Character BackgroundGeneration

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.  For example, you will not have a peasantinheriting a castle (except by sheer luck,) or a noble of the King, without anymoney or lands (except for severe misfortune. i.e. The peasant got all the luck.)

 

1/ Birth Circumstances

{a} Birth Order

{b} Number of Siblings
RollResultrollresult
01-10Only Child(+15%--Ignore b & c)roll1d10
11-28First Born(+10%)

29-40            Second Born                 (+5%)                          c            Siblings

41-50            Third Born                 (0%)                                        01-45            Male

51-60            Fourth Born                 (-5%)                                       46-90            Female

61-70            Fifth Born                 (-10%)                                     91-95            Id. Twins (1-3 Male, 4-6

71-80            Last Born                 (-15%)                                                                         Female)

81-90            First Born of Twins            (+10%)                                                96-00            Fr. Twins (roll 2x same as

91-00            Illegitimate                    (-25%--roll on  d)                                                                      above)

           

 

 

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) **

*  Character has a 15% chance to know father’sidentity

                                    ** Character has a 50% chance to know father’s identity

 

e          UnusualBirth

01-85     Nothing

86-90     OneEvent

91-95     TwoEvents

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          On a Battlefield (roll d6 if a 6,character was born on the actual battlefield, otherwise was born among campfollowers)

5            Inan alley

6          In a brothel (Does not automaticallymean the character’s mother was a prostitute, could just mean the mother wasnearby and brought inside)

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                Dragon
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

f-iii          Days of the Week Born: There are 5weeks to each month with 7 days to each week (d100)

1-14            Anarya                         (Sunday)
14-28            Isilya                (Monday)
29-42            Alduya                         (Tuesday)
43-56            Menelya             (Wednesday)
57-70            Valanya                      (Thursday)
71-84   Earenya                      (Friday)
85-00   Elenya              (Saturday)

f-iv          Month of the Year Born: There are 12months to the year (d12)

1            Narvunye      (January)
2            Nenime         (February)
3            Rethe            (March)
4            Viresse          (April)
5            Lotessa          (May)
6            Narie             (June)
7            Yavannie       (July)
8            Wedmath       (August)
9            Ivanneth        (September)
10            Loende          (October)
11            Narquelie      (November)
12            Ringae          (December)

 

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                     (+10%)

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     Right

46-90            Left

91-00            Ambidextrous

 

4              Career Development

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    4+1d4 years

            Men of Magic   6+1d4 years

Subtract ½ year for each I.Q. point over 18.  Do not go below the minimum number of yearsfor class type.  Dual classed charactersmust serve both apprenticeships.  Thecharacter, or their parents will have had to make special arrangements forthem.  (d6)

            1-4            Character served one apprenticeship,then the other

5-6            Character’s Master was dual classed.  Both apprenticeships were completed at thesame time.  Character served 10+1d8years.  I.Q. reduction not to go below11 years.

 

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.  Each year will have aught something to thecharacter.  The character may selectwhat type of apprenticeship was served.

            1-3            Men at Arms                            4-6             Men of Magic

            1 yr            1 ability                                                1 yr            1ability

            2 yrs            2 abilities                         2 yrs            2 abilities

            3 yrs            3 abilities                         3 yrs            3 abilities

            4 yrs            OCC Skills                            4yrs            4 abilities

            5 yrs            5 abilities

                                                6yrs            OCC Skills

(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          (-15%)

2-3       Nomad             (-10%)

4-6            Barbarian         (-10%)

6-8            Civilized          (+5%)

9-10            Civilized-Decadent            (+10%)

 

5b            EnvironmentBackground (d20)

1-2            Isolated Homestead            (-5%)

3-4       FarmCommunity/Village       (+5%)

5-8       Small Town   (+10%)

9-12     LargeTown/Small City      (+15%)

13-16            MediumCity  (+20%)
17-20   Large City      (+25%)

 

6          SocialBackground (d100)

1-8            Sailor/Fisherman                       (+5%)              Senseof Direction +5%, Swim +6%, Sailing +8%,

Ropeworks +6%

9-15            Craftsman                     (+10%)                        Crafting+8%, Carpentry +6%, Recognize Precious

                                                                        Metals/Stonesand Weapons +4%

16-22            Thief/Assassin              (-15%)             Prowl+5%, Pick Locks/Pockets +5%, Scale Walls

                                                                        +4%

23-28            Serf/Slave                     (-25%)             Trap/SkinSmall Animals +5%, Identify Plants/Fruits

                                                                        +4%,Carpentry +4%

29-34   Peasant Farmer             (-10%)             Trap/SkinSmall Animals +5%, Identify Plants/Fruits

