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Table of Contents
Introduction ................................... How to Use this Book ............................ Rules & Terms 'n Stuff ............................ Applying theGuidelines .......................... Creating a Character History....................... Dice Explanation ................................ Other Uses &Abuses ............................ Motivations: Justifying a Character's Life ............ NPCs: Creating Special Characters ................. Linking Events ................................. 101: Character Race ......................... Cultural Background ..................... Social Status ........................... Legitimacyof Birth ...................... Reasonsfor Illegitimate Birth .............. The Family ............................. Siblings ............................... Birth Order ............................. Time of Birth ........................... Place of Birth .......................... Exotic Birth Locations ................... Unusual Births ......................... Unusual Birth Circumstances .............. Parents & NPCs ........................ Significant Events of Childhood & Adolescence ........................ Special Events of Childhood &Adolescence . . Significant Events of Adulthood ............ Alignment and Attitude ................... Apprenticeships ........................ Primitive Occupations ................... Nomad Occupations ..................... Barbarian Occupations ................... CivilizedOccupations .................... Crafts ................................ Merchants ............................. Occupation Performance ................. Hobbies ............................... Tragedies ............................. Something Wonderful.................... Elven Events ........................... Dwarvish Events ........................ Hatfling Events . . . . . . . . . . . . . . . . . . . . . . . . . Monster Events . . . . . . . . . . . . . . . . . . . . . . . . Underworld Experience .................. Military Experience ...................... Noncombat Duty ........................ Special Services ........................ Military Rank ........................... Enslaved! ............................. Imprisoned! ............................ Religious Experience .................... Ah Love! .............................. In the Service of ........................ Exotic Events .......................... Death Situations ........................ Death of Parent or Guardian ...............
647: 648: 649: 750: 751: 752: 753: 754: 755: 756: 757: 758: 759: 760: 761: 762: 863: 864: 865: 866: 867: 868: 869: 870: 871: 872: 873: 874: 875: 876: 877: 978:
Lightside Traits ......................... DarksideTraits ......................... Exotic Personality Features ............... Others ................................ Nonhumans ............................ GovernmentOfficials . . . . . . . . . . . . . . . . . . . . Relatives .............................. Guardians . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Criminals .............................. Monsters .............................. Adventurers ........................... Nobles ................................ Unusual Pets .......................... Unusual Pet Abilities .................... Companions ........................... Rivals ................................ Gifts & Legacies ........................ Deities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Colors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Birthmarks . . . . . . . . . . . . . . . . . . . . . . . . . . . . Body Locations ......................... Curses ............................... Blessings ............................. Serious Wounds ........................ Special Tiles for Nobility .................. Relationto Ruler of the Land ............... Psychic Abilities ........................ Physical Afflictions ...................... Crimes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Unusual Skills . . . . . . . . . . . . . . . . . . . . . . . . . . Military Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . GM's Specials . . . . . . . . . . . . . . . . . . . . . . . . . .
Index . ... ..................................... Bibliography ................................... Character history worksheet . . . . . . . . .(insideback cover)
The publisher grants permission to copy (for personal use only) the character history worksheet on the inside back cover. Otherwise. no part of this book may be reproduced or transmined in any form or by any means. electronic or mechanical. including but not limited to photocopying. recording. or computerization. or by any information storage and retrieval system. without permission in writing from the publisher. Task Force Games. 14922 Calvert Street. Van Nuys. California91411. This book has been created for Task Force Games by Jaquays Design Studio. 1126 Fourth Street. Jackson. MI 49203. Paul Jaquays and his associates welcome your comments and suggestions regarding this book and future products in the Central CastingTM line. Central Castingm: Heroes of Legend game aid 01988 Task Force Games. All rights reserved. Central Casting is Task Force Games trademark for its game aids dealing with character and adventure creation. Dungeons & Dragons@. D&D@. Advanced Dungeons & Dragons@. ADLDQ. and Dragonquest@ are trademarks owned by TSR. Inc. Palladiumm is a trademark of Palladium Books. Runequest@ is a trademark owned by The Avalon Hill Company. Rolemastam is trademark of Iron Crown Enterprises. Storrnbringerm is a trademark of Chaosium. Inc. Swordbearerm is a trademark of Fantasy Games Unlimited. Mercenaries. Spies & Private Eyesm and Tunnels & Trollsare trademarks of Flying Buffalo. Inc. Use of the name of any product without mention of trademark status in this book should not be construed as a challenge to such status. The incusion of these product names in no way implies any approved usage or official licensing of the contents of th~s boqk with the aforementioned products.
A Character Creation System and Roleplay Aid for any Fantasy Roleplaying System
A detailed, stand-alone system for creating thoroughly individualized, involved and invigorating backgrounds, personalities, motivations, and skills for both player characters and nonplayer characters alike-complete with roleplay hints, gameplay benefits, and guidelines for fitting skills into any roleplay rules system.
by Paul Jaquays
CoverArtist: Paul ~ a ~ u a ~ s " Illustrator:Paul Jaquays Logotype Design: Darlene Additional review: Randy Cox, Bob Leake, Tamara Wieland, Jennifer Matthies and Heather Matthies.
This book is lovingly dedicated to my my wife Ruta, who has seen it develop over the last seven years and who has had more than a little to say on its final content and form. Special thanks to Michael A. Stackpole, and Mark O'Green.
read on. Have you bought this book yet? No?!? Then go do it! You're putting little wrinkly marks and cracking the spine of somebody else's book (notice that I didn't suggest that you put it back on the shef?). Footnote to the Introduction WARNING: There are bound to be incongruities in this book. You don't need to be a game master to use or read this book (Exception: players.. Leaders and Special Characters on page 9. stamped envelope and a kind word or two (you know. Donaldson. the roleplay gamer. d8. d20-if you don't know what these are see Dice Explanations on page 7). Villains. exciting. maybe even a whole bunch of them. then to 103 and so on. However.. you use these tables in sequence. or even Michael A.. it seemed that everyone wanted to be employed as a rich nobleman). d12. Well . feel. maybe you won't notice the ambiguties in the rules . There are a couple reasons for this. and even mysterious background descriptions for your personal player characters and some of the non-player characters with whom they interact. tell us how you convinced/coerced all eight players in your game group to buy their own copies). How to Use this Book Let's do it! Grab your favorite bag of dice. roleplaying. try banging on the book. However. and act like they just walked out of the pages of a realfantasy novel (well . You don't even need to play fantasy role-playing games. On the other hand. If you just want to get going. if you want to know what to do when you get there . and we'll start creating super-exciting dynamic characters that look.. but dice are more user friendly. Getting Started Creating character histories is fun. Permission is granted to photocopy the worksheet on the inside back cover for personal use only. but it takes time.Introduction 2 How to Use this Book Introduction 11 Chances are that you probably read rule books like I do and you've skimmed and flipped back and forth through the book several times. then the book has done its job. a piece of information there until you are done creating the history. why do tables 419 through 978 exist? Good question! The rest of the tables are like data banks in a computer or reference books in a library. and a couple bookmarks (trust me. create detailed. and wierd) Various People types Miscellaneous Other Stuff GM ONLY (players not allowed) . Character's heritage and birth Significant Events of Life Personality Development Occupations & Hobbies Miscellaneous Event Tables Personality Traits (good. Before Starting Make sure you have the following items: a variety of dice (d4. If your characters end up seeming like heroes (or anti-heroes) out of melodramatic fiction.. The purpose of this book is to help you. not the creation of super-human beings. several photocopies of the character worksheet. go to NPCs: Creating Good Guys. fun. maybe not Tolkien. now you're finally back in the right place. If that doesn't fix it. Character Background generators are not new. you will need these at first). If you find something that doesn't work. you could use a computer to generate random numbers. Its inspiration was some ancient tables that originally just provided birth order and the father's occupation (back then. Now. The tables from the book's intermediate stage of development tended to give everyone tragic backgrounds (lots of orphans hailing from ransacked or disease-ravaged towns and villages). send your complaints to the Jaquays. as opposed to mundane characters. Initially. but there are just too many combinations). Now. down to business. send a self-addressed. Plan on spending as much as a half-hour per character. d6. there are short-cuts you can take. This system has been kicking around in one form or another in the author's personal campaigns for about 10 years. However (you ask). has been balanced to provide both the good and the bad.. Now. If something is seriously wrong. d10. Each randomly selected table entry will not always work together with another randomly selected table entry (Ruta really tried to make sure that they all did work. the best rule that the author and editor can give you is to throw out the second roll (the one that conflicts with the first) and reroll. After Table 101: Character Race you go to 102. what you hold in your hands. care of Task Force Games. Those Fumy Numbers You've probably noticed that every table starts with a three-digit number like 101 or 754. reading whatever catches your eye. stay away from Table 978: GM Specials or your inquisitive little noses will fall off). If you want a reply. The desired goal here is good. bonuses and penalties. but nothing has told you what to do with them.. since we've got your attention focused on the incongruities in the table entries. they do divide the tables into nine general categories. When you complete Table 318: Alignment & Attitude. Well. The contents of the book are weighted towards producing unusual. or fill about a dozen cups with little chits of cardboard marked with numbers to simulate dice. Stackpole.. you're done. For a quick NPC (or player character) history. bad. you've seen all these strange dice tables spread throughout the book. You will be jumping around from table to table. you do need polyhedron dice (those funny-looking dice you see in hobby stores). Although the table numbers have nothing to do with the Dewey Decimal System. The current incarnation. curses and the blessings. if 318 is the last table. grabbing a bit of data here. jump ahead to Table 101: Character Race and start rolling dice. a sharpened pencil. but still larger than life and pretty neat stuff).
Assume that unless something in the book is gender-specific. A basic set of mechanics for generic attributes and relative skill systems follows. magic use and occupational skills. Nevertheless. The character has learned most of the basics. or skills at . a character with a Rank 1 skill at something would be a beginner. A Grand Master. you can ignore all these VERY IMPORTANT (but time-consuming nonetheless) instructions and just go to the tables indicated by the numbers there and follow those directions. if any with greater skill. in others minimal rule systems are set forth to accomodate special skills that may not be duplicated by each and every game system. all uses of "he" or "his" can refer equally to both sexes. approaching those of legendary heroes Q Strength. but makes no apologies for it. solve problems. During the course of generating a character's history. Such talented people are quite rare. Good! The character may be a journeyman at this skill. I think maybe you should just keep reading. The characer is better than average and shows talent. it can also be a character's Luck or even an indicator of Sanity.Rules & Terms ' nStuff Rules & Terms ' nStuff or demigods. if you want. Many will seek the character for service and instruction . Based on the 1 to 10 value range for known skills. Also called. Hardly ever encountered. The Central Casting Ranks are: Q Rank 0. the ability to think logically. his life energy. Skills like these are often noted by the gods (particularly jealous gods!!). but nothing extraordinary. In some cases these will be guidelines. not to replace those rules. I promise. most. Called Power by some and Magical Aptitude by others. Low Intelligence indicates deficient mental ability. Q Rank 8. A Master.. Folk from distant corners of the country know of the character's skill. while a character with a Rank 10 ability would be a master whose skills have reached the mortal limits available to those of his racial heritage. But then. Q Rank 7. Legendary Skill. The Central Casting system builds upon these likenesses to provide solid gameplay benefits for the characters whose histories it creates. The Rank system is easily extended beyond 10 to accomodate those characters whose skills become mythical. In all cases. Central Casting Skill System To be all things to all fantasy roleplaying games. A Raw Beginner. Characters with low Magical Ability would not be wise to give up their day jobs to become wizards. IQ. the Central Casting game aids use a 11-level Ranking system for all skills and abilities that a character may learn. Notice how lots of lines have those funny numbers we talked about earlier next to them. Well. General Attributes It is fair to say that no two fantasy game rules systems are exactly identical. systems build their characters up from similar types of attributes. These "rules" are here to help you adapt the Central Casting histories to your favorite game system.. Rank 2. only a master of the skill would know that. if not all. Character History Worksheet Go to the back inside cover. Q Rank 9. Should the character's skill become high enough. Central Casting assumes that most characters will have basic attributes similar to or based on the ones described below. and deal with complicated concepts. not this book! The author strongly suggests that your GM be allowed to read this book before creating histories for characters in his world and that if possible. that this is now your book. What do you mean where's the NAME Table? Umm . wielding forces arcane. Q Rank 11+. Keep in mind. he may be worshipped as a patron of the skill. the publisher's already said it's OK. Q Rank 10. however. while high Strength is found in powerful heroes. Even though the heroic fantasy game rules are as varied as humanity. move. Q Rank 3. Low Strength indicates a weakling. High Intelligence is genius level. . Q Rank 1 . Trust me!). but has yet to become competent. Record any modifications to the character's attributes in the spaces provided in the lower right-hand corner of the history worksheet. novice or apprentice. like humanity. The author trusts that this bow to convenience will not dampen your enjoyment of the book. Q Rank 6. Very Good!! The character is good enough to have some razzle dazzle at the skill. There are few. This is braininess. let the GM be a part of creating that history. I Rules & Terms n' Stuff 1 1 Central Casting :Heroes of Legend is a generic roleplaying aid for use with all heroic fantasy game systems. this is a measure of the character's ability to lift. including combat (weapon use). go ahead! Sexism and Central Casting: People who are bothered by the editorial use of the pronouns "he" and "his" to describe members of both sexes will be annoyed by this book. Real talent here that needs further developing. they all share basic precepts. if you wish to change anything. Mythical Sklll. tales of the character's prowess will live on long after he is gone. but is not yet a master. the Game Master (GM) who moderates the game campaign is the last word on his game world. Sometimes called Physical Strength. See the form there? Good! Make a bunch of copies of it (Go on.the indicated occupation or skill. Q Rank 5. In fact. Average. The character has ability far beyond the mortal norms. wear or use things. one or more of these attributes may be modified by events in the character's life. Though still within mortal bounds. A Reknowned Master. especially when it comes to a character's attributes. The character's skill is known throughout the world. An Apprentice. OK. 0 Intelligence. Q Rank 4. or be dangerous with it. the building blocks which form the character's physical and mental existance and define many of the character's basic skills. It is a measure of the character's ability to use. I won't tell anybody. Most folk who practice this skill never go much beyond this level of mastery. Fairly Competent. Characters with high Magical Ability are magic wielders of great magical potential. None. the information you need to fill in the blanks next to each number comes from a table in this book with a matching number. The character knows just enough to perform a skill. talent for. or proficiency at. Q Magical Ability. magical ability and so on. This editorial style has been adopted to resolve the cumbersome (and space intensive) use of "he or she" and "his or her". The Rank system is designed to work with game systems in a relative manner. The character has no knowledge of.
She elects to perform the flashy Tirellian Cadence.2 result. The GM should review and approve all changes brought about by attribute increases or decreases. In Tunnels & Trolls@. Nonplayer Characters: Magical Rank corresponds (approximately) to a character's skill level. as in Dungeons & Dragons@ or Tunnels & troll^. knowing that the last time she danced it. If the result is less than or equal to the number of hashmarks minus the character's Rank with the skill. Special circumstances may modify this system. he succeeds regardless of any other modifiers that might reduce the number of dice. individual weapon skills are given as percentage values. he blows it (fails). he succeeds with the skill. use the Rank x 3 as a bonus to the casting check. If the maximum possible attribute score is higher than 29. the GM should not allow any skill to exceed Rank 6 before starting play. After rolling. the nomad kahn's desire to see her fail. magic use. 3. NPC skills may go higher as neededto fullfil their intended purpose in the game. In the D&D@ game and the AD&DO game this would be added to attack rolls. Applying the Guidelines be extra dice. Use Rank with magic as the character's chance to learn new spells. subtract a d6 for poor ones. the character must start over again collecting new hash marks for succesful uses. The final total. The GM informs her that the dance must have a difficulty rating of at least 12. However. remove one or more of the character's lowest individual die results from the total. Although these modifications are given as a fixed value (such as 1 point or l d 3 points). If this die face comes up during the roll. the GM decides that her fear in this situation. If magic use depends on an attribute check. In games where skills increase in levels (such as Dragonquest@). When performing a skill under extreme duress (high stress or danger to l i e and limb). is just barely enough to impress the kahn and Roxanne goes free. Example: Roxanne the ranger has a Rank 5 dancing skill. 6. ones which allow the character a chance to fail. Multiply the character's Rank with magic by 5 and let this be the minimum percentage for his use of new spells. Each time a character uses a skill on a task with a difficulty rating that is at least equal to the skill's Rank x 3. W i h 6 dice (5 for Rank and 1 for a high Dexterity) she should have no problem. use the following guides (separately or together): Use the Rank with a magical skill as an experience bonus. a rank with a weapon is 10% added onto the character's base (starting) ability with it. Fumbles: This is a "blow-it-badly" result. There are two ways to set this up. the character must perform difficult tasks. In games where skills are measured as percentages.) equal 1d3 experience levels. A roll of 12 is always a failure. not an overall measure of the character's fighting skill. Let the character's Rank affect the number of spells that he can use or manipulate. a Rank equals one level (or Rank) of skill use. Improving skills during game play: To improve a skill. If it is under the difficulty rating. Method A: Mark a big red X on the "1" side of one die used to roll the skill check. at his discretion. Add the Rankas a percentage to all experience gained. Bonuses Skill BonusesJPenalties: These are expressed as a number of Ranks to increase or decrease an existing skill. To improve the skill. the GM may. Roxanne rolls 6 dice. if they like it. a weapon skill's Rank value is a bonus added to the character's attack ability with a particular weapon. characters are rewarded (or penalized) with modifications to their existing physical attributes (such as Strength. such as Magical Ability. the character fumbles. but that the end result is the worst thing he could imagine happening. A fumble means that not only has the character failed in what he tried to accomplish. she lives. and the character's die results are less than the difficulty rating.Applying the Guidelines Dexterii or a poor Strength) seems likely to affect the outcome. The player is told to add to or subtract a number of points from an attribute. Beginning player characters should always start where beginning characters start as regards to magic. You may wish to use both methods. If the result would normally exceed the difficulty rating. and relatively weak spells. Regardless of success or failure. with a 5. Rather than pigeon-hole the systems. dice may be added to or subtracted from the character's skill dice (GM's decision stands here). Special Success: If the character rolls all 6's on a task he would have any chance of success at. the character "fumbles. the actual value of the modification depends on the highest score possible for the character's attributes when creating the character (Example: 3d6 yields a maximum value of 18). 4 . the character's skills increase separately from each other. He may not want a demigod or a hopeless wimp running around in his campaign. For beginning characters. If a percentage roll is needed for spell success. Most often. Magical Ability and so on). Low Rank wizards and priests know and cast but few. remove all hashmarks from the skill. Let the character's Rank directly correspond to the maximum level or complexity of spell that he can learn and use. S k i l lRanks in Combat Level-based games: These are game systems where characters advance in prowess by gaining levels of skill. etc. and the soft sandy floor of the tent will cost her three dice. the player must multiply the modification points by a conversion factor to find the actual number of points added to or subtracted from the attribute (see the conversion chart on page 6 for the factors and atttribute ranges). the GM assigned it a difficulty rating of 15. 3. Quick rule for D&D@ & A D & m game NPCs: Let each Rank in a character's primary skill (combat. roll 2d6. In these games. Add an extra d6 for high attributes. let the character's Rank be a bonus to the roll. Record these numbers in the section provided for them in the lower right corner of the worksheet. The GM removes the two 3s and the 2. the character not only succeeds. If the character's totaled die results exceed the task's difficulty rating. but the results of the success are beyond the character's wildest expectations (GM interpretation is very important here!)." Method B: If the character rolls all l's. the extreme heat. regardless of the difficulty rating. Otherwise she dies. thieving.4. AttributeBonuses/Penalties:Throughout CentralCasting. he muSt announce this BEFORE the player makes any die rolls. a 15. make a "hash-mark" next to it. Skill-based games: In these. the character may either attempt to improve the skill or wait to accumulate additional hash marks on a future adventure. However. the skill improves by one Rank. After each adventure. High Rank magic wielders have powerful spell arsenals (Also see the Quick rule for D&D@game & AD&D@game NPCs above). S k i l l s Ranks in Magic Use Player Characters: Magic use systems are more varied than combat systems. this would . The nomads who have captured her demand a performance.
However. 4. It can be used to create businesses for a town. The number preceding the "d" indicates the number of dice of that kind to be rolled. eight. The result of a d3 is obtained by rolling a six-sided die. 0 d20. the circumstance does not occur. A result of 5 or 6 means 3. 5. If the d6 is Lo. Inbetween Adventures: Between each adventure. Often. A result of 3 or 4 means 2. When indicated. 8. the d l 0 value is 1 to 10. roll a single six-sided die. but it would be best to have either two 10-sided or two 20-sided dice in different colors. D d5. If a minus sign follows the die type. A four-sided die: generates a number from 1 to 4. Often a character will want to know things like. A clever (or desperate) GM can use this book to double for a vast (OK. then any following number is subtracted from the die roll as in "2d10-1. It can be used as a combat system for battles between armies. the zero means 10. The high roll wins. CI d12. abbreviations are consistently used to refer to the different die types. Have the event affect subsequent campaign play. Example: results of 40 (4 x 10) and 6 added together become a result of 46. predict the future and set up random street encounters. Modify the event to work with the character's current circumstances. roll a d100. or 3. If the result is greater that the chance. 12. and 20-sided dice. ff the result is 1. the roll is high (Hi) or 2. Raiding a couple board games for a handful of six-sided dice will not do. Not a true die. 7. . Not a true die. Central Casting assumes you have polyhedron dice. Who's Minding the Store: Need to select businesses for a town? Decide the town's Culture Level (for civilized towns. 2. If the d6 is Hi. choose one character to be the subject (or victim) of an event. such as "ld4+3. 5 or 6. Throughout Central Casting. "When and how will I die?" or "Whom will I marry?" Table 545: Death Situations can be used to described the type of death that awaits the character should he choose to stop adventuring. Use the occupation table appropriate for the Culture and Social Level to randomly select businesses in that area. If a die type is shown with a plus (+) sign and a second number after the die type. A result of 1 or 2 means 1. Convert any magical or fantastical events into events that fit the time period. Wars & Rumors of Wars: Use encounter #1-6 of Table 5356: Military Experience to quickly fight wars. many d20s are marked 0 to 9 like a d10. A 20-sided die easily simulates a d l 0 if it is marked from 0-9 twice (and not 1-20). 1. All it takes is a little imagination. Add the results. roll the dice. 2." then the number after the plus sign is added to the die roll. Examples: If l d 6 is called for." Central Casting uses the following real and simulated dice: D d2 or "HilLo. A true 100-sided die is commercially available. such as "There is a 15% chance the character will be lefthanded. If the result is less than or equal to the given percentage chance. public buildings and religious edifices. 9. Roll the d l 0 for a number from 1 to10. A six-sided die (probably the most familiar type): generates a number from 1 to 6. six. A result of 3 or 4 means 2. CI d100. 6. However. add 10 to the d l 0 roll to get a number from 11 to 20. inn or brothel with clientele. Timing is up to the GM. Be sure to involve other player characters in some way. 0 d8. CI d10. you need to indicate which set of 0 to 9 represents 1 to 10 and which set represents 11 to 20 (color the numbers with differently colored pens or crayons)." To obtain a percentile result. Table 542: Ah Love!can be used to tell about a futurelove affair." Technically. One d l 0 will represent a 10's digit (multiply the die result by 10) and the other the one's digit (1 through 10). Select the event on Table 217: Significant Events of Adulthood. D Percentiles. In this case. Still other dice are created by combining or modifying other die rolls (see specific die types below). A result of 5 or 6 means 3. You can also use Table 1145: Notewoflhy Items to describe the shop's proprietor. A result of 7 or 8 means 4 and a result of 9 or 10 means 5. D d3. You may wish to modify the table to include residences. modest) array of other roleplaying aids. Random Street Encounters: Use Table 750: Others to determine randomly encountered people on the street or to fill a bar. The letter "d" preceding a number indicates a die. The number following the "d" is the number of sides on the die and usually indicates the the highest number that can be rolled on that die. the circumstance occurs. but offer these futures as possible futures. generally assuming the character doesn't die on the next adventure. and the d6 to obtain a "Hi/Lo" value. the roll is low (Lo) or 1.Dice Explanations 7 Other Uses & Abuses Q d4. Non-Fantasy Games: Use Central Casting: Heroes of Legend to create backgrounds for characters in Science Fiction or Modern Day game systems. It can fill the time between adventures with interesting happenings. At least one of each type is needed. After specifying which die represents the 10's digit. 10. roll two. it is often marked 0. D d6. A 10-sided die: generates a number from 1 to 10. However. A 100-sided die: generates a number from 1 to 00 (100). II 11 You need dice to use Central Casting. An eight-sided die: generates a number from 1 to 8. It can form the basis for adventure scenarios. Or use a d l 0 and a d6 to simulate the result of a d20. It generates a number from 1 to 12. The subtable for the outcome of the battle tells of any additional effects on the player characters involved. In all likelihood. a d l 0 0 is easily simulated with two dlOs (which must be different colors). but repeated twice. Other Uses & Abuses Central Casting is not limited to just creating character histories. you'll need the Social Level of the neighborhood you are creating). Use Table 217: Significant Events of Adulthood to give a brief glimpse of the near future. A 20-sided die: generates a number from 1 to 20. Central Casting will state that there is a percentage chance that some circumstance will occur. A result of 1 or 2 means 1. For 2d4. The result of a d5 is obtained by rolling a 10-sided die. the place where you bought this book will also have the dice. If the result is 4. this is not a die. it means that a six-sided die should be rolled. 3. that is: four. Soothsaying: Use Central Casting to predict a character's future. four-sided dice and add the results together. A 12-sided die. When used as a d10. Always let the player character's side (or a side which favors the player characters) roll a d20 first.
