ANY Setting:
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Lifepath Time Res Stat Lead
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SINer Born 8y 10 - UCAS, CAS, NAN, Tir, Military, Street
- Skills: 4g
- Traits: 2pts SINer
- Born SINless 7y 5 - Street, Military
- Skills: 1s Survival, 3g
- Traits: 2pts
UCAS Setting:
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Lifepath Time Res Stat Lead
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UCAS Elementary 6y 12 +1 M School, Street, Military
- Skills: 6s Computer, History, Etiquette, Negotiation, Foreign Languages, Appropriate City-wise
- Traits: 2pts Comfortable, Marked by a Corporation, Records on File
- If taken this must be a character's second lifepath
- Rich Kid 6y 15 +1M/P Military, Corporate Living
- Skills: 5s Appropriate-wises, Foreign Languages, Command, Software, Computers
- Traits: 1t Disdainful of Poor, Trust Fund
- If taken this must be a character's second lifepath
- Foster Care 4y 3 - -
- Skills: 5s Inconspicuous, Streetwise, Sleight of Hand, Survival
- Traits: 2t In the System, The Story
- If taken this must be a character's second lifepath
CAS Setting:
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Lifepath Time Res Stat Lead
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CAS Elementary 5y 10 +1 M School, Street, Corporate Living, Military
- Skills: 5s Etiquette, History, Negotiation, Computer
- Traits: 2pts Rabble Rouser, Dangerous, Records on File
- If taken this must be a character's second lifepath
- Isolated Rural 3y 8 +1P Street, Corporate Living, Military
- Skills: 4s Survival, Orienteering, Brawling, Herbalism
- Traits: 2t Uneducated, Uncouth, Tough
NAN Setting:
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Lifepath Time Res Stat Lead
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NAN Elementary 6y 9 +1 M School, Street, Corporate Living
- Skills: 7s Foreign Languages, Computer, Artisan, Survival, Herbalism, Tribe-wise, Etiquette
- Traits: 2pts Disciplined, Allergic to Pollution
- If taken this must be a character's second lifepath
- Farm Living 4y 6 +1 P Street, Corporate Living, Military
- Skills: 4s Farmer, Animal Husbandry, Mechanic, Repair
- Traits: 1s Uneducated, Tough
Tir Tairngire Setting:
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Lifepath Time Res Stat Lead
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Tir Elementary 8y 15 +1 M School, Street, Corporate Living, Military
- Skills: 6s Con, Disguise, Computer, History, Observation, Stealthy
- Traits: 2pts Affinity for Elves, Charismatic
- If taken this must be a character's second lifepath
Corporate Living Subsetting:
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Lifepath Time Res Stat Lead
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Arcology 5y 15 +1 M -
- Skills: 5s Hardware, Computer, Observation, Corporation-wise, Electronics-wise
- Traits: 1pt Sheltered, Corporate Member
- Awakened 5y 15 +1 M -
- Skills: 7s Symbology, Sorcery, Aura Reading, Conspicuous, Enchanting
- Traits: 2t Watched, Second Sight, Gifted
- Corp Drone 3y 20 +1 M/P -
- Skills: 6s Corporation-wise, Observation, Etiquette, Computer, Hardware, Tech Gadgets-wise
- Traits: 2t Corporate Member, Academic
- Requires: Any Elementary, or Archology
- Maintenace 3y 9 - -
- Skills: 4s Repair, Hauling, Computer, Mess-wise
- Traits: 1t Backbreaking Labour
- Cop 3y 8 +1 P -
- Skills: 5s Appropriate Weapons, Observation, Intimidation, Car, Streetwise
- Traits: 1t -
- Detective 5y 13 +1 M -
