MACE

Lifepath

A character’s pre-adventure life played out in terms. Start at age 14in your parent’s career category, roll term by term, and depart for adventure when the dice (or you) decide the time is right. Each term: a job event, a general event, income, and a chance to gain a stat point if 3d6 rolls above your current score. Career changes happen through events — being levied into the militia, fleeing the law, or being offered a new position.

Choose a starting career based on your parent’s occupation, then roll term by term. Each term covers several years and generates two events, income, and a departure check. Roll 3d6 above your current stat score to gain +1 to that attribute — a rare but possible event.

Starting Career (from Parent)
Parent career → category:  Thrall/Serf → Laborer  ·  Outlaw → Criminal  ·  Freefolk → Laborer or Wanderer  ·  Guilded → Artisan  ·  Gentry/Noble → Gentry  ·  Military/Ecclesiastic entered through events
Reference — Event Tables

Lifepath structure inspired by Maelstrom Domesday by Graham Bottley (Arion Games, 2013).