Rival into an Ally. |
| 33 | You raised a child not yours by blood, and loved them anyway. Gain an Ally (found family). |
| 34 | Heartbreak drove you to bury yourself in work. 5 XP. |
| 35 | A secret affair was exposed. Take 1 mental trauma; gain a Rival. |
| 36 | You found someone who made you better. Gain an Ally; gain the Boon Devoted Partner. |
| 41 | You broke someone's heart and never forgave yourself for it. Take 1 mental trauma. |
| 42 | A partnership ended cleanly; you stayed friends. No hard feelings — pure roleplay. |
| 43 | Years of courtship taught you to win anyone's good graces. Charm +1 (min Trained). |
| 44 | A jealous former lover set out to ruin you. Gain an Enemy. |
| 45 | You reconciled with someone you had wronged. Turn a Rival back into an Ally; 5 XP. |
| 46 | A romance with someone well-placed opened doors. Gain a well-placed Ally; Network +1 (min Trained). |
| 51 | You fell in love with a place, a crew, or a cause rather than a person. Gain the Boon Belongs Somewhere (name the place or people). |
| 52 | A toxic relationship left scars you still carry. Take 1 mental trauma; gain the Bane Trust Issues. |
| 53 | You met your match — someone as stubborn and capable as you. Gain an Ally (a partner who pushes you). |
| 54 | A lover betrayed you to save themselves. Turn an Ally into an Enemy. |
| 55 | A great love ended in death, not betrayal. Take 1 mental trauma; gain the Boon Loved Once, Truly and 5 XP. |
| 56 | You loved and lost, and came out wiser for it. 5 XP. |
| 61 | A marriage of convenience quietly became real. Gain an Ally; Cr1000 (a shared estate). |
| 62 | You fell for someone who vanished without explanation. Gain the Bane Haunted by an Absence; 5 XP. |
| 63 | A deep friendship carried you through your worst years. Gain an Ally; gain the Boon Loyal Confidant. |
| 64 | You learned to live, and be content, on your own terms. Gain the Boon Self-Possessed. |
| 65 | A long devotion steadied your whole life. Gain a devoted Ally; 10 XP. |
| 66 | The romance of a lifetime. Gain a devoted Ally; gain the Boon Worth Coming Home To; Social Standing becomes Advantage — if already Advantage or at a Disadvantage, gain 10 XP instead. |
2 — Family & Loss§
Birth and death, inheritance and estrangement, blood kin and chosen.
| D66 | Result |
|---|---|
| 11 | A death you still blame yourself for. Take 1 mental trauma; gain the Bane Survivor's Guilt. |
| 12 | You buried a parent and inherited their unfinished business. Take 1 mental trauma; gain a complicated contact (a creditor, rival, or dependent). |
| 13 | A sibling came along much younger, and you half-raised them. Gain an Ally (a devoted younger sibling). |
| 14 | You were present at a birth, and it gave you a new sense of purpose. 5 XP. |
| 15 | A relative's death left you a modest inheritance. Cr1500. |
| 16 | You reconciled with an estranged parent before it was too late. Gain an Ally; 5 XP. |
| 21 | A bitter inheritance dispute turned kin into foes. Gain a Rival (a relative). |
| 22 | You became guardian to an orphaned niece, nephew, or stranger. Gain an Ally (a dependent); gain the Bane Mouths to Feed. |
| 23 | You discovered a sibling you never knew existed. Gain a contact (a half-sibling — Ally or Rival, GM's call). |
| 24 | A family trade or craft passed down to you. Any skill +1 (min Trained) (tied to the family trade). |
| 25 | Your family disowned you. Lose a family Ally to estrangement; gain the Bane No Going Home; 5 XP. |
| 26 | A grandparent's stories shaped how you see the voyage. Gain the Boon Keeper of Old Tales. |
| 31 | You nursed a dying relative through a long illness. Biology +1 (min Trained); take 1 mental trauma. |
| 32 | A child entered your life — yours or chosen. Gain an Ally; gain the Boon Something to Protect. |
| 33 | You tracked down family scattered across the Shore. Network +1 (min Trained); gain a family Ally. |
| 34 | A family secret surfaced and reframed your whole childhood. 5 XP; gain a complicated contact. |
| 35 | You buried the last of your blood kin. Take 1 mental trauma; gain the Bane Last of the Line. |
| 36 | A relative in a useful position offered to help. Gain a well-placed Ally. |
| 41 | A long estrangement finally healed. Turn a Rival relative into an Ally; 5 XP. |
| 42 | You learned your family carried a famous — or infamous — name. 5 XP; gain a contact tied to the name (Ally or Rival). |
| 43 | You raised children who became your proudest legacy. Gain an Ally; gain the Boon Devoted Parent. |