- Skills: 7s Investigation, Falsehood, Persuasion, Rule of Law, Streetwise, Suspect-wise
- Traits: 1t -
- Magical Cop 4y 10 +1 M -
- Skills: 6s Investigation, Streetwise, Falsehood, Aura Reading, Sorcery, Circination
- Traits: 1t Second Sight
- Requires: Cop and Gifted or Magic School
- Spider 6y 10 +1 M -
- Skills: 7s Investigation, Computer, Cybercombat, Streetwise, Cybertechnology, Hardware, Matrix Crimes-wise
- Traits: 1t -
- Requires: Cop
- Performer 3y 8 +1 M Street
- Skills: 5s Dance, Persuasion, Conspicuous, Musical Instrument
- Traits: 2t Colourful
- Waiter 3y 6 +1 M Street
- Skills: 5y Waiting Tables, Sooth Platitudes, Ugly Truth, Customer-wise, Sleight of Hand
- Traits: 2pts Choose 1st Trait: Extremely Bitter, Ugly, Drop Dead Gorgeous, Buxom
- Bouncer 4y 7 +1 P Street
- Skills: 5y Intimidation, Conspicuous, Customer-wise, Soothing Platitudes, Brawling
- Traits: 1pt Jaded
- Promoter 5y 12 +1 M Street
- Skills: 4s Oratory, Negotiation, Fight-wise, Talent-wise
- Traits: 1t -
- Combat Biker 4y 9 +1 P Street
- Skills: 6s Motorcycle, Armour Training, Brawling, Appropriate Wepons
- Traits: 2t Bitter, Maimed
- Urban Brawl 3y 8 +1 P Street
- Skills: 5s Brawling, Armour Training, Negotiation, Promoter-wise
- Traits: 2t Punch Drunk
- Wage Mage 6y 15 +1 M -
- Skills: 6s Research, Symbology, Circination, Summoning, Enchanting
- Traits: 1t Watched, Bitter, Gifted
- Rigger 5y 15 +1 M -
- Skills: 5s Car, Aircraft, Boat, Motorcycle, Mechanic, Streetwise
- Traits: 1t -
- Talismonger 4y 10 - -
- Skills: 6s Haggling, Persuasion, Sorcery-wise, Magician-wise, Enchanting, Alchemy
- Traits: 1t -
- Driver 4y 10 +1 P -
- Skills: Groundcraft, Repair, Motorcycle, Electronic Warfare
- Traits: 1t -
- Programmer 5y 15 +1 M -
- Skills: 5s Software, Computer, Bureaucracy, Falsehood, Interface-wise
- Traits: 1t -
- Requires: Computer Science
- Mechanic 4y 13 - -
- Skills: 4s Mechanic, Repair, Haggle, Car-wise
- Traits: 1t Grease-stained
- HR 3y 10 +1 M -
- Skills: 6s Psychology, Persuasion, Con, Soothing Platitudes, Employee-wise, Bureaucracy
- Traits: 1t -
- Management 4y 18 +1 M -
- Skills: 5s Beauracracy, Falsehood, Negotiation, Administration, Computer
- Traits: 1t Inspiring
- Requires: Any school lifepath
- Upper Manager 4y 30 +1 M -
- Skills: 7s Strategy, Haggling, History, Corporate Doctrine, Research, Business-wise, Economy-wise
- Traits: 2t Better Feared than respected, Ladder Climber
- Requires: Management
- Reporter 3y 10 +1 M -
- Skills: 5s Investigation, Etiquette, Persuasion, Falsehood, Composition
- Traits: 1t -
- Anchor 4y 13 +1 M -
- Skills: 5s Oratory, Fashion Sense, Negotiation, Current Affairs-wise, Camera-wise
- Traits: 1t -
- Requires: Reporter
- Celebrity 6s 40 +1 M -
- Skills: 9s Falsehood, Oratory, Etiquette, Handler-wise, Fashion Sense, Escape Artist, Sing, Dance, Computer, Any Instrument
- Traits: 2t Fame, Charismatic
- Doctor 7y 25 +1 M -
- Skills: 6s Surgury, First Aid, Anatomy, Negotiation, Herbalsim
- Traits: 2t Bitter, Frustrated
- Requires: Medicine
- Lawyer 7y 30 +1 M -
- Skills: 7s Rule of Law, Bureaucracy, Persuasion, Rhetoric, Soothing Platitudes, Corporation-wise
- Traits: 1t Rhetorical
- Requires: Law
- Executive 7y 90 +1 M -
- Skills: 7s Intimidation, Foreign Languages, Observation, Interrogation, Rule of Law, Rhetoric, Oratory 1pt General
- Traits: 2t Dangerous
- Requires: Upper Management
Street Subsetting:
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Lifepath Time Res Stat Lead
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Fugitive 4y 6 +1M/P Criminal