Find the ones that best suit the character and then do a little custom fitting. here it is in its pure form: the character is striving just to stay alive. Pleasure. regardless of its value or intended use. This is particularly suited to characters who have an ongoing romance. write a brief synopsis of the character's motivations on the back of the worksheet to help you make decisions when roleplaying the character. something that serves as a focus for his lik. his alignment. even when combined with serving humanity. the most skilled. The character has a mission. Assign a strength to each motivation. Unfortunately. Select Motivations Each'character should have more than one motivation. His goal is to find out the true story. One will always be a strong primary motivation. Well. The GM may wish to kidnap the beloved as a hook for an adventure (hey. slobber. Knowledge. One of the events that happened to the character in his past left something unresolved. Yet a character who is obsessed with the need to fulfill his motivation may stop at nothing to accomplish his goals. Other things just seem to get in the way of the lust for power. this seems to be the basic adventurer motivation: "how much loot can we get (drool. involving several factors. In the Name of Science. To reach a goal. Base the selection of the character's motivations on his past. to have fun. Strong. an attorney probes to discover why someone would allegedly commit a crime. Other people always need help and the character realizes that his lot is to help them (this motivation is easily combined with Faith). his attitude and his personality factors. The character lives his life only to serve someone he loves. Love. His goal then becomes to discover who kidnapped him and why has his memory been wiped clean? to the fullest possible extent. but feel free to add your own. and a teacher looks for a way to make a child want to learn. would hardly worth the trouble to resolve. the fastest. this is assumed by other motivations since staying alive is usually a necessary part of the goal. Love is also the basis for parentlchild relationships. but still providing direction. This is everybody's favorite. He must find something or do something that matters to him. Every action will be weighted based on the teachings of the religion and the extent of his personal belief. He puts this person's welfare and happiness above his own.Motivations: Justifying a Character'sLife 1 1 Why would anyone become an adventurer? What would make someone seek out hideously dangerous situations or brave the unknown? What makes characters do what they do? In a courtroom situation. This is the search for wisdom and it can be separated from the search for knowledge. who strive to be the strongest. probably against odds that would frighten lesser men. The goal is to stay alive. Somebody did something to the character or his family and now he's gonna pay them back. and the others secondary. Discovery of the truth. Survival. to fulfilling base desires (no I will not go into detail!) and living in luxury. Finally. This represents the relative importance of the motivation to the character. You find them in both the best and the worst that genre fiction has to offer. Weak. an actress on stage seeks to justify her movements in front of the footlights. However. This can range from simply having a full belly and warm place to sleep. particularly for NPCs. It is never a particularly commendable motivation. It almost always involves an attempt by the character to improve himself through better understanding of himself and others. to feel good. Average. whether he is an NPC or a recently created player character has a reason for existing. Customize these to fit the character. In some sense. This is common among athletes. The character seeks to advance the frontiers of magical research--good for mad-scientist-type wizards.000. Use the list of motivations that follows as a guide. The GM may wish to let the character serve humanity by acts of heroism. Faith. Example: The character is kidnapped to another plane and loses 10 years of his life without a trace. and heaven help any who get in his way. It is also a motivation for anyone who has a skill of any kind. less important. to know it all! This is the gain of knowledge purely for its own sake. Character Motivations What follows are common motivations for fictional characters. Greed. The character's goal is to provide pleasure for himself. All three search after the same thing. Revenge. maybe in the name of magic. This is a great motivator for quests and crusades in the name of the gods. to know the most. it worked about a zillion times for Edgar Rice Burroughs). The character's greatest desire is to serve his deity . Don't select motivations that conflict strongly with other aspects of the character's background. An adventure is needed to complete the situation. To be the best. The character has learned that something in his past is not what he has been told. drool)?" Try to use it as a secondary motivation or at least come up with a justification for loot gathering other than gaining experience points. Power! Some people have a need to have the world at their command. Primary motivations should have relatively high strengths and secondary motivations substantially weaker strengths. it is not a single goal or desire. Please note that characters motivated by Faith need not be good guys. a motivation. To Serve Humanity. in which a sick or missing child could motivate a character unto adventure. Every character. but something complex. This is finding the truth about something. Suggested strengths are Trivial. A trivial motivation. To know more. Usually. Working out a past event. something that will provide a reason for future actions or explain and justify past actions. Driving and Obsessive.000 gold pieces for an operation. even if the truth hurts. Why does the character want or need the money? Maybe his sick mother needs 3. Insight.
C. but their evil nature shows through eventually. Select NPC's race (use Table 101: Character Race ). the GM should review the points listed for All Characters below. follow the guidelines listed below either Good Guys or Villains (as appropriate). Give the NPC a name. or mysterious? Leaders These characters lead other men (or beings). If the leader is a Noble. This entry is the key aspect of the character's past. The first entry is always the most important aspect of the NPC's past. I. Elderly or Ancient (see the Age chart on page 4 as a guide). Select NPC's age: Child. Table 113: Unusual Birth Circumstances. F. E. A. D. They can be either villains or Good Guys. select his title on Table 758: Noble Notes. Table 866: Birthmarks Table 868: Curses Table 869: Blessings Table 870: Serious Wounds Table 873: Psychic Abilities Table 874: Physical Afflictions Table 876: Unusual Skills Good Guys These characters should be designed to be people tht the PCs can eventually trust (whether or not they feel so upon first encountering the NPC). E. Select a Social Status appropriate to the NPC on Table 103: Social Status. shorter is better. Villains These are bad guys. They should be people who may end up on the player characters' side. Define only as much as is needed to give a good picture of the NPC. or merely the member of a Noble family? Why does the Noble associate with lower class mercenary adventurer scum? Unusual Characters Truly unusual characters may have something out-of-the ordinary about them. Adult. If a character is to be unusual. They may appear as allies at first. G. the bigger his aspirations and plans. something that he works to keep hidden (all leaders usually have at least one skeleton in their closet-see Unusual Characters above for ideas). A. He will be stronger. If a character is to be a leader of others. A. but are often both at the same time (depending on your attitude towards them). even the NPC's sex and approximate age. E. Select NPC's native Culture on Table 102: Cultural Background. well known. Select NPC's sex (male or female). D. Give the leader an unusual personality quirk. Nevertheless. Table 1148: Noteworthy Items Table 649: Exotic Personality Features. the PCs' foes. Instructions: The guidelines assume that the GM or player knows what type of character he wishes to create. They never have the PCs' best interests (or anyone's for that matter) at heart. then create your own guidelines. Determine whom the character leads. One doesn't need to know the full life history of the local butcher. H. Choose the NPC's attitude (Table 318C: Alignment) from either the Darktside attitudes or from 'hose Neutral attitudes with evil tendencies. . If a character is to be particularly good. C. then go on to create the NPC. Villains. Nobles. Sources for Unusual Character Backgrounds A. H. Remember. AU Nonplayer Characters (read first) Consider the following for each NPC. D. Give the leader better attributes than other folk of his general type. Good Guys can be any type of character or monster. F. smarter. B. more dextrous and definitely have a higher charisma than his followers. Leaders and-SpecialCharacters 11 Not every character encountered during a fantasy game needs or deserves an indepth background and history description. J. unknown. One of them should be the character's most prominent trait. B. Consider making rolls on one or more of the tables below to make the character more exotic. Adolescent. I. Those should be reserved for player characters and major nonplayer characters (NPCs). Select one additional entry from Table 1148: Noteworthy Items. The more powerful a villain. Is the Noble currently in power or an exile? What kind of power does the Noble wield? What is the extent of his power? Is he a ruling Noble. Are any of his followers especially loyal or disloyal? 6. Select three personality traits for the NPC on subtable 318A of Table 318: Alignment & Attitude. select one or more items from the tables listed below Unusual Characters. Select at least two of a villain NPC's personality traits from Table 648: Darkside Traits. They can be military leaders. Mature. or evil. Select Alignment on Table 318: Alignment & Attitude. Select one entry on Table 1148: Noteworthy Items. J. Make note of the NPC's Key Trait. Villains should be following the motivations of their alignments. Use the guidelines that most closely conform to the type of NPC being created. If none are exact fits. Use NPC rules on that table to roll optional Trait Strength. Choose the NPC's attitude (Table 318C: Alignment) from either the Lightside attitudes or from those Neutral attitudes with good tendencies. Possibly even the NPC's Culture and Social Status are known. A. only that he is lame in one leg and tells stories of a legendary treasure that his grandfather once located.NPCs NPCs NPCs: Creating Good Guys. follow the guidelines for leaders. The guidelines here let you quickly determine the backgrounds of other people that the player characters may encounter. Each one has a slightly different set of guidelines particular to the character type. 6. 6. Select at least two of a good NPC's personality traits from Table 647: Lightside Traits. A number of "generic" NPC types are listed here. F. religious or business leaders. Decide whether the NPC is famous. C.
10 Kid, Street Urchin or Young Punk
These characters are often considered "stock parts" in roleplay adventures. While it is next to impossible to list every bit part in a campaign, the suggestions given below can guide the GM create character types not listed.
Adventurer or Mighty Hero
Questions: Why is the NPC an adventurer? Is he seeking followers, or looking to join with the player characters? Does he have knowledge of hidden secrets and lost truths? Is he a mighty hero, a cursed anti-hero, or currently retired? A. Select his professi:m on Table 757: Adventurers. B. Select two additional entries on Table 1148: Noteworthy Items. The first entry is always the most important. C. Using the tables suggested for Unusual Characters, select at least one additional event or feature for the adventurer.
Questions: Why is the kid involved with the player characters? Does he have living parents or concerned relatives? Does the kid want to become an adventurer? Does he need the player characters for anything? Does the kid become attached, in the form or hero worship or true affection, to one of the PCs? A. Assume that the- id is an adolescent or younger. B. If the kid has criminal connections, use Table 534: UnderworldExperience to find the details of his life of crime.
Mercenary, Guardsman or Soldier
Questions: What kind of military service does the NPC perform. Has he ever seen real combat? How does he feel about adventurers? A. For Mercenaries and Soldiers use Table 535: Military Experience to find the details of his military career. B. Determine who the guardsman or soldier serves or who commands the mercenary's company.
Bartender or Serving Person
Questions: Does the bartender or serving person have some secret in his own past that he hides. Why is he in this particular bar? How does he feel about adventurers? A. Does the bartender or serving person have any criminal background? Then use Table 534: Underworld Experience to find the details of the criminal's life of crime. B. Is the bartender or serving person a retired adventurer? If so, select his former profession on Table 757: Adventurers. Why did he retire?
Questions: What does the Merchant sell? How competitive is he? How wealthy (or poor) is he? What are his opinions of adventurers? A. Use Table 425: Merchants to find the details of the merchant's business activities. B. Give the merchant a physical or mental quirk to make him all the more unusual (see Unusual Characters on page 9).
Questions: Is the beggar a real beggar or someone posing as a beggar? Why did he become a beggar? A. The beggar's apparent Social Status is Destitute. B. If he is adult or elderly, roll a d20. If the result is 12+, the character once had another job and a different Social Status. Select previous Social Status on Table 103: Social Status. Select an occupation on Tables 420through 423. C. Select a crippling disability on Table 870: Serious Wounds. Then roll a d20. If the result is 12+ the beggar is faking his disablity. D. Select two additional entries on Table 1148: Noteworthy Items. The first entry is always the most important.
Old Coot (Codger, Geezer, etc.)
Questions: What kind of life has this old fella had? How does he feel about adventurers. Does he have any wisdom he can give the player characters? A. Give the old coot some physical or mental quirk 10 make him all the more unusual (see Unusual Characters above). B. Select two additional entries on Table 1148: Noteworthy Items. The first entry is always the most important aspect of the character's past.
Priest or Shaman
Questions: Is this priest a truly holy and devout man, or merely a political plant within the church. How does he feel about dealing with those who may be unbelievers? A. Use Table541: Religious Experiencetofindthedetails of the priest's life with his religion, including his god. B. Give the priest some physical or mental quirk to make him all the more unusual (see Unusual Characters on page 9).
Questions: What kinds of crimes does the criminal commit? Has the criminal ever been caught and punished? Is the criminal a "free-lancer" or part of a crime network? How desperate and dangerous is the criminal? A. Use Table 534: Underworld Experience to find the details of the criminal's life of crime. B. Give the criminal a physical or mental quirk to make him all the more unusual (see Unusual Characters, page 9).
Townsperson or Farmer
Questions: What would bring this simple soul into contact with the player characters? Does the NPC secretly yearn for adventurer. Does he have a score to settle? A. For a townsperson, select an occupation appropriate to his Culture and Social Status on the occupation tables (Table 420 through 423).
Dragon or Other Monster
Questions: Dragons are often motivated by greed. What does this dragon want of the player characters? Has this dragon ever encountered adventurers before? Would this dragon or monster have any reason to actually be friendly to the player characters? A. Select 1d3 events on Table 533: Monster Events. B. Give the dragon some mental quirk from Table 649: Exotic Personality Features tc! make him all the more unusual.
Wizard or Witch
Questions: Is he truly a worker of magic, or just a humbug charletan? What is his standing in society-is he respected or feared? When was the last time that he faced personal danger? Does he deal with demons and devils? A. Give the wizard some physical and/or mental quirk to make him all the more unusual (see Unusual Characters above). B. Select two additional entries on Table 1148: Noteworthy Items. The first entry is always the most important.
Writing History as it Should Have Happened!
Dice tables are great for randomly generating vast quantities of unrelated data. Just take a look through this book and you will understand what I mean. With a shake of the hand and a flick of the wrist, they can provide quick and ready answers for any question or list a dozen different obscure solutions to a problem. Dice tables are useful tools for the GM who knows how to best make use of them. Unfortunately, even the best of them are no substitute for a creative imagination Still, I like to use dice tables to stimulate my imagination. The dice rolls establish random links between ideas that I would otherwise overlook. The dice don't do the thinking for you, they instead give you things to think about. Without putting the 01' imagination in gear, you can roll dice forever on Central Casting's tables and still remain uninspired as to how to roleplay your characters. The information is there, but what you're missing is a way to put it all together, to make a handful of loose and unrelated chunks of data into living, breathing, exciting fantasy characters.
Rolling Up a Character
First, let's walk through the creation of a character. This will give us something to talk about. In this case we'll create Xulcandra, a human female. My original intention is to make her a magic user, but let's see how she develops as I roll up her history. Since I've already chosen her race, my first step is on Table 102: Cultural Background. From here on out, I'll just note the Table number, my die roll and a brief description of what I've selected. For the sake of simplicity, only the rolls for the event itself are given, not the subsequent referrals through other tables.
102: (10) Xulcandra is from a Decadent Civilized society. 103: (93+CuMod of 7 = 100) Xulcandra is of Noble Birth. 758: (68) Her Father is a Baron. She has a TiMod of 10. He has one special title (see below) and owns 14 square miles of personal estates. He is Watchwarder of the Seaward Pale and a second cousin to the ruler of the land. Twenty other relatives stand between him and the throne. 103: (12+ CuMod of 7+ TiMod of 10 = 29) After adding in the Nobility modifiers, we find that her Social Status is Poor and that her SolMod is -1 + 5 = 4. 104: (6+ CuMod of 7 = 13) Xulcandra is a legitimate child. 106: (4+ CuMod of 7 = 11) She has an extended family that includes her mother, father, two grandparents and an aunt 107: (2) Xulcandra is an only child. 108: (No roll) As the only child, she is also the first born. 109: (6) Based on a 12-month calendar, Xulcandra was born in the month that corresponds to our own month of June. 110: (6) Xulcandra was born in a Healer's Guild hall. She has a BiMod of -10. 112: (81 + BiModof - 10 1 71) Something unusual happened when Xulcandra was born (a single occurrence). 113: (99) A mysterious stranger gave her a sealed book. 114A: (14) Her father had two occupations. One as a government bureaucrat, and the other as an Innkeeper. 1148: (10, 13, 12) Xulcandra's father served the local sheriff (his patron). Her father was famous for (being a military veteran who served in the Archers. He was also very religious and sought to have others join the sun god's temple 215: (3 + SolMod of 4 = 7, 8 + SolMod of 4 = 12, 6 + SolMod of 4 = 10) As a child (age 8), Xulcandra has religious
experience that begins out of curiosity. She makes a pilgrimage to the shrine of the war god and studies there for three years [R]. At age 7, see befriends a prostitute [L]. At age 3, she gains some fame for running away from home and returning 5 months later [R]. 215: (8+SolModof 4=12,5+S0lModof 4 = 9 , 1 6 + S o C Modof 4 = 20). As an adolescent (age 15), she makes friends with a neighbor [L]. At age 17, Xulcandra enters the service of a dwarf who was an old ally of her father and who now acts as her patron [N]. The dwarf provides for her formal education and introduces her to his ward, a young man from a Well-to-do family, but much younger than she. Xulcandra falls in love with the lad. Her infatuation with the boy lasts about two years. Around age 18, she develops a jaded taste for exotic and possibly expensive pleasures [Dl. 217: (16 + 8 + SolMod of 4 = 28) At age 18, Xulcandra joins the army, patriotically volunteering for duty [R]. She joins the chariot forces as a regular soldier in the service of a minor princess. She learns several military skills during her hitch. In her last year of enlistment, her unit sees action. In a major conflict, her best friend dies in a battle at her side, even though her side wins. Finally, Xulcandra's unit was ambushed by a superior foe. They win but, but the carnage is awesome and 97% of her companions are slain. Xulcandra's military career ends with this battle, when she receives a severe head injury that causes her to become absent-minded (an exotic personality feature). She leaves the military with an extra 50 gold pieces as a mustering out bonus, but spends most of it buying her old armor and weapons. Because Xulcandra is older than 18 (in this case she is 22 years old, since her battle injury occurred during the last year of her hitch), she must also make several more rolls on Table 217: Significant Events of Adulthood. 217: (8 + 6 + SolMod of 4 = 18) Xulcandra rescues an old man from brigands, and he blesses her for it, making her extremely lucky (with a luck bonus of 15%) [L]. At age 22, the slightly addled, but very lucky Xulcandra is ready to become an adventurer. At this point, her only Ranked skills are military skills. She has no other occupation.
Let's see how her life has affected her personality. The trait selection letters that accompany the events of Xulcandra's past are used to select the following personality Traits (using Tables 647, 648and 318): Lightside Traits: Helpful, Organized, & Generous. Darkside Traits: Egoist, Lazy & Self doubting. Neutral Traits: Amoral. Because Xulcandra does not have a clear majority of either Darkside or Lightside traits, she has a Neutral alignment. I've decided that she will be Egalitarian (which leans strongly towards good tendencies), willing to champion whatever cause seems just and right (even if it is not).
remember what happened then, only that she was eventually found sleeping in an old ruin [ I made that up too 1. Her friendship with a prostitute who lived in the inn prompted her disap proving father to send her off to a school run by the priestesses of the sun god. Her education at the t e m ~ l e school was cut short when h ;e was needed to help out at the'inn. As a teenager, Xulcandra and her best friend Trecie, a girl about her age from a neighboring farm would race wagons across the fields (unless there were boys around, in which case they pretended not to know what they were doing). As she neared adulthood, she ran errands for old Tunholme Gravel a dwarf who once served in her grandfather's court. He in turn, took charge of her education. Romance came when she met Daviar, Tunholme's ward, a human boy several years her junior, but well versed in the ways of the world. From him she developed a taste for pleasures rarely found in the kingdom's frontier border provinces. War enmeshed the kingdom and Trecie and Xulcandra encountered little difficulty when they joined the amazon chariot corps, a mostly female unit commanded by the daughter of a minor princeling. Although the kingdom was at war, Xulcandra's unit saw little action in the frontier provinces until within the space of a few months, tragedy struck twice. The war front changed and the mostly untested amazon charioteers tasted victory for the first time-only Xulcandra's friend Trecie didn't live to share the glories. Then while returning from a wide patrol, Xulcandra's unit was ambushed. Although the foes were driven off by the timely arrival of reinforcements, only she and another charioteer survived. But this was to be the end of her military career. Xulcandra had taken a head wound that left her dangerously absent-minded, unfit for duty. At age 22, she found herself at loose ends, far from home and without a real occupation of any kind. Her only possessions being her armor, her weapons and a strange book. If you compare the story with the rolled events, you can see which events I left out, the ones which I played up and the events that I fudged in order to make a better story. Now, as I assume the role of the GM, I read through the story again and make a few changes. My goal is to add possible hooks for future adventures, fit the history into events in my world and possibly link the character to other players and NPCs in the world-making the new character as much a part of my world as the places, people and things that I, as GM, put into the world. I will note only those things that I change (and why). Young Daviar (Xulcandra's first love, remember?) is studying magic. Xulcandra broke off their relationship when she discovered that her mysterious book meant more- to him than she did. He is still trying to find her again. The charioteer unit is part of an army commanded by princess Assandra h'Dansher, a cousin of Xulcandra. The army is not fighting in a war against another land, but is part of a civil war to determine which Noble house in the land will ascend to the throne, now that the king has died without a living heir. House hlDansher has a strong claim to the throne. The ambush was an attempt to eliminate another h9Dansher heir. In secret, the GM decides that the Xulcandra does not know the following: Both the prostitute and the other woman who survived the ambush are the same mysterious woman who gave Xulcandra the book at her birth. Xulcandra, the woman and the book are all tied up in a plot to place a hlDansher heir on the throne of kingdom. The GM doesn't know exactly how this will work, but the plot elements are in place. It may even be possibly that Xulcandra might take the throne!
Writing the History
This is where all you would-be authors can come out of the closet and put your writing skills to the test. What we have created up to this point by rolling dice is not a character history, but a rough collection of unrelated events and information that the dice tables say has happened to our character. It's up to us to decide how everything fits together, if it does at all. As you 've just read, it's possible to just write out simple sentences describing a character's past, but then you lose the opportunity to rewrite history the way it shouM have happened. I'm not saying that we're going to throw out or change all that lovely dice rolling, but we are going to modify the results, so that they work together in the best way possible. There are a several ways to maximize the relationship between the random dice selections. Try to use these ideas when creating your own characters: Quite often, several table Play up Coincidences. entries will discuss or refer to remotely similar topics, like family, gods or friends, etc.. These are sheer coincidences. Yet by emphasizing and "fudging" them a bit to make them refer to the same thing or person, they tightly link parts of the character's history. Look for Causes and Effects. Did one event cause another? Establish links between events wherever possible. Focus on Important Events. Obviously some events will be more meaningful to both the player and the character. Make them more prominent in your history write-up. Downplay Unimportant Events. Minimize or delete those events which do not add to the history or which detract from its exciting nature. Nevertheless, don't throw something out just because you dislike it. Integrate the Fantastic. Remember, these are fantasy characters. Weave elements of fantasy into your description. Supply Missing Elements. Add in events or characters in your character's life that would improve the story, or further explain the relationship between events that you have rolled. Alright, lets get down to business and tell Xulcandra's tale. Initially, I'II write it as if I were the player creating her. Then, I'II put on my GM's hat to examine and then modify her history to mesh with the background of my game world. I will note where I make major diversions from the dice rolling.
Baron Astigar h'Dansher, the youngest of the late Viscount Olwyn h1Dansher's twelve children [ I made this part up ] received a tract of forest land in the unsettled reaches of his father domain as his inheritance. After making a name for himself as an officer in his father armies young Astigar was made an administrator of the lands near his "estate" by his brother, the new Viscount. Astigar married a local girl. He received little help from family and he and his new bride remained poor most of their lives. To make ends meet, they opened an inn. His wife's parents and a sister moved in to help run the business. Xulcandra was the Baron's only child. Her birth would have passed unremarkably if it hadn't been for the strange woman in riding leathers who strode in out of the hot summer sun to place a book in the infant's cradle. The sealed book bore the babe's name, embossed in golden letters. Though it seemed like mere wax, no one could break the seal [I'm saving the book as an adventure idea for my GM ]. Young Xulcandra terrified her family by toddling off into the forest and disappearing for five months. Even she can't
. If raised.A degenerate humanoid race. Record relevant information on line 101 of vour character worksheet. they have childhoods. part beast. Primitive elves are assumed to be lost tribes. centaurs have the nobility (or stupidity) associated with horses. the agonies of adolescence. go on to Table 102.A crossbreed of human and orc. reknowned as fighters. use Table531: Dwarvish Events. unexplainable behaviour. by humans. these races all use Table 533: Monster Events for race specific events. Culture: May be of any Culture level. A beast man's personality reflects its bestial nature. 1-3 Beastman . and rough way of life. is the basis for a character's background. - 18 Halfling . have a natural affinity for magic and life-spans far longer than humans. As players. 101: Instructions: If you have not already selected character Race. Elves can be aloof and distant. Read theguidelines forttie selected Roleplay: Racial heritage. If raised by human parent. 6 Orc . the pangs of love. 7-10 Half om . but often partake of the orc's baser nature. Yet Nonhumans are just that. For racial events. always in fear of being punished for every action. Other races will never be more than barbarians. Includes minotaurs. often referred to as an elder race. and the responsibilities that adulthood brings. Culture: Any. May look nearly human. Unless raised by humans. 19 Half elf . elf. this is a pleasant race of sturdy farmers and shopkeepers who feel more comfortable with their furry feet propped up in front of a fireplace than anywhere else. Roll a d l 0 on the table below to select the unusual race. roll a d20 on the table below. For racial events. possibly an evil offshoot of elf kind. They are associated with forests. Culture: Culture level is never higher than Civilized. 4-5 Reptileman . not normally found mixing in with mankind.101: Character Race Ir 13 101: Character Race Character Race 11 Start here if you are creating the history for a new character. race. goatmen and satyrs have certain "appetites.Part man. these will be skewed and colored by their alien upbringing. Humans are easiest. 15-16 Elf a member of a race of beautiful humanoids. coarse manners. For racial events. selfcentered and deceitful. and often found in underground cities. Combines the vitality of humanity with elvenkind's beauty and eldritch nature. Culture: May be of any Culture level.The character is of a less common race. If you have not decided the character's race. satyrs. 17 Dwarf .A human and elf crossbreed.Barely waist-high on humans. Culture: Never higher than Barbarian. Noted for vile habits. Note that the word "race" is used here in the sense of species. Consider all this before playing a nonhuman like just another h m a n . d20 101: Character Race (roll a d20) d20 20 Character Race (continued . They have exotic mannerisms and. Unless otherwise specified.The most common race in many game systems. often trusting none but themselves. stocky humanoids. with long beards and dour personalities. then one has a good basis for humanity when found anywhere or anywhen else. They are likeable folk. use this table to decide whether or not a character is a human being or one of the other races of humanoids common to most fantasy-roleplay game systems. use standard event tables. short. dwarf or something else altogether. but tempered with human emotion and logic. and may consider other races to be their inferior. Nonhumans may use special event tables later to determine things that happen during their lives. but treat rolls of Nomad as Primitive and all rolls of Civilized as Decadently Civilized. reptilemen are the most alien.Stalwart.. If one is familiar with modern examples of humanity. This table supports the supposition by many game systems that characters will be primarily human.Primitive humanoid lizard-like creatures who often dwell in swamps and marshes. grumpy. with a tendency towards evil . Decadent elves may be a subrace of high elves who are slowly dying out. we have something in common with them. . Other Races . gloomy or rowdy. Of all the given races. treat as if character is human for rolling significant events." Culture: A centaur may be civilized. Like human characters. uses Table 532: Halfling Events. Includes dragon and serpent men (who are usually evil). CulturalBackground. whether a character is human. uses Monster Racial Events. but are often outcasts. are excellent metal and stone workers. percieved as different in an unacceptable way. possibly a branch of faery. and goatmen. wierd. uses Table 530: Elven Events. rather than subdivisions of the human race by skin color or other physical differences. fauns. However. If raised by elven parent. orcs are cruel. uses Table 530: Elven Events. centaurs.) 1-14 Human .coarse and callous. Uses standard events tables. not human. Culture: May be of any Culture level. Dwarves can be gruff. Otherwise. Culture: Culture is never higher than Civilized. They are longer-lived than men. May be degenerate survivors of an ancient races. Minotaurs rush headlong into things. Culture: May be of any Culture level.
