The following charts are presented to be used as optionalbackground when creating your character. These are used to give a new character a basis to build a plausiblepersonality and character concept, or, in other words, bring him to life.
The percentage adjustments found in some of the charts areused to balance out possible racial and social developments. 29-40 Second Born 41-50 Third Born 51-60 Fourth Born 61-70 Fifth Born 71-80 Last Born 81-90 First Born of Twins (+10%) 91-00 Illegitimate d Reason forIllegitimate Birth (d8) 1-2 Mother was a common prostitute and unmarried 3-4 Mother was raped and remained unmarried * 5-6 Mother was unmarried ** 7-8 Mother was a courtesan (prostitute to nobility) ** * e UnusualBirth 01-85 86-90 91-95 96-99 Three Events 00 GM Discretion (See appended chart) e-i UnusualBirth Circumstances (2d8) 2 ComplicatedBirth, Character almost died 3 FamilyMember died when character was born 4 Unnaturalweather occurred at birth 5 ExoticBirth Location (d-ii) 6 Characterwas born directly after a family tragedy 7 BirthMark 8 UnknownPerson tried to murder character when born/shortly after birth 9 FirstBorn of Triplets 10 Animals gathered around home 11 Sky darkened or Stars went dark when character was born 12 War was occurring when born 13 Solar/Lunar Eclipse occurred when born 14 Conjunction of Stars 15 Person of Note passed away 16 All Magic Items, wards, etc. were drained of Magic whenthe character was born. e-ii ExoticLocations (d20) 1-2 Roll 2x on this table 3 Ina temple of a good diety 4 5 Inan alley 6 7 Ina palace of the local ruler 8 Inthe palace of the ruler of the country 9 Inthe holding of a powerful evil character/ruler/creature 10 In a bar/tavern/alehouse 11 In the sewers 12 In a thieves den 13 In the home of friendly non-humans 14 GM discretion 15 In the temple of an evil deity 16 On another plane (and transported shortly after birth) 17 In another time 18 On a ship at sea 19 In a prison cell 20 In a wizard’s laboratory f-i Time ofBirth (d8) 1 twilight 2 earlymorning 3 morning 4 noon 5 afternoon 6 earlyevening 7 night 8 midnight f-ii Year of Cycle Born: There are 13 years to a cycle (d100) 1-7 f-iii 1-14 f-iv 1 2 Parentage(d20) 1-7 Raised by both parents (+15%) 8-12 Raised by one parent (+10%) 13 Raised by Aunt/Uncle (+5%) 14 Raised by Grandparent (+10%) 15 Raised by Sibling 16 Raised by Guardian (Another family, Friend of the family,etc.) (+5%) 17 Raised by Distant Relative (0%) 18 Raised by Special (Another Race, Criminal, Alchemist, etc.) (+10%) 19 Raised by Orphanage (0%) 20 Raised on the Streets (-10%) 3a Sex (d6) 1-3 Male 4-6 Female 3b Handedness(d100) 01-45 46-90 Left 91-00 Ambidextrous Youth: Characters will automatically know the skills givenfrom the social background chart. Apprenticeship: Allapprenticeships start at 13 years of age. At this point the character or their parents would have selected theiroccupation. To calculate the length ofapprenticeship roll the following: Men at Arms Men of Magic Subtract ½ year for each I.Q. point over 18. 1-4 5-6 Character’s Master was dual classed. There is a 20% chance that the character started anapprenticeship for one O.C.C. and never finished. Roll 1d6 to determine whether Men at Arms or Men of Magic. 1-3 1 yr 2 yrs 3 yrs 4 yrs (Abilities can be anything from a cantrip, to a weaponbonus, or a skill bonus, or armour use, or anything else that the Game Masterdecides on.) 5a CultureBackground (d10 or pick appropriate to race and campaign) 1 Primitive 2-3 Nomad 4-6 Barbarian 6-8 Civilized 9-10 Civilized-Decadent 5b EnvironmentBackground (d20) 1-2 Isolated Homestead (-5%) 3-4 FarmCommunity/Village (+5%) 5-8 Small Town 9-12 LargeTown/Small City (+15%) 13-16 MediumCity (+20%) 6 SocialBackground (d100) 1-8 Sailor/Fisherman Ropeworks +6% 9-15 Craftsman 16-22 Thief/Assassin 23-28 Serf/Slave 29-34 Peasant Farmer 35-41 Farmer/Landowner 42-60 Man at Arms 61-70 Clergy Devil Lore+5%, Undead Lore +5% 71-80 Merchant 81-90 Scholar/Magician 91-100 Nobility 1-70 Lord/Knight (+15%) 71-80 Baron 81-90 91-99 00 7 Social Class 10 or less LowLow Class (-20%) 11-25 26-40 41-55 56-80 81-90 91-100 101-109 110+ Note: An item can be a primary weapon, secondary weapon,armour or an item of choice between the Player and Game Master. 8 Money 11-17 18-25 26-33 34-40 41-48 49-56 57-64 65-72 73-80 On a natural roll of 00 (NO BONUSES) 5d6x1000 9 Gems orJewelry (d100) 1-80 None 81-95 Gems (d10) (Chart A & B) 96-99 Jewelry (d4) (Chart C & D) 00 Both A Value (d12) 1 10 gp 2 50 gp 3 100 gp 4 200 gp 5 350 gp 6 500 gp 7 750 gp1/ Birth Circumstances
{a} Birth Order
{b} Number of Siblings Roll Result roll result 01-10 Only Child(+15%--Ignore b & c) roll1d10 11-28 First Born(+10%)
8-14 Scorpion
15-21 Chimera
22-28 Snake
29-36 Unicorn
37-44 Eagle
45-52 Gryphon
53-60 Panther
61-67 Pegasus
68-75 Bear
76-83 Manticore
84-91 Elk
92-100 Pheonix
14-28 Isilya
29-42 Alduya
43-56 Menelya
57-70 Valanya
71-84 Earenya (Friday)
85-00 Elenya
2 Nenime
3 Rethe
4 Viresse
5 Lotessa
6 Narie
7 Yavannie
8 Wedmath
9 Ivanneth
10 Loende
11 Narquelie
12 Ringae4
17-20 Large City (+25%)10 or less