- Skills: 6s Stealthy, Inconspicuous, Con, Falsehood, Disguise, Acting
- Traits: 1t Paranoid, Criminal
- Awakened 4y 15 +1 M Corporate Living, School, Criminal
- Skills: 7s Sorcery, Spirit Binding, Enchanting, Astral-wise, Aura Reading
- Traits: 2t Second Sight, Gifted
- If taken this must be a character's second lifepath
- Street Urchin 4y 4 - Criminal
- Skills: 4s Inconspicuous, Streetwise, Slight of Hand, Brawling
- Traits: 2t Uneducated, Paranoid Ear, Tough, Flashbacks
- If taken this must be a character's second lifepath
- Gutter Punk 5y 10 +1P Criminal, Military
- Skills: 7s Swords, Pistols, Automatics, Clubs, Conspicuous, Stealthy
- Traits: 1t Artful Dodger
- If taken this must be a character's second lifepath
- Contactee 4y 8 +1 M,P Criminal, Corporate Living
- Skills: 6s Summoning, Circination, Sorcery, Gutter-wise, Drug-wise
- Traits: 3t Mentor Spirit, Gifted, Second Sight, Addicted
- Prostitute 5y 6 - -
- Skills: 5s Conspicuous, Inconpicuous, Persuasion, Falsehood, Haggling, Soothing Platitudes
- Traits: 2t Tolerant
- Beggar 3y 5 - -
- Skills: 5s Inconpicuous, Conspicuous, Streetwise, Falsehood
- Traits: 2t The Story
- Scavenger 4y 8 - -
- Skills: 6s Scavenging, Repair, Inconpicuous, Investigation, Motorcycle
- Traits: 2t Scavenger, Paranoid
- Smuggler 4y 10 +1 P Criminal
- Skills: 6y Boat, Aircraft, Car, Persuasion, Stealthy, Appraisal, Forgery, Inconspicuous, Falsehood
- Traits: 2t Paranoid
- Fence 6y 15 +1 M/P Criminal
- Skills: 6s Appraisal, Haggling, Inconspicuous, Streetwise, Cop-wise
- Traits: 2t Shrewd
- Blackmailer 3y 10 +1 M Criminal
- Skills: 4s Extortion, Forgery, Ugly Truth, Falsehood, Bribe-wise
- Traits: 2t Cold Hearted
- Thug 4y 7 +1 P Criminal
- Skills: 4s Streetwise, Murder-wise, Cop-wise, Brawling
- Traits: 2t Cold-Blooded, Jaded
- Pirate 4y 5 - Criminal
- Skills: 6s Boat, Appropriate Weapons, Inconspicious, Intimidation, Navigation
- Traits: 2t Problem with Authority, Scurvy, Maimed, Crippled, Lame
- Street Merc 3y 9 +1 P Criminal, Military
- Skills: 7s Appropriate Weapons, Intimidation, Armour Training, Shield Training, Conspicuous
- Traits: 2t Mean, Brutal
- Street Doc 5y 12 +1 M -
- Skills: 5s First Aid, Surgury, Cybertechnology, Falsehood, Pistols
- Traits: 2t Quack, Incomprehensible Diagnosis
- Coyote 4y 14 +1 P Criminal
- Skills: 7s Stealthy, Inconspicuous, Boat, Aircraft, Car, Client-wise, Border-wise
- Traits: 1t Lucky
- Hacker 5y 15 +1 M Criminal
- Skills: 7s Cybercombat, Electronic Warfare, Computer, Hacking, Falsehood, Inconspicuous, Matrix Hotspot-wise
- Traits: 2t Burnout, Code Slinger
- Spirit Puppet 3y 4 - -
- Skills: 3s Aura Reading, Scavenging, Inconspicuous
- Traits: 3t Possessed, Fey Blood, Mentor Spirit, Gifted
- Transhuman 5y 5 +1 M,P Criminal, Military
- Skills: 3s Inconspicuous, Observation, Stealthy
- Traits: 3t Fey Blood, Cranial Bomb, Records on File
- If taken this must be a character's second lifepath
- PhysAd 4y 9 +1 P Criminal, Military
- Skills: 5s Brawling, Boxing, Appropriate Weapons, Intimidation, Conspicuous
- Traits: 2t Tough, Adepts
- Social Adept 5y 8 +1 M Criminal, Military
- Skills: 5s Negotiation, Intimidation, Persuasion, Inconspicuous, Automatics
- Traits: 2t Charismatic, Adept
- Samurai 5y 12 +1 P Criminal, Military
- Skills: 7s Appropriate Weapons, Two-fisted Fighting Training, Armour Training, Dance, Poetry, Bushido-wise
- Traits: 2t Oath, Honourable, Deadly
- CFD 3y 7 +1 M,P Any
- Skills: 5s Computer, Hacking, Falsehood, Appropriate Weapons
- Traits: 3t Possessed, Adrenaline Boost
