Playtest Alpha— unfinished and still changing.
Rulebook

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§

D6Table
1Love & Bonds
2Family & Loss
3Fortune & Ruin
4Peril & Survival
5Awakening & Discovery
6Reputation & Society

1 — Love & Bonds§

Romance, partnership, friendship, and the wreckage they sometimes leave behind.

D66Result
11A love ended in a way that never fully healed. Take 1 mental trauma.
12A whirlwind romance burned out fast and bitter. Turn an Ally into a Rival (or gain a new Rival).
13You met someone and fell hard. Gain an Ally (a partner).
14A quiet, steady partnership grounded you. Gain an Ally; gain the Boon Someone Waiting at Home.
15You fell for someone across a border or faction line. Gain an Ally in an unlikely place.
16A friendship deepened into something neither of you quite names. Gain an Ally.
21You loved someone you shouldn't have, and it cost you. Gain a Rival (a jealous third party); 5 XP.
22A long-distance love taught you patience and longing. Charm +1 (min Trained).
23You married, and inherited a whole family in the bargain. Gain an Ally (a spouse) and a wider family connection.
24An old flame reappeared and complicated everything. Gain a complicated contact.
25You were left at the altar, humiliated in public. Take 1 mental trauma; gain the Bane Wary of Promises.
26A relationship taught you to truly read another person. Psychology +1 (min Trained).
31You loved a fellow traveler and shared the road awhile. Gain an Ally; Cr500 (pooled funds).
32A rival for someone's affection became, strangely, a friend. Turn a Rival into an Ally.
33You raised a child not yours by blood, and loved them anyway. Gain an Ally (found family).
34Heartbreak drove you to bury yourself in work. 5 XP.
35A secret affair was exposed. Take 1 mental trauma; gain a Rival.
36You found someone who made you better. Gain an Ally; gain the Boon Devoted Partner.
41You broke someone's heart and never forgave yourself for it. Take 1 mental trauma.
42A partnership ended cleanly; you stayed friends. No hard feelings — pure roleplay.
43Years of courtship taught you to win anyone's good graces. Charm +1 (min Trained).
44A jealous former lover set out to ruin you. Gain an Enemy.
45You reconciled with someone you had wronged. Turn a Rival back into an Ally; 5 XP.
46A romance with someone well-placed opened doors. Gain a well-placed Ally; Network +1 (min Trained).
51You 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).
52A toxic relationship left scars you still carry. Take 1 mental trauma; gain the Bane Trust Issues.
53You met your match — someone as stubborn and capable as you. Gain an Ally (a partner who pushes you).
54A lover betrayed you to save themselves. Turn an Ally into an Enemy.
55A great love ended in death, not betrayal. Take 1 mental trauma; gain the Boon Loved Once, Truly and 5 XP.
56You loved and lost, and came out wiser for it. 5 XP.
61A marriage of convenience quietly became real. Gain an Ally; Cr1000 (a shared estate).
62You fell for someone who vanished without explanation. Gain the Bane Haunted by an Absence; 5 XP.
63A deep friendship carried you through your worst years. Gain an Ally; gain the Boon Loyal Confidant.
64You learned to live, and be content, on your own terms. Gain the Boon Self-Possessed.
65A long devotion steadied your whole life. Gain a devoted Ally; 10 XP.
66The 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.