Sioux and other plains American Indians and Afghan shepherds. African bushmen and pygmies. but skill in combat is a necessity for survival. Most of a character's preconceptions and prejudices. Examples of historic Nomadic cultures include: Bedouins.102: Cultural Background 14 102: Cultural Background Cultural Background 11 The Culture in which the character begins his or her life is a significant factor in all successive background determinations. Survival Skills: Rank 5 in Wilderness. If he or she remains within a Primitive Culture. Nomads organize along family group lines. Amazon jungle tribes. I I I Roleplay: I I I I survival Skills: This is the character's basic chance to live by his or her wits in a particular environment. therefore inferior" attitude). and do not develop abstract writing beyond the level of pictographs. do not settle permanently. Gameplay Benefits: A Primitive character learns basic weapon use at Rank 3 ability and huntinglgathering skills to Rank 4 competency . Tradition is important to them. Then go to Table 103: Social Status. Australian aborigines. write the Culture level and this CuMod value down on line 102 of your worksheet. and Picts. etc. But if you look for simple guidelines. a beginning character will always possess at least one hand weapon. A Primitive character will probably be less willing to accept the "benefits" of civilization and may even suffer from exposure to civilized cultures. The learned weapon is usually a club. Pacific Islanders. his or her attitudes and beliefs will be an outgrowth of Culture. Another cliche is for characters from one Culture to look down on folk from another Culture (or the "You are different. this will always be the language of another culture. The chief industry of Primitives is the procurement of food. Most Nomads are mounted or use beasts of burden to transport belongings. Tolkein's Wood Woses. Table 101 suggests Cultural limitations for some nonhuman races. ancient Huns. Historical Primitives include most prehistoric peoples. When a Culture is selected.). Roleplay: Characters born into Primitive cultures tend to be superstitious. many Amerindians. Though useful in playing some NPCs. Fictional Primitive cultures include J.an extension of mankind's fear of the unknown. usually the one in which the character grew up in. The two basic categories are Urban and Wilderness (or Wilds). R. this kind of prejudice is as counterproductive in gaming as it is in "real" life and player characters should try to avoid it. R. The elderly are revered for their wisdom. Tolkein's Easterlings and I1 I I 102: Culture (Roll a d10) dl0 I 23 4-6 ~evel Primitive Nomad Barbarian CuMod -3 0 2 Native of. Rulers are the most powerful hunters of the group. but are usually quite clever . New Guinea natives. Rank 1 in Urban. This can be expressed as fearful hatred and persecution (that which we do not understand must be evil and therefore must be destroyed) or fearful awe and wonder (although primitives treating civilized folk like gods is cliche). Gypsies. usually by hunting (traditionally a male role) and gathering (traditionally the task of women. all adult males are warriors. WiWewaes I I Wildermess Wildslurban WildslUrban I I I I . write the character's base survival skills ranking and the character's base chance to be literate on the lines provided for them under SKILLS. it may become easier. spear or bow and arrow. The Nomads may also be skilled in other cra!ts or professions (rarely metal-working). neither customs. Refer to the Guidelines section of the Introduction for more details. After reading the Culture description. roll a d l 0 on Table 102 below. Following each Culture is a Culture Modifier Number (CuMod) and a native environment. R. Ian-guage nor day-to-day chores. Michael Moorcock's natives of Oin and Yu. Political units are the family and the clan. Nomad cultures out of fiction include J. Literacy: A character from a Primitive Culture has only a 5% chance to be literate. Nomad Cultures Nomads rely heavily on livestock that can move as seasons and resources dictate and are rarely agricultural. Since Primitives have no written language. Howard's Hyborian Picts. Just imagine what it would be like for you to be placed in a totally new environment where nothing was familiar. Then write the character's native environment on the line provided for it. a tree root a spiked club. Primitive characters are often viewed as stupid. I ~nstructions: If you have not previously chosen a Culture background for the character. They are often distrusting of "higher" levels of-culture. In most Nomad tribes and clans.they lead hard lives and sharp wits are necessary for daily survival.. 102: I I I I I Primitive Cultures Primitives do not read and write their own language and do not form significant permanent settlements. R. They do not work metal and organized farming is still rare. viewing their accomplishments as evil.. Arctic tribes. male primitives (and some females) can create weapons from natural resources (flint and wood become a spear. All but the most trusting people are naturally suspicious of anyone from another Culture . and Robert E. All adult. The CuMod will be used later to modify other die rolls. Roleplaying a character from one culture in the confines of another Culture may initially seem difficult. children and the elderly).
They may live in small cities.table manners. Survival Skills: Urban . Roleplay: Civilized peoples classically take a dim view of lesser cultures. a lust for life that has been lost by the civilized. Nomads rely strongly on tradition. like the Vikings. . Rank 1 in Urban. royal dynasties. Inflation is often rampant. they are not. they may put this skill to work pillaging as opposed to warring). often viewing them as less than human especially true for those of Well-to-Do and higher Social Status. Organized religion is often a central pillar of their society (and may dominate it).I102: Cultural Background t Moorcock's Flamebringers. but only has a 20% chance to write in it. In fact. Fictional examples of decadent Culture include: Robert E. the lncan empire. Tolkein's Gondoreans. Some might say this is because such characters are already insane. eat and drink like there may be no tomorrow. Literacy: A nomad will always be able to interpret his or her native pictograph writing. Examples of historical Barbarian cultures include: feudal Europe (period of Charlemagne). Selenium kingdom. Howard's Stygians. He or she has a 10% chance to read the pictographs of another Nomad Culture. Fictional Barbarians include J. A Nomad has a 10% chance to be literate in the language of another Culture. "Helpful" Civilized folk may feel a need to bring Civilization to lower Culture levels. A Barbarian character might easily be subject to great emotions. which are often not much more than semipermanent camps. Determine the type of hobby on Table 427: Hobbies. a beginning character will always possess at least one hand weapon and one missile weapon. Historical examples include: the latter centuries of the Roman empire. Barbarians adapt well to Civilized cultures. Roleplay: Like the Nomads. imperial China. The government seems to have become self-perpetuating and careless of the people's needs. love. Roleplay: Like Primitives. Literacy: A character from a Barbarian Culture has a 10% chance to be literate in his or her native language. If he remains within a Nomad Culture. such a deep depressions. If a Civilized character later changes to a Barbarian or Nomad Culture. Roleplay: It is not uncommon for citizens of these Cultures (even the lowliest slaves and beggars) to believe that their Culture is not only at its dynamic prime. IMichael Gameplay Benefits: A Nomad character will normally 15 102: Cultural Background Civilized Cultures Civilized cultures are most often noted for central governments (which seem to exist solely for the purpose of collecting taxes) and large cities and stocked with the dubious benefits of civilization . they are pre-Civilized organized. Gauls.Rank 3 ability in cities (Urban) and Rank 1 survival skills in the Wilderness. they could be so foreign to the character that they intrigue him or her to no end. A Nomad character may have a kind of wild vitality. R. Like the Nomads. Barbarian Cultures Barbarians are generally thought of as crude and semiliterate. A civilized character usually feels most at home in a city and will be aware of what a city has to offer. Literacy: A character from a Decadently Civilized Culture has only a 20% chance to be literate in his or her native language and a 10% chance to be literate in the language of another Culture or country. but not yet developed (or degenerated) to the point where powerful central governments are needed. Gameplay Benefits: A civilized character has a 50% chance to have develop a hobby. Nomads retain some of the Primitives' superstitious nature. Robert E. Howard's Cimmerians and Vanir. but that it and they are vastly superior to everything else. Any chance of going insane is reduced by 10%. Tolkein's Rohirrim. A Nomad will always feel out of place in a city and often distrust those who live in them. berserk fighting moods. naval warfare. Fritz Leiber's Lankhmarites and Raymond Feist's Tsuranuanni of Kelewan. Vikings. a beginning character will always possess at least one hand weapon and one missile weapon. civil engineering and of course. and Robert E. Gameplay Benefits: Characters from Decadent Civilizations have an increased resistance to occurrences that might cause insanity (such as exposure to horror. Fictional civilized cultures include: J. often highly educated societies with a keen sense of propriety and law and order. fight. They may have wanderlust and can become uncomfortable when tied down to one locale. If he or she remains within a Barbarian Culture. Decadent Civilized Cultures These are Civilized Cultures past the peak of their prime. most adult males are warriors in addition to any other profession that they follow (although. Michael Moorcock's Melniboneans. The hereditary warrior classes have become landed gentlefolk as knights and samur8i are replaced by paid soldiery. R. and Raymond Feist's Moredhel. I . Simple pleasures might easily bore a person from this Culture. Although government support of the Poor is predominant. dynastic Egypt. A character from this Culture could easily have a haughty attitude. Survival Skills: Choose either Urban or Wilderness Rank 5 skills in the chosen environment and Rank 1 skills in the other environment. In a sense. tax accountants. violence or drugs). Howard's Aquiloneans. and exuberant joy.even if encountered in another Culture. looking down his or her nose at everything. Historical examples include: Persian and Early Roman Empires. On the other hand. They normally have a solid economy with defined division of labor (occupational specialization). Survival: Choose either Urban or Wilderness. pre-19th century Iroquois and Cherokee Indian tribes. They live. feudal Japan. but much of the people are governed by extended family groupings such as clans. Survival Skills: Rank 4 in Wilderness. I I I I I be at least a Rank 4 rider and will have a horse or other riding animal 75% of the time . but character initially has Rank 2 ability in either environment. They are often frank and open about their feelings. Barbarians are generally led by strong charismatic warriors. Barbarian cultures are dynamic. Decay has begun to set in at all levels and the people have become hedonistic and jaded. Raymond Feist's Kingdom of the Isles. Garneplay Benefits: A Barbarian will learn weapon-use with a hand weapon and a missile weapon to Rank 3 ability upon reaching adolescence. Nomad males will learn weapon use to Rank 3 capability after reaching adolescence. previously common civil liberties and services begin to disappear. R. professional thieves. wizards. Barbarians live life with gusto. he or she will be able to live as if he or she were one Social Status level higher and gain that Culture's survival skills. Literacy: A character from a Civilized Culture has a 30% chance to be literate in his or her native language. R.
. kings of wealthy countries and emperors. This class includes heirs of old family fortunes who have continued to expand their holdings. parties. Follow the instructions below to select tittles. Gameplay Benefits: Literacy chance is +30% to the Cultural chance. lands. the ability to hire menial services. and travel abroad. have a household servant (a cook andlor maid). lesser priests and magicians. Children are often educated by tutors. Well-to-Do folk are probably the least tolerant of their children becoming adventurers ("What will the neighbors think?"). Gameplay Benefits: Character is always literate in own language (100% chance).a buggy or horse. Roleplay: Outward appearances are often the be-all and end-all of this Social Status and these folk may try to act like they are Wealthy. a character will begin with just about anything he desires. a riding animal. they have tots and lots of money. Gameplay Benefits: Character has a +5% to Cultural chance-tobe literate. and are often quite eccentric. They may own more than one home in more than one city. lower government officials. born to lead their lesser brethren. plush furnishings and large holdings of land. They may own conservative forms of transport . high priests of rich cults. Also see Wealthy roleplay guidelines. successful magicians. and a fine hand weapon appropriate to his or her culture. have private transportation. have armies of servants (and usually at least one army). l d 3 pieces of jewelry worth l o x starting money each. and occasional exotic foods. The Extremely Wealthy own estates the size of baronies (even dukedoms). the Noble's Social Status must be at least Well-to-Do for this armor to be plate mail). shopkeepers. or pleasure-loving parasites who are tolerated only because their existance is traditional. They typically own larger homes. Character has no problem borrowing large sums of money at favorable rates. the the character must then reroll his Social Status on this table (to find oirf the family's wealth and current situation). Although cliche. priests of prominent religions. throw parties that would beggar most cities. able to command men to their deaths. they view the merely Wealthy as just penny-ante. Of all Social Statuses. Money: Money is determined by Social Status (the second roll on this table). Availability of items may be a limiting factor. the "spoiled rich" kid could easily fit a this character. merchant princes. guild leaders. Even a Destitute Noble will consider himself to be better than others. Luxuries include elegant furnishings. the character has as much money as he requires . However. nicely apportioned homes or apartments. Wealthy These people are rich. This class includes younger offspring of Nobility. have many servants. Roleplay: Folk from this Social Status are considered to represent the mainstream of their Culture's beliefs and attitudes. He may also never have been exposed to the seamier side of life and may have no concept of what it is like NOT to have a desire gratified instantly. a minor magical item. They own large estates. Then go to Table 872: Royal Relations to find the Noble parent's kinship to the ruler of the land. fine clothing. A strong tendency here to look on lower Social Statuses as something bordering on "unclean" and to attempt to associate only with those of equal or higher status. It may be hard for a Wealthy character to accept someone from a lower Social Status as an equal. good food. they take for granted. They may be dynamic hereditary leaders. regardless of the average wealth of its citizens. These folk usually live in clean. These folk have fancy titles. A beginning character will usually have a full set of non-magical weapons of his or her choice and a good quality suit of armor (However. by definition. city officials. Money: 300% of normal starting money. Extremely Wealthy / These are the upper end of the middle or merchant class in Barbarian and Civilized cultures. Garneplay Benefits: Literacy chance is +3O0I0 over the base Cultural chance. Also read the roleplay guidelines under Tables 758. including carriages. a dagger. Luxuries include warm houses. Money: Within reason (again). ship owners. Money: 100% of normal starting money. Roleplay: Nobles. and Nomad and Barbarian chieftains. 871 and 872 for further assistance in roleplaying this character. artwork. May own an heirloom weapon. are supposed to be better than other men. successful craftsmen. arms and armor. He has no problem borrowing good-sized sums of money at reasonable rates. owners of very successful large companies. most likely to strongly emphasize religious matters in their lives or be superstitious. and family heirloom books. and are generally better off than their fellows (whom they often consider to be less than human). Nobility The character who rolls this is a member of a noble family. This class includes most titled nobility. Character has no problem borrowing money at reasonable rates. libraries. university professors. high-ranking military officers. They usually make their money from real estate holdings. lower-ranking military officers. What most lower social levels see as luxuries. government leaders. Comfortable This is the middle class of any Culture. Can begin with a riding animal and two weapons.I 103: Social Status 17 103: Social Status Roleplay: A Wealthy character is accustomed to the finer things in life and may be uncomfortable in less-than-elegant surrounds. Includes "impoverished" nobility. A Noble character has a 50% chance to have a strange personaltiy quirk. Character usually has no need to borrow money unless he is bankrolling a country or a war. Like the Wealthy. Rerol I results of 99 to 107. kinships to other rulers and so on then return here. Finally. commodities trading and gouging poorer people. Within reason. the aristocracy of the land. highlyskilled laborers. scribes. The importance and role of Nobility within a Culture will vary with the Culture. expensive clothing. Their children are privately educated. Roleplay: Chances are that a character from this social class will believe that money solves all problems. Money: 150% of normal starting money. adding the TiMod from Table 758. fine clothing. He will usually have a finely furnished home. They eat regularly and occasionally very well. Select it on Table 649: Exotic Personality Features. and prominent warriors and lesser chieftains.as long as he is at home (this should be limited to 20x the normal starting money). etc. And has a 30% chance to be able to speak l d 4 other languages. nice clothing. merchants. often in better neighborhoods. some craftsmen. very successful magicians. Gameplay Benefits: Character is always literate. and leaders of criminal organizations. Special Instructions: Go to Table 758: Nobles to determine the Noble title of the character's parents and other items of importance to Nobles.
d20 Reason for Illegitimate Birth (-2)-12 13-14 15-23 24-27 *' Instructions: To determine if the character was born under "legitimate" circumstances. ** Mother was a courtesan (prostitute to Nobility). Quite often additional relatives who make up an extended family. Roleplay: The character might wish to use his or her birth illegitimacy as a play motivation. Roleplay: Legitimacy is necessary for inheritance of titles and sometimes fortunes. an unmodified roll of 20 means the character is not considered legitimate. The Family Most characters begin life by being part of a family group. he gains no further benefit from his TiMod. Birth legitimacy is a social custom that allows society to track the descendency of a family through the official and recognized institution of marriage. permanently subtract this LegitMod from the character's SolMod (do not modify a negative SolMod). 105: Roll a d20 + CuMod. I Instructions: If the character is an illegitimate child. Note: if the character is from a Primitive Culture. 1 1 Instructions: Roll a d20 and add the character's CuMod (from Table 102) to the result. This table establishes who was the head of the character's household. If the character is illegitimate go to Table 105: Reasons for Illegitimate Birth. Primitive Cultures often do not consider legitimacy an issue and most children are considered legitimate. Gameplay Benefits: If a Noble character is illegitimate. An illegitimate child is a child begotten of a woman not married to the father and who is not subsequently adopted by the family of the father. Table 107: Siblings will determine the number of brothers and sisters who survived birth and early childhood.104: Birth Legitimacy 18 106: The Family I Reasons for I/ Birth Legitimacy /I 1 Illegitimate Births I I Roll a d20 + CuMod. Write the character's birth legitimacy on line 104 of your worksheet. If the character has a non-negative Solmod. * Mother was unmarried. unless he is the sole heir of his Noble parent. the character is illegitimate. roll a d20 and add the character's CuMod to the result. The family usually consists of a mother and father and possibly a few brothers and sisters. Mother was a common prostitute and unmarried. There is often a stigma attached to being a bastard.remained unmarried. Roleplay: The family is the core of a character's early growth. An illegitimate character has a LegitMod see instructions below. some people will think less of a character because his parents were not wed. A character might even wish to seek revenge against a parent to right a wrong. real or imagined. " Character has a 15% chance to know father's identity. this is determined as the lineage of the father through a recognized spouse or spouses." Culture affects legitimacy. In patriarchal societies (including most of Earth's societies). If the result is 19+. Roll a d4 for this value and record it on the worksheet. since in some Cultures it is more common for "lovechildren" to occur and not to be accepted as part of the family. Use only if directed here by Table 104 then roll a d20 on the table below and add the character's CuMod. A character who grows up surrounded by relatives often has a different perspective on life than a child raised . Mother was raped. Such a child is referred to as a "bastard. Match the total against Table 106 to determine the type of family arrangement for most of early childhood. the character is an illegitimate child. Character has a 50% chance to know father's idently. If the resulting total is greater than 19. LegitAbd: An illegitimate character has a LegitMod. If the character was legitimate continue on to Table 106: The Family. Write the result on line 106 of the character worksheet and go on to Table 107: Siblings. possibly attempting to earn legitimacy or to prove to a parent that he or she is as good as any recognized child.
known to have survived birth. If the roll is 9 or lower. in which case. Siblings . See entry #I06 on Table 978: GM Specials. If the result of the roll is 8 or less. Mother only Father only Guardian None known . Instructions: To determine the character's birth order. Aunt and Uncle. Roll for Hi-Lo (Hi. 2d4 siblings. For each sibling. You may wish to further expand upon a character's siblings by giving them names. Lo. 1d3 siblings. 1 The character's birth order can affect things like inheritance. career. First borns generally receive more money from parents.maternal relation. . roll ld20. go to Table 109: Time of Birth). Birth Order r u s e y if directed here by Table 107 The Family (d20 + CuMod) Family Mother and Father only (not extended family) Extended family. Hi. If the roll on the table indicates that the character was raised by a guardian. If the result of this roll is greater than 8. careers. or noncompetition.106: The Family 19 108: Birth Order I alone by a single parent. Second born (+lo% additional starting money). GM rolls siblings secretly.Character is an only child. roll a d20 and match the Instructions: To find the number of siblings (if any) result against the table below. Roll for Hi-Lo twice. including mother and father. ages (relative the to character's own). powers and skills outshine the character's own (imagine always living in the shadow of a more successful brother or sister).paternal relation. They inherit family titles. then the character was somehow orphaned at birth and adopted into a more-or-less normal family group. Aunt or Uncle. the sibling is male. Roll for Hi-Lo as above. I Roleplay: Brothers and sisters can be a person's best friends. Second-to-the-lastborn (-10% starting money). None known . They may appear to be smarter because they are taught by parents and not by older siblings. Roll for Hi-Lo as above. Grandparents only. Last borns get less (there is less to give out by that time). occupations and personalities.maternal relation Lo.raised in'an Orphanage. They can be ordinary people who live ordinary lives or they can be exceptional individuals whose talents. I Note: If father or mother are not indicated. Younger children often only recieve a smaller portion of these things. 1d3+1 siblings. most ardent rivals or even worst enemies. 1-2 3-10 11-16 17-18 19-20 First born (+20% additional starting money). fortunes and lands. Roll a second time on this table. 1d4+2 siblings. roll a d20. then that parent was never a part of the family group (possibly he or she was dead or had deserted the family for some reason). rerolling results of 20 or higher. Single Grandparent. the use of family influence in the character's favor. A "middle" child.Left to fend for self. LoUncle. Last born (-20% starting money). roll a d20 and match the result against the table below. otherwise the sibling is female. title (if Nobility) and personality. Hi. Younger children may live in shadow of older siblings. a "why even try" attitude.paternal relation).Aunt. Family can often be relied upon to aid the character in times of need. Record the siblings and their gender in area 107 of the character worksheet and go on to Table 108: Birth Order (unless the character is an only child. Gameplay Benefits: First borns are usually the designated heir. l d 4 grandparents and 1d4 aunts/uncles and cousins. refer to Table 754: Guardians. + l d 3 illegitimate siblings. A last born child is often born long after other siblings and can have characteristics like a first born. trying to live up to an older sibling's reputation. Roleplay: First born children are often more aggressive and recieve most of their parent's attention and resources. Roll again. This can cause competition. Record birth order on line 108 of the character's worksheet and go on to Table 109: Time of Birth. Change Social Status to Destitute ( +d3 Ranks to Survival Skills). The character's birth order affects the amount of money he starts adventuring with. Change Social Status to Poor. 107: Roll a d20 d20 Siblings 1-2 3-9 10-15 16-17 18-19 20 None .
In a wizard's laboratory. baron. the chances to select any time period should be equal. Roll a d6. In temple of a good diety (Optional: determine deity type on Table 864: Deities). etc). Roll Id20 on Table 111: Exotic Birth Locations. From this table. emperor. above. even under unusual circumstances? 110: Roll a d!20 + LegitMod d!20 BiMod Place of Birth Character was born: 1-6 (-5) In the character's family home. Exotic Birth Locations Use only if directed here by another table Instructions: Use the size of dice that most readily matches the number of seasons.109: Time of Birth 20 111: Exotic Birth Locations Time of Birth If you or your GM feel that the season. Write relevant Time of Birth information on line 109 on your worksheet and go to Table 110: Place of Birth. Refer to the instructions regarding this in Table 110. etc. On another plane of reality. In a forest. If the time periods are of unequal length. month or day of the character's birth is important to the campaign. Roleplay: Imagine the situation that brought the character's mother to the place of birth. In the middle of a field. In a cave. the birth occurred among the camp followers. etc. In the palace of the ruler of the country (king. otherwise. Combine the results (and BiMods) together in a workable way. go to Table 112: Unusual Births unless instructed otherwise. 111: Roll a d20 d20 BiMod Exotic Birth Locations 1 Place of Birth Your character was probably born somewhere (maybe). Each entry is accompanied by a number in parentheses. Could some event or individual have caused the character to be born here? How does it fit with the his or her Culture or Social Status? Would it be normal to be born here. On a result of 6 the character was born on the battlefield. months. Again.refer to entry #I11 on Table 978: GM Specials. then transported to this world sometime soon after birth. go to Table 112: Unusual Births. In the temple of an evil or malignant diety. 11 (1) In a common barn. etc. In the sewers. In another time period. then transported to this world sometime soon after birth. From here. In the home of friendly non-humans GM ONLY . use a d l 0 0 and assign a range of values proportional to the relative lengths of each time period. In a bar. each entry is a m m panied by a number in parentheses (the BiMod).) In the palace of a powerful evil person. 7-9 (-7) In a hospital or healers guild hall. the character's Birth Modifier or BiMod. On a ship at sea. 12-13 (2) In a foreign land (roll once again on 14 15 16 17-24 (5) (1) (2) this table for more information). Write the Place of Birth and the BiMod on line 110 on the work sheet. 1 The character was born: Roll twice more on this table. create a dice table similar to the other tables in the book. In a prison cell (might indicate that the character's mother was imprisoned at the time). Roleplay: See roleplay guidelines under Table 110. On a battlefield. In a brothel (this does not necessarily indicate that the character's mother was a prostitute) In palace of a local ruler (mayor. 1 / I Instructions: Roll a d20 on the following table to further determine the place of birth. being selected. 10 (1) In a carriage while travelling. . In a thieves den. If the time periods are of nearly equal length. you would use a d12. tavern or alehouse. For a 12 month calendar. In an alley. ruler or creature. Instructions: Roll a d20 and match the result against the table below to determine the place of birth.
creating a Player Character and the result on Table 112 indicates that the GM is to determine one or more unusual birth circumstances.GM selectsld3. Then let your GM make those rolls. I" Instructions: Roll a d l 0 0 and add the character's BiMod (from either Table 110 or 111) to the result and match the total against Table 112 to check for the occurance of unusual circumstances surrounding the character's birth. To avoid this section completely. Four unusual occurances . These events often knowingly or unknowingly shaped their later lives. dl00 Unusual Births Nothing unusual occurred. Some were born at crucial times during the day or year. often mysterious circumstances. proceed to Table 114: Parents & NPCs.indicates that the GM is to determine one or more unusual birth circumstances. others are the children of gods. One unusual occurance. Three unusual occurances . TWOunusual occurances. creating a Nonplayer Character (NPC) and the result on Table 112 . in fact many will have rather normal or near normal births. If you are a player. Four unusual occurances." Discovery of the "truth" about the character's birth could easily become a motivation for the character. 112: Roll a dl00 + BiMod. If you want your character to be more-or-less normal. Two unusual occurances . It has a tendency to make the character itself as unusual as the circumstances under which it is born. If there are no unusual birth circumstances. record the number on line 112 of the character worksheet and go to Table 113: Unusual Birth Circumstances.GM selects 1d2. . Your character is not aware of the true nature of the resulting circumstance (or its effects have yet to reveal themselves). do not use this Table. but the NPC will be unaware of the true nature ofeach GM-only roll. He or she will then reveal any obvious results of the roll and make a note of the "truth. Not every character will have been born under unusual circumstances. Three unusual occurances.GM selects one. go on to Table 114: Parents & NPCs. If one or more unusual occurances took place. make a note of this on your character worksheet. If you are a Game Master.I IU: unusual Hirths 21 112: Unusual Births Unusual Births Legendary characters often began their lives under unusual. continue making the rolls.