                                                                        +4%,Carpentry +4%, Plant/Farm Lore +4%

35-41            Farmer/Landowner            (+10%)                        AsPeasant Farmer, and Basic Math +5%

42-60   Man at Arms                (+10%)                        Prowl+2%, Speak Additional Language +4%,

                                                                        RecognizeWeapon and Armour Quality +4%

61-70   Clergy                          (+10%)                        FirstAid +3%, Religious Doctrine +5%, Demon/

Devil Lore+5%, Undead Lore +5%

71-80            Merchant                     (+15%)                        Appraisal+5%, Basic Math +4%, Literacy Native

                                                                        +5%,  Speak Additional Language, +4%

81-90            Scholar/Magician                     (+20)               Research+5%, Literacy Native +10%, Speak

                                                                        AdditionalLanguage, +5%

91-100 Nobility                                                            OCCskills from the Noble Character Class

1-70        Lord/Knight            (+15%)

71-80            Baron               (+20%)

            81-90            Count/Earl      (+25%)

            91-99            Duke                (+35%)

            00            Royalty             (+45%)                        FullNoble OCC—Character starts as dual classed

 

7          Social Class    (Tally adjustments from previous tables andadd to 1d100)

10 or less            LowLow Class                    (-20%)             Poor Clothing

11-25               Middle Low Class            (-15%)             Poor Clothing

26-40               High Low Class                    (-10%)             OneItem*, Poor Clothing

41-55               Low Middle Class            (-5%)               Two Items*, AverageClothing

56-80               Middle Middle Class            (0%)                Three Items*, Average Clothing

81-90               High Middle Class            (+5%)              Three Items**,Good Clothing

91-100             Low High Class                    (+10%)                        FourItems**, Good Clothing

101-109                       Middle High Class            (+15%)                        FourItems***, Fine Clothing

110+                High High Class                    (+20%)                        FourItems***, A Horse, Fine Clothing

 

Note: An item can be a primary weapon, secondary weapon,armour or an item of choice between the Player and Game Master.  * Up to non-metal Armour.  ** Up to any Armour except plate and chainor full plate.  ***Plate and chain orfull plate armour available.

 

8          Money             (Tallyadjustments from previous tables and add to 1d100)

10 or less                1d6x10                                    81-87                       6d6x50

11-17               2d6x10                                    88-95               7d6x50

18-25               3d6x10                                    96-102             8d6x50

26-33               4d6x10                                    103-109                  9d6x50

34-40               5d6x10                                    110-116                  10d6x50

41-48               7d6x10                                    117-123                  5d6x100

49-56               8d6x10                                    124-130                  6d6x100

57-64               9d6x10                                    131-137                  7d6x100

65-72               10d6x10                                  138-145                  8d6x100

73-80               5d6x50                                    146or more            10d6x100

 

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)                            B            Quality (d10)

1          10 gp                                       1-2            Flawed             (-15%)

2          50 gp                                       3-4            PoorGrade   (-5%)

3          100 gp                                     5-6            Average                      (0)

4          200 gp                                     7-8            AboveGrade   (+5%)

5          350 gp                                     9-10            Exceptional      (+15%)

6          500 gp

7          750 gp                                     Add or Subtract the qualitypercentage to the initial value of

8          1000 gp                                            the gem.

9          1250 gp

10        1500 gp

11        1750 gp

12        2000 gp

 

C         Value (d12)                            D            Type of Jewelry (d10)

1          50 gp                                       1            Necklace

2          100 gp                                     2            Bracelet

3          175 gp                                     3            Broochor Clasp

4          250 gp                                     4            Ring

5          500 gp                                     5            BeltBuckle/Clasp

6          750 gp                                     6            HeadBand

7          1000 gp                                            7            Arm Band

8          1250 gp                                            8            Leg Band or Anklet

9          1500 gp                                            9            Earring(s)

10        1750 gp                                            10            Crown/Tiara

11        2000 gp

12        2500 gp

 

10            Special Possession

Tally all percentages from all previous tables and add to aroll of 1d100.  On a roll of 00 aspecial possession is automatic regardless of negative adjustments.  A special possession can be either Magicalor Not, Good or Bad.  It is totally upto the GM to decide.

 

1-90        Nothing

91-0        Special Possession

 

11            Land Ownership

Tally all Adjustments from the previous tables and add to aroll of 1d100

 

80 or less            NoLand

81-85                            Small Farm/Shop

86-90                            Medium Farm/Shop

91-95                            Large Farm/Shop

96-100             Small Plantation/Business

101-105                    Medium Plantation/Business

106-115                    Large Plantation/Business

116-125                    Small Holding/Important Business

126-135                    Medium Holding/Monopoly

136-145                    Large Holding/Castle

146 and up            ImportantHolding/Castle

 

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