D66Result
11A death you still blame yourself for. Take 1 mental trauma; gain the Bane Survivor's Guilt.
12You buried a parent and inherited their unfinished business. Take 1 mental trauma; gain a complicated contact (a creditor, rival, or dependent).
13A sibling came along much younger, and you half-raised them. Gain an Ally (a devoted younger sibling).
14You were present at a birth, and it gave you a new sense of purpose. 5 XP.
15A relative's death left you a modest inheritance. Cr1500.
16You reconciled with an estranged parent before it was too late. Gain an Ally; 5 XP.
21A bitter inheritance dispute turned kin into foes. Gain a Rival (a relative).
22You became guardian to an orphaned niece, nephew, or stranger. Gain an Ally (a dependent); gain the Bane Mouths to Feed.
23You discovered a sibling you never knew existed. Gain a contact (a half-sibling — Ally or Rival, GM's call).
24A family trade or craft passed down to you. Any skill +1 (min Trained) (tied to the family trade).
25Your family disowned you. Lose a family Ally to estrangement; gain the Bane No Going Home; 5 XP.
26A grandparent's stories shaped how you see the voyage. Gain the Boon Keeper of Old Tales.
31You nursed a dying relative through a long illness. Biology +1 (min Trained); take 1 mental trauma.
32A child entered your life — yours or chosen. Gain an Ally; gain the Boon Something to Protect.
33You tracked down family scattered across the Shore. Network +1 (min Trained); gain a family Ally.
34A family secret surfaced and reframed your whole childhood. 5 XP; gain a complicated contact.
35You buried the last of your blood kin. Take 1 mental trauma; gain the Bane Last of the Line.
36A relative in a useful position offered to help. Gain a well-placed Ally.
41A long estrangement finally healed. Turn a Rival relative into an Ally; 5 XP.
42You learned your family carried a famous — or infamous — name. 5 XP; gain a contact tied to the name (Ally or Rival).
43You raised children who became your proudest legacy. Gain an Ally; gain the Boon Devoted Parent.
44A bitter guardianship fight drained you. Take 1 mental trauma; gain a Rival.
45You inherited property and the obligations that came with it. Cr1500; gain the Bane Tied to an Estate.
46A family member's sacrifice saved your life. Take 1 mental trauma; gain the Boon I Owe Them Everything.
51You found family among strangers — a crew, a commune, a congregation. Gain several Allies (found family); 5 XP.
52A parent's old enemies became your problem. Gain an Enemy (inherited).
53A eulogy you gave brought a fractured family back together. Charm +1 (min Trained); gain a family Ally.
54A relative's debts fell to you. Gain the Bane In the Red and a creditor as a complicated contact.
55A homecoming mended old wounds and opened new doors. Network +1 (min Trained); gain an Ally; 5 XP.
56You became the one the whole family leans on. Command +1 (min Trained); gain Allies (and responsibilities).
61A deathbed confession handed you a secret worth keeping — or using. 5 XP; gain the Boon Holds a Dangerous Secret.
62You honored a lost loved one by living the life they couldn't. 10 XP.
63A generous inheritance set you up. Cr2500.
64You reunited a scattered family, and they will never forget it. Gain several Allies; gain the Boon The One Who Brought Us Home.
65A child's birth steadied everything in your life. Gain an Ally; 10 XP.
66A 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.

D66Result
11You gambled big and lost everything. Take 1 mental trauma; gain the Bane In Deep to the Wrong People and an Enemy (a creditor).
12A confidence scheme wiped out your savings. Gain the Bane Once Bitten; 5 XP.
13A modest windfall came your way. Cr1000.
14You backed a venture that quietly paid off. Cr1500.
15You learned to stretch a credit further than anyone. Negotiate +1 (min Trained).
16A lucky streak at the tables funded a good year. Cr1000.
21A debt you cosigned came due on you. Gain the Bane Saddled with Debt and a creditor as a complicated contact.
22You won or inherited a piece of property. Cr2000 (or an asset of that value).
23A business partner cheated you blind. Turn an Ally into a Rival; 5 XP.
24You made a fortune and lost it just as fast, but learned the lesson. 5 XP.
25A risky investment ruined you and a friend. Take 1 mental trauma; turn an Ally into a Rival.
26You discovered a head for numbers and markets. Bureaucracy +1 (min Trained).
31A patron staked you generously. Cr1500; gain a wealthy Ally.
32You won a lawsuit and the settlement that came with it. Cr1500; gain a Rival (the party you beat).
33You lost a lawsuit and paid for it. Gain the Bane Marked by the Courts and a Rival.
34A windfall let you buy real training. 10 XP.
35You got rich quick and made enemies doing it. Cr1500; gain an Enemy.
36A shrewd deal set you up comfortably. Cr1000; Negotiate +1 (min Trained).
41A crash or disaster wiped out your holdings. Gain the Bane Started Over with Nothing; 5 XP.
42You came into money you weren't supposed to have. Cr1000; gain the Bane Someone Wants It Back.
43You quietly built a nest egg. Cr500; gain the Boon Always Has a Reserve.
44A benefactor died and remembered you generously. Cr2000.
45You bankrolled someone else's dream and it soured. Turn an Ally into a Rival.
46A clever side hustle taught you a trade. Any skill +1 (min Trained) (player's choice).
51You struck it rich on a frontier claim. Cr2500.
52Creditors hounded you across the Shore. Gain an Enemy; gain the Bane Always Looking Over a Shoulder.
53You turned a small stake into a real business. Cr1500; gain the Boon Head for Business.
54A con you ran finally caught up with you. Take 1 mental trauma; gain an Enemy (a mark who found you).
55You made a fortune and, for once, kept it. Cr2000; 5 XP.
56You learned hard lessons about money and the people who chase it. Psychology +1 (min Trained); 5 XP.
61A bold gamble paid off beyond your dreams. Cr2000; gain a powerful Ally.
62You went bankrupt but kept your dignity and your contacts. Gain the Boon Bounces Back; 5 XP.
63You became known as someone who always pays their debts. Network +1 (min Trained); gain an Ally.
64A life-changing windfall. Cr3000.
65You built lasting wealth and the network to guard it. Cr2000; gain a wealthy Ally; Network +1 (min Trained).
66Fortune 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.