-1d6to Magical Ability attribute for the hour imm ediately following Midnight. the moon and stars went dark briefly. etc. -2 to Magical Ability attribute during daylight. 51-53* The sky darkened when character was born (like an eclipse). +2 to Magical Ability attribute after sun sets (or when in darkness or shadow). the other might become an evil wizard). Often the worst omens are kept from the child. 32-34* 35-37 Water froze or boiled by itself. The mysterious nature of their births often foreshadows lives fraught with the unusual. No Night Vision (blinded in darkness). If a later roll contradicts a previous roll (such as rolling both born at noon and midnight. Roll l d 3 times on the following subtable. Reroll any duplicates.skin is sensitive to bright sunlight (1 Hit Point damage per hour of exposure to bright daylight). the character still has the egg. Also. 28-31 Character has identical twin (20% chance of being separated at birth). 46-48* Father believes the character is not his child. Create a reason for the curse to have been laid upon the family in the first place.). or even "unclean. the twin's personality is drastically different than that of the character. 39-41* Character born at exactly Midnight. If the result is 10. He or she will probably believe that there is something special (for good or ill) about his or her life. or even fearful of it. 06-lo* Wolves and dogs set up a howling at the moment of the character's birth. . possibly even opposite (if one became a good warrior. 42-44* Character was born at exactly Noon. 49-SO* A goose laid a golden egg when character was born. 11-20* 21-23 24-25* 26-27 - +ld6. hiding. These types of situations could make the character curious about the future.. he or she has the egg and it is magical. . All glassware in the house suddenly shattered. gifted.to Magical Ability attribute for the hour immediately following Noon. 1 2-3 4-5 6 Instructions: Take the result from T&le 112 and roll a dlOO that many times on the table below.) This table is a collection of unusual events that can surround the birth of legendary characters. Seasonally unnatural weather occurred. 54-55* The house became infested with poisonous snakes the next day (some one may have been killed). A seer declares that the character will be afflicted by an ancient family curse (that the character's family obviously thought was long gone). Record each birth circumstance on the lines provided in area 113 on the character worksheet. On a result of 6. take the first result obtained). -Id6 to Magical Ability attribute for the hour immediately following Noon. I 7 8-9 10 + l d 6 to Magical Ability Attribute for the hour immediately following Midnight. or he or she might be presumed to be the reincarnation of the deceased. +2 to Magical Ability attribute during daylight. roll a d6. Roleplay: Character could be blamed for the death. but the offspring of another man (whether true or not). Roleplay: The circumstances surrounding a character's birth are often seen as omens that foretell the child's life. The character might be seen as being special.113: Unusual Birth Circumstances 22 113: Unusual Birth Circumstances I I III 11 UnusualBirth Circumstances Use only if directed here by another table d l O O 38* Occurances (continued . Roll a d10." something to be hidden away.skin is treated as 1 point of armor. If born at night. -2 to Magical Ability attribute after sun sets (or when in darkness or shadow). but he or she may then grow up surrounded by whispers. 1 2-3 4-5 6 7 8-9 10 dl00 Occurance 01-05* A person of note in the vicinity of the character's home died when he or she was born. Extremely pale skin .. Roll a d l 0 l d 3 times on the following subtable. Unnaturally potent storms raged. Reroll all duplicate results. strange looks and possibly avoidance. +1 Rank natural skill bonus for any stealth related skills (sneaking around. Night Vision (see in dark as if day). Mother died in childbirth. All milk in the area soured at character's birth. An asterisk (') following the number on a table entry indicates that others who know of this occurance may treat the character differently than they might a "normal" child. Extremely tanned skin . If the result is 7-9. Go to Table 868: Curses to determine the affliction upon the character. Reroll any duplicates. -1 Rank for any stealth related skills.
Table 868: Curses and Table 648: Darkside Traits (these rolls indicate things gained from the demon). or his or her life could be a constant battle to keep the demonic nature in check. Character is automatically an initiate of the parent god's cult and may become a priest once minimum requirements are met. 87-88* Old hag (witch) prophesies character's death (go to Table 545: Death Situations). foes of the god (and possibly the god's immortal spouse) may seek to oppose and destroy the character. 94 Character born with l d 3 psychic powers (go to Table 873: Psychic Abilities). 106-110* Character is the offspring of a mortal and a demon (other-planar creature of evil).) dl00 Occurances (continued . Occurances (continued . Finally. 82-85 Character has a fraternal twin. The character may add 3 points to each attribute to represent god-like qualities inherited from the parent. Roleplay: The parent deity could care less about his or her offspring. - 76-81* Born with a blessing (select it on Table 869: Blessings). Others who know of this occurance might easily believe the character's birth was related to the tragedy.male). However. 89-93* Character born with unusual physical affliction (go to Table 874: Physical Afflictions). 63-64* Character's is born immediately after a Tragedy (go to Table 528: Tragedies to determine the nature of the occurance). or he or she might have a special purpose in mind for the child. If the d6 result is 5-6 subtract the d3 from the attribute. The character must make rolls on Table 874: Physical Afflictions . All metal in the house turned into precious 58-62* Infant character was left to die on hillside by natural parents. . No reasonable explanation is ever given for this. 86 Roll Hi-Lo to Character is one of a set of identical triplets. Assume that most who know of the character's heritage will be in awe of the character. 65-69* Character is born with an unusual birthmark (select mark on Table 866: Birthmarks) 70-75* - Roleplay: Others who hear of this birth may view the character as a mystic figure. 111-120* Character is the offspring of the avatar of a god and a mortal (an avatar is a semimortal incarnation of a god). If the d6 result is 1-4 add the d3 to the attribute.. Table 863: Gifts and Legacies and Table 869: Blessings (these rolls indicate things gained from the parent god). 00 Roll Twice more and add 20 to the resulting rolls.. The demonic parent could care less about its offspring. determine gender (Hi.. For each attribute. Born with a curse (go to Table 868: Curses). or it might have a special purpose in mind for him or her.. Roleplay: This character could be despicably evil. 95-99 A Mysterious stranger bestows a gift on the character at birth (go to Table 863: Gifts and Legacies to determine the nature of the gift). Assume that most who know of the character's heritage will shun or even seek to destroy the character.female.) All gold in the house turned into lead. Character is subseqdently raised by foster parents who discovered the child. roll on Table 864: Deities to determine the god who is the character's parent. roll a d3 and a d6. Roleplay: Superstitious folk often associate one event with another. Lo. The evil creature's parentage affects the character attributes. a healer. This attention may plague the character all his or her life. 101-105* Mother was reputed to be a virgin.113: Unusual Birth Circumstames dl00 56* 57* metals. The character must make rolls on Table 874: Physical Afflictions . or a champion against evil.
19 Go to Table 757: Adventurers. all persons in a society are assumed to have an occupation.1 1 4 :Parents & NPCs 114: Parents & NPCs 11 For most NPCs. Then continue on to Table 1148 to continue the NPC's (or parent's) development. Go to the Occupation Tables (Tables 420. For ParentdGuardians Only: For each Noteworthy Item. For the most part. . this table determine the number of things that a character remembers about the person or persons who raised and reared him through childhood or the things that those persons did or became that will eventually affect their children. On a roll of 1-3. For an NPC. For parents and guardians. If an orphanage is being rolled for.423) and make a die roll on the table appropriate for the parent's1NPC's Culture and Social Status. you will want to create backgrounds as detailed as those you make up for player characters. Table 114A: Occupations Regardless of culture or social status. However. Head of household (NPC) is or was an adventurer. In the best of situations. Rather than say that the father or mother of a particular family is the prinicple money-earner. Special Notes about Parents What a character becomes is greatly influenced by the beliefs. Occupation Tables (Tables 420.who rear him as a child or adolescent. and record any important information about parents in area 114 of the worksheet. then the results are all applied to that parent. Instructions: ROII a d3 once. For an NPC or single parent household. then skip this table and go on to Table 1148. go to the Occupation Tables (Tables 420. Table 114B: Noteworthy Items For NPCs. In many societies this is the father or male parent. attitudes and lifestyle of those . Head of household (NPC) does not have a readily 20 apparent occupation of any kind. those that stand out when he is encountered. this table determines the number of unusual events that have already taken place in their lives. something that they do that provides food and shelter for themselves and their dependents. use the table for the next lower Social Status. A d6 result of 1-4 indicates the head of the household. but can also be guardians or masters of an orphanage. roll both a d20 and a d6. When money is needed.423) and make a die roll on the table appropriate for the parent's1NPC's Culture and Social Status. The head of the household is the parent upon whom the society traditionally places the burden of support. Follow the directions given for the result. these things will be applied to the head of the household. it just seems to be available (GM ONLY: See entry 114 on Table 978: GM Specials ). treat as a result of 13-14. Instructions: Begin with Table 114A and roll a d20 to select the Parent's or NPC's occupation.423) and make a die roll on the table appropriate for the parent's culture and social status for each parent. just labeling them by their occupation or relationship to the character will be enough.1 ing in the table. not the actual jobs performed. For other important NPCs. Other 15-16 Roll a d6. The d6 determines to which parent (or guardian) the listing applies. go to the parent works. the term "head of househoid" is used. Note that this table merely selects the number of occupations in the household. On a roll of 6 use the table for the next higher Social Status. These are the NPC's most outstanding features. For the primary occupation. Roll a d20 for each Item. Head of household (NPC) does not work. The result is the number of rolls for Noteworthy Items about the Parents or NPG that the player must make. If only one parent (or guardian) is alive. These tables touch on important aspects of the character's parents that may be important parts of his later development. For the secondary occupation go to the occupation table for the next lower Social Status within the Culture. On a roll of 4-5. A result of 5-6 indicates the listing applies to the other parent (or guardian). Most of these features will either be readily apparent upon encountering the character or upon getting to know him better. d20 114A: Occupation (roll a d20) Head of household (NPC) has one occupation. If you are creating an NPC who already has an occupation . Head of household (NPC) has one primary occu13-14 pation which is performed full-time and a secondary occupation which is performed on a part-time basis. the things they are known for. Both parents within the household have an occu17-18 pation. 1-12 Go to the Occupation Tables (Tables 420. the results are applied to the head master or mistress of the orphanage. 1 match the result on the table below.423) and make a die roll on the table appropriate for the parent's1NPC's Culture and Social Status. The d20 indicates the list. treat as a result of 13-14. to determine the type of skills possessed by the parent or NPC. rather than use the regular (and admittedly time-consuming) method to create every NPC who needs a bit of history. it's nice to touch only the highlights and yet still get an interesting character. The following two tables reveal important aspects of an NPC. these are the character's parents.
Go to Table 103: Social Status to select the former social standing. Go to Table 544: Exotic Events to determine what occurred. 19 20 NPC was horribly wounded once. Go to Table 648: Darkside Personality Traits to determine this outstanding aspect of the NPC's character. go to Table 648: Darkside Personality Traits to determine this trait. 6 Noted for an exotic personality trait. Select them on Table 1 13: Unusual Birth Circumstances. 14 NPC's relationship with his family involves one of the following. 17 NPCis form a foreign land. faith. 5 114: Parents & NPCs d20 Noteworthy Items (continued . the Rival also includes and seeks out the character. possibly even a hero. not just 3 another face in the crowd. NPC has a secret identity. they are known as "uncle" or "auntie. Go to Table 750: Others to determine the person. Select the deity worshipped on Table 864: Deities. 16 NPC originally of a different Social Status. 2 NPC had l d 3 unusual birth circumstances. go to Table 647: Lightside Personality Traits to determine this trait. On a result of 46. Go to Motivations on page 8 to determine this goal. the old companion can be found. 18 NPC made has made friends and/or enemies. These folks usually dwell in the NPC's home village/town/city. On Table 217: Significant Events of Adulthood. NPC is persecuted or villainized for the occurance 2 of a Significant Event. Determine backgrounds for these folks only as needed. possibly even artistic. Roll a d6 on'the following table to determine the focus of the obsession: A relationship with someone. NPC has married more than once. 4 NPC has ld6+1 jilted ex-lovers. 1-3 Noted for a Lightside personality trait.. Go to Table 102: Cukure to determine original home Culture. 8 NPC has an obsession regarding something that had happened (or might happen). If the character searches long enough. DM ONLY: Go to Table 21 7: Significant Events ofAdulthood to determine what happened. 12 NPC is very religious and contstantly seeks to evangelize others to join his religion. 3 Devotes time to a hobby. possibly a real wierdo. Go to Table 427: Hobbies to determine the hobby and the devotion to it. 10 NPC has a patron. 1 NPC has a Rival. rerolling duplicates. Roll a d6." Because they are like family. Determine the details about this service relationshipon Table 543: In the Service of. NPC Is creative. Collectively. On Table 215: Significant Events of Childhood & Adolescence. Go to Table 217: Significant Events of Adulthood to determine what happened. A significant event from the past. Select the branch of service on Table 535A: Military Experience .. Roll ld10+2 to determine the number. 5 NPC had a companion. 1 2 3 4 NPC is particularly loving towards family. inventive. Roll a d4 on the subtable below to determine the situation. NPC does not love family or children. Go to Table 762: Rivals to determine these antagonists. 9 15 NPC was originally from a different Culture. If the NPC is the character's parent or guardian. determine what the NPC seeks to have occur. Roll a d4 on the subtable below. NPC is famous for the occurance of a Significant 1 Event. 3 NPC has many close friends (Roll 1D10+2 for their number). Preventing a future event. roll a d6 on a result of 5-6.114: Parents & NPCs 1 4 B : Noteworthy Items (rolla d20) d20 1 1 NPC is Noted for his personality. . Roll a d6 on the subtable below to select the NPC's noted trait. 11 NPC is a military veteran. Select the Social Status (Table 103) and occupation (as appropriate to Culture) for the other identity. If the NPC is the character's parent or guardian. NPC is important in home village/town/city. On Table 21 7: Significant Events of Adulthood. On a result of 1-3. Select l d 3 exotic personality traits on Table 649: Exotic Personality Features and link them together in some fashion. 6 Roll two more times on this subtable. 4 NPC possesses an unusual item. The working out of a personality trait. Go to Table 649: Exotic Personality Features to determine this strange aspect of the NPC's character. something that dominates the rest of his or her life. Roll a d6 once on the subtable below. Is unfaithfulto spouse. they should make the NPC character even stranger.Type of Service. Go to Table 217: Significant Events of Adulthood to determine what happened. NPC is noted for his extremely unusual personality. the Rival also includes and seeks out the character. 4-5 Noted for a Darkside personality trait. 6 NPC was affected by an Exotic Event which is spoken of often. they may be relied on for aid in times of trouble. If the NPC is the character's parent or guardian. 7 NPC tells tales of a legendary lost treasure that gave vague hints regarding its location. Select the type of injury on Table 870: Serious Wounds. determine what the NPC seeks to stop. Accomplishing a future event. Select the item on Table 863: Gifts and Legacies. 2 NPC had many enemies. The accomplishment of a motivation. roll a d6 on a result of 5-6. determine what happened. 13 NPC is noted for or hesitant to speak of something that occured in his past... current spouse is number (roll ld4). Go to Table 762: Rivals to select the antagonist. 4 NPC won't speak of something that occurred in the past. Go to Table 647: Lghtside Personality Traits to determine this outstanding aspect of the NPC's character. Select the companion on Table 761: Companions. or cult.
215: Childhood & Adolescence
Significant Events of Childhood & Adolescence
In a sense, this is where the action begins. These are the events that occur during the character's "growing" years, the memories from childhood, the activities of adolescence.
215: Roll a d20 + SolMod
All public assistance is terminated because the coun-2 try is at war. This causes bloody riots in the poorer sectors of towns and villages. The character's family is very much involved in these uprisings against the ruling class. Primitive characters reroll this event [R].
Instructions: Use this table twice. The first time, use it to
select events that occur during the character's childhood, age 1 through 12 for a human or halfling (elves and dwarves have significantly longer childhoods - see "Age" below). The second time, use it to select events that take place during the character's adolescent years, age 13 through 18 (for humans). To determine the number of significant events that occur during childhood, roll a d3. For adolescence, do the same. For each event, roll a d20 and add the character'sSolMod to the result (Noble characters: double-check to see if 5 has been added to the character's So;mod). For each roll, match the result against the table below and record the event in the EVENTS section of the worksheet. Many events reqqre additional rolls on other tables. If you are asked to use another table, go to that table, follow instructions found there, record any relevant information, then return to this table until all rolls here are complete. For each event you must determine the age at which it occurs. From here, continue on to Table 217: Significant Events of Adulthood,
While foraging in a trash heap, the character finds an unusual object. Select from Table 863: Gifts and Legacies. Reroll, but do not add in SolMod.
Character's friends involve him or her in illegal activi1 ties. Go to Table 534: Underworld Experience and follow the directions there [Dl.
2 A Tragedy Occurs. Determine what happens on Table 528: Tragedies [ R ] .
Age: You must determine WHEN each event happens. For human childhood, roll a d l 2 (for ages 1 to 12). For adolescence, roll a d6 and add the result to 12 to obtain an age from 13 to 18. For nonhuman characters, refer to Age under Rules & Terms n'Stuff on page 4. Developing a Personality: As a character grows, his personality will take shape. Many events that occur in a character's life also cause a character's personality to develop. Personality traits shape the way he acts or responds later in life. Some of these traits are good or Lightside traits; others are considered bad or Darkside traits; and still others are neutral, neither good nor bad. Most of the events on the Significant Event Tables (Tables 215, 216, and 2 1 7 ) are followed by a letter enclosed in brackets. This letter represents the type of personality trait that develops because of the event. An [L] means a Lightside trait. A [Dl means a Darkside trait. An [N] means a Neutral trait and an [R] means that the trait, will be selected by a later die roll on Table 318A: Personality Trait Check. Each time you select an Event followed by a letter in brackets, record it on the character history worksheet, and also record it's corresponding letter in the brackets to the left of the Event lines. When you get to Table 318: Alignment & Attitude, the instructions there will tell you what to do with the letters. Roleplay: By the time a character reaches adulthood, his personality has already been determined for the good or the bad by the events of childhood. Maturity may refine the character, but rarely does it significantly change his attitudes.
3 Something Wonderful Occurs. Determine what happens on Table 529: Something Wonderful... [L].
Learn an Unusual Skill. Select skill on Table 876: Unusual Skills [N].
Learn head of household's occupation to Rank 2 com5 petency. If no head, use patron, or random selection from appropriate Culture's occupations [N]. Character runs away from home. Roll a d l 0 on the sub6 table below to select the events which then occur [R].
Select events that occur on Table 534: Underworld Experience [Dl. ... and lives with nonhumans. Select the type on Table 751: Nonhumans . ... and wanders the land, one step ahead of the authorities, living by wits. Survival skills improve by one Rank in environment of choice. Roll ld3+1 times on this subtable, discarding any conflicting events (always discard second roll).
... and never returns. ... but returns after l d 8 days. ... but returns after 1d l 2 months. ... but returns after l d 6 years. ... to a distant land. ... and joins the circus. ... and falls into the hands of criminals.
Character has a religious experience. Ddtermine the details on Table 541: Religious Experience [R].
I 215: Childhood & Adolescence
215: Childhood & Adolescence
Something good happens to the character. Roll a d4 on 18 the subtable below to select the event [L]. 1 Character inherits a large sum of money -10 times what the character's normal starting money would be. 2 A good fairy blesses the character as a reward for a good deed. Select blessing on Table 869: Blessings. 3 Something Wonderful Occurs. Determine what happens on Table 529: Something Wonderful... 4 Character aquires a Companion. Go to Table 761: Companions, to work out the details.
19 A special age-specific event occurs. If the character is currently a child, select the event on Table 216A: Special Events of Childhood. If the character is currently an adolescent, select the event onTable 2168: Special Events of Adolescence. 20 Character develops jaded tastes for exotic and possibly expensive pleasures [Dl. 21 Roll again, subtract 1 from the roll and do not add in the character'sSolMod.
Family has the following attitudes towards the 8 character. Roll a d6 once on the subtable below. 1 Character is loved by parents or guardians [L]. 2 Character is unloved [Dl. 3 Family has great plans for character's future and expect's character to fulfill those plans [R]. 4 Family does not approve of character's friends [R]. 5 Family encourages character's interests [L]. 6 One parent is distant and cold towards the character. Roll for Hi-Lo. Hi - mother. Lo -father [Dl. Character serves a Patron. Determine the details on 9 Tz~ b l e 543: In the Service of. .. [N] If the 10- 1 1 A special age-specific event occurs. character is currently a child, select event on Table 216A: ~ecial Events of Childhood. If the character is currently an SF adolescent, select the event onTable 2168: Special Events of Adolescence. Gain friend. Select friend from Table 750: Others [L]. A race-specific event occurs. To select the event, 13 el\les go to Table 530, dwarves to Table 531, halflings to Table 5512 and monsters to Table 533. If the character is human, thcan he has an encounter with nonhumans and befriends thcam. Roll the type on Table 751: Nonhumans [N]. l d 3 more Significant Events occur during this time. 14
12 15 An Exotic Event occurs. Select the event on Table 544: rotic Events [R] . E>
Rivals force the character's family to move to a new 22 locale, proabably in another country, or face reprisals [N].
Something Wonderful Occurs. Determine what happens on Table 529: Something Wonderful. .. [L]
24 A Tragedy Occurs. 528: Tragedies [Dl.
Determine what happens on Table
A change or upheaval occurs in the character's family. 16 R cJII a d6 on the subtable below to select this change or chlanges. Note: Roll all subsequent events using new Cl mod or SolMod. Assume that these events take place after thiis event occurs [R]. 1 Character changes Culture Level. Reroll Culture Level on Table 102: Cultural Background. 2 Character changes Social Status. Reroll Social Status on Table 103: Social Status. 3 Character changes locale. Roll a d l 0 to determine the relative distance of the move. A result of 1 is within the same town, a result of 10 might mean a move to another continent. 4 The head of the household changes occupations. Use the occupation table appropriate to the person's Culture (Tables 420- 423 ). 5 Character's parents split up. Roll Hi-Lo to see who the character goes with. Hi - mother. Lo - father. Roll d6 for each parent. On a result of 1-4, parent remarries within l d 3 years. 6 Roll twice more on this subtable. These changes all occur at the same time. Reroll duplicates. 17 Something bad happens to the character. Roll a d4 on thca subtable below to select the event [Dl. 1 Character is sexually molested by an adult. Go to Table 750: Others, to determine who is responsible for this terrible thing. 2 A Tragedy Occurs. Determine what happens on Table 528: Tragedies. 3 Character teases and angers an old woman (a witch) who then puts a curse on him. Select the curse on Table 868: Curses. 4 Character aquires a Rival. Go to Table 762: Rivals, to work out the details.
25 Wealthy or Extremely Wealthy characters reroll and add 5 to the roll (scores over 33 are treated as 33). All other Social Statuses add 2. 26 Character is betrothed in a political marriage to be consummated upon reaching age of majority (about the time that a character would begin an adventuring career) [Dl. Head of household is made a close advisor to a local 27 ruler [R]. 28
Family travels widely, visiting several countries [N].
29 A special tutor teaches the character an Unusual Skill at Rank 3 competency. Select this new skill on Table 876: Unusual Skills. 30 Family throws an extravagant birthday party for the character. Everyone who is anyone attends. When all the gifts are recorded, one unusual gift stands alone without a card to say where it came from. Select this gift from Table 863: Gifts and Legacies [R]. 31 Character exhibits symptoms of an exotic personality. Select trait from Table 649: Exotic Personality Features. 32 Family gives character ld10 personal slaves to do with as he sees fit [R]. 33 Family gives character a personal estate with ld10 square miles of property [N].
I Snecial Events of
Childhood & Adolescence
Use only if directed here by another table
The events on these two Tables (216A & 2168 ) occur only during specific age periods, either childhood or adolescence. They are significant occurances that might happen at one age, but not the other.
Instructions: To select a Special Event occuring during childhood, roll a d20 and match the result against Table 216A. To select a Special Event occurirlg during adolescence, roll a d20 and match the result against Table 2168. Return to the table that sent you here when you have selected an event. d20 Childhood Events (continued
Special Events of Childhood
- Roll a d20 -
One of the character's grandparents dies of natural 12 causes in the presence of the character. Roll a d10. On a result of 8-10, the grandparent entrusts the character with a secret. Note: the GM should create some piece of information that has been kept from the character until now [R]. The character witnesses a crime being commited by 1d4 13 persons. The perpetrators of the crime (the criminals) see the character but are unable to catch him. It may be possible that these criminals still seek the character even now. Select the crime on Table 875: Crimes [R]. A race-specific event. To select the event, elves go to 14 Table 530, dwarves to Table 531, halflings to Table 532 and monsters to Table 533. If the character is human, then he has an encounter with nonhumans and befriends them. Roll the type on Table 751: Nonhumans [N]. An Exotic Event occurs. Select the event on Table 544: 15 Exotic Events [ R ] .
