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Throw 2d20 two times and evaluate the two events which happened during the last period to the character in following table.
Warning: Events marked by an asterisk, can only happen once in a lifetime.

2d20Special event
2Disability*: a terrible accident left its painful marks. Your base land speed is that of a creature one size lower. A spell to be healed costs 100,000 Credits. Apply result 9 too.
3Bone disease*: subtract 1 HP from your total. A spell to be healed costs 50,000 Credits. Apply result 9 too.
4Bad accident*: you will never be the same after that blow to your head! You have a -1 penalty on Reflexes saving throws. Apply result 9 too.
5Blamed for a serious crime: guilty or not, you are sentenced to 1d6+3 years' hard labor for a serious crime (instantly modify your age). You get a +3 bonus to Strength, Constitution and Charisma, a -1 penalty to Intelligence and Will saving throws. Apply result 8 too.
6Blamed for a minor crime: you are sentenced for a minor crime to 1d3 years in prison (instantly modify your age). Add +2 to Charisma. You get a -2 penalty to Strength, Constitution and Will saving throws, always subtract 1 to Initiative Checks results. Apply result 8 too.
7Snub to a Lord: you arise wrath by a local Lord. Nothing serious, but it ruins your reputation. Apply result 8 too.
8Previous offender: the fact you committed a crime marked you forever: you will be considered a bandit for the rest of your life. You must begin immediately to make a living as an adventurer (start playing). Your Status drops to 1.
9Hurried: you are tired of living a normal life. You decide to make a living as an adventurer (start playing).
10Intensive education: subtract 1 period to your age (or have a period in a career without increasing your age).
11Biofeedback*: if you get result 9, you can immediately start a period as a Commoner.
12Good negotiator: you will always have a +2 modifier to your Status rolls.
13Prestigious career: when you make your roll to go on in a career at the end of the period, only for this period, subtract 1 to roll result.
14Knowledge in a Guild: you have contacts within a Guild. Throw 1d%: 01-25 Fighters; 26-50 Wizards; 51-75 Clerics; 76-00 Thieves. Doom decides all details however, from now on, you can turn to this Guild to get information, passes, jobs, etc.
15Trained in the Lord watch: you get Skill Focus in one Skill related to Strength.
16Accelerated technical training: you get Skill Focus in one Skill related to Intelligence.
17Clerical teachings: you get Skill Focus in a Skill related to Wisdom.
18Outdoor life: you get Skill Focus in a Skill related to Strength.
19Evening classes: you get Skill Focus.
20Sympathy: you always manage to fascinate people. You get a +1 bonus to Charisma.
21Hard work: your current job is very tiring. You get a +1 bonus to Strength.
22Willpower: the ongoing discussions strenghtened you. You get a +1 bonus to Will saving throws.
23Health: the diet you follow for your profession profits you a lot. You get a +1 bonus to Constitution.
24Gymnast: you get a +1 bonus to your Iniative checks.
25Good immune system*: your body is very resistant to disease. You get a +5 bonus on Fortitude saving throws (for example, to prevent diseases, viruses, etc.)
26Extraordinay metabolism*: your body is very resistant to chemicals. You get a +5 bonus every time you have to make a Fortitude saving throw against poison or gas.
27Lucky adolescence: you get Skill Focus.
28Rich spouse: your partner is very rich and generous. Your Status increases by 1 (maximum achievable is always 10).
29You impress your boss: you no longer have to roll to see if you can keep pulling the same career, you can do the job as long as you want. This event is canceled by a 9 result.
30Amateur athlete: you get a +2 bonus to Strength and Constitution. If your Status drops below 4, these bonuses must be removed.
31The chance of a lifetime: you are given the option to choose any career you want, regardless of the requirements (the die roll remain, however, necessary).
32Friends among the guards*: you'll never become a previous offender. If you already are, you are graced, and you are no longer a bandit.
33Sole heir of a rich uncle: raise your Status by +3 (however it cannot rais over 10).
34Powerful and fanatical enemy*: you managed to get a deadly enemy and, unfortunately, also a very powerful one. She could be a Lord, an old lover, a jealous colleague...
35Sprinter*: your base land speed is that of a creature one size greater.
36Impersonator*: you closely resemble a famous person. You get a +5 bonus to Charisma.
37Arena star*: you fought and won in the Arena. You get a bonus of +1 to Status, +2 to Charisma. You get a +1 on Diplomacy and Bluff.
38Promotion: you gain a +3 bonus to Status and Charisma.
39Cavy in experiments*: you have volunteered for secret magical experiments that strangely have been successful. You get a +5 bonus on Will saving throws.
40Trained as specialist*: you can pass your next two periods training to become a specialist. You add +2 in all Abilities (except Charisma) and get Skill Focus. Add +5 in Charisma and +2 in Status (however maximum level cannot raise over 10).