Roll 3d6 for stats in order.
When you are born, roll +nothing. On a 10+, you are born Noble. On a 7-9, choose: born peasant, born merchant, born barbarian. On a miss, you're a peasant.
When you are born to a noble house, roll +CHA. On a hit, you can start a career at age 20+1d4, and start adventuring with 100 extra silver pieces. On a 7-9, also choose 1: you have a jealous rival, you are betrothed to a difficult spouse, you're fat (-1 to DEX). On a miss, you're thrown out of your family in disgrace and start a career at age 14+1d6.
When you are born a peasant, roll +CON. On a hit, you survive your childhood and can start a career at age 14+1d4. On a 10+, you also start with one extra Hit Dice because of your peasant toughness. On a 7-9, you still suffer from some disease that ravaged you in childhood, take -1 to any stat. On a miss, you die in childhood, roll up a new character.
When you are born to a merchant family, roll +INT. On a hit, you can start a career at age 16+1d6, and you gain a +1 on your roll to enter your chosen career. On a 10+, you also start adventuring with 100 extra silver pieces. On a miss, your family falls into destitute poverty, and you start adventuring with a major debt to a noble house.
When you are born into a barbarian tribe, roll +STR. On a hit, you pass the trials of adulthood and can start a career at age 16+1d6. On a 10+, you also prove yourself to the spirits and receive a Spirit Guide. On a miss, you are thrown out of your tribe and marked as an exile forever, start a career at age 14+1d4 and take -1 to any one stat from the scars of your failure.
WIZARD
When you seek out a mentor and try to learn the ways of magic, roll +INT. On a hit, you are brought into the mysteries of the magical world and start as an apprentice mage and gain Guild Membership. On a 10+, you also choose: you have a particularly Wise Mentor, you have a particular talent for Second Sight, or you gain a Familiar. On a miss, your attempts to toy with forces you don't understand unleash a torrent of magical energy, roll on the magical mishaps table and then roll for a random career.
Apprentice Mage
When you spend a term as an apprentice mage, roll +INT. On a hit, you learn one basic wizard move - Cantrips, Second Sight, Alchemy, or Rituals. On a 10+, you can also choose: gain a Familiar, gain +1 INT (max +3), advance to journeyman wizard next term (as long as you have the Rituals move). On a miss, you learn nothing and suffer a magical mishap.
Journeyman Mage
When you spend a term as a journeyman mage, roll +INT. On a hit, you learn one advanced wizard move - Evocation, Transmutation, or Conjuration - or up to two basic wizard moves. On a 10+, you can choose also to advance to master mage next term. On a 7-9, choose one: gain a powerful rival, suffer a magical mishap, or lose your Guild Membership. On a miss, you die in a particularly unfortunate spell backfire.
Master Mage
When you spend a term as a master mage, roll +INT. On a hit, you learn one master wizard move - Elemental Mastery, Divination, or Necromancy - or up to two basic or advanced wizard moves. On a 7-9, choose one: suffer a magical mishap, gain a Planar Power as an enemy. On a miss, you die - if you have the Necromancy move, you can choose to become a Lich and continue advancing without threat of death.
GLADIATOR
When you seek your fortune in the arena, roll +STR. On a hit, you become a gladiator.