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===Events=== * 2) Disaster! Roll on the Mishap table, but you are not ejected from this career. * 3) A cult attempts to recruit you. If you refuse, gain them as a Rival. If you accept, roll Persuade 8+ or Science (philosophy) 8+. If you succeed, gain an Ally in the cult, and increase any one attribute by 1 through your fanaticism. If you fail, roll on the Mishap table, and gain an Enemy in your former associates or enemies of the cult. * 4) You make an unexpected connection outside your normal circles. Gain a Contact. * 5) You take up arms to defend the faithful (or smite the unbelievers). Gain one of Explosives 1, Gun Combat (any) 1, Leadership 1, or Melee (any) 1. * 6) You take a pilgrimage. Gain one of Drive (any) 1, Navigation 1, Seafarer (any) 1, or Survival 1. * 7) Life Event. Roll on the Life Events table (page 34). * 8) You have the opportunity to abuse your position for personal profit. If you do so, you receive 1d3 additional rolls on the Cash table, over and above the usual limit of three. If you refuse, you get a +2 DM to your next Advancement check. * 9) A church elder takes an interest in your spiritual development. Gain a +2 DM to your next Advancement check and an Ally. * 10) You dedicate yourself to a major artwork or construction project. Gain one level in your choice of Art (any) or Trade (any), and a +1 DM to any one Benefit roll. However, you acquire a Debt equal to one roll on the Cash table with a +1 DM. * 11) Your eyes are open to strange and wondrous things. Go to the Life Events table (page 34) and have an Unusual Event. * 12) You are an exemplar of the faith. You are automatically promoted.
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