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    Roll for every 400 exp, always gain one monthly income unless is noted differently:

    1-2 Terror of space: Roll 1d5-1 and test fear rating of rolled strength, consult fear table and

    resolve effect if any.

    4-5 Faith Protects: Remove 1d5 of insanity or corruption.

    6-10 Good invests: Roll one trade skill of your choice and gain 100 thrones for each degree of

    success. If there are is no trade skills, roll any characteristic at

    -10%, representing your job.

    11-13 The path undone: The character had to pick sides or take some extreme

    measures during his life. This can vary from betrayal

    of his own master, to heroic achievement. Gain enemy

    or peer and adjust course of story to result.

    Roll 1d10: 1-5 peer 6-10 enemy

    Roll d100:

    1-24 Underworld

    25-34 Piligrims

    35-49 Cult (one specific)

    50-60 Administratum

    60-70 Enforcers

    71-75 Adeptus Arbites

    76-80 Adeptus Mechanicus81-85 Ecclesiarchy

    86-90 Adepta Soritas

    91-94 Officio Assassinorum

    95-98 Rogue trader

    99-100 Inquisition

    14-17 Master of fortune: Roll d100 on 1-30 Receive one common item of your choice

    31-70 Receive one average item of your choice

    71-85 Receive one scare item of your choice

    86-95 Receive one rare item of your choice

    96-99 Receive one very rare item of your choice

    100 Pick any item under 10 000 value

    Item must be within 1-30: 25x 1d10 thrones

    31-70: 60x 1d10 thrones

    71-85: 100x 1d10 thrones

    86-96: 140x 2d10 thrones

    96-99: 150x 4d10 thrones

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    18-20 Head critical hit: roll 1d10: 1-2: lose R eye

    3-4 lose L eye5-6 lose R ear

    7-8 lose L ear

    9 lose nose

    10 lose 1d5 fellowship and L ear and eye OR R ear and eye

    21 Miss Or not?: reroll next result if you dont like it, second roll is final!

    22-26 Arm critical hit: roll 1d10: 1-3 lose 1d5 fingers

    4-6 lose fist

    7-9 lose arm10- lose arm and 1d5 strength

    Determinate arm at random

    27 Endure the Inferno: roll 1d10 on 1-9 gain one extra wound, on 10 gain one fate point.

    28-30 Search the bodies: gain Scum rank income increase

    31-33 It was legal, I swear!:do not receive monthly income, gain one random equipment form

    Creatures Anathema page 143, table 7-2

    34 Minor insanity event: receive 1d5-1 insanity point

    35 Minor corruption event: receive 1d5-1 corruption point

    36 receive 1d5 corruption points

    37 receive 1d5 insanity points

    38-39 receive 1d5+2 corruption points

    40-41 receive 1d5+2 insanity points

    42-43 receive 1d10-1 corruption points

    44-45 receive 1d10-1 insanity points

    46 The corruption within: receive 1d10+4 corruption points

    47 The mission at the edge of sanity: receive 1d10+4 insanity points

    48 Demonic interaction: roll 1d100 1-49 character witnessed manifestation from far away. Test

    willpower or gain 1d5 insanity and corruption.

    50-70 character was forced to fight daemons, gain result of

    83-86 also gain 2 additional corruption and insanity points.71-99 Character was offered with Daemon pact, determinate

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    daemon, daemon strength and kind at random. According to

    daemon and its kind, determinate the demon pact. Character

    can refuse pact without consequences.

    100 The character became daemonhost

    49-54 body critical hit: roll 1d10 1-5 pay medical expenses 100x1d5 thrones6-7 character has to pay for new respirator system, if the

    character already has respirator system, his quality is reduced

    by 1

    8-9 same as above, but target has to pay for new bionic heart

    900 thrones (RT)

    10 player must chose one of above, and lose 1d5 toughness

    55-58 The price of failure: Lose 1d5 x100 thrones

    59 Xenos interaction: Character may chose to take 1d5 corruption or insanity andgain 500 thrones for each point given.

    60-63 Need of resources: Pay resources 1d5 x 50 exp, add that exp to spent and subtract from

    400exp gained for this roll

    64-65 The Emperor protects: roll twice and pick better result.

    66-69 The wild hunt: roll twice, apply both results

    70 The heretical knowledge: Character may choose to take 1d5 corruption or insanity to

    gain random generated forbidden knowledge. In case that healready posses one, upgrade it with +10, if is already at +20,

    roll a new one:

    1 The black Library

    2 Cults

    3 Daemonology

    4 Heresy

    5 Inquisition

    6 Archeotech

    7 Mutants

    8 Ordos

    9 Adeptus Mechanicus

    10 Psykers

    11 Warp

    12 Xenos

    71-74 Leg, critical hit: roll 1d10 1-2 pay medical expenses 100 thrones

    2-5 lose feet

    6-9 lose leg

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    10 lose leg and 1d5 agility

    Determinate leg at random

    75 Salvager: Gain replacement of common quality for next loss due critical hit.

    76-77 Ignore one critical hit effect rolled

    78 Favored by Fate: Roll 1d10: 1-Increase WS by 1

    2- increase BS by 1

    3- Increase ST by 1

    4- Increase TG by 1

    5- Increase AG by 1

    6- Increase INT by 1

    7- Increase WP by 1

    8- Increase FEL by 1

    9- Increase PER by 110- Reroll and add 1 more point to attribute you roll

    79-81 It was the close one Roll 1d10: 1-5: Lose 1 Wound

    6-10: Gain 400 exp

    82 Unsustainable damage: roll 1d10 on 1-9 Lose 1 wound on 10 Lose 1 fate point

    83 Remove 1d5-1 insanity and corruption

    84-86 Survived the Inferno: gain 1d5+1 insanity and 1d5+1 corruption, but also 1d10*50 exp

    87-93 Hard-working: increase monthly gain by 1d5 x 10 thrones

    94-95 The notable achievement: increase your monthly income by 50 thrones

    96-97 Close death: Lose 1 Fate point. If character has no fate points, he is dead.

    98-99 Heroic Action: Gain 1 Fate point

    100 Unprepared for this kind of mission: test a mutation at the same way as for 30 corruption points

    but at +30% due to exposure to warp, toxic or radiation