16 Through a brief misadventure, the character discovers that he is a nearly exact twin of a young Noble. Select the title of the young Noble's parents on Table 758: Nobles. This could lead to interesting events later in life [R]. 17 A Tragedy Occurs. 528: Tragedies [Dl.
A kindly neighbor schools the character, improving his 1 literacy skills in his own language by one rank of competency.
2 Character becomes emotionally attached to a toy and cannot bear to be parted from it for 2d10 years [R]. 3 Character has a collection of related things, such as pretty rocks, animal skulls, dolls, sticks, leaves, etc.
4 Character has a close friendship with a sibling (or a cousin if no siblings exist). Sibling is either next oldest or next youngest in relation to the character [L].
Character has an imaginary friend [R]. 5 6 Character is a child prodigy at an unusual skill. He has a Rank 6 ability with the skill. Select the skill on Table 876: Unusual Skills.
7 Character learns use of a weapon appropriate to Culture and Social Status at Rank 1 skill. You select weapon. 8 The character and a friend discover a secret hiding place near his home. The hiding place remains undiscovered and undisturbed at least until he becomes an adult.
Determine what happens on Table
Something Wonderful Occurs. Determine what happens 18 on Table 529: Something Wonderful... [L]. An event that would normally affect an adolescent oc19 curs now. Reroll this event on Table 2168: Special Events of Adolescence.
9 The character becomes proficient (Rank 3) at a sporting event, either track and field type events or a ball game.
10 A friend of the family, an old warrior, tells the character grand tales of adventure and daring do [L].
The character becomes well-known, even famous for 11 the occurance of an event in his life. Reroll the event on Table 215: Significant Events of Childhood & Adolescence [R].
The character acquires a hobby. hobby on Table 427: Hobbies.
Select the type of
6 Select the crime on Table 875: Crimes (ignore the punishment footnotes on 875). If the character is not yet 16 years of age. Select the type of hobby on Table 427: Hobbies 9 Learn head of household's occupation to Rank l d 3 competency.I 216: Special Events Special Events of Adolescence 29 216: Special Events d20 Adolescence Events (continued . 10 The character joins the military. If the result is less than 10. This event ALWAYS takes place at age 13 for a human character (for other races select an appropriate adolescent age-see the Age table at the bottom of page 4). 2 Character patriotically volunteered. Add the result to the oldest age of the character's adolescent period (see Age chart on page 4. then he has an encounter with nonhumans and befriends them. . dwarves to Table 531. any results that indicate marriage to the lover are optional events. : Significant Events of Adulthood the character On Table 21 7 will need to make l d 3 event rolls (instead of the usual one roll) 8 The character acquires a hobby. Select the type of tatoo on Table 866: Tatoos and Birthmarks. 2 Character is publicly stockaded and flogged as an example to others. halflings to Table 532 and monsters to Table 533. Roll a d6. A beginning character will be at least this old before beginning an adventuring career. [R]. is rescued by notorious outlaws. 5 Character is accused of a crime that he did not commit. at the player's discretion unless children are involved. under Rules 'n Term & Stuff ). Go to Table 535: Military Events to determine the details of his military career. Go to Table 539: Enslaved. A Tragedy Occurs. 5 Character is sentenced to death. marriage is usually enforced if the character and his lover are of approximately equal Social Status (that is. The character learns to speak another language at 15 Rank 3 competency. not more than one level apart) [R]. Determine what happens on Table 529: Something Wonderful. A wizard (or priest) teaches character a simple spell. If the result is 9 . On a result of 5-6. Go to Table 419: Apprenticeships and follow the directions found there. people tattoo their faces. Go to Table 534: Underworld Experience for additional details of this phase of the character's life. Reduce the character's Charisma attribute by l d 3 points. 6 The character is sold into slavery. Select the event on Table 544: 17 Exotic Events [R]. If the character is human. 1 Character was drafted during wartime.. 4 Character mistakenly thought that he was applying for some other government job. Select the nature of the injury on Table 870: Serious Wounds . On a result of 6. 3 Character was rounded up by a press gang who needed to meet a quota. [N]. in which case. Roll the type on Table 751: Nonhumans [R]. Select skill on Table 876: Unusual Skills. 18 Apprenticed to learn an occupation. Decide what language is learned. then roll a d6 on the subtable below [Dl: Character is imprisoned. 528: Tragedies [R]. only a few close friends know of the character's participation. Reroll the event on Table 215: Significant Events of Childhood & Adolescence [N]. remaining as a member until at least age 18. 13-14 The character has a romantic encounter. but not before suffering serious humiliation. He now has a price on his head. A result of 10 means that the character is an outlaw [R]. Go to Table 542: Ah! Love! to determine the details of his romance.. Roll a d4 on the subtable below to select the character's rea-son for joining [R]. 7 The character learns an Unusual Skill. 12 The character becomes well-known. Roll a d6. Go to Table 540: Imprisoned 1 to determine the details of the punishment. Any other result means that any known participants are officially outlawed and have a price on their head.10. but at the last second. causing his Charisma attribute to be reduced by a third of its total value. to determine the details. the rebellion was successful and the local rulers deposed. The character is tattooed with an unusual marking. A race-specific event. 4 Character is found innocent. To select the event. he recieves a serious wound. elves go to 16 Table 530. 3-4 The character participates in a rebellion against local 11 authority. Determine what happens on Table 19 Something Wonderful Occurs. 3 Character is tortured to reveal the names of accomplices. Roll a d l 0 again if the rebellion failed.Roll a d20 - d20 Adolescence Events Learn to use a weapon appropriate to the character's 1 Culture and Social Status at Rank 3 competency. even famous for the occurance of an event in his life. A beginning character is older than normal when he 20 begins his adventuring career.I I . Roll a dlO.. 2 To be fashionable. An Exotic Event occurs. he joins the outlaw band.
Determine what happens on Table 529: Something Wonderful. An [N] means a Neutral trait and an [R] means that the trait. ) While foraging or hunting for food. Determine the details on Table 543: In the Service of. 1) Significant Events 11 Once a character reaches maturity (that is. the rebellion was successful and the local rulers deposed." change the final age to the time when the character ceases his travels. 3-4 5 A Tragedy Occurs. only a few close friends know of the character's participation.. Most events on this table are followed by a letter enclosed in brackets. then add the character's SolMod to the resulting sum. Instructions: All player characters who are just beginning their adventuring careers make one roll on this table. Travel to a distant land. [R]. 0 To earn a living. discarding any conflicting events (always discard the second roll). Each time you select and record an Event also record its corresponding letter (if any) in the brackets to the left of the Event lines. match the total against the table below and record the event that occurs and any relevant information given 2d20 217: Events (Roll 2d2O + SolMod (-1) Developing a Personality: As discussed under Table 215: Significant Events of Childhood & Adolescence. For each event. Determine the details on Table 541: Religious Experience [L]. record any relevant information. Select skill on Table 876: Unusual Skills. 9-10 Character has a religious experience. NOTE: because Nobles add 5 points to their Solmod (see Table 103: Social Status ). the character is trapped by a falling log. [N]..10. Older characters (that is. 1 1 The character saves someone's life. Visit most of the major cities and towns in the land. Roll a d8 on the subtable below to select the character's travels [N]. Any other result means that any known participants are officially outlawed and have a price on their head. e A [D]' means a Darkside trait. has more control over surrounding events. As with earlier event tables. 7-8 Roll twice more on this subtable. If the result is 9 . 1 . go to the indicated table and follow the instructions found there. roll two d20s.217: Significant Events of Adulthood 1I 30 217: Significant Events of Adulthood I I of Adulthood with it in the EVENTS section of the worksheet. Gain Rank 2 skill as 2 a sailor. Live with nonhumans. Instead of slaying it. 7 8 Character has wanderlust and decides to travel. Select the Companion and the Companion's sex and personality on Table 761: Companions (using Tables 761A and 761C ). the events that affect him change. On a result of 1-5. The instructions forTable 318: Alignment & Attitude will tell you what to do with the letters. =+ . An [L] means a ~ i ~ h i s i d trait. their SolMods can be as high as 13 points. The same beast reappears and frees the character [L]. If you are requested to use another table. go on to Table 318: Alignment and Attitude to make final adjustments to the character's personality. Roll a d10. roll a d10. events cause personality development. rather than roll dice to determine the age. This letter represents the type of personality trait that develops because of the event. If the person is of the opposite sex from the character. 6 The character participates in a rebellion against local authority. and to some extent. the character learns a new occupation to Rank 2 ability.. 3 4 Investigate nearby dark woods. It is up to the player to determine if the character returns the feelings [L]. he frees it. Character serves a Patron. Roll a d l 0 again if the rebellion failed. their race's official age of responsibility-see the Age Chart on page 4). If the resulting age exceeds the character's "final age. The character assumes greater responsibility for his life. 1-2 Something Wonderful Occurs. ) 2d20 217: Events (continued .. then return to this table until all rolls on this table are complete. A result of 10 means that the character is an outlaw [R]. anyone older than the minimum adult age) make l d 3 rolls on this table. although usually not as much as he would like. This table is primarily used when creating adult NPCs or for player characters who do not begin adventuring immediately upon reaching adulthood. if any will be selected by a later die roll on Table 318A: Personality Trait Check. This person becomes the character's Companion... Select occupation on table appropriate to Culture ( Tables 420-423 ) [N]. If the result is less than 10. 1 Sign on as a seaman on a ship. the companion falls in love with the character. Journey to the the mountains. From here. total the results. For each roll. Later. many events require additional rolls on other tables. Table 528: Tragedies [R]. Select the type on Table 6 751: Nonhumans . The freed beast disappears. the character has an encounter with a trapped predatory beast. Learn a foreign language at 5 Rank 3 ability. AGE NOTE: For each event you may select the age at which it occurs. Roll a d6 to determine the number of years spent travelling and add the result to the age at which the character begins travelling. Determine what happens on Learn an Unusual Skill.
Roll the type on Table 751: Nonhumans [R]. 20 Character develops an exotic personality trait. but at the last second. lect the trait on Table 649: Exotic Personality Features.. I d 3 additional Significant Events occur. Reduce the character's Charisma attribute by 1d3 points [Dl. subtract l d 3 from the roll and do not add in the character'sSolMod or CuMod. The character is sold into slavery. The marriage is obviously political in nature to take advantage of the character's family status. 51-58 A radical change in the political structure of the land instantly drops the character's Social Level to Poor and strips him of all the benefit of Noble birth and wealth.) . 17 Something bad happens to the character. 19 The character becomes well-known. The character's head now has a price on it. dwarves to Table 531. 23-21 Character becomes involved in illegal activities. the character joins the outlaw band. To select the event. and roll a d l 0 on the subtable below entry #14 to determine the type of property inherited. who refuses to leave the character's service. 3 Character aquires a Rival. Roll a d6. Select the blessing on Table 869: Blessings. 1 An old man whom the character rescues from Brigands blesses his benefactor. The weapon is something alien to the character's Culture. Go to Table 540: Imprisoned! to determine the details [Dl. add the result to the character's "final" age: Adult Events occur during this time. The character's Charisma attribute is reduced by a third of its total value [Dl. Go to Table 762: Rivals. or 649: Exotic Personali?~ Features. improve proficiency in that occupation by l d 3 ranks (up to Rank 6 for player characters) [N]. Learn use of a weapon appropriate to Culture and Soci16 al Status at Rank 3 competency. 29-32 The character has a romantic encounter. 26-28 Character joins the military. Select what occurs on Table 534: Underworld Experience (begin with Table 534A ) [Dl. 18 Something good happens to the character. 42-44 45 21 Character inherits property from a relative. For beginning characters. Roll ld6. Go to Table 542: Ah Love! to find the details of his romance [R]. Go to Table 761: Companions. Select the type of Character develops jaded tastes for exotic and possibly 34 expensive pleasures [Dl. Se- 46-18 Character develops an exotic personality trait. 3 Character was rounded up by a press gang who needed to meet a quota. but not before suffering serious humiliation. Character is made a close advisor to a local ruler [N]. 648: Darkside Traits. Reroll and add 5 to the result. 15 An Exotic Event occurs. 14 33 The character acquires a hobby. Determine what happens on Table 528: Tragedies. 1 A Tragedy Occurs. . On a result of 6. GM Only: See Entry #217 on Table 978: GM's Specials [R]. Go to Table 863: Gifts & Legacies. ignore this and reroll. halflings to Table 532 and monsters to Table 533. If the character is human. The character is accused of a crime that he did not 35-36 commit. 49-50 Family sends character a personal servant (along the lines of a proper butler).. If the character already has an occupation. to work out the details. 25 Learn to use an unusual weapon at Rank 3 proficiency. Roll a d3 on the subtable below to select the event [L]. Roll a d6. Roll a d4 on the subtable below to select his reason for joining [R]. even famous for the occurance of an event in his life. subtable 761C to select the servant's true nature. ore Select Select any one personality trait from any of the following 39 tables: Table 3188: Neutral Traits. the trait on Table 649: Exotic Personality Features. remaining as a member for 1d6 years.. Roll a d3 to determine the number of events. Character is tortured to reveal the names of accomplices. Character is publicly stockaded and flogged as an example to others. is rescued by notorious outlaws. Treat the servant as a Companion. Character is found innocent. to determine the details [Dl.) A race-specific event. Go to Table 535: Military Experience to select details of his new career. Select the the injury on Table 870: Serious Wounds [Dl. 22 Roll again. Roll a d3 on the subtable below to select the event [Dl. You select weapon. Go to Table 539: Enslaved!. Go to Table 534: Underworld Experience for additional details of this phase of the character's life (begin with Table 534C) [R]. to work out the details. Select the event on Table 544: Exotic Events [L]. 3 Character aquires a Companion. then roll a d6 on the subtable below: Character is imprisoned. Roll ld6. Select the curse on Table 868: Curses. If the result is 5-6. 647: Lightside Traits. 2 Character patriotically volunteered. Character is sentenced to death.217: Significant Events of Adulthood 2d20 217: (continued 31 2d20 217: Significant Events of Adulthood 217: Adult Events (continued . 4 Character mistakenly thought that he was applying for some other government job. Go to Table 761: Companions. Reroll the event on Table 2 17 : Significant Events of Adulthood [L]. then he has an encounter with nonhumans and befriends them. 1 Character was drafted during wartime. Select the crime on Table 875: Crimes. the character's family are outlaws in the land. 40-41 The character learns an occupation appropriate to his Culture and Social Status at Rank 2 ability. hobby on Table 427: Hobbies. 2 Something Wonderful Occurs.. On a result of 5-6 the character recieves a serious wound.. 51-53 A ruler whose Social Status is slightly lower than the character's proposes marriage to the character. Determine what happens on Table 529: Something Wonderful. Select the occupation on Tables 420-423. elves go 12-13 to Table 530. . A crude and tactless joke angers an old woman (a 2 witch) who puts a curse on the character. For NPCs whose age is already established. The GM may wish to create the servant's attributes.
roll 2d20 and total the results. Use Table 648: Darkside Traits Neutral trait. pays attention to detail Mysterious: has an air of mystery about him Loquacious: talks and talks and talks and . How and when this occurs is best left to the individual GM. humorless. Record information about personality on the blank lines in the PERSONALITY section of the character worksheet. bold. personality. Optional Rule Trait Strength: This value represents the amount of influence the trait has over the character's life. : Strength dlOO Strength (cont. go to the table indicated by it (as shown below) and follow directions there to select the personality trait. [L] [Dl [N] [R] Lightside trait. can take command Follower: prefers to let others lead Emotional: rarely keeps emotions in check Emotionless: rarely shows emotions Humorous: appreciates humor and likes to joke Grim: unsmiling.) dlOO Strong 60-79 Trivial 01-10 11-29 Driving 80. I I Instructions: Follow the steps to develop the character's 318B: Neutral Traits Instructions: For each Neutral trait that must be selected. To the left of each line are three columns of boxes. open to change Aggressive: assertive. Determine Alignment: Go to Table 318C: Alignment to select the character's Alignment and Attitude. opposed to change Liberal: tolerant of others. Above the columns are the letters L. entry #14-15) Assign a relative strength value to each trait. Use Table 318B: Neutral Traits Randomly selected trait. An obsession means that the character's life centers around the trait and he becomes frustrated. I I I 2d20 318B: Neutral Traits (roll 2d20) Curious: inquisitive. D. Select on Table 318A: Personality Trait Types. Repeat these steps for each letter in brackets in the EVENTS section of the worksheet. The letters indicate the table to be used to select the personality trait that develops. corresponding to the types of traits. stern of purpose Conservative: restrained.94 Weak 30-59 Obsessive 95-00 Average For more information about Trait Strengths. Roleplay: These are aspects of a character's personality which fit neither good nor evil categories. possibly even dangerous if prevented from fulfilling his needs (see Table 6498: Mental Afflictions. you should have been writing the letters that followed those events in the brackets next to the lines in the EVENTS section of the character history worksheet (see Developing a Personality under Table 215: Significant Events of Childhood & Adolescence ). roll a dlOO on the chart below. If you wish to use dice for this. Mark the box in the column that corresponds to the type of trait recorded on that line. Trait Strength is measured on a scale of trivial to obsessive. rarely serious Aloof: distant from others. For each letter in brackets in the EVENTS section. needs to know Hedonist: pleasure is the most important thing Precise: always exacting Studious: studies often. The subtables and guidelines here are used to provide a framework upon which to develop a character's personality. Match the total against the table below to determine the trait. Select the Traits: While you were selecting events onTables 215-217.. dl00 01-50 51-65 66-80 81-95 96-100 318A: Personality Trait Check No Personality Trait develops Neutral Trait: use Table 3188: Neutral Traits Lightside Trait: use Table 647: Lightside Traits Darkside Trait: use Table 648: Darkside Traits Exotic Personality Feature: use Table 649: Exotic Personality Features. I Alignment & Attitude 11 This table is the final stop in creating a character.318: Alignment & Attitude 32 318: Alignment & Attitude I I 318A: Personality Trait Types Instructions: Roll a d l 00 and match the result against Table 318A. and N. Immaculate: clean and orderly Rough: unpolished. . preoccupied with appearance. Silent: rarely talks Foppish: vain. Go to the Table indicated by the die result.. enterprising Passive: accepts things without resisting them Selfsufficient: does not need others Dependent: needs others around him Romantic: given to feelings of romance Logical: uses deductive reasoning Illogical: may not use reason to make decisions Frivolous: flighty. see Table 649: Exotic Personality Features. It is possible for trait strength to increase as the player plays his character. even cold Atheistic: denies existance of the supernatural Record the name of the selected trait on a line in PERSONALITY section of the worksheet. harebrained. Use Table 647: Lightside Traits Darkside trait. unrefined Skeptic: disbelieving of things unproven Immature: acts younger than age Even-tempered: rarely angry or over joyous Rash: acts before thinking Extroverted: outgoing Introverted: focus one's interests in oneself Materialistic: puts emphasis on possessions Aesthetic: possessions are unnecessary Amoral: no care for right or wrong Dreamy: a distant daydreamer Creative: able to make something out of nothing Leader: takes initiative.
at the cost of others' lives and freedom. then the character's alignment is Neutral. If the Lightside or Darkside column total is two points greater than any other column. A depraved character may even torture and kill for the sheer fun of it (Neutral Evil). when it pleases him. I'll do as I please. in that he is dedicated to his code of honor. a mercenary who serves a cause only because it pays well. (Lawful Evil). Like the self-centered character. But this code is centered around the Deviant character's self-centered personal goals. Chivalrous: Lives by the belief that the strong must protect the weak. and may even protect the innocent. then the character's alignment is the same as the highest column total. They may quite readily fit into one of the following attitudes: Neutral Attitudes Self-centered: "What's in it for me?" is the watchword of the self-centered character. Apathetic: "What does it matter and who cares?" are his rnottos. and Neutral traits. Values fair play and respects authority. he does not go back on it. Darkside attitudes are often marked by a craving for personal ppwer. Select the one that is most appropriate for the character (whether a player character or an NPC). If either the Lightside column or the Darkside column is NOT two points greater." Lives according to a loose personal code of ethics. Such a character believes that nothing really matters in the end." Includes vigilantes and "Robin Hood-type characters. I Neutral Alignment dencies)* The character's personality is roughly balanced between Darkside. (Lawful Neutral with Good ten- Darkside Alignment These three are the big "D" attitudes: Depraved. An individualist who works for the law and the good of the greatest number of people. Does no evil to self or others and works for the good of all. Darkside Attitudes Depraved: Self-serving and unscrupulous." He champions the underdog. He may be friendless. Materialistic: "He who dies with the most toys. The preservation of life and freedom are among their highest goals. but once he gives his word or his loyalty. living and working "outside the law. though there are limits to what . This is often found among characters of Noble Social Status and knights. disciplined or that reminds him of authority. particularly ones he can own. but unlike that attitude. wins!" is this character's battle-cry. Record the character's attitude on the line provided for it. Deviant and Diabolical. but try to act in character. Such characters are often considered good. both are subject to change as the character grows and changes during play. Record the character's alignment on the line provided for it. An individualist who disrespects higher authority. Does what he pleases.318: Alignment & Attitude 33 318: Alignment & Attitude he will do. Deviant: Like the Ethical attitude. Each attitude suggests a behavior pattern that might be followed by a character of that alignment. (Lawful Good). Conscientious: Lives according to a strict personal code of ethics. (Neutral Good). (Neutral). He believes in fairness and equality for all. This greedy character puts great emphasis on material things. though he does not feel bound to tell the truth. Diablolical: The despicable Diabolical character has no code of ethics. evil. (Chaotic Evil). Lightside. there is no higher cause to him than self service and self preservation. this character lives by a strict and ordered moral code. but will not tolerate anyone who works to cross him. chaos & good vs. tends to have a high regard for life and freedom. Select Attitude: Read the attitude types below the heading that corresponds to the character's alignment. despises all that is honorable. he takes the course of action that will best suit his desires for material gain (Neutral with Evil tendencies). His attitude is how he lives out that philosophy. He is like the chivalrous knight. The character may do anything to accomplish personal goals and is often considered evil. He tends to look out for his own interests above anything else. He respects honor and self-discipline in others. (Neutral with both Lawful and Good tendencies ) . He strives to own the best of everything and may compromise other principles for self gain. but who may distrust higher authority. (Neutral with Evil tendencies ). He lives his life as if there were nothing to be accountable for often choosing to side with good or evil because he doesn't care which wins. Following each attitude. Anarchic: "It's my life. is a suggestion for how the attitude might fit in game systems based law vs. (Chaotic Good). Roleplay: A character's alignment is his moral philosophy of life. Such characters are neither strongly good nor strongly evil. helps others only to be able to hurt them later. I I Lightside Alignment Followers of the Lightside respect others' rights. Like the Selfcentered attitude (see above) seeks to fullfil personal desires. He is unpredictable. Lightside Attitudes Ethical: Lives according to a strict. this character will do anything to obtain his goals. I 1 318C: Alignment Determine Alignment: Add the number of traits in each column of boxes in the PERSONALITY section of the worksheet and record the total beneath the corresponding column. None has dominance. keep his word or help others if there is nothing in it for him. Use your own discretion. Nevertheless. universal moral code of ethics. Attempt to play the character in keeping with his alignment and remember to play up his attitude. Unfortunately. regardless of whether that cause is good or evil. Like all things. the causes that he champions may not be the best for society. Like the Lightside alignments. Egalitarian: "Both sides have a right to their own views. The character's personality is weighted heavily towards unpleasant behavior.
the craft is learned at Rank 5. the character learns the new craft at Rank 6. Roll for Hi-Lo. The character accidentally stumbles upon a lost secret of the craft. Select occupation on Table 4246: Craft TablelII An occupation selected from the occupation table appropriate to the character's Culture Level. Roll a d20 (note modifications for shortened or lengthened apprenticeships below). Gameplay Benefits: After completing afive year apprenticeship. Lo = the event affects the character. 6 The master under whom the character studies is world-reknowned. eventful journeys to the courts of distant Nobles. 3 The character continues to study the craft with his master for an additional l d 6 years. Match the result against Table 419A: Type of Occupation." the master has an Exotic Personality Feature (Select the feature on Table 649: Exotic Personality Features). I I 5-6 7-10 The character accompanies his master on several long. 9 I 419A: Type of Ockupation I dl0 1-2 3-4 Occupation (rolla d10) Select occupation on Table 424A: Craft Table I . Remember that this affects the character's chances of learning better skills. the craft is learned at Rank 4. the player may develop the personality of the character's master. The GM should determine some craft secret that could have a later impact on game play. ' Use only if directed here by another table 419B: Apprenticeship Events d20 Events (rolladlo) The character's master is noted for his strong and 1 often annoying personality. the character learns his craft at Rank 3.one whose skill is legendary (Rank 10). the master slowly teaches the apprentice the secrets of the trade. His master takes the credit (of course). This is a process that takes several years. One of the other apprentices becomes the charac7 ter's best friend. Select these events on Table 217: Significant Events of Adulthood. If the result is 20. his skill at the craft is only Rank 1. only to discover that his master's shop is a front off ice for a vast criminal network. he is expelled from his master's service and the apprenticeship ends after l d 4 years (remember to note the effect on the character's occupation skill). Roll I d 3 to determine the events that occur to the character and his master. the character investigated 5 his record books. If the result is "01-50 No Personality Trait Develops. Remember to note whether or not the apprenticeship runs its full duration (see below). An exotic event occurs in the master's shop while the 8 character is apprenticed there. Reroll any conflicting events. Roll l d 3 times on Table 1148: Notewoflhy ltemsfor information regarding the master. If the modified result equals 26 or more. the character only revealed part of the secret. roll a d l 0 once and match the result against Table 4198: Apprenticeship Events to select the noteworthy event or situation which marks his apprenticeship. 10 Roll twice more on this table. Hi = female. Select the occupation on the table indicated by the die roll result. Select on Tables 420 through 423. However. 4 While the master was out. Hi =the event affects the master. select the occupation to which the character is apprenticed by rolling a d10. Instructions: First. but at the end. This feature so irritated the character that he cannot stand to be around anyone who acts in the same manner. 2 The character manages to accidentally break his master's valuable collection of sculptured ceramic chamber pots. A shortened or lengthened period of apprenticeshipcan affect the character's skills at the craft. Select other personality traits on the tables indicated by the die roll. Select a personality trait on Table 318A: Personality Trait Check. he may add 1 point to the d20 die roll for skill Rank (as described above). Lo = male. Determine this event on Table544 Exotic Events. If the result is 12 to 16. The Master: As an option. Shortened Apprenticeship: If the character does not complete the full five years. Roll Hi-Lo for the friend's sex. In return for payment from the apprentice's parents and a large amount of menial labor. He (or she) eventually goes on to become a noted master of the craft. Reroll any conflicting events. If the result is 17 to 19. Next. Determine the master's sex (roll Hi-Lo) and assume that he has at least a Rank 7 skill in the craft he teaches. Select occupation on Table 4248: Craft Tablell. Lengthened Apprenticeship: For each extra year the character spends at his apprenticeship. For this. Duration: An apprenticeship normally lasts five years and always begins at age 13. the character will have learned the skills of his new trade to at least Rank 2 ability. a diligent apprentice knows his craft at may seek his livelihood at it. .419: Apprenticeships 419: Apprenticeships I I Apprenticeships Many crafts and professions are perpetuated by the practice of taking on an apprentice who lives in the shop of a master of the craft. This NPC may be developed using the NPC suggestionson pages 9 and 10.
