The Darkness of Dawn
|The Life Event chart needs to be rolled each time the character undergoes a Term. Roll 2d6 and determine the effect on the character. For items with multiple options, choose the option indicating what type of faith the character intends to pursue. For instance, if roll results in an event containing different options for Jedi, Sith, General Force, and General Non-Force, choose the options appropriate to the character for that Term. Rolls resulting in mishaps on the Life Events chart need to be resolved on the Mishap chart; rolls resulting in injuries on the Mishap chart need to be resolved on the Injury Chart.|
|Life Events Chart|
|2||Sickness or Injury: The character is injured or contracts a bad sickness. Roll on the Injury table.|
|3||Birth or Death: Someone close to the character dies, like a friend or family member. Alternatively, someone close to the character gives birth (or is born). The character is involved in some fashion (father or mother, relative, godparent . . . ect)|
|4||Ending of Relationship: A romantic relationship involving the character ends, badly.|
|5||Improved Relationship: A romantic relationship involving the character deepens, possibly leading to marriage or some other emotional commitment.|
|6||New Relationship: The character becomes involved in a new romantic relationship.|
|7||New Contact: The character gains a new contact.|
|8||Betrayal: The character is betrayed in some fashion by a friend. If you have any Contacts or Allies, convert one into a Rival or an Enemy. Otherwise, you gain a Rival or an Enemy.|
|9||Travel: The character is deployed to another world. You gain +2 on your next Qualifications roll.|
|10||Good Fortune: Something good happens to the character. He comes into money unexpectedly, has a lifelong dream come true, gets a book published or has some other stroke of good fortune. Gain +2 to any one Benefit Roll in the current career during Muster or gain +2 on your next Term advancement roll.|
|11||Crime: The character commits a crime, or is the victim of a crime. Lose one Benefit roll or reduce your Social Standing by 1.|
|12||Unusual Event: Something weird happens to the character . . . roll 1d6.
1 – The Force: The character encounters a Force-sensitive being, or ealizes he possess the Force.
2 – Aliens: You spend time among an alien race. Gain Life Science (biology) and a contact among an alien race.
3 – Alien Artifact: You have a strange and unusual device from an alien culture that is not normally available to humans.
4 – Amnesia: Something happens to the character, but you don’t know what it is.
5 – Contact with the Govt: You briefly came into contact with the highest echelons of the Empire.
6 – Ancient Technology – You possess something older than the Empire, than the Republic, older than humanity.
|1||Severely injured in action. See result 2 on the Injury table or roll twice on Injury table and take lower result.|
|2||Returning from deep space mission and you were improperly revived from cryogenics. Reduce either Strength, Dexterity, or Endurance by 1 due to muscle wastage.|
|3||During a battle, defeat or victory depended on your actions. You must make a 8+ roll using a skill that depends on your branch: Sensors or Gunner if you are Crew, Mechanic or Vacc Suit or Gunner if you are Engineer/Gunnery, Pilot or Tactics if you are Flight. If you fail, the ship suffers severe damage and you are blamed for the disaster. You are court-martialed and discharged with a loss of 2 Social Standing points. If you succeed, your efforts ensure that you are honorably discharged. You must leave this career, but gain 1 Social Standing and 1 Presence.|
|4||You are blamed for an accident that causes the death of several crew members. If you were responsible, then you gain one free roll on the Skills and Training Table before you are ejected from this career. If you were not responsible, then gain the officer who blamed you as an Enemy, but you remain in this career.|
|5||You are tormented by or quarrel with an officer or fellow crewman. Gain that character as a Rival.|
|6||Injured. Roll on the Injury table.|
|1||Nearly killed. Reduce one physical characteristic (Strength, Dexterity or Endurance) by 1d6, reduce both other physical characteristics by 2 (or one of them by 4).|
|2||Severely injured. Reduce one physical characteristic by 1d6, and reduce Education by 1.|
|3||Missing eye or limb. Reduce Strength or Dexterity by 2.|
|4||Scarred. You are scarred and injured. Reduce any one physical by 1 or reduce Presence by 1.|
|5||Injured. Reduce any physical characteristic by 1.|
|6||Lightly injured. No permanent effect.|
|Roll 2d6 on the Life Event, per Term.|