D66Result
11You barely survived a catastrophe that killed others around you. Take 1 physical trauma and 1 mental trauma.
12A violent encounter left lasting damage. Take 1 physical trauma; gain the Bane Old Injury Acts Up.
13You survived a wilderness ordeal that should have killed you. Survival +1 (min Trained).
14You walked away from a wreck that totaled everything but you. Take 1 physical trauma; 5 XP.
15You pulled someone from danger, and they owe you their life. Gain a devoted Ally.
16A brush with death sharpened your instincts. Recon +1 (min Trained).
21You caught a serious illness and beat it. Take 1 physical trauma; gain the Boon Beat Worse Than This.
22A predator — human or otherwise — marked you for life. Take 1 physical trauma; gain an Enemy.
23You learned field medicine the hard way, on yourself. Biology +1 (min Trained).
24A disaster displaced you, and you rebuilt from nothing. Gain the Boon Survivor; 5 XP.
25An addiction took hold during a dark stretch. Gain the Bane The Craving; 5 XP.
26You survived being hunted and came out harder for it. Sneaking +1 (min Trained).
31A rescue gone wrong cost you. Take 1 physical trauma; gain an Ally (the one you saved).
32You faced down something that still visits your dreams. Take 1 mental trauma; gain the Boon Stares Down Fear.
33You learned to fight because the alternative was dying. Close Quarters +1 (min Trained).
34A long convalescence gave you time to study. 5 XP.
35You were caught in someone else's war. Take 1 physical trauma; gain a contact (a fellow survivor).
36You guided others through a crisis and they followed. Command +1 (min Trained); gain an Ally.
41A maiming injury changed how you live. Take 1 physical trauma; gain the Bane Lost Something I Can't Replace.
42You survived the void — a hull breach, a failed seal, a long cold drift. Take 1 mental trauma; 5 XP.
43Rough living gave you an iron constitution. Survival +1 (min Trained); gain the Boon Hard to Kill.
44You were the only one who walked away. Take 1 mental trauma; gain the Bane Why Me.
45You learned to read danger before it arrives. Recon +1 (min Trained).
46A medic saved your life and became a friend. Take 1 physical trauma; gain an Ally (a medic).
51You endured captivity or hard labor and survived it. Take 1 mental trauma; gain the Boon Endures Anything.
52An accident left you a useful scar and a better story. 5 XP.
53You clawed your way back from rock bottom. 10 XP.
54A disaster made you a local hero. Network +1 (min Trained); gain an Ally.
55You survived what broke everyone around you. Gain the Boon Unbroken; 5 XP.
56You came through fire with steady hands. 5 XP; gain the Boon Calm Under Pressure.
61You beat an addiction and reclaimed yourself. Remove the Bane The Craving if you carry it, or gain the Boon Hard-Won Sobriety; 10 XP.
62A near-death experience left you uncannily calm. Gain the Boon Looked Death in the Eye.
63You saved many lives in a crisis and were decorated for it. 5 XP; gain a well-placed Ally.
64You survived against impossible odds, and the story precedes you. 10 XP; gain the Boon The One Who Lived.
65You turned survival into mastery, teaching others to endure. Survival +1 (min Trained); gain Allies; 5 XP.
66You 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.

