 An extension and revision of the "Bad Luck" table from the core lifepath system with 20 results. When your lifepath indicates that you took a hit, grab a d20 and roll on the table below.
1. Debt. You are in debt up to your eyeballs through a bad deal, poor management, a scam or losing something that belongs to someone else. This could be to a friend, a loanshark, a financial institution, or a corporation or organization – who you owe depends on the source of the debt, your lifestyle and what kind of friends you have. You cannot pay off this debt from your starting funds, you begin the game with it. Perhaps it used to be a much greater debt and you have paid most of it off, or maybe it used to be a lot smaller, and you’ve been accumulating ‘interest’. You owe (1d10 x Primary Skill x 100eb). 2. Imprisonment. You got caught (or framed) and spent some time in jail or some other form of legal captivity. Roll 1d20 + INT. On a 14 or less you spent 1d6 years in jail (use the prison lifepath during this time). On a 15 or more you were in for 1d12 months. Welcome to your shiny new criminal record.
3. Illness or Addiction. You were exposed to a bio-plague, deficient nanotech, or some nasty street or combat drug, or you picked up a significant drug habit during this time. Either lose 1 REF from the ravages of the event, or choose a street drug that you are still addicted to when the game begins.
4. Betrayed. You have been stabbed in the back. Roll 1d10 for the specifics of this incident. 1 – 3: You are being blackmailed. Figure out the specifics by rolling up a new enemy, and then decide what they are blackmailing you over. 4 – 7: A secret of yours was exposed and is still haunting you, anyone who knows your rep also knows your secret. 8 – 10: You were betrayed by a close friend. If you have any friends in your lifepath to date, they become an enemy now.
5. Accident. You suffered a serious accident that has left its mark on you to this day. It may have been in a lab, on the streets, or a combat-related event. There is a good chance that you have had reconstructive cybersurgery to fix up lost or damaged body parts (a good excuse for a cyberarm, leg, or optic). Roll a d10 for the specifics of this accident. 1 – 2: You suffered some serious scarring that reduces your ATTR by 1. 3 – 5: You spent d10+2 months hospitalized. 6 – 7: You have lost d10+2 months of memory. 8: You were seriously maimed and lost some motor function resulting in -1 REF, -1 INT, -1 BOD or -1 STR (your choice). 9: You still regularly relive the event in your nightmares. 10: Roll twice until you get two different results.
6. Lover, Friend or Relative Killed. You have lost someone very close to you. Roll 1d10 for the specifics. 1 – 4: They died accidentally (in an accident, an overdose, caught in the crossfire). 5 – 6: They were murdered by unknown parties. 7 – 8: They were murdered and you know who did it, but can’t prove it. 9: They were murdered and the murderer was caught. 10: They died in a terrorist act.
7. False Accusation. You have been framed for something, and the tales of this follow you around. Anyone who knows your rep has also likely heard of this. Roll a d12 for the specifics. 1 – 3: Theft. 4 – 5: Cowardice. 6 – 8: Murder. 9: Rape. 10: Betrayal. 11 – 12: Drug addiction.
8. Hunted by the Law. The authorities want you for something, and you aren’t willing to turn yourself in just yet. Roll a d10 for the specifics. 1: Just one local cop has it in for you (this sounds personal, not legal). 2 – 4: A few local cops are watching for you (again, this is likely a more personal issue that they want to handle outside of the courtroom). 5 – 7: The local police force has you on their wanted list. 8 – 9: You’ve made it onto the State’s wanted list. 10: A national security or policing organization is out to get you.
9. Hunted by a Corporation. You’ve angered some corporate honcho through your actions (or inaction?). Roll a d10 to determine how big of a deal this is. 1 – 2: It’s a small, local firm. 3 – 4: It’s a bigger corporation with offices throughout the city. 5 – 6: It’s a big name corporation, but only the local office is out to get you. 7: It’s a big name corporation, and the whole company has you on the ‘list’. 8 – 9: It’s a multinational or orbital, but only the local office is actively gunning for you. 10: It’s a multinational or orbital, and the whole place is buzzing about you.