| 44 | A bitter guardianship fight drained you. Take 1 mental trauma; gain a Rival. |
| 45 | You inherited property and the obligations that came with it. Cr1500; gain the Bane Tied to an Estate. |
| 46 | A family member's sacrifice saved your life. Take 1 mental trauma; gain the Boon I Owe Them Everything. |
| 51 | You found family among strangers — a crew, a commune, a congregation. Gain several Allies (found family); 5 XP. |
| 52 | A parent's old enemies became your problem. Gain an Enemy (inherited). |
| 53 | A eulogy you gave brought a fractured family back together. Charm +1 (min Trained); gain a family Ally. |
| 54 | A relative's debts fell to you. Gain the Bane In the Red and a creditor as a complicated contact. |
| 55 | A homecoming mended old wounds and opened new doors. Network +1 (min Trained); gain an Ally; 5 XP. |
| 56 | You became the one the whole family leans on. Command +1 (min Trained); gain Allies (and responsibilities). |
| 61 | A deathbed confession handed you a secret worth keeping — or using. 5 XP; gain the Boon Holds a Dangerous Secret. |
| 62 | You honored a lost loved one by living the life they couldn't. 10 XP. |
| 63 | A generous inheritance set you up. Cr2500. |
| 64 | You reunited a scattered family, and they will never forget it. Gain several Allies; gain the Boon The One Who Brought Us Home. |
| 65 | A child's birth steadied everything in your life. Gain an Ally; 10 XP. |
| 66 | A birth, a homecoming, a legacy secured — the best of family. Gain a devoted Ally; 5 XP; Endurance becomes Advantage — if already Advantage or at a Disadvantage, gain 10 XP instead. |
3 — Fortune & Ruin§
Windfalls and wipeouts — money, luck, property, and the people who chase all three.
| D66 | Result |
|---|---|
| 11 | You gambled big and lost everything. Take 1 mental trauma; gain the Bane In Deep to the Wrong People and an Enemy (a creditor). |
| 12 | A confidence scheme wiped out your savings. Gain the Bane Once Bitten; 5 XP. |
| 13 | A modest windfall came your way. Cr1000. |
| 14 | You backed a venture that quietly paid off. Cr1500. |
| 15 | You learned to stretch a credit further than anyone. Negotiate +1 (min Trained). |
| 16 | A lucky streak at the tables funded a good year. Cr1000. |
| 21 | A debt you cosigned came due on you. Gain the Bane Saddled with Debt and a creditor as a complicated contact. |
| 22 | You won or inherited a piece of property. Cr2000 (or an asset of that value). |
| 23 | A business partner cheated you blind. Turn an Ally into a Rival; 5 XP. |
| 24 | You made a fortune and lost it just as fast, but learned the lesson. 5 XP. |
| 25 | A risky investment ruined you and a friend. Take 1 mental trauma; turn an Ally into a Rival. |
| 26 | You discovered a head for numbers and markets. Bureaucracy +1 (min Trained). |
| 31 | A patron staked you generously. Cr1500; gain a wealthy Ally. |
| 32 | You won a lawsuit and the settlement that came with it. Cr1500; gain a Rival (the party you beat). |
| 33 | You lost a lawsuit and paid for it. Gain the Bane Marked by the Courts and a Rival. |
| 34 | A windfall let you buy real training. 10 XP. |
| 35 | You got rich quick and made enemies doing it. Cr1500; gain an Enemy. |
| 36 | A shrewd deal set you up comfortably. Cr1000; Negotiate +1 (min Trained). |
| 41 | A crash or disaster wiped out your holdings. Gain the Bane Started Over with Nothing; 5 XP. |
| 42 | You came into money you weren't supposed to have. Cr1000; gain the Bane Someone Wants It Back. |
| 43 | You quietly built a nest egg. Cr500; gain the Boon Always Has a Reserve. |
| 44 | A benefactor died and remembered you generously. Cr2000. |
| 45 | You bankrolled someone else's dream and it soured. Turn an Ally into a Rival. |
| 46 | A clever side hustle taught you a trade. Any skill +1 (min Trained) (player's choice). |
| 51 | You struck it rich on a frontier claim. Cr2500. |
| 52 | Creditors hounded you across the Shore. Gain an Enemy; gain the Bane Always Looking Over a Shoulder. |
| 53 | You turned a small stake into a real business. Cr1500; gain the Boon Head for Business. |
| 54 | A con you ran finally caught up with you. Take 1 mental trauma; gain an Enemy (a mark who found you). |
| 55 | You made a fortune and, for once, kept it. Cr2000; 5 XP. |
| 56 | You learned hard lessons about money and the people who chase it. Psychology +1 (min Trained); 5 XP. |
| 61 | A bold gamble paid off beyond your dreams. Cr2000; gain a powerful Ally. |