- Talislegger 5y 15 +1 M Corporate Living
- Skills: 4s Appraisal, Haggling, Artifact-wise, Enchanting
- Traits: 2t Suspicious
- Fixer 6y 30 +1 M,P Any
- Skills: 9s Negotiation, Soothing Platitudes, Falsehood, Inconspicuous, Stealthy, Intimidation, Runner-wise, Corporation-wise, Sleight of Hand
- Traits: 2t Merciless, The Story
- Requires: Fence, Smuggler, Coyote, Blackmailer, Any lifepath with Gifted, or any School
- Blood Mage 8y 20 +1 M,P -
- Skills: 8s Death Art, Sorcery, Inconspicuous, Astrology, Enchanting, Circination, Spirit Binding, Sacrifice-wise
- Traits: 3t Spooky, Aura of Fear, Obscure Aura
- Required: Gifted
- Toxic Shaman 6y 10 +1 M/P -
- Skills: 5s Poisons, Herbalism, Summoning, Circination, Sorcery
- Traits: 2t A Litte Crazy
- Required: Gifted
- Bug Shaman 3y 9 +1 M/P -
- Skills: 6s Summoning, Sorcery, Inconspicuous, Persuasion, Falsehood, Demonology
- Traits: 3t Possessed, Gifted, Mentor Spirit, Alarming
Criminal Subsetting:
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Lifepath Time Res Stat Lead
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Foot Soldier 3y 8 +1 P Street
- Skills: 5s Motorcycle, Armour Training, Formation Fighting
- Traits: 1t -
- Wizgang 6y 15 +1 M Street
- Skills: 6s Sorcery, Falsehood, Persuasion, Conspicuous, Circination, Spirit Binding
- Traits: 2t Alarming, Gifted, Second Sight
- Gang Shaman 5y 13 +1 M Street
- Skills: 5s Summoning, Circination, Sorcery, Motorcycle, Spirit-wise
- Traits: 2t Mentor Spirit, Gifted
- Decker 7y 12 +1 M Street
- Skills: 6s Hacking, Cybercombat, Computer, Software, Repair, Inconspicuous
- Traits: 2t Code Slinger
- Pusher 4y 8 - -
- Skills: 4s Persuasion, First Aid, Drug-wise, Mark-wise
- Traits: 1t -
- Cooker 5y 10 +1 M -
- Skills: 5s Chemistry, Falsehood, Inconspicuous, Research
- Traits: 1t Addled
- Gang Chemist 5y 17 +1 M -
- Skills: 5s Apothocary, Herbalism, Negotiation, Lab-wise
- Traits: 2t Heisenberg
- Requires: Cooker
- Go Gang 4y 5 +1 P -
- Skills: 4s Appropriate Weapons, Intimidation, Negotiation, Gunnery
- Traits: 1t -
- Requires: Foot Soldier
- Rider 5y 10 +1 P -
- Skills: 5s Car, Mechanic, Gunnery, Appropriate Weapons
- Traits: 1t -
- Requires: Foot Soldier
- Bookie 3y 12 +1 M -
- Skills: 5s Strategy Games, Haggling, Appraisal, Bets-wise, Mark-wise
- Traits: 1t Hard Hearted
- Organ Legger 5y 15 - -
- Skills: 4s First Aid, Haggling, Cybertechnology, Biology
- Traits: 2t Shunned
- Made Man 4y 12 +1 P Corporate Living, Street
- Skills: 5s Interrogation, Intimidation, Negotiation, Appropriate Weapons, Fashion Sense
- Traits: 1t Oath, Fake SINer
- Required: Foot Soldier, Gang Chemist, Wizgang, Decker
- Enforcer 6y 10 +1 P Military, Street
- Skills: 6s Intimidation, Appropriate Weapons, Armour Training, Conspicuous, Deadbeat-wise
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Required: Thug, Go Gang, Foot Soldier, or Rider
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Lieutenant 5y 20 +1 M/P Corporate Living
- Skills: 6s Command, Conspicuous, Strategy, History, Accounting
- Traits: 1t -
- Required: Made Man or Enforcer
- Gang Leader 7y 45 +1 M/P Any
- Skills: 6s Intimidation, Interrogation, Persuasion, Accounting, Administration, Soothing Platitudes 1pt General
- Traits: 2t Gang Leader
- Requires: Lieutenant
School Subsetting:
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Lifepath Time Res Stat Lead
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Architecture 4y 26 +1M Corporate Living, Street
- Skills: 5s Architect, Industrial Mechanic, Computer, Etiquette, Corporation-wise