10. Mental Breakdown. Roll a d20 + EMP. On a 14 or less, you suffer anxiety attacks and phobias and other mental disorders resulting in -1 COOL or -1 EMP (your choice). On a 15 or better, you had to put yourself away or spend your seven months in Tibet to put your head back together.
11. Gangwar. You managed to annoy one of the local gangs, criminal organizations or nomad packs, and they keep an eye out for you. Roll a d10 for more information. 1 – 3: It’s one of those gangs you don’t have to stay up at night worrying about. They have a presence in one neighborhood and generally don’t pack big guns or cyber. 4 – 6: It’s a meaner gang, either small-time boosters, or a gang with a lot of turf. 7 – 9: It’s one of the big players in town, with lots of turf, lots of members, and lots of guns and gear. They probably have affiliates in a bunch of other urban centres too. 10: It’s a major criminal or roller organization – one of the big nomad states, a major yakuza family, or some other group with branches in many other urban centres and even other countries.
12. Nobody. Something happened to skunk your reputation. Someone else took the credit for one of your big deals, or maybe the “facts” just don’t back up what really happened. Either way, your rep takes a hit because people don’t think you are as hot of a deal as you are (or at least as hot as you think you are). Get -2 Rep.
13. BlackListed. You screwed something up badly enough to get blacklisted – either you messed up on a job, or just pissed off the wrong person. You cannot find work in your field for some time after this event, and can assume that you remain blacklisted until you score some good luck (and maybe even after that). This drives down your Reputation (-1 Rep) and strains your finances (subtract 1d10 x Primary Skill x 50eb from your starting money & equipment).
14. Identity Stolen. Somewhere, a shoemaker has created a copy of your identity for someone else and they are still using it. If you are not in trouble with the law when you get this, then you have documentation that you have an ID-double out there, but it still causes you trouble. If you can’t get the trouble documented, it keeps building up as your ID-double goes about getting parking tickets and buying guns and cyberware.
15. Sold Out. Your employer sold you out to the competition. If you are a wage-slave, then suddenly you were uprooted and moved to a new company under much heavier security and likely without your family. If you are an operative then your employer told the target about you, and the operation went south. Either way, you hate your old employer and they know they can’t trust you.
16. Weirdness. You don’t remember what happened to you this year, but there were some strange changes in your lifestyle and you have interface plugs and a chipjack to show for it. You also have some black market implants that you don’t know about stored away in there too, and someone knows their control codes. 1 – 2: It’s a local corporation. 3 – 4: It’s a criminal group like the Yaks or the Triads. 5-6: It’s the government. 7 – 10: It’s a big-name corporation.
17. Bad Gig. Something went very wrong, and you haven’t told anyone about it. If it is ever discovered, you can kiss your job, rep, family and maybe even your life goodbye. Could be a simple hit where you killed the wrong target, or you were the cause of the lab outbreak that killed the big-wig scientist, or you accidentally helped someone embezzle millions. Whatever it is, your name will be mud if it gets out.
18. Organ-Jacked. You got grabbed by organleggers. 1 – 2: The doc you went to for other work arranged for your harvesting. 3 – 7: They salvaged your body after a bad accident or fight. 8 – 9: They organ-mugged you in an alley or the equivalent. 10: It was a classic seduction and kidney theft operation. Although you got patched up later, this cost you. 1 – 3: You need a replacement limb. 4 – 7: You need replacement optics. 8 – 10: You lost 1 BODY from the ordeal.
19. Mistaken Identity. You get easily mistaken for someone else in a similar line of work. This causes you headaches when people fail to recognize you. Whenever someone tries to ID you by your Rep, if they roll a 10 they instead mistake you for someone else, and never in a good way. This clown seems to have cheated half the businesses in town, and even has the police after him.
20. Everything is Going to Hell in a Handbasket. Roll twice on this table and combine the results into one big bad event. Ignore 20’s on the rerolls. |