| 62 | You went bankrupt but kept your dignity and your contacts. Gain the Boon Bounces Back; 5 XP. |
| 63 | You became known as someone who always pays their debts. Network +1 (min Trained); gain an Ally. |
| 64 | A life-changing windfall. Cr3000. |
| 65 | You built lasting wealth and the network to guard it. Cr2000; gain a wealthy Ally; Network +1 (min Trained). |
| 66 | Fortune smiled on you completely. Cr3000; gain an influential Ally; Social Standing becomes Advantage — if already Advantage or at a Disadvantage, gain 10 XP instead. |
4 — Peril & Survival§
Accidents, disasters, violence, illness — and the hard art of coming through them.
| D66 | Result |
|---|---|
| 11 | You barely survived a catastrophe that killed others around you. Take 1 physical trauma and 1 mental trauma. |
| 12 | A violent encounter left lasting damage. Take 1 physical trauma; gain the Bane Old Injury Acts Up. |
| 13 | You survived a wilderness ordeal that should have killed you. Survival +1 (min Trained). |
| 14 | You walked away from a wreck that totaled everything but you. Take 1 physical trauma; 5 XP. |
| 15 | You pulled someone from danger, and they owe you their life. Gain a devoted Ally. |
| 16 | A brush with death sharpened your instincts. Recon +1 (min Trained). |
| 21 | You caught a serious illness and beat it. Take 1 physical trauma; gain the Boon Beat Worse Than This. |
| 22 | A predator — human or otherwise — marked you for life. Take 1 physical trauma; gain an Enemy. |
| 23 | You learned field medicine the hard way, on yourself. Biology +1 (min Trained). |
| 24 | A disaster displaced you, and you rebuilt from nothing. Gain the Boon Survivor; 5 XP. |
| 25 | An addiction took hold during a dark stretch. Gain the Bane The Craving; 5 XP. |
| 26 | You survived being hunted and came out harder for it. Sneaking +1 (min Trained). |
| 31 | A rescue gone wrong cost you. Take 1 physical trauma; gain an Ally (the one you saved). |
| 32 | You faced down something that still visits your dreams. Take 1 mental trauma; gain the Boon Stares Down Fear. |
| 33 | You learned to fight because the alternative was dying. Close Quarters +1 (min Trained). |
| 34 | A long convalescence gave you time to study. 5 XP. |
| 35 | You were caught in someone else's war. Take 1 physical trauma; gain a contact (a fellow survivor). |
| 36 | You guided others through a crisis and they followed. Command +1 (min Trained); gain an Ally. |
| 41 | A maiming injury changed how you live. Take 1 physical trauma; gain the Bane Lost Something I Can't Replace. |
| 42 | You survived the void — a hull breach, a failed seal, a long cold drift. Take 1 mental trauma; 5 XP. |
| 43 | Rough living gave you an iron constitution. Survival +1 (min Trained); gain the Boon Hard to Kill. |
| 44 | You were the only one who walked away. Take 1 mental trauma; gain the Bane Why Me. |
| 45 | You learned to read danger before it arrives. Recon +1 (min Trained). |
| 46 | A medic saved your life and became a friend. Take 1 physical trauma; gain an Ally (a medic). |
| 51 | You endured captivity or hard labor and survived it. Take 1 mental trauma; gain the Boon Endures Anything. |
| 52 | An accident left you a useful scar and a better story. 5 XP. |
| 53 | You clawed your way back from rock bottom. 10 XP. |
| 54 | A disaster made you a local hero. Network +1 (min Trained); gain an Ally. |
| 55 | You survived what broke everyone around you. Gain the Boon Unbroken; 5 XP. |
| 56 | You came through fire with steady hands. 5 XP; gain the Boon Calm Under Pressure. |
| 61 | You beat an addiction and reclaimed yourself. Remove the Bane The Craving if you carry it, or gain the Boon Hard-Won Sobriety; 10 XP. |
| 62 | A near-death experience left you uncannily calm. Gain the Boon Looked Death in the Eye. |
| 63 | You saved many lives in a crisis and were decorated for it. 5 XP; gain a well-placed Ally. |
| 64 | You survived against impossible odds, and the story precedes you. 10 XP; gain the Boon The One Who Lived. |
| 65 | You turned survival into mastery, teaching others to endure. Survival +1 (min Trained); gain Allies; 5 XP. |
| 66 | You came through the worst the Shore could throw at you, unbowed. Gain the Boon Unkillable; Endurance becomes Advantage — if already Advantage or at a Disadvantage, gain 10 XP instead. |
5 — Awakening & Discovery§
Secrets, hidden talents, faith and ideology, learning, and the slow work of becoming yourself.