D66Result
11A revelation shattered a belief you'd built your life on. Take 1 mental trauma; 5 XP.
12You uncovered a secret that put a target on your back. Gain an Enemy; gain the Boon Knows Something Dangerous.
13You discovered a hidden talent you never knew you had. Any skill +1 (min Trained) (player's choice).
14A mentor opened your eyes to a whole discipline. Gain an Ally (a mentor); 5 XP.
15You found a faith, or a cause, that gave your life shape. Gain the Boon Anchored by Conviction.
16You taught yourself something no one believed you could learn. Any Academics or Technology skill +1 (min Trained).
21A crisis of faith left you adrift. Take 1 mental trauma; gain the Bane Lost My North Star.
22You learned a hard truth about your own origins. 5 XP; gain a contact tied to your past.
23Years of patient study finally clicked. Research +1 (min Trained).
24You discovered a passion for an art or craft. Any skill +1 (min Trained) (an expressive or technical craft).
25A radical idea drew you in, then turned on you. Gain a Rival; 5 XP.
26You realized who you really are and stopped pretending otherwise. Gain the Boon True to Myself.
31A forbidden archive taught you to dig where you shouldn't. Cracking +1 (min Trained).
32A spiritual awakening steadied your mind. Psychology +1 (min Trained); gain the Boon Inner Calm.
33You learned a language or code that opens closed circles. Communications +1 (min Trained); gain a contact.
34You apprenticed under a master and absorbed everything. 10 XP.
35You uncovered a conspiracy and could never unsee it. Take 1 mental trauma; gain the Boon Sees the Strings.
36A teacher changed the whole course of your life. Gain an Ally (a teacher); any skill +1 (min Trained).
41You questioned everything and rebuilt your worldview from the studs. 5 XP; gain the Boon Thinks for Myself.
42You unearthed a relic, text, or record of the voyage. 5 XP; gain a scholarly contact.
43A hidden aptitude for machines revealed itself. Mechanical or Electronics +1 (min Trained).
44You joined a movement that gave you purpose and enemies in equal measure. Gain an Ally and a Rival.
45You learned a devastating truth about someone you admired. Take 1 mental trauma; turn an Ally into a complicated contact.
46A breakthrough in self-understanding finally freed you. Gain the Boon At Peace with the Past.
51You mastered a body of knowledge others spend lifetimes on. Any Academics skill +1 (min Trained); 5 XP.
52You discovered a gift for reading people. Psychology +1 (min Trained); gain the Boon Reads a Room.
53A pilgrimage or long course of study changed you. 5 XP; gain a contact from the journey.
54You found the thing you were meant to do. Any skill +1 (min Trained); gain the Boon Found My Calling.
55A discovery made your name in a small but real way. 5 XP; gain a respected contact.
56You learned to teach what you know. Gain Allies (students); 5 XP.
61You uncovered a secret worth a fortune to the right buyer. 5 XP; gain the Boon Holds Leverage; gain an interested contact.
62A revelation about the Shore reframed how you see everything. 10 XP.
63You became a quiet authority others seek out. Network +1 (min Trained); gain an Ally.
64A profound insight advanced your craft permanently. 10 XP.
65You discovered a gift that set you apart from your peers. Any skill +1 (min Trained); gain the Boon Prodigy; 5 XP.
66The 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.

D66Result
11A scandal destroyed your good name. Take 1 mental trauma; gain the Bane Tarnished Reputation.
12You made a powerful enemy in high places. Gain an Enemy (well-placed); 5 XP.
13You were honored publicly for something you did. Gain the Boon Good Name; gain a contact.
14You joined a guild, order, or society. Gain Allies (a fellowship); any relevant skill +1 (min Trained).
15You took a public stand that cost you friends and won you others. Gain an Ally and a Rival.
16You earned a reputation for reliability. Network +1 (min Trained).
21You were blamed for something you didn't do. Take 1 mental trauma; gain a Rival.
22You were exiled or banned from a place that mattered to you. Gain the Bane Not Welcome There; 5 XP.
23A favor to the right person paid dividends. Gain a well-placed Ally.
24You climbed a social ladder and learned its unwritten rules. Bureaucracy +1 (min Trained).
25You were caught in a political purge. Take 1 mental trauma; turn an Ally into an Enemy.
26You became a known face in your community. Network +1 (min Trained); gain a contact.
31You brokered peace between rival factions. Negotiate +1 (min Trained); gain Allies on both sides.
32A rival spread lies about you. Gain a Rival; gain the Bane Dogged by Rumor.
33You were elected or appointed to a minor office. Command +1 (min Trained); gain a contact.
34You left an institution on bad terms. Turn a contact into a Rival; 5 XP.
35You took the fall to protect someone else. Take 1 mental trauma; gain a devoted Ally.
36You built a solid reputation in your field. Network +1 (min Trained); gain an Ally.
41A betrayal cost you your standing. Take 1 mental trauma; turn an Ally into an Enemy.
42You were initiated into an exclusive circle. Gain influential Allies; gain the Boon Member in Good Standing.
43You won a public contest, debate, or competition. 5 XP; gain a Rival (a sore loser).
44You were publicly disgraced and clawed back your respect. 10 XP; gain the Boon Comeback Story.
45You made yourself useful to the powerful. Gain a powerful Ally; gain the Bane Owes a Dangerous Favor.
46You spoke truth to power and survived it. Gain the Boon Fearless Voice; gain an Enemy.
51You became a respected figure where you live. Network +1 (min Trained); gain Allies.
52A leadership role tested and shaped you. Command +1 (min Trained); 5 XP.
53You exposed corruption and made it stick. Gain an Ally and an Enemy; 5 XP.
54You were celebrated, then forgotten, then steadied yourself. 5 XP.
55You earned the trust of an influential patron. Gain a powerful Ally; Network +1 (min Trained).
56You became the person others come to for an introduction. Network +1 (min Trained); gain several contacts.
61You led a cause that left its mark on the Shore. Command +1 (min Trained); gain Allies; 5 XP.
62You earned a title, honor, or commendation. 5 XP; gain a well-placed Ally.
63You repaired a reputation thought beyond saving. 10 XP; gain the Boon Rehabilitated.
64You became genuinely influential. Gain a powerful Ally; 10 XP.
65Your name opens doors across the Shore. Network +1 (min Trained); gain influential Allies; 5 XP.
66You 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.