- Traits: 1t
- Requires: Any Elementary
- Business 6y 30 +1M Corporate Living, Street
- Skills: 7s Administration, Haggling, Negotiation, Etiquette, Accounting, Appraisal, Fashion Sense
- Traits: 2t Pennywise
- Requires: Any Elementary
- Computer Science 5y 28 +1M Corporate Living, Street
- Skills: 6s Hacking, Computer, Software, Hardware, Electronic Warfare, Cybercombat
- Traits: 2t Matrix Jockey, Burnout, Codeslinger
- Requires: Any Elementary
- Engineering 5y 26 +1M Corporate Living, Street
- Skills: 6s Engineer, Mechanic, Industrial Mechanic, Chemistry, Mathematics, Artillerist, Fortifications
- Traits: 2t Drunk, Smart, Affinity for Buildings
- Requires: Any Elementary
- Law 8y 35 +1M Corporate Living, Street
- Skills: 7s Rule of Law, Amercement, Bureaucracy, Etiquette, Corporation-wise, Dirty Trick-wise
- Traits: 1t -
- Requires: Any Elementary
- Magic 7y 40 +1M,P Corporate Living, Street
- Skills: 5s Spirit Binding, Circination, Sorcery, Sorcery-wise
- Traits: 1t Watched, Gifted, Second Sight
- Requires: Any Elementary
- Mathematics 4y 27 +1M Corporate Living, Street
- Skills: 4s Mathematics, Computers, Software, Gambling
- Traits: 1t Geometric
- Requires: Any Elementary
- Medicine 6y 32 +1M Corporate Living, Street
- Skills: 7s First Aid, Surgury, Anatomy, Ugly Truth, Cybertechnology, Negotiation, Salary-wise
- Traits: 1t Proud, Incomprehensible Diagnosis
- Requires: Any Elementary
- Natural Science 4y 26 +1M Corporate Living, Street
- Skills: 6s Chemistry, Physics, Biology, Computer, Software, First Aid
- Traits: 1t -
- Requires: Any Elementary
- Art 4y 24 +1M Corporate Living, Street
- Skills: 5s Painting, Sing, Poetry, Composition, Playwrite
- Traits: 2t Perspective, Lesser Muse
- Requires: Any Elementary
- History 4y 25 +1M Corporate Living, Street
- Skills: 5s History, Ancient History, Foreign Languages, Negotiation, Culture-wise
- Traits: 2t Affinity for Books and Data
- Requires: Any Elementary
- Languages 4y 26 +1M Corporate Living, Street
- Skills: 5s Foreign Languages, Ancient Languages, History, Etiquette
- Traits: 2t Affinity for Languages
- Requires: Any Elementary
- Literature 4y 28 +1M Corporate Living, Street
- Skills: 5s Composition, Poetry, Philosophy, Literature-wise, Fashion Sense
- Traits: 2t Forgotten
- Requires: Any Elementary
- Metahumanities 4y 27 +1M Corporate Living, Street
- Skills: 6s Philosophy, Strategy Games, Rule of Law, Doctorine, Ancient Languages, Etiquette
- Traits: 2t Quick Study
- Requires: Any Elementary
- Social Sciences 4y 26 +1M Corporate Living, Street
- Skills: 6s Psychology, Sociology, Anthropology, Archaeology, Politics
- Traits: 2t Ambitious
- Requires: Any Elementary
- Criminology 5y 28 +1M,P Corporate Living, Street, Military
- Skills: 6s Criminology, Psychology, Profiling, Pistols, First Aid, Criminal-wise
- Traits: 1t Paranoid, Connected
- Requires: Any Elementary
- Military Officer 5y 28 +1M,P Corporate Living, Street, Military
- Skills: 6s Strategy, Tactics, History, Foreign Languages, Skirmish Tactics, Strategy Games
- Traits: 1t Rank
- Requires: Any Elementary
- Masters 8y 40 +1M Corporate Living, Street
- Skills: 7s Pick one skill to master - you must already have it but must one point in it anyway, Research, Negotiation, Etiquette, Thesis Defense-wise, Doctor-wise
- Traits: 3t Graduate
- Requires: Any one School lifepath
- PhD 6y 50 +1M Corporate Living, Street
- Skills: 6s Put another point in the skill from the Masters degree, Administration, Soothing Platitudes, Ugly Truth, Sleepless Nights-wise, Research Disaster-wise