| D66 | Result |
|---|---|
| 11 | A revelation shattered a belief you'd built your life on. Take 1 mental trauma; 5 XP. |
| 12 | You uncovered a secret that put a target on your back. Gain an Enemy; gain the Boon Knows Something Dangerous. |
| 13 | You discovered a hidden talent you never knew you had. Any skill +1 (min Trained) (player's choice). |
| 14 | A mentor opened your eyes to a whole discipline. Gain an Ally (a mentor); 5 XP. |
| 15 | You found a faith, or a cause, that gave your life shape. Gain the Boon Anchored by Conviction. |
| 16 | You taught yourself something no one believed you could learn. Any Academics or Technology skill +1 (min Trained). |
| 21 | A crisis of faith left you adrift. Take 1 mental trauma; gain the Bane Lost My North Star. |
| 22 | You learned a hard truth about your own origins. 5 XP; gain a contact tied to your past. |
| 23 | Years of patient study finally clicked. Research +1 (min Trained). |
| 24 | You discovered a passion for an art or craft. Any skill +1 (min Trained) (an expressive or technical craft). |
| 25 | A radical idea drew you in, then turned on you. Gain a Rival; 5 XP. |
| 26 | You realized who you really are and stopped pretending otherwise. Gain the Boon True to Myself. |
| 31 | A forbidden archive taught you to dig where you shouldn't. Cracking +1 (min Trained). |
| 32 | A spiritual awakening steadied your mind. Psychology +1 (min Trained); gain the Boon Inner Calm. |
| 33 | You learned a language or code that opens closed circles. Communications +1 (min Trained); gain a contact. |
| 34 | You apprenticed under a master and absorbed everything. 10 XP. |
| 35 | You uncovered a conspiracy and could never unsee it. Take 1 mental trauma; gain the Boon Sees the Strings. |
| 36 | A teacher changed the whole course of your life. Gain an Ally (a teacher); any skill +1 (min Trained). |
| 41 | You questioned everything and rebuilt your worldview from the studs. 5 XP; gain the Boon Thinks for Myself. |
| 42 | You unearthed a relic, text, or record of the voyage. 5 XP; gain a scholarly contact. |
| 43 | A hidden aptitude for machines revealed itself. Mechanical or Electronics +1 (min Trained). |
| 44 | You joined a movement that gave you purpose and enemies in equal measure. Gain an Ally and a Rival. |
| 45 | You learned a devastating truth about someone you admired. Take 1 mental trauma; turn an Ally into a complicated contact. |
| 46 | A breakthrough in self-understanding finally freed you. Gain the Boon At Peace with the Past. |
| 51 | You mastered a body of knowledge others spend lifetimes on. Any Academics skill +1 (min Trained); 5 XP. |
| 52 | You discovered a gift for reading people. Psychology +1 (min Trained); gain the Boon Reads a Room. |
| 53 | A pilgrimage or long course of study changed you. 5 XP; gain a contact from the journey. |
| 54 | You found the thing you were meant to do. Any skill +1 (min Trained); gain the Boon Found My Calling. |
| 55 | A discovery made your name in a small but real way. 5 XP; gain a respected contact. |
| 56 | You learned to teach what you know. Gain Allies (students); 5 XP. |
| 61 | You uncovered a secret worth a fortune to the right buyer. 5 XP; gain the Boon Holds Leverage; gain an interested contact. |
| 62 | A revelation about the Shore reframed how you see everything. 10 XP. |
| 63 | You became a quiet authority others seek out. Network +1 (min Trained); gain an Ally. |
| 64 | A profound insight advanced your craft permanently. 10 XP. |
| 65 | You discovered a gift that set you apart from your peers. Any skill +1 (min Trained); gain the Boon Prodigy; 5 XP. |
| 66 | The discovery of a lifetime, and the mind to use it. 5 XP; gain a prestigious contact; Intellect becomes Advantage — if already Advantage or at a Disadvantage, gain 10 XP instead. |
6 — Reputation & Society§
Fame and scandal, the law, joining and leaving groups, politics, and the long game of standing.