Often feared and quite powerful within the clan. some individuals perform but a single function (or group of related functions) for their clan or tribe. Their occupation is survival. rather than provide food. Gameplay Benefits: Each occupation has seversal skills associated with it that the character can learn and improve. providing both food and clothing. go on to Table 426: OccupationPerformance. shell-fish and crustaceans. The GM and the player will need to determine what these are and howthey are to be used in play. This profession usually protects the clan or tribal chieftain and does not hunt or fish to provide food. Follow directions to other tables if required. Gameplay Benefits: Each occupation should have several skills associated with it that the character can learn and improve upon. Match the total Roleplay: Survival is the occupation of a Primitive char- against Table 420A to select an occupation. raft or hide boat. Even then. In addition to totem magic. The fisherman is a net crafter and a boat maker. 42 1B: Special Nomad Occupations Occupation Priest or Shaman: (See Primitiive Occupations) Healer1 Herbalist: one who is wise in the ways of plant lore and medicines. this is afull-time position. Warrior: though most adult Nomads are warriors. Merchant: select type on Table 425: Merchants. Special Occupation: Select on Table 4218. It is not impossible for a Primitive character to learn the skills of other Cultures. Entertainer: minstrel. Roleplay: By learning a trade. CounselorlPhilosopher: usually an old man or woman who serves the leader of the clan. From here. it is only because the clan or tribe can afford to have someone not gather-ing food. 4 Toolmaker: he can make the best wood and stone weapons for the clan and is allowed to focus on this task. Often a taskof clan women.Select craft on Table 424A. Weapon Master: teacher of weapon skills. A Primitive character must master all the skills of his Culture in order to live with his environment. Adventurer: select on Table 757: Adventurers Career Criminal: select on Table 755: Criminals Tentmaker: makes the leather. 3 Artist: can render life-like ceremonial pictures of beasts and gods. juggler or tumbler I 420B: Special Primitive Occupations d3 Occupation 1 Shaman: a religious leader. All other things are frivolous. 20 1 13-16 17-18 19 20 Special Occupation: select on Table 4208. Horsemaster: a horse (or other riding mount) breeder and teacher of riding skills. Instructions: Begin by rolling a d20. He gains skills that may be useful when adventuring and also has a means to make money when not adventuring. 420A: Primitive Occupations d20 Occupation Fisherman: he lives off the bounty of the waters: fish. he is wise in the ways of plant lore and homespun medicines. in a few larger camps. Civilized Occupation: select on Table 423A. Instructions: Begin by rolling a d20. Match the total against TAble 421A to select an occupation. . acter. Still. The skills needed to live their Nomadic lives are known by all. felt or fabric tents which are the nomads' homes. The GM and the player will need to determine them how they are to be used in play. the function provided is one of survival. Primitives do not learn occupations. Warrior: all primitives are warriors if the need arises. Hunter: a hunter of animals. but it may be hard for him to understandwhy he should need to learn them. 2 Basket weaver: makes woven containers from reeds and branches. if not down right dangerous to you and your clan. Herder: raises the animals that are the mainstay of the nomadic way of life. Most Nomads are self-sufficient. go on to Table 426: Occupation Performance. a Nomad character becomes a contributing member of society. though boats are rarely more complex than a dugout. 10-18 19 421A: Nomad Occupations d20 1-2 3-12 Occupation Craftsman: type I . tf specialization of skills exists. Few occupations within Nomad Cultures are very specialized. This is the primitive equivalent of a physician and priest. From here. Diet is supplemented by gathered foods. Hunter: he stalks wild game.I 420: Primitive Occupations Primitive Occupations 35 421: Nomad Occupations I)/ I I I I I 1-9 1) Nomad Occupations II Technically speaking.
Often quite powerful within the clan or tribe (see description under Table420: Primitive Occupations for details) HealerIHerbalist: the barbarian equivalent of a physician. or Warlock: a local magic wielder. From here. a Barbarian character becomes a contributing member of society. This person has learned the occupation in other lands and brought it to his own people. The GM and the player will need to determine what these are and how they are to be used in play. Barbarian folk have found needs for artisans who can provide a specific service to the community. Lines between similar occupations are vague. A carpenter might also be a wood cutter and a furniture maker. go on to Table 426: OccupationPerformance. He gains skills that may be useful when adventuring and also has a means to make money when not adventuring. Priest or Shaman: a religious leader. He becomes welcome in professional societies. Farmer Fisherman Herder Hunter Warrior Craftsman: select on Craft Table 4248. and usually include trades from other Cultures. or continue to follow directions until an occupation is selected on a subsequent table. Special Occupation: Select on Table 422B. tumbler. Special occupations are less common in Barbarian societies. Counselor/Philosopher: Usually a learned man or woman who serves the chieftain. its flora and its fauna. Merchant: select on Table 425: Merchants. jar1 or king. A weaver will generally also be a cloth dyer. Select type on Table 757: Adventurers Career Criminal: select on Table 755: Criminals Ship Builder: a builder of sailing ships (such as the viking long ship). Roleplay: By learning a trade. Entertainer: a bard. Witch. juggler. many occupations encompass multiple facets of the profession. this person is wise in the ways of plant lore and homespun medicines. Forester: a warrior. Barbarian Wizard. Usually more feared than respected. In their towns and larger camps. Craftsman: select craft on Table 424C. 422B: Special Barbarian Occupations Occupation Civilized Occupation: select on Table 423A. Match the result againstTable 422A: Barbarian Occupations to select an occupation. Horsemaster: a horse trainer and riding teacher Explorer: one who seeks new lands for trade or conquest. Gameplay Benefits: Each trade should have several skills associated with it that the character can learn and improve upon. . and trade fellowships. Adventurer: a professional hereo. and may even be a tailor. However.Barbarian Occupations I I 11 Use only if directed here by another table Most Barbarian Cultures begin to adopt specialized occupations. rarely more powerful than Rank 5. 1 422A: Barbarian Occupations Occupation Craftsman: select on CraftTable 424A. actor or poet (skald). guide and hunter who knows the forest. Instructions: Begin by rolling a d20. guilds.
Go to that table and roll a d20 again. and trade fellowships. Upper Class Occupation: select on Table 423D. Gameplay Benefits: Each trade should have several skills associated with it that the character can learn and improve upon. fixess them up a bit and resells them for less than new. iob duties are broken down into smaHer and smaller components until each person in the society performs but a single function. sharpens blades. Sailor Laborer: roll ad6 on the subtable below: 1 Miner 2 Stonecutter 3 Woodcutter 4 Charcoal burner 5 Peatcutter 6 Unskilled laborer Launderer Fisherman Household servant: roll a d6 on the subtable below: 1 Butler 2 Cook 3 Housekeeper 4 Gardener 5 Stable hand 6 Footman Tavern or Inn Employee: roll a d4 on the subtable below: 1 Bartender 2 Serving person 3 Housekeeper 4 Bouncer sells goods he makes. go on to Table426: Occupation Performance. those unusual jobs which fit no other classification and are often uncommonwithin any Culture.Use only if directed here by another Table Civilization brings with it occupational specialization. Upper Class. those jobs which commonly provide little income and are often based on physical labor. The GM and the player will need to determine what these are and how they are to be used in play. Second Hand Shop: buys used goods. Soldier: for details in depth see Table 535: Military Experience. Special Occupation: select on Table 423E. Lower Class Occupation: select on Table 4238. those jobs which require formal education and or some monetary investment to learn or perform. Special Occupation: select on Table 423E. Match the total against Table 423A to find which Table contains the character's occupation. Instructions: Begin by rolling a d l 0 and adding the character's SolMod to the result. Barbarian Occupation: select on Table 422. finds. 423A: Occupation Selection Roll a dl0 + SolMod dl0 Occupation Nomad Occupation: select on Table421. or "acquires" at his movable streetside stall. a civilized character becomes a contributing member of society. or. Middle Class. Follow directions until an occupation is selected. The second d20 result selects the occupation (or gives instructions to go to another table). which may require nothing more than mental effort and can either produce large amounts of money. Roleplay: By learning a trade. guilds. He gains skills that may be useful when adventuring and also has a means to make money when not adventuring. He becomes welcome in professional societies. Street Vendor: buys. Upper Class Occupation: select on Table 4230. 423B: Lower Class Occupations Roll a d20 d20 Occupation Beggar Farmer: roll a d4 on the subtable below: 1 Freemanfarmer 2 Herder 3 Sharecropper (works another's lands) 4 Serf (an agricultural slave) Tinker: repairs pots. Craftsman: select craft on CraftTable 424A. Often a source of inexpensive (or imitation)goods. and finally Special Occupations. Middle Class Occupation: select on Table 423C. It is very unlikely to find a man or woman who is skilled at more than one occupation. Civilized occupations are divided into four classifications: Lower Class. or provide diversion for those who have no need for more money. From here. but often real bargainsto be found. As a uiture becomes Civilized. Much junk. .
2 An unusual skill. 4 A Craft. Often in another's employ. If the result makes no sense of is too difficult to work out. Use Table 423Ato seledthe industry which he oversees. but has employees who do it. Government official: select type on Table 752: Government Officials. Merchant: go to Table 425: Merchants. 2 8778: Horse Skills. a magical meddler in the sciences. The pilot is a seagoing guide (more than just a navigator). Landlord: owns property. selected from Table876: UnusualSkills. Tavern Owner: runs a tavern where drinks and food are sold. Is probably attached to a government office or a large mercantile guild. Roll l d l O for the number of properties owned. Often works on agrand scale. select the craft on Table 4246. language.sometimes nothing more than a fancy prostitute (particularlythe female courtesan). not quite a scientist. Deals in the finer points of the law and defending the innocent against unjust prosecution. Business Owner: select the type of activity the business performs by rolling the die again on Table 423A. Select the craft by rolling a d6. A non-magical healer who specializes in sewing up wounds. the tavern is also an inn. AuthorlPlaywrite/Poet: this indicates a successful wfaer. The NPC character is automatically a master of his craft. select the craft on Table 424A. 2 = 4248. Craftsman: select the craft on Table 4248. selected from Table 877: Military Skills. and bleeding. or deputy director. Architect: the designer of grand and glorious buildings like temples. Engineer: a designer and constructor of mechanical devices and structures. assume that the character is in charge of all that type of activity for the government. the inn is a road house on a highway. Does not pay interest on mony kept in savings and may even charge to keep it there. May be quite wise or simply pompous. 3 = 424C. and the arts. 3 877C: Forestry Skills. 4 8770: NavalSkills. Craftsman: select craft on Table 4248. Not truly a wizard. Scribe: can read and write fluently in several languages and has legible. If the result is a 10. Roll a d3. 1 = 424A. possibly elegant handwriting. Government Official: select the type on Table 752: Government Officials. The character does not actually do this service. . d20 Occupation Alchemist: a maker of potions. select the craft on Table 4248. reroll. assume that the character is an assistant to that position. Chef: cook for a good restaurant or a Noble family An overseer: a supervisor of others. Business Owner: select the type of activity the business performs by rolling the die again on Table 4238. Craftsman: select the craft on Table 424C. a sage. 3 A military skill. Of course. On result of 7-10. writing. Merchant: go to Table 425: Merchants and select the type of mercantile operation. but has a 10 + SolMod chance to own his ship. if the selected occupation appears to be one of relatively high status. Innkeeper: runs a boarding house where travellers can get a night's rest or keep semi-permanent lodgings. Roll a d4 on the subtable below to select the Military Skill subtable: 1 877A: Combat Skills. a thinker. palaces and fortresses. Diplomat or Negotiator: establishes or soothes relationships between governments or between businesses and governments. Interpreter: speaks several important languages fluently. If the result is 6. backwhen it was still a respectable occupation. Litigation Trickster: a lawyer or barrister. The die roll result corresponds to the Craft Table (used to select the Craft. often to people who can least afford it. probably assoPhilosopher: ciated with either a religious institution or a school of higher learning. Most practicioners of the literary arts are paupers. Engineer: a designer and constructor of mechanical devices and structures. GuideIPiiot: a pathfinder who aids travelers and merchants in unknown areas. In a fantasy society. The character does not actually do this service. Roll a d6. Craftmaster: local guild leader for a particular craft. this is before the advent of ambulance chasing and liability suits. Can proablably make ink if he hasto. Instructor: a master of some skill who teaches others what he knows for a fee. Serves meals but not alcohol. but has employees who do it. Craftsman: select craft on Table 424A. Chiurgeon: doctor/surgeon. Select the average Social Status of the landlord's tenants on Table 103: Social Status. May be a tinkerer or mad inventor type of person. lakes and rivers.. Roll a d4 on the subtable below to select what the Instructor teaches: 1 Weapon use ( Rank 7+ with one weapon). possibly a second in command. rents it to others. Shlp Captain: sails ships on the high seas. CourtierICourtesan: an attendant in the court of a Noble or Royal ruler -.423: Civilized Occupations 423C: Middle Class Occupations Roll a d20 38 423: Civilized Occupations 423D: Upper Class Occupations Roll a d20 I Occupation Money Lender: makes loans at outrageous profit. If the result is 13. Teacher: a scholar who teaches students history. If the result is 4-5. Banker: keeps other folks money safe for them and loans money wisely. If the selected occupation appears to be of low status within the government. such a person has a 75% chance to have a Patron who sponsors his work.
Career Criminal: select on Table 755: Criminals. Jack of All Trades: roll ld3+1.) Astrologer/Diviner/Fortune Teller: purports to tell the future from signs and omens. The spy usually works for a government or large mercantile operation. Fears he may be mad.4233: Special Occupations (Rolla d20 ) d20 Occupation Assassin: a professional killer. Often does not believe in the existence of deities. juggler. a nonmagical master of hokum and illusion. skald. Rank 1 = Novitiate Rank 2 = Monk (an initiate of religious mysteries) Rank 3-5 = Full priest Rank 6-9 = Chief Priest Rank 10 = A High Priest Rank 11+ = Chief High Priest above all. Might be a charletan. This character will have experienced one event on subtable 5418: Religious Events under Table 541: Religious Experience. Tries to explain things in termsof what he knows (orthinks he knows). he sees the future through his god. 4 Seer: is more like a religious fortune teller. Select occupations on Table 423A. but is probably not. 2 Oracle: is part of an established temple. The character has minimal skill at many different trades (never higher than Rank 2 at any trade). Entertainer: a bard. minstrel. Is usually skilled at a musical instrument or two.. Works in public." 3 Hermit: is a reclusive holy man who is tormented by visions. May be a priest. not necessarily a priest. astronomer... May have had underworld experience (from Table534: Underworld Experience ). Chariot or Horse Racer Professional Gambler HealerIHerbalist: Uses plant lore to heal wounds and illnesses. This character's Social Status always drops 1d3 levels. Wizard: usually an honored practioner of magical mysteries. or tumbler. This character will have experienced one event on subtable 54 18: Religious Events under Table 541: Religious Experience. Sees the word of the god in the vapors of a burnt offering. etc. Has a50% chance to be "not right in the head. but often denounces the actions of others. . Scientist: biologist. Private Detective or Spy: both ferret out hidden information. Professional (guild) Thief: Definitely has had unUnderworld derworld experience (from Table 534: Experience ). Rumormonger: collects information and spreads it for a price. Works secretly. Also works as a story-teller. Select type on Table 757: Adventurers. Veterinarian: A healer of animals. d20 Occupation (continued . Gladiator: a professional killer. but for a price. Ship Builder: A maker of boats and ships. but has true visions of the future. The priest's occupational Rank represents his standing within the religion. actor. Adventurer: a professional hero. Priest: select god on Table 864: Deities. Prophet: Someone who speaks for a god. Roll a d4 on the subtable below: 1 Doomsayer: prophesys of evil fortune to come upon those who fail to heed his words. geologist. magic or the supernatural. not necessarily his skill at being a priest. Printer: prints books using carved wood or engraved metal printing plates. Longs for company.
Distiller: makes distilled beverages. The GM and the player will need to determine what these are and how they are to be used in play. Pastry Chef: cakes. and other bladed weapons. Gameplay Benefits: Each craft consists of one or more skills that the character can learn and improve upon. roll a d20 and match the result against the appropriate table. Master Craftsmen. sculpts statues. Baker: bakes bread. smokes meats. Armor Smith: makes armor and some weapons. Fletcher: makes arrows. Stone Mason: shapes and lays stone. Furrier: makes and sells fur clothing. Illuminator: illustrates manuscripts. go to Table 426: Occupation Performance. like a piece of pottery. and eyeglasses. flax. Cooper: barrel maker. Horse Breeder: blends the bloodlinesof fine horses. WheeUCartwright: makes wheels and wagons.424: Crafts 40 424: Crafts I I Crafts I I Use only if directed here by another table R o l la d20) 424B: Craft Table I1 ( d20 1 Craft Shipwright: builds ships. Characters who attempt to ply their craft skills without guild sanction may find themselves the victims of Guild retribution. Dress Maker: makes everyday women's wear. Leather Worker: makes leather goods. Artist: paints murals and potraits. Confectioner: candy maker. especially artistic ones. ships. Potter: makes pottery. Sign Painter: paints signs for all occasions. an iron tool. . Tailor: makeslrepairsclothing of all kinds. Spinner: spins wool. Wine Maker: knows his wines and grapes. Chandler: candle maker and seller. Animal trainer: train exotic animals. t Crafts are skilled occupations in which the end product is usually something tangible. Animal Trainer: trains common animals like dogs or horses. Sailmaker. or a piece of furniture. Basket weaver: maker of baskets and wickerware. Costumer: makes costumes and elegant clothing. Plasterer: plasters walls and ornate decorations. Sword-Dancer: a ritualistic sword master. The occupation table entry which sent you here should have indicated which subtable to use. 4 2 4 : Craft Table I ( R o l la d20) d20 Craft Blacksmith: maker of iron goods. Cabinet Maker: makes fine wooden furniture. The best are instructors. crystal balls. are treated with honor often reserved for Nobles. Glassblower: makes bottles and glassware. From here. Membership in a craft guild is not automatic and is usually limited to those who reach journeyman status or higher. Weapon Master: a teacher of weapon skills. Paper and Ink Maker: source of writing materials. t Basedon the novel Sword-Dancerby Jennifer Roberson. Glazier: makes and installs window glass. Bowyer: makes bows. Instructions: Each of the three Craft subtables is separate from the others. Miller: grinds grain into flour. Roleplay: Craftsmen are usually respected members of society. and cotton into thread. Cobbler: a shoemaker. medicine maker. Guilds: Each craft has its own guild or league that restricts to whom the craft can be taught. how much can be charged for goods. often found as a mercenary. Goldsmith: a crafter of gold for all uses. Most crafts are worked and sold in small. Butcher: butchers animals. To select a craft occupation. Weaver: makes cloth. sweet breads and pastries. Instrument Maker: musical instruments. Carpenter: builds with wood. Jeweler: a maker and assessor of fine jewlry. Tanner: prepares leather. and who wields its political clout. family owned shops. daggers. Cartographer: surveyor and map maker. Rope and Net Maker. Members of craft guildscan often find lodging in craft guild halls when they travel. Apothecary: a pharmacist. Oculist: makes lens. etc. Clock Maker: makes clocks of all kinds.. 424C: Craft Table I11 (Roll a d2O) d20 Craft Silver Smith: a crafter of silver for all uses. Sausage Maker Brewer: makes beers and ales. Sword Smith: makes swords. Painter: paints houses. Saddle and Riding Harness Maker. Copper and Pewter Smith: makes and repairs metal vessels. Dyer: colors woven fabrics. Fuller: makes cloth heavier and thicker. Perfumer: makes perfumes and scents. a ship.
425: Merchant Types (rolld20 + SolMod ) d20 Merchant Type 0 Pawnshop: Valuables are used to secure loans from this merchant. Imports silk fabric and thread from 6 Curio Merchant: Shop contains marvels from the four corners of the world -. 8 9 23 Real Estate Broker: Locates potential properties for clients and arranges the sale. A merchant will have an ability to evaluate trade goods (usually limited to those he is familiar with) equalto his ski11 Flankas a merchant. pigs. 4 Innkeeper: The hotelier of yesteryear. 3 Tavernkeeper: Sells alcoholic beverages. May be a trader. Book Seller: Purveyor of rare and unusual books. I I Just as important as the business of making and growing things. etc. is the business of selling things. 16 Slaver: Buys and sells people. If items are not reclaimed within a specified time period. but only add 4 to the die roll (do not use the character's SolMod ). The merchant controls all businesses of this sort in either a major city or a small country. Fishmonger: "Fresh" fish for sale. bed. including spices. but the more one needs what he has. a cheerful atmosphere and a limited meal menu. 17 Carpets & Tapestries: hangings and floor coverings. Travels a lot. d20 Merchant Type 15 Furniture dealer: Sells finely made furniture to people with taste and money. 25-28 Buys stands of timber and 10 11 12 Master Merchant: Runs several businesses at the same time. They provide the things the adventurers so desperately need to get by. sells dried lumber. ususpeak their own. a meal and often the atmosphere of a tavern. Roll ld6+1 to select number of businesses. Occasianally buys and sells magical items. go onto Table 426 OccupationPerformance. 2 Trader: The ancestor of the traveling salesman. Antique and exotic wall 18 Livestock Trader: Buys and sells cows. and spices. but more usually usesothers. 1 Caravan Master: Transports goods on pack animals between destinations. Clothing Seller: Sells clothes made by others. 21 Art Dealer: Acquires and sells antiquities (ancient statuary and historial artifacts) and arranges work for popular artists. chickens. Weapon Shop: Buys and sells weapons. a feed store. incenses. Monopoly: Roll again on this table to select business. and wild animals. sheep. crafts. 22 Gem Merchant: Buys and sells cut and uncut gemstones. Merchants also learn the value of what they sell. roll again on this table. Provides a 5 Dry Goods Seller: A hardware shop. curiousities and collectibles. Merchants are the lifecivilized and many barbarian economies. There is a little bit of everything in his packs. 20 Silk Merchant: far-off lands. 19 Shipping Agent: Arranges the transportation of goods to many destinations. Sells the finest vintages along 24 Lumber Merchant: . the greaterthe price. From here. 29-33 13 Wine merchant: with cheap tavern wines. a little bit of everything and at a reasonable price. a fabric merchant. the pawnshop sells the item. Green Grocer: Fresh vegetables and produce. rare herbs. May run caravans or own ships. curios. horses.1425: Merchants 41 425: Merchants Merchants 1 11 11 I Use only if directed here by another table I Gameplay Benefits: Merchants learn languages. 14 Importer: A general importer of trade goods. For each business. 7 Snake Oil Salesman: Sells wonder tonics and elixers to a needy world. . grain.knick-knacks. Often hires adventurers to collect "trade goods". Instructions: Roll a d20. Add the character's SolMod and match the total against Table 425A to select an occupation. raw materials for manufacturing. hi^ ally due to exposure to people who translates to Rank 2 skill in I d 4 foreign languages.
etc. biographies. intense at times. Compare the character's current age and Cultural status against the list of modifiers that follow. Instructions: Roll a d20 and match the result against Table 427A below to select a hobby. music. signatures. paint or sculpt. etc. needlepoint. this is how the character spends his free time. books.) Dancing (either participation or spectator) Play a musical Instrument (brass. Rank at hobby will never be less than 1.) Read for enpyment Write Creatively (poetry. Add or subtract ranks from this ability based on the modifiers listed below. About 10 to 15% of total income is spent on this hobby. This activity is a focal point of the character's life (see Obsessive Behavior description. animals. drama. at the hobby. Then go to Table 4276 and roll a d l 0 to determine the character's degree of interest in the hobby. consuming all a character's time. plays) Act (dramatics) Draw. in Table 6498: Mental Afflictions). wind. Hobbies often have a negative side-effect: they become compulsive. challenge or improve oneself in some way. histories. Sporadic and Variable . Given a choice. Character will easily spend 1%of his total income on this hobby. energy. 427A: Type of Hobby (Roll a d20) d20 Hobbies & Diversions Collect Something (weapons.427: Hobbies 43 427: Hobbies Hobbies I' 11 Use only if directed here by anather table Regardless of Culture or Social Standing. it is not unusual for intelligent beings to devote their "free" time to diversions that entertain. Needlework (crochet. antiques. 8-9 10 . Devoted. Consuming Passion. sewing). Easy to put aside when necessary. 1 Wrestling (+1 point Strength attribute) 2 Running (+1 point to Constitution attribute) 3 Fencing (gain Rapier skill ) 4 Team ball sport (+I point to Dexterity attribute) 5 Horse racing (gain riding skill) 6 Swimming (gain swimming skill) 7 Archery (gain skill with bow) 8 Boxing (gain skill with fists) Build detailed models Develop appreciation of the arts-. Then go to Table 4278 below and roll a d4 t o determine the character's skill Roleplay: Hobbies provide characters with unusual. pipe organ. religious symbols. 1 History 5 Astrology 2 Religion 6 Other Cultures 3 Art 7 Magic 4 Astronomy 8 Weapons Sports and Athletics. paintings. Hairdressing and cosmetics Hunting for sport Gardening Breeding Dogs Animal Husbandry (breeding livestock) Fishingfor sport Heraldry (study of the coats of armsof Nobility) 427B: Hobby Proficiency (Roll a d4) The result is the character's Rank with this skill. and money.learn to appreciate and critique art. Roll a d6 on the subtable below to determine the type of activity or competion in which the character is involved. Interest runs in spurts. etc. adding or subtracting ranks from the character's skill as necessary. harpsichord. but often useful skills. totally ignored at others. poetry. stringed. entry 13. percussion. Sing Study. Roll a d8 to determine the character's area of interest. Age or Cultural Status Character is a child: Character is Destitute: Character is Wealthy: Character is Nobility: Character is Extremely Wealthy: Character is Primitive: Character is Nomad: Character is Civilized or Decadent: Skill Modifier -2 Ranks -1 Rank +1 Rank +2 Ranks +2 Ranks -2 Ranks -1 Rank +1 Rank 427C: Degree of Interest (Roll a dl01 dl0 Degree of Interest 1-2 3-7 Casual. Character will spend (1d6+2)x10°/~ of his total income on this hobby and may have to be forcibly pried away from the pursuit of the hobby. Spending money on this hobby is a rare occurance. often unobtainable by other means.