- Traits: 2t PhD, Insomnia
- Requires: Masters
Military Subsetting:
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Lifepath Time Res Stat Lead
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Miltary Brat 4y 10 +1 P Street
- Skills: 7s Appropriate Weapons, Brawling, Negotiations, Strategy, Strategy Games, Military-wise
- Traits: 1t Uncouth
- If taken this must be a character's second lifepath
- Infantry 3y 12 +1 P Street, Criminal, School, Corporate Living
- Skills: 5s Appropriate Weapons, Formation Fighting Training, Armour Training
- Traits: 1t -
- Engineer Corp 4y 16 +1 M/P Street, Criminal, School, Corporate Living
- Skills: 4y Engineer, Automatics, Industrial Mechanics, Fortifications
- Traits: 1t -
- Requires: Any Elementary
- Field Medic 4y 10 +1 M Street, School, Corporate Living
- Skills: 6s First Aid, Surgury, Conspicuous, Stealthy, Cybertechnology, Blood-wise
- Traits: 2t Jaded
- Requires: Any Elementary
- Combat Adept 5y 16 +1 P Street, School, Corporate Living
- Skills: 5s Brawling, Boxing, First Aid, Automatics, Martial Arts-wise
- Traits: 2t Adept
- Combat Decker 5y 18 +1 M Street, Criminal, School, Corporate Living
- Skills: 7s Cybercombat, Hacking, Computer, Software, Hardware, Armour Training
- Traits: 2t Console Cowboy, Codeslinger
- Covert Ops 4y 12 +1 P Street, Criminal, School, Corporate Living
- Skills: 5s Stealthy, Falsehood, Escape Artist, Appropriate Weapons
- Traits: 2t Rank, Paranoid
- Requires: Infantry or Officer
- Officer 6y 15 +1 P Street, School, Corporate Living
- Skills: 5s Command, Conspicuous, Survival, Etiquette, Malingering-wise
- Traits: 2t Rank
- Requires: Any other Military lifepath or Military Officer
- Mage Corp 4y 15 +1 M,P Street, Corporate Living, Criminal, School
- Skills: 5s Gunnery, Aircraft, Pistols, Boxing, Officer-wise
- Traits: 1t Secret Society, Rank
- Requires: Miltary Brat, Gutter Punk, or Any Elementary
- Sailor 5y 8 +1 M/P Street, Corporate Living, Criminal, School
- Skills: 6s Seamanship, Navigation, Boat, Appropriate Weapons, Computer, Swearing-wise
- Traits: 1t Iron Stomache, Sea Legs, Rank
- Rigger 7y 14 +1 M Street, Corporate Living, Criminal, School
- Skills: 5s Gunnery, Any Pilot, Computer, Electronic Warfare, Cybercombat
- Traits: 2t Overwatch, Rank
- Requires: Sailor or Pilot
- Spec Ops 6y 20 +1 M,P Street, Criminal, Living, Corporate Living
- Skills: 8s Stealthy, Appropriate Weapons, Observation, Motorcycle, Aircraft, Survival, First Aid
- Traits: 3t Respected, Secret Society, Flashbacks
- Requires: Rank
Any Setting
- Extracted 1y 3 +1 M/P Street, Military, Criminal
- Skills: 3s Pistols, Stealthy, Inconspicuous
- Traits: 1t Bitter, Erased
- Desert Wars 1y 4 +1 P Military, Criminal, Corporate Living
- Skills: 3s Automatics, Skirmish Tactics, Soldiering
- Traits: 1t Bad Reputation, Flashbacks, Fame
- HMHVV 1y 1 +1 M/P Criminal, Street
- Skills: 3s Aura Reading, Savage Attack, Stealthy
- Traits: 1t Cannibal, Second Sight, Gifted, Vampire
These Any Setting lifepaths may be taken instead of a lead. They are small not so great lifepaths that show a character having an unexpected event that shakes up their lives. Anyone can end up on the streets due to Shadowrunners grabbing you in the night or contracting HMHVV. And it's always possible to catch a break and get on a nova-hot trid about shooting other people that are just trying to make a paycheck. There is no lead time into or out of these lifepaths and they do not count toward the number of lifepaths during character burning.