| D66 | Result |
|---|---|
| 11 | A scandal destroyed your good name. Take 1 mental trauma; gain the Bane Tarnished Reputation. |
| 12 | You made a powerful enemy in high places. Gain an Enemy (well-placed); 5 XP. |
| 13 | You were honored publicly for something you did. Gain the Boon Good Name; gain a contact. |
| 14 | You joined a guild, order, or society. Gain Allies (a fellowship); any relevant skill +1 (min Trained). |
| 15 | You took a public stand that cost you friends and won you others. Gain an Ally and a Rival. |
| 16 | You earned a reputation for reliability. Network +1 (min Trained). |
| 21 | You were blamed for something you didn't do. Take 1 mental trauma; gain a Rival. |
| 22 | You were exiled or banned from a place that mattered to you. Gain the Bane Not Welcome There; 5 XP. |
| 23 | A favor to the right person paid dividends. Gain a well-placed Ally. |
| 24 | You climbed a social ladder and learned its unwritten rules. Bureaucracy +1 (min Trained). |
| 25 | You were caught in a political purge. Take 1 mental trauma; turn an Ally into an Enemy. |
| 26 | You became a known face in your community. Network +1 (min Trained); gain a contact. |
| 31 | You brokered peace between rival factions. Negotiate +1 (min Trained); gain Allies on both sides. |
| 32 | A rival spread lies about you. Gain a Rival; gain the Bane Dogged by Rumor. |
| 33 | You were elected or appointed to a minor office. Command +1 (min Trained); gain a contact. |
| 34 | You left an institution on bad terms. Turn a contact into a Rival; 5 XP. |
| 35 | You took the fall to protect someone else. Take 1 mental trauma; gain a devoted Ally. |
| 36 | You built a solid reputation in your field. Network +1 (min Trained); gain an Ally. |
| 41 | A betrayal cost you your standing. Take 1 mental trauma; turn an Ally into an Enemy. |
| 42 | You were initiated into an exclusive circle. Gain influential Allies; gain the Boon Member in Good Standing. |
| 43 | You won a public contest, debate, or competition. 5 XP; gain a Rival (a sore loser). |
| 44 | You were publicly disgraced and clawed back your respect. 10 XP; gain the Boon Comeback Story. |
| 45 | You made yourself useful to the powerful. Gain a powerful Ally; gain the Bane Owes a Dangerous Favor. |
| 46 | You spoke truth to power and survived it. Gain the Boon Fearless Voice; gain an Enemy. |
| 51 | You became a respected figure where you live. Network +1 (min Trained); gain Allies. |
| 52 | A leadership role tested and shaped you. Command +1 (min Trained); 5 XP. |
| 53 | You exposed corruption and made it stick. Gain an Ally and an Enemy; 5 XP. |
| 54 | You were celebrated, then forgotten, then steadied yourself. 5 XP. |
| 55 | You earned the trust of an influential patron. Gain a powerful Ally; Network +1 (min Trained). |
| 56 | You became the person others come to for an introduction. Network +1 (min Trained); gain several contacts. |
| 61 | You led a cause that left its mark on the Shore. Command +1 (min Trained); gain Allies; 5 XP. |
| 62 | You earned a title, honor, or commendation. 5 XP; gain a well-placed Ally. |
| 63 | You repaired a reputation thought beyond saving. 10 XP; gain the Boon Rehabilitated. |
| 64 | You became genuinely influential. Gain a powerful Ally; 10 XP. |
| 65 | Your name opens doors across the Shore. Network +1 (min Trained); gain influential Allies; 5 XP. |
| 66 | You became a figure of real standing and renown. 5 XP; gain a powerful Ally; Social Standing becomes Advantage — if already Advantage or at a Disadvantage, gain 10 XP instead. |