It was stolen and a fake left in its place. 1 If the character has children. Go to Table 103: Cultural Background to find the Culture (and CuMod) that will affect all the character's future rolls. 6 3 A favorite pet dies painfully (this will affect special pets created on Table 759: Unusual Pets ). Go to Table 540: lmprisoned! for special occurances that happen in prison. Roll a d6 for each close family member or guardian. s+ . Roll a d6 on the subtable below to find how it happened: 1-3 It was lost. your parentslguardians are imprisoned. To find out what caused the destruction. possibly valuable. 2 Unable to pay their taxes. 9 II II A favorite. Go to Table 780: Serbus Wounds to determine the character's injury and its lasting effect. Go to Table 750: Others and determine who it was that killed the child. On a roll of 3-6. He is forced to watch while the beasts rend. 8 FamilylGuardian(s) is wiped out. 5 The village or small town where the character lives is wiped out. Roll a d6. The numbers following each name indicate the chance on a d6 that the character and the rest of his family followed the outlaw(s) into hiding. 4-5 It was stolen. 2-3 A terrible fire 4-5 War Someone's actions. A striig of tragidieb muld make the character feel that h& has inborn bad luck or even that the gods stand against him. A tragedy could easily provide subsequent life-long motivation for the character or drastically change his or her perception of the world.ctions: when bad things happen to god characters. Roll a d6 for each close family member or friend living in the affected area. Then go to Table 443: Death Situations and determine how the death occurred. the entire city is destroyed). we often these learn strong and grow emotional from them. the death was caused by someone else. The character receives a severe injury but survives. On a roll of One or both of the character's parents are outlawed 10 and go into hiding. Subsequent directions given within each result may require that additional rolls be 528: Tragedies (roll a d20 + SolMod) -2 Wild carnivorous beasts ' attack. d20 Tragic Result (continued . then guardians or friends). Roll a d6 on the subtable below to determine the affected parent. then reroll a different tragedy.528: Tragedies 44 528: Tragedies made on this or other tables to further expand upon the tragedy. Roll a d6 on the subtable below to determine the cause of death. but do not add in the character's SolMod. roll a d6 on the subtable below: 1 A deadly disease 2-3 A terrible fire 4-5 War Someone's actions. Go to Table 546: Death of Parent or Guardian for further details. occurances More have profound effects upon characters. Tragedies Use only if directed here by another table Roleplay: Tragedies happen to almost everyone to one than degree many or another types of and events. the portion of the city affected is where the character or the character's immediate family live (Optional: Roll a d6. 7 -1 Reroll. it becomes necessarv to rolla d20 add the ~olMbd and follow the resdt on this table. 0 Imprisoned for a crime the character did not commit. then reroll until atragedy that could happen occurs. Should the die roll indicate a situation could not occur. 1-3 Father (1-2) 4 Mother (1-4) 5-6 Both parents (1-5) Now go to Table 875: Crimes to find why the parent(s) was outlawed. If the character lives in a large town or city. Go to Table 546: Death of Parent or Guardian for the effect on the character.I 5-6. Go to Table 875: Crimes to select what crime the character has been imprisoned for.. The character is responsible for a death. Select relatives on Table 753: Relatives. such as a parent dying when the character has no living parents. Go to Table 750: Others and determine who caused the pet to die. Following each crime is a number that indicates the type of die to roll to find the number of years of the sentence. If the roll is 5 or 6. On a roll of 6. tear and devour up to i d 4 family members (if no family. roll a d6 on the subtable below: 1 A deadly disease. 11 ~st. On a roll of 5-6 the parents go into hiding within a different culture level. that person dies. 4 Orphaned! Go to Table 546: Death of Parent. 1-2 An accident 3 A fire 4-5 Disease 6 Someone's actions. that person dies in the destruction. Go to Table 750: Others to 6 determine who destroyed the character's home.. Go to Table 6 750: Others to determine who died. Go to Table 750: Others to 6 determine who destroyed family. To find out what caused the destruction. one of them dies. Then roll a d6. The violent death of a loved-one could initiate a vendetta aaainst the perpetrator that a character may later play out. The character is orphaned. possession vanishes. Then go to Table 545: Death Situationsto determine how the death occurred. If the character has no children.
14 The character is banned from performing his or her primary profession and is cast out of any guilds. 6 Lover dies in an accident. 7-8 The character is attacked by someone. Roll a d6 for a Hi-Lo number. Go to Table 750: Others to determine who destroyed the estate.I 11 Character sold into slavery.) Tragic Result (continued . 15 If the character has a lover. affecting even the wealthy. On a d6 roll of 6. Hi equals father or male guardian. his Social Status drops by one level. 7 Lover is killed by lover's own jealous former lover. 6 If 14 years or older.. 26-27 The character is forced into an unwanted political marriage. the character receives a severe injury that does not heal properly. 32 The chief source of the character's income (or his or her family's income) is utterly destroyed. 5 A terrible fire. but remain at that level (unless changed again). On a d6 roll of 6. Go to Table 868: Curses to determine the nature of the curse. 33 The character's family is stripped of all titles and lands by the ruler of the land.528: Tragedies d!20 45 (continued 528: Tragedies d!20 Tragic Result . 4 Lover dies of disease. Do not add in a character's CuMod or TiMod values. After that. Following each crime is a number that indicates the type of die to roll to find the number of years of the sentence. modify the roll by subtracting 45 from it instead. 5 Lover dies in a fire. Go to Table 545: Death Situations and determine how the death occurred. The SolMod from this new status will be the one that affects all future die rolls. but do not add in the character's SolMod The character's family loses all its wealth. 21 Family estate destroyed. Go to Table 540: Imprisoned! for special occurances that happen while the character is incarcerated. Then go to Table 545:Death Situationsand determine how the death occurred. roll a d6 on the subtable below: 1-4 An accident. Reroll Social Status on Table 103: Social Status and subtract 10 from the die roll. he or she cannot practice the profession within the known world of his or her current culture. they automatically rise one level. . Roll a d l 0 on the subtable below to discover the nature of this tragic event. The value of money becomes a tenth what it was.. 5 1d3 additional tragedies. All personal belong18 ings are destroyed. 2 Lover attempts to kill character. If the character has no lover then reroll a different tragedy. the old spouse "disappears" (he or she may have been kidnapped. 1-2 One additional tragedy. 22 Imprisoned for a crime the character did not commit. 13 One of the character's parents (or guardians is killed). but then disappears. the character's family is outlawed (see # I 0 above). On a d6 roll of 6. If the character is already married. the new spouse dislikes the character and will obviously cause the character grief for some time to come.. To find out what caused his or her death. associations or societies associated with the trade. Go to Table 870: Serbus Wounds to determine the injury and its lasting effect upon the character. then something terrible happens to him or her. Reroll Social Status on Table 103: Social Status and subtract 30 from the die roll. the character's Social Status drops by one level. imprisoned or killed). Roll a d6 on the subtable below to determine the cause of destruction: 1 A revolt 2-3 A terrible fire 4 An unexplainable accident 5 War 6 Someone's actions. Roll a d8 on the subtable below to determine the cause of the injury: 1-4 An accident. 8 Lover disappears and is never seen again. 1 Lover is unfaithful and leaves character heartbroken. Lo equals mother or female guardian. Go to Table 875: Crimes to determine what crime the character has been imprisoned for. 3 Lover tries to kill character. Go to Table 750:Others to determine the attacker. Roll a d6. 6 The character is attacked by an animal. Go to Table 870: Serbus Wounds to determine the injury and its lasting effect. Reroll Social Status on Table 103 and subtract 10 from the die roll to determine the character's subsequent standard of living. On a result of 6. The character's Social Status drops by one level. 3-4 Two additional tragedies. 17 War ravages the character's homeland. 19 The character is cursed. Roll for Id3 additional tragedies then go Table 535: Military Experience. All personal belongings are destroyed. the character is conscripted into military duty. 9 Lover reveals that he or she can hereafter only love members of his or her own sex. 23 24 Reroll. but dies in the attempt. At the time of marriage. If the character does not have an occupation that he can practice at Rank 3 or better skill. All Social Status's above Destitute drop I d 3 levels for I d 6 years. If the character's identity is known. 5-6 Someone's actions. 30-31 Reroll. The SolMod from this new status will be the one that affects all future die rolls. 28-29 A shift in the economy causes severe inflation. Go to Table 875: Crimes to determine what he or she allegedly did. 10 Lover imprisonedfor a crime. 25 The character is disinherited by parents. 16 A disease almost kills the character and leaves horrible scars. 20 The character's best friend dies. Roll a d6 on the subtable below to determine the number of additional tragedies that afflict the character. but do not add in the character's SolMod. Reduce Charisma and Appearance attributes by 1d4 points. Go to Table 750:Others and determine who is was that killed him or her. A fire guts the character's home. slaved Go to Table 539: En- 12 Character receives a severe injury that does not heal properly.
27 age. Roll Social Status for the near-victim on Table 103. it is a true adoption. Some characters might accept this with gladness and humility. 6 The character is responsible for saving a life.. If he has living parents. Several new estates are established in foreign countries. Something Use only if directed here by another table Instructions: Roll a d20 and add the character's SolMod. the character finds that he has the innate ability to command wild beasts (not monsters) to do his will (so long as it does not seriously risk the animals lives). Some entries may require that additional rolls be made. even worship. 7-9 Slavery is outlawed in the land.16 A disease almost kills the character. he is treated just like a son. Reroll. Then go to Table 545: Death Situations to determine how the death almost occurred. but are honored for their role in the despot's demise. Go to Table 870: Serious Wounds to select the injury. When these sort of things happen. If the victim was Well-to-Do or better. the area is rebuilt and becomes more prosperous than ever before. 4 The character is adopted into a Wealthy family. 15 . The character gains a loyal friend and companion. even miraculous things. a reward is given to the character. d20 529: Roll a d20 + SoZMod d20 Wondrous Result (continued . 2 While repairing the family home. but do not add in Solmod.. they are set free with an admonition to "Sin no more. Roleplay: Good things do happen. so when something good happens to a character it always seems to be unexpected. If he is an orphan.23 Reroll. The government pays to restore it and maintain it. Land holdings and tlles increase to match the new position. The charader's loyal parents (or the character if he is a first born) are elevated one title level (as determined by Culture). Example: A baron would become a count. while others might feel that they are finally getting their due. 46 529: Something Wonderful. wonderful things that can happen.. The GM must determine the nature of this new power.529: Something Wonderful. II . Go to Table 759: Unusual Pets to determine the details about this animal. Go to Table 750: Others to determine who was saved. A shift in the economy increases the value of preci28 29 ous metals. beautiful child.) The Social Wondrous Result to one rank below the overthrown evil Noble. or his friends or relatives are in prison. but do not add in the character's SolMod. Clients from around the world seek his services. The rich get richer. A Hi = male. Life is tough. Roll Hi-Lo for the child's gender. equal . . A Lo = female. The reward: elevation to Nobility. his spouse. Go to Table 863: Gifts and Legacies to determine what has been found. All slaves are freed. 22 . Should the die roll indicate a situation could not occur. This is a list of good. he is blessed with the birth of a healthy. If the character 19 is currently in the Military. Assume that the new family is of the same Culture level as the character at the time of adoption. Roll for important information about the new family on Tables 106: The Family. 869: A lasting peace takes hold in the land.14 The character becomes reknowned for his occupation. Go 20 to Table 761: Companionsto determine the details. -1 Get Out of Jail Free. A magnanimous ruler pardons all prisoners.18 The character is blessed. If he lives in a large town or city. Match the result against the table below. 21 Family home is declared a national treasure. The Social Status of the character's family raises by one level (but never above Wealthy). After l d l O years. while allowing your family to live there. Status of the parents rises to at least Well-to-Do. However. but there is little loss of life. A new market opens up for the chief source of the 30 . the ruler's liege (up one line on the Table 758 ) overthrows the evil ruler and the character's parents are not only pardoned.. Character becomes's his parents' sole heir 24 25 - The character is forced into an unwanted marri26 ." 0-1 If the character has a lover or spouse.32 character's income (or his family's income). Character receives a severe injury that does not heal 12 properly and almost kills him before he is rescued by a benevolent wizard who replaces the damaged limb or organ with a magical prosthesis which grants the character a magic power. 13 . Go to Table 758: N&!es and determine the ruler's title. The influx of business allows the character to increase his Social Status by l d 2 levels (but not above Wealthy). During the attack. 17 . All Social Status's above Comfortable increase one level (Wealthy have a 1% chance of becoming Extremely Wealthy). but miraculously. the affected portion of the city is where he or his immediate family live. If the character. the character discovers a magical item. the character may feeltouched or blessed by the gods. Go to Table Blessings to determine the nature of the blessing. 10 A despotic and evil local ruler outlaws the character's parents. 3 Character acquires an unusual pet. reroll until an event that could happen occurs. after the disaster passes. The ruler of the land consolidates feifs and eliminates 3 troublemakers. the character becomes immune to all disease. but quickly comes to love. 107: Siblings and 114: Parents & NPCs/ 5 The village/small town where the character lives is destroyed. 11 -2 Wild carnivorous beasts invade the character's camp. he is discharged with honors.
Character gains Rank 5 proficiency skills in storytelling and singing. However. Character acquires an unusual pet. A monster raid forces the character's family from their cavern homes and the monsters still occupy the caverns to the present day. sword and shield usage. From an ancient hermit. sleeping in time-worn clothes next to a giant tree in the woods. but it will be centuries before the woodlands are restored to normal. At least one sibling is a half-elf. Work in wood. Character stumbles upon lost dwarvish caverns. ldlO 530: Elven Events (roll a d10) Forest home is ravaged by monsters. To a dwarf. the character learns l d 3 human languages to at least Rank 4 proficiency. and distrusts elves. Character's family adopts a young human. made from improperly harvested trees. A quest may be necessary to remove the curse from the afflicted elf. the newfound wealth is taken away within I d 4 years by a powerful monster. Yet upon leaving the caverns. The elf loves beauty. An elf loves fun and good times. His Social Status then drops I d 3 levels. He ages as a human. Character is given a magical bow by someone he knows. On a result of 1 to 4. and wondrous devices. Go to Table 863: Gifts and Legacies to determine the nature of the gift. the raid occured a long time ago. The GM will have to decide the powers possessed by the magical hammer (possibly it is a weapon).I530: Elven Events I 47 531: Dwarvish Events I 'I' L Elven Events z e c t e d here by another table 530: '1 1 I Use only if directed here by another table / I I I I The significant events on this table are particular to elven characters (or characters raised by elves) and reflect some of the differences in their upbringing. Character discovers a trove of mineral wealth that raises him up to Wealthy Social Status (see Table 103: Social Status ). and devotion to one's clan are the most important things in life. Also an elf may see other races as humans see a butterfly. Instructions: Roll a d l 0 and match the result against the table below. The caverns contain much lost dwarf lore. Go to Table 750: Others to determine who gave the gift. Roleplay: A typical dwarf is a hard-working soul who believes that hard work. Record the event and the age at which it occurred on the character worksheet (see Age on page 4). especially the beauty of nature. sober thoughts. Go to Table 759: Unusual Pets to determine the pet and its powers. An elf has l a mutual and deadly hatred of goblin-like races. Character grows to an undwarvish height. An elf dislikes I "dead" wood. when used as a weapon. finely crafted metal and stone are things of great beauty. Character's family adopts a young human. and none believe his stories. the raid occurred during the character's lifetime. pays homage to his ancestors. As long as the tree survives and thrives. he cannot find his way back. Go to Table 761: Companions to find the details. The dwarven home guard trains the character to at least Rank 4 skill in war hammer. sometthing interesting but not around long enough to become attached to it. customs and society. who w e n d too much time in frivolous activity. It is like he was born upon waking (Non-elves wake at age 20). Go to Table 750: Others to find who gave the gift. Character recieves an odd gift from an unnamed source. possibly 100 years old. The character is given a special soul tree. Constitution and Magical Ability attributes. true past or actual skills and abilities. . A typical dwarf hates goblin-like creatures. Roll a d6. Character befriends a goblin. The events on this table are particular to dwarvish characters (or characters raised by dwarves) and reflect some of the differences in their upbringing. "There is always tomorrow" is a common elven attitude. treasure. A typical dwarf desires treasure. Roll a d6. On a result of 5 or 6. the goblin is his companion. Character is cursed with human mortality. customs and society. The type of animal acquired is always a natural forest creature of some kind. The GM must determine the bow's magical powers. Record the event and the age at which it occurred on the character worksheet (see Age on page 4). Character is given a magical hammer by someone he knows. a skilled hand. the character will gain +l bonuses to his Strength. Character was found as an adult. A dwarven warrior feels that the hammer. cloth or paint is below a dwarf's notice (it is not "permanent." so it must be frivolous). Character is unable to grow a beard. On a result of 5 or 6. The greatest sin in life is time frivolously wasted. Character has no knowledge of true name. Family and clan ties are more important than allegiance to a king. ldlO 531: Dwarvish Events (roll a dl01 Roleplay: A typical elf's long life gives him an unusual time sense. Instructions: Roll a d l 0 and match the result against the table below. In his own societies it is not uncommon for an elf to have a live for today and let tomorrow take care of itself attitude. No friends or loved-ones are killed. arch enemy of dwarves.
dust-covered box which contains an odd item and no indication of where it came from. He is complacent. Still. tell tall tales. Roleplay: A typical halfling would rather hear about an adventure than participate in one. He gains at least Rank 4 skill in one of his natural or cultural weapons. . Record the event and the age at which it occurred on the character worksheet (see Age on page 4). that is a creature of no particular species. but one that generally dislikes other humanoids and has less-than-particulareating habits. kill l d 6 family members (select on Table 753: Relatives )and steal the family's belongings. Character learns to read and write a common human language at Rank 3 proficiency. the character can neither refuse them nor evict them. The significant events on this table are particular to monster characters (or characters raised by monsters) and reflect some of the differences in their upbringing.532: Halfling Events 533: Monster Events I I' Use only if directed here by another table The significant events on this table are particular to halfling characters (or characters raised by halflings) and reflect some of the differences in their upbringing. he can't find his way back. It would not be out of character for a monster to distrust everyone else. The fact that they have disgusting eating habits or desires to dominate the known world is what makes them monsters to us. The character learns the elven language to at least Rank 4 proficiency. The character is a natural master of an occupation (Rank 6 proficiency) and goes to live peacably among humankind to practice the profession. he must take out a huge loan at unfavorable rates. Go to Table 750: Others to determine the type of person befriended. Curiousity and wanderlust are traits not encouraged in halfling children. Character stumbles upon a tumbledown mansion in a wood. To find the nature of the forgotten item. and none believe his stories. The character gives an extravagent birthday party for himself. treasure. The loan is still unpaid and the interest due is now equal to the loan itself. Roleplay: It is difficult. Character becomes fat." their own society. and a wondrous wine cellar. "This is how a monster behaves. Freeloading relatives move into the characters home and according to custom. spend the night telling tall tales of mystery and adventure and then leave before dawn. Character must determine whether or not he wodd betray his own kind for reward. roll a d6 on the following subtable: 1 Cooking 4 Singing 2 Archery 5 Farming 3 Slinging stones 6 Story-telling The character will have at least Rank 5 with this skill. Character is driven out by his kind for being "different. and try to survive as best they can. monsters are much like other folk. the character finds a mysterious. if not impossible to lump all monsters together and say. He is often overawed by elves. often pleased with things just as they are. Instructions: Roll a d l 0 and match the result against the table below. The character wins a skill contest at a local fair and gains wide reknown for this skill. Go to Table 422: Barbarian Occupations. To find the nature of the item. often have jobs. they frighten their children into behaving by telling them that the "humans" will get them if they don7 mind their manners . or to at least effectively disguise the more monstrous aspects of his appearance. Character has a natural ability to either appear as a benign humanoid. customs and society. The character's hospitality is strained when strange visitors come. The character has an unmonsterlike craving for fresh vegetables (this does not mean elves!). go to Table 863: Gifts and Legacies. Character befriends a human. all Dexterity-related skill rolls are reduced by 10% or -2. They have In mothers. Yet upon leaving the ruin. Yet. &msy'humans. The family business fails and the family must seek a new home. to determine the occupation. In order to pay the staggering bill. but distrusts big. The halfling militia trains the character up to Rank 4 prowess in archery and use of the club. Record the event and the age at which it occurred on the character worksheet (see Age on page 4). A halfling likes to work only because the fruits of his labor bring him pleasure. Go to Table 863: Gifts and Legacies to determine what these lost items were. This table deals with the "generic" monster. they leave something behind. - I I I I I I I ldlO 533: Monster Events (rolla dl01 Adventurers attack the character's home. including ld3+1 heirlooms. imagine yourself being really different and still wanting to fit it with socieity." Character participates in several raids against humankind in which he slays l d 3 opponents. Character knows of a great treasure owned by rival monsters of the same species. go to Table 863: Gfis and Legacies. ldlO 532: Halfling Events (roll a d10) In a cluttered storeroom. Until he loses weight. In all likelihood. Social Status falls one level. Character learns to speak a common human language at Rank 4 proficiency. The ruin contains lost lore. Monster Events I Use only if directed here by another table 533: I I "I Instructions: Roll a d l 0 and match the result against the table below. customs and society. To determine the skill.
) Independent criminal. The character is heavily involved in one or more of the following activities. Select injury on Table 870: Serious Wounds. A character with underworld experience may not become a thief. Rero!dup- 534B: Underworld Events (Rolla d20) d l The Events (rolla d20) 1 2 3 4 5 6 Join a gang. Roll a d3 for the number of events that occur. Roll two more times on this table and combine the results in some logical manner. Piracy (roll for Pirate events on Table534D: Pirates!) Banditry. Finally go to Table 534C: Criminal Events. but treats the rest of the world as ripe for plunder. Thecharacter wants to defy authority. I Instructions: The first of the three things that a criminal character must do on this table is determine how he became a criminal on Table 534A: The Wrong Path. and is only involved with them. Whenever a crime occurs in a city. A character who becomes involved with organized crime should go to Table 875: Crimes. Jailed for a few days in a sweep of the streets by law enforcement officials. the Brothers. Roll a d l 0 on the subtable below: 1 Prostitution 2 Hiredthug 3 Burglary 4 Smuggling 5 Violating Curfew 6 Stealing livestock 7 Selling drugs Robbing money lenders and stores 8 9 Kidnapping 10 Roll again ld2+1 times on this table. The character is part of a thieves guild. Roll a d l 0 to select this. - . The character feels he is punishing those responsible for misdeeds done to him. crossbow. Peer pressure "forces" character to do criminal acts. only to have his partners vanish with the loot. This is a crime network with a high set of morals and standards for its own members. Then roll ad20for each event. Then roll a d6 and match the result aaainst Table 5 3 4 8 : Types of Crimes to select the general typewof criminal activity that the character undertakes. 11 When a character becomes involved with criminals. The character seeks to wield power in the crime worM. Character participates in a large jewel heist. etc. but he will certainly be wiser about criminals' ways and customs. Character becomes an informant for the law. The character seeks a lifestyle filled with dangeorous thrills and excitement. Roll a d6. The character is part of a gang of bandits who roam the countryside. etc. The thieves are not a crime network and limit themselves to stealing and smuggling. under the direction of guild masters and senior thieves. the character is automatically a suspect. such as the Street Sharks. Reroll duplicates. GM: This is an chance to create either a revenge adventure or a recapture scenario (depending on which side of the law the character now stands). The character is forced into a life a crime by criminals who threaten his loved ones. The character and several pals steal things they want or need. the Big Six. he often follows their ways and learns their skills. Organized crime. Roleplay: Possibly the character has not become a criminal himself. even if law enforcement officials are unfamiliar with his past. Seriously wounded in a fight.1 634: Underworld Experience Underworld Experience Use only if directed here by another table 49 - 534: Underworld Experience 5343: Type of Crimes d6 The Crimes (rolla d6) Petty theft. On a result of 6. dagger. There were l d 4 others involved and the jewelry has never reappeared. The character has a pathologicalurge to do wrong. They act in violation of any organized thieves guild. The character just looks like a hardened criminal. The character wants to live a lifestyle he could otherwise not afford. Give the gang a name. the character is labeled a snitch by the underworld and has acontractout on his life. Organized guild thievery. Members are usually of the character's same age and sex. The character gains l d 4 Ranks in a weapon skill of his choice (such as sword. How does the character feel about this criminal past? Is he still a criminal or has he reformed and gone "straight?" 534A: The Wrong Path dl0 Beginning a life of crime (rolla dl01 The character needs money to pay debts. and make i d 4 rolls for the types of crimes he regularly commits (ignore footnotes). matching the result against that table.
Still. moving silently. then determine the alleged curse on the owner of the items on Table 868: Curses. Roll a d6. As far as the character knows. The character becomes the leader of a gang (or if he is part of a bandit group. vowing to give up crime forever. and making sacrifices (GM's discretion) can the curse be lifted. picking pockets. Thieving skills include wall climbing. informants. The character is imprisoned for a crime. including thieves. It seems impossible to dispose of these items or even lose them.. and spies. he is often recognized by criminals who remember him from the "old days. he becomes a pirate captain). Select the crime on Table 875: Crimes. Select this feature on Table 649: Exotic Personality Features. Law enforcement officials are uninterested in stopping the killer. the character learns ld6+1 additional foreign languages at Rank 1 ability. Roll a d l 0 to select each event." The character develops extensive contacts in the underworld. Due to wide travel on the pirate ship. A raid on a particularly large treasure ship gives the character 1d6 x 1. since sewers tend to be built along similar lines. The character learns how to sail a big ship at ld4+1 Ranks of skill. Compare the die roll result against the table below." Reclaiming the gem would give the character much money. Select the Noble's title on Table 758: Nobles. but when the character goes to reclaim the gem. The character becomes one of the pirate captain's officers. and begins grooming the character to be a leader of organized crime. The character discovers that several items taken in a recent heist are "cursed. An old salt teaches the character a few tricks about cutlass use." No fence will take than and even the owner is making no attempts to recover his property. giving the character +2 Ranks in cutlass skill (or an initial Rank 2 skill). A crime lord becomes the character's patron. entrances and exits to a local Noble's castle or estate. He discovers that it is now possessed by one of the character's criminal "friends. The curse takes effect once a month. he becomes the bandit chief. it is gone. On a result of 5-6.Select I d 3 items on Table 863: Gifts & Legacies. that huge treasure is still there. but quite distinctive gem worth 10 times his normal "starting money. I Instructions: Roll a d3 to determine the number of events. The character steals and hides a valuable. The character learns the sewers of his home town (or a nearby city) as well as he knows the back of his hand. 5341): Piracy Events This separate table for pirate events is here to provide a I little extra flavor for characters who become pirates. the character can make it fly before the wind. . She is also reknowned for one other Exotic Personality Feature. Members of the slain boss's gang seek the character's death. After being freed. Then return continue on to Table 534C to roll additional criminal events. the officialthinks the character should be silenced. This knowledge is also useful in other cities." The gem has remained hidden until the present (or until a beginning character starts an adventuring career). since only criminals are being slain. The pirate crew is captured' and all but the character are hung. and learns the location of many rival pirates' fortresses. map reading and evaluating stolen goods. H a pirate. Select the curse on Table 868: Curses. The character chooses to go straight and ends his life of crime.) A key gang boss is hit (slain) and the character is blamed. then determine the length of imprisonment. guild officers. The character's friends are being killed off in horrible ways. I I 5341): Pirate Events (roll a dl01 The pirate captain buries his treasure on a deserted island. just enough to buy a stiff drink or a sharp sword anywhere in the world.. On a result of 1-4. Soon only the character and one other are left. they remain friendly and can even serve as allies in "legal" activities. The character learns the secret passages. known for taking vengeance on male captives.000 gold pieces of treasure. The pirates discover a lost island with a mysterious temple. fences. The Noble should be someone important in the GM's campaign. All members of the crew are cursed by the magic of the temple.t 2 0 534C: Underworld Events (continued . the character goes straight. thugs. The character acquires I d 4 Ranks (or additional Ranks) of proficiency as a thief (all thieving skills are learned at this proficiency rating). If it has masts and sails. Only by finding the temple again. The character's thieving skills (see #9 above) improve by one Rank. lock picking. The character discovers that a prominent and popular government official is reallythe head of a major crime ring. The pirate crew mutinies and the character is voted captain by the mutineers. but maintains his underworkl contacts. disarming traps. Reroll any duplicates. The old captain escapes and vows revenge on the mutineers and their leader. hiding in shadows. The character escapes captivity. The pirate captain is a woman. the official is unaware of the character's knowledge. So long as the character does not turn in his former cronies.
On a result of 5-6. 20 An act of the character reverses the battle's outcome (a losing battle is won. as if he had an allergy to it (see Table 6490: Allergies).I Character is transferred to a Noncombat unit for the 10 remainder of his enlistment hitch. the commanding general (possibly the character) of the unit becomes the new ruler of the land. enlistment hitch. If character is an officer. but the character must live with his actions. determine the outcome of each battle and the effects on the character. the character is accused of dereliction of duty and is court-martialed and demoted one rank. 4 Armies of monsters. but do not add +5.I The horror of it all causes the character to develop an 3 Exotic Personality Feature. the character becomes sensitive to the cold and damp. Roll two additional events for each year of extension. Roll a d6.. Roll 2d10 on this subtable for one additional event (reroll results that indicate casulties that conflict with this table entry). Many foe died at his hands.. A battle is fought. Character's prowess and obvious intelligence earn him 15 a reassignment to a Special Forces unit for the remainder of his enlistment hitch. the character may improve one weapon skill by one Rank of ability. 13 14 Character's unit is involved in a plot to overthrow the 14 government and take control in the land. Character deserts during battle.. ld4+1 battles occur. Many comrades owe their lives to his heroics. Determine events of slavery on Table 539: Enslaved! 11 Regardless of performance in battle. the character is decorated for his heroism. and another l d 4 Military Events. The character's hitch is extended by l d 4 years be19 cause a major war breaks out. The character's unit is in the thickest fighting for months and sees more action than most. 13 Character's unit is ambushed by a superior force. Character's prowess and obvious intelligence earn him 9 a reassignment to a Special Forces unit for the remainder of his. rerolling conflicting and duplicate results. Character's unit is involved in numerous skirmishes. Determine the outcome of the battle (see event #1-6 above). by one rank. then he is promoted one rank.535: Military Experience dl!O 535B: Military Events (continued . If the character's side wins. All 20-21 Noncombat troops are put in the field as light infantry. 25 Roll one event on Table 543: In the Service of sume the patron to be the leader of the character's unit. If the character is an officer in the service of a Noble. As- - . Use only the first result regarding the character's performance in battle. If this is rolled again. a winning battle lost). 16 Character is personally responsible for the deaths of I d 10 x his rank # of his comrades or followers. On a r. 17 Character learns a new weapon skill (player's choice). Character is made an officer (or promoted one rank if 11 already an officer). Character reenlists in a different branch of service for 17 another five year hitch. 12 Character was a coward in battle. but nothing noteworthy. he advances yet another rank). 6-7 535: Military Experience d20 535B: Military Events (continued . I Character sees action. A disease ravages the army. The fighting is intense. See entry #9 on Table 875: Crimes. On a result of 16 6. 10 Character is captured and enslaved.. 5-6 A civil war. he adds 2 points to his d20 roll in his next battle . 8 A holy war against enemies of the main religion. but subtract l d 4 from the first d20 roll (character's side). the character may improve one weapon skill by one Rank of ability.esult of 6. SF . Roll the event again. Military service ends with this event (do not roll any more military events). The situation is grim. Character is the only survivor of his unit. 8 Character fought well. On a result of 5-6. 4-5 Roll a d20 1d3+1 times on this subtable. Select the new unit on Table 537: )ecial Forces.for the punishment for captured traitors. Roll a d6. Roll a d6. 24 Character's unit is assigned to accompany a military unit in the field. no one else noticed. A war of succession to determine a new ruler. Determine the enemy by rolling a d l 0 on the subtable below. all the troops in the unit are decalred traitors and are made outlaws. The character is promoted one rank for his valor (or made an officer if not yet one). 22 The loser's side is utterly destroyed. he is recognized for it (A loser is demoted l d 3 ranks. Character slays the leader of the enemy. Roll a d6.. revealing to all his 15 cravenly cowardice. 18 Character's immediate superior officer is slain and he assumes command (effectively a field promotion. 19 Regardless of his performance in battle. a winner is promoted one rank). the character is made a knight (see Table 758: Nobles for benefits of being a knight). 7 A peasant rebellion. Using the rules in event #I-6. roll a d20 on the subtable below event #1-6. and another l d 4 Military Events.. Select the branch of service on Table 535A. Select it on Table 649: Exotc Personality Features.. 1-3 Armies from a neighboring land. Determine the outcome of the battle on event #1-6. Subtract 5 from those event rolls due to the increase in battles. Roll a d6. On a result of 6. 9 Monsters from another plane (Aliens? Demons?) 10 Character increases one occupation skill by one 22-23 Rank of ability (player's choice). 12 Roll a d10. Roll a d6. Select the new unit on Table 536: Noncombat Duty. On a result of 4-6. Character reenlists in his branch of service for another 7-1S five year hitch. Select the new unit on Table 537: Special Forces. 21 The victor's side suffers light casulties. A fierce war breaks out. On a result of 8-10. 9 Character fought well and with notable heroism. If the character's side loses. 18 Character's best friend dies at his side.
8 Marines. Gain 1 Rank of skill for each additional 2 years in this branch of service. Although they do not necessarily have to die to complete their missions. and shanghais new recruits for the military. Select skills on Table 877: Military Skills. they get the rough missions.536: Noncombat Duty 53 537: Special Forces 1 Noncombat Duty I Use onlv if directed here bv another table 1 Use only if directed here by another table I I Not everyone in the military goes into battle. Q Instructions: Roll a d l 0 and match the result against the table below to select the branch of Special Forces that the character enters. Select skills on Table 877: Military Skills. but add l d 2 additional combat skills. 8 Payroll guard. 537: Special Forces (roll a dl01 dl0 1-2 3-4 5 6-7 8 Special Forces Rangers. 536: Noncombat Duty (rolla d20) A Noncombat occupation within the army. QO Prison guard. but their focus is information gathering not combat. the character will have l d 4 encounters with monsters. Roleplay: Noncombat duty is often looked down upon. Select event on Table 544: Exotic Events. Gains skills as heavy infantry. Character is trained as a field chirugeon (doctor). O Recruiter. O Quartermaster corps. Character has a 50% chance of an Exotic Event occurring. those who take risks that would curdle the liver of a tested veteran are often looked upon with awe. @ Suicide squads. bridges. Treat as light infantry. ballista and other machines of destruction. Some military forces perform a special combat function. O Medical corps. but add l d 4 additional combat skills. Select military skills on Table 877: Military Skills.@ Espionage. Q Private body guard to leader of the army. those who serve in special combat groups. 08 Monster squad. Gains skills as medium infantry. Select military skillsTable 877: Military Skills as indicated by each Special Forces unit. O Engineer. For each hitch in this service. Begin with Rank 2 first aid skill. selected on Table 877: Military Skills. they are adept in the Wilderness. These troops are responsible for the design. Duty in a foreign land. 8 0 @ . or with distrust sometimes in fear of what the man is c a ~ a b l e of what he may have become. 0 Gains skills as light infantry. and return with key information. but gain one additional combat skill. Character gains military skills on Table 877: Military Skills as if assigned to a medium infantry unit. @@ Scouts. This is primarily the case when encountering combat troops or veterans. ones in which the chance of dying is high. 8 Border guard. Instructions: Roll a d20 and match the result against the table below to select the branch of Noncombat service that the character enters. Roleplay: While noncombat duy is looked upon with mild disgust by combat veterans. Wilderness masters who can operate behind enemy lines. These troops are specially trained to deal with unnatural enemies. etc. O Embassy guard. These forces generally teach better skills. drafts. O Cook. Often a branch of the Navy. but add l d 4 additional combat skills. but often place the character in even greater danger than mere combat. O War machines. Disguise at ld4+1 Ranks of skill. Q Mage guard. Gain l d 4 Ranks of thieving skills. Gains +1 Rank to Wilderness Survival skill for every two years of service and plus l d 4 forestry skills. They also serve who only sit and peel potatoes. onagers. Provide supplies to military frontlines. Q Temple guard. O Messenger. Use Tables 420 to 423. otherwise. Select military skills onTable 877: Military Skills only if directed to do so by a numbered footnote. Character's unit recruits. Select skills on Table 877: Militarv Skills. Q Palace guard. reroll on this table). 9 10 O 8 Footnotes No military skills gained in this service. contstruction and use of catupults. Select an occupation appropriate to the character's Culture Level . run errands and guard those who need guarding. though of. unless transO 8 O ferred to a combat unit. Select each monster type on Table 756: Monsters. Responsible for guarding the military's contingent of wizards. O Instructor (only if character has prior military experience. 8 City guard. as if the person werent fit for "real"duty. Infiltrate the enemy. Troops trained for ship to ship or ship to shore fighting. Design & build camps. Like the Rangers.
Select the item on Table 863: Gifts & Legacies.). Owner: Select owner's race on Table 101: Character Race. Occupation: Slaves work. rather than roll dice to determine the age. Select the relative on Table 753: Relatives.add the roll of a d20 to 83 and then compare the result against Table 103: Social Status. Instructions: For clarii. etc. two relatives aided the escape. A reward of Id10x100 gold pieces is offered. Enslavement beginning in adulthood may further increase the "adult" years prior to a character's adventuring career. his Social Status remains Destitute. to have no control over your life. or a strong-willed trouble maker familiar with the painful end of a whip? What is the character's attitude towards slavery upon being freed? 1 d20 Enslaved!Events (rolla d20) 1 The character escaped. Enslavement begins at the age determined for it (see "Age" under Table 215: Significant Events of Childhood & Adolescence or Instructions under Table 217: Significant Events of AdulYhood ). Duplicate results indicate a doubling of the earlier roll (a reward would bedoubled. H a character does not roll an event that ends the enslavement period. Although circumstances regarding reunification with family may vary. Read all instructions before continuing. roll a d20 and match the result against the table below. If caught. What would it be like to know that your children aren't yours. If a former slave slave has less than Rank 2 with an occupation upon being freed or escaping. that they could be sold like livestock at the next slave auction. The owner (or his or her heirs) desperately want the item back. there will be slavery. Also note that a former slave who can rejoin living relatives (non-enslaved relatives) from his immediate family regains his former Social Status. Select the owner's Social Status -. The owner (if of the opposite gender from the character. Other events may modify this later in life. roll a d3. No Culture level has a monopoly on slavery. Is the character a "good" Slave. select the owner's gender by roll a a d6 for Hi-Lo. For each event. Roll a d8 on the subtable below to select the consequences. go to that table and follow the instructions found there. Escape or Freedom: An event that indicates the character escapes or is freed by his or her owner occurs only at the end of the period of enslavement. otherwise the owner's spouse) is secretly in love with the character (the kind of love where one only wants what is best for the beloved) and without the character's knowledge he or she helps the character escape. and must be selected on Table 102: Cultural Background. A result of 1-3 is a male owner. Then roll a d l 0 to select Culture. record any relevant information. and bred like livestock. the instructions are subdivided by topic. roll a d4 on the Table below to determine how it ends. to be bought. Events: To determine the number of Significant Events that occur during the period of enslavement. more II than one owner was slain. Enslavement that begins in adolescence may extend into adulthood (requiring that the character then roll Adult Events). Primitives and the Decadent alike own slaves. So long as those with power can force their will upon those without. . 1d6 slaves accompaniedthe character. a character's Social Status is temporarily reduced to Destitute. If the result is 7 to 10.423). At Rank 2 to 3. Next . At Rank 4+.I 11 Use only ifilirected here by another table ] It is an unfortunate fact that sentient beings have an acquired tendency to treat other sentient beings (particularly those who fit the "not like us" category) as if they were property. Roll ld2+1 timeson this subtable. Enslavement that begins in childhood may overlap into adolescence. The character stole an item of value during the escape. A result of 4-6 is a female. select an occupation for the owner from the occupation table appropriate to his Culture and Social Status (Tables420 . the Social Status is Comfortable. the owner's Culture is different than the character's. Duration: Roll a d6 to determine how long (in years) the character is enslaved. H you are requested to use another table. For each event you may select the age at which it occurs. to realize that you exist only at the whim of your owner. That means they perform an occupation. the Social Status is Poor. Slavery & Social Status: During enslavement. assume that the character has a20% chance per yearto do so. the slave is taught a new occupation (at Rank 1 ability) that is appropriate to the Culture and needs of the owner. The government pays a bounty of Id10 x 10 gold pieces on escaped slaves. The character was forced to kill the owner during the escape. sold. Finally. Roleplay: Imagine what it would be like to be someone's property. A relative of the owner aided the slaves in their escape. then return to this table until all rolls here are complete. H a slave does not already have an occupation that would be useful to his or her owner (GM's discretion). his life will be forfeit.
beaten. Select the injury on Table 870: Serious Wounds. Ownership of all slaves passes on to one of the owner's relatives. The character is accused of killing the owner. the revolt succeeds. and on d6 roll of 6. the character is able to buy his freedom. Another slave remains with the character as a Companion. but drops one Rank in all other occupational skills. lands. The character is branded (see Event #17 above). 21 An Exotic Event occurs. Near the end of the character's enslavement. He becomes the senior slave in the household. Roll a d l 0. Character is often severely beaten by owner. 17 Character is branded. If the revolt succeeds.539: Enslaved! d20 539: Enslaved! (continued 539: Enslaved! I . tortured until he recieves a serious injury. If the result is a 5 or 6.What Kind of Guy?). The owner converts to a religion that abhors slavery and sets all slaves free along with a small cash payment (2dlO coins of the realm). the character is used as breeding 15 stock. permanent injury. The character's escape attempt fails. The character improves his occupational skill rating 6-7 by one Rank. Male characters will father ldlO children each year of captivity.. There are 2d10 other slaves in the household. the character escapes.. Character gains Rank 4 skill at the skill of sexual seduction. The character is reunited with his or her relatives. Select the character's new owner on Table 753: Relatives. Female characters will give birth to one child each year of captivity. Select detailson Table 761: Companions. the owner frees the character and gives the character a parting gift. and has no other duties. Select the gift on Table 863: Gifts & Legacies. The character is a sexual plaything of the owner (re11 gardless of gender).. Reroll l d 3 times on this subtable. To avoid execution.. treat the owner as a good friend. Select the location of the brand on Table 867: Body Locations. Character participates in a slave revolt. 4 Through careful saving. the owner becomes the character's Companion (determine details on Table 761: Companions). On a result of 5-10.). Roll a d6 on 12 a result of 6. Roll a d6 on the subtable below to determine the consequences. the character leads the revolt. Select the event on Table 544: Exotic Events. the brand is large and unmistakeable a slave brand. Determine the consequences of this action on Table535: Military Experience. ignoring (but not rerolling) results that duplicate or conflict with earlier rolls. Character is freed (determine details on the Event #2 subtable above ). Roll the cause of death on Table 545: Death Situations. 14 The character is the owner's favorite. Roll a d6 a third time. Select occupation appropriate to the owner's Culture. 13 Character is promoted to a position of authority.. Determine gender of each susequent owner (further details may be selected at player's or GM's discretion). The ruler of the land declares slaverv illeaal. All slaves are freed and given Id100 gold pieces as a partial reparation by their owners. Roll a d6. Determine details on Table 762: Rivals. Unable to find work in his or her chosen profession (freed slaves are not popular). On a result of 1 to 4. the character enlists in the military. the owner's family seeks to have the will voided and the character enslaved again. 2 Roll a d l 0 on the subtable below to determine the consequences. Character is sold to a new owner. If older than 13. . he remains as an employee of the owner for another Id4 years. wealth and other slaves. Reroll the particulars about the new owner as described in the instructions above. the character is tortured and receives a serious. Character is resold l d 3 times during the period of en16 slavement. The owner dies and his or her will specifies that all slaves are to be freed and that his or her estates are to be divided amongst them. the brand may be mistaken for blemish unless inspected closely. but must live knowing that the threat of death hangs over his or her head. Otherwise it fails. Out of gratitude. including those that may have been enslaved also. he now leads l d 6 low-ability NPC followers (see Table 761C: Companions -. the character and the owner become friends. If the result is 4 to 6. The character escapes (select details on Event # I subtable above).. The owner can no longer bear to keep his or her friend a slave and thus frees the character. 8 The character improves his occupational skill by ld3+1 Ranks. If the result is 6. 9 Character learns an additional occupation at Rank 1 10 skill. The owner's last request is that all his or her possessions be interred in his or her grave. 5 Owner dies. Because the character needs money to live. 18 Add I d 4 additional years to the period of enslave19-20 ment and roll for l d 3 additional Enslaved Events.) The character's owner decides to free the character.) d20 539: Enslaved! (continued . Select the injury on Table 870: Serious Wounds. The character assumes control of the owner's possessions. On a result of 8. On a result of 5 to 7. the owner is killed (if the revolt fails and the owner dies. find the consequences on the subtable below Event #5). Roll a d6 again. determine the gender and eventual fate of these children. Roll a d8. the owner becomes the character's patron (determine details on Table 543: In the Service of . The owner's will frees the character and names the character as his or her heir. the character escapes (determine details on the subtable below Event #I). Add 1 to each d20 die roll. Several slaves hate the character for this and one becomes a Rival. Otherwise. If the character was the leader of a successful revolt. At player's discretion. If the revolt fails. The character saves the owner's life. The event causes the character to be freed! Decide why thecharacter becomesfree.
The character survives and gains fame as a tender of the sick. Select the injury on Table 870: Serious Wounds. Duplicate results indicate a doubling of the earlier roll (a reward would be doubled. it can also be said that some are there who should not be. If the uprising succeeds. They may be the traditional dungeon with dank. and return here until all rolls on this table are complete. The character is freed after serving only ld10x10% of his sentence (do not make any more event rolls on this table). Roll a d6 a third time. thus serving only 6 112 years.57 540: Imprisoned! Imprisoned! I Use onlv if directed here bv another table : Signifihood & Adolescence or Instructions under Table 217 cant Events of Adulthood ). the character escapes (determine details on the subtable below Event #I). record any relevant information.What Kind of Guy? ). permanent injury. 6 The character was forced to kill a particularly corrupt guard during the escape. Roll a d4 on the subtable below to select this punishment. 3-4 1d6 other prisoners accompaniedthe character. If the character is imprisoned (justly or unjustly). For each event (except escape or early pardon . On a result of 6. 3 A disease ravages the prison. 2 Character works in the mines... He goes relatively straight after escaping. the character's life will be forfeit (work this out during game play). but is caught. Example: a character escapes after serving 60 percent of an 11 year sentence. The character serves out his or her sentence in a special type of punishment. If the result is 4 to 6. If caught.) 1 The character escaped. While it is true that most folk found in prison deserve their fate. Add 1 point to Strength attribute. Duration: The type of crime determines the number of years imprisoned. Imprisonment begins at the age determined for it (see "Age" under Table 215: Significant Events of Childdl0 540: Prison Events Roleplay: Generally speaking. Roll a d6. etc.. but are not necessarily deserving of other events that take place while imprisoned. roll a d l 0 and match the result against the table below. I" I I Unenlightened societies have a simple way to punish criminals -they kill them and have it done with. Roll a d8 on the the subtable below to select the consequences. Otherwise it fails. Add 5 years to sentence duration.) 2 The ruler of the land declares a general amnesty. 8 Roll ld3+1 on this subtable. For each event. . the uprising succeeds. beginning with 5438. Prisons in ancient societies are not like those of today. lmprisonment that begins in adolescence may extend into adulthood (requiring that the character then roll Adult Events). the character is tortured and receives a serious. more than one guard was slain. look like somebody else. 3 4 Character is sold in to slaveryfor duration of sentence. dl0 4 540: Prison Events (continued . Determine details on Table 539: Enslaved! Character learns thieving skills at ld3+1 skill Ranks. 9 Character participates in a prison uprising. Imprisonment beginning in adulthood may increase the "adult" years prior to a character's adventuring career. roll a d3. or walled compounds with no individual rooms or privacy.see events below) you may select the age at which it occurs. 1-2 A reward of 1d20x 100 gold pieces is offered. those imprisoned for committed crimes deserve their punishment. Character is placed in a work gang.. If the revolt fails. 5 Aguard aided the prisoners in their escape. or be on thelosing side of an argument with someone who wielded power corruptly. Subtract 1 point from Constitution attribute. go to Table 875: Crimes and select the crime and punishment (number of years to -be imprisoned). packing them together within enclosed spaces so they can prey on their captors and each other insteadof society at large. 4 Character is whipped frequently by guards. Surviving prisoners and guards treat the character as a hero. Select details on Table543: In the Service of . Follow the the directions given with each entry. 10 Select the injury on Table 870: Serious Wounds. They had the misfortune to either be at the wrong place at the wrong time. two guards aided the escape. 5-6 8 Character escapes. Character is tortured and recieves a serious injury. he or she continues to lead l d 6 low-ability NPC followers (see Table 761C : Companions . then return here. 7 A prisoner who escaped with the character is a powerful criminal (Find type of criminal on Table 755: Criminals). Events: To determine the number of Significant Events that occur during the period of Imprisonment. Roll a d6 again. dark cells. lmprisonment beginning in childhood can overlap into adolescence. If the result is 6. rather than roll dice to determine the age. the character leads the uprising. If the character is the leader of a successful uprising. Roll a dl00 to determine the percentage of the prison term served. Prison is an enlighte n d society's way of dealing justice to its criminals. ldlO guards are killed. imagine his or her attitudes toward fellow prisoners. Instructions: If the table that sent the character here did not specify the crime. 1 Character is agalley slave. and becomes the character's patron. the guards and those who run the prison.
11 Others believe the character to be a reincarnated religious hero or villain. the character learns more than he ever wished to know about evil powers and principalities. Voices. seeks to spread god's faith. 20 . The character has grown up with this religion. On a result of 6-10. the forces of good were able to eradicate this local branch of the cult. 1-4 Merely a temple-goer. Select this feature on Table 649: Exotic Personality Features. 16 The character uncovers the activities of an evil cult. 5 Most other religions shun character. with a willingness to die for what one believes in. but is now personally confronted by it. a personal awareness of a higher power's influence in one's life. roll a d20 and match the result against Table 5418: Religious Events. battle skills. Hi = a hero. 5-9 Enemies of the religion persecute the character Character believes self to be a reincarnated hero or villain of the religion. the character becomes quite unpopular for what he says. dl0 1 2 3 541A: How the Experience Begins Hostile encounter. Hi = a hero. By reading a book in the temple. Healing. Events occur in no particular order. using the guidelines provided in Table 864: Deities). In a lonely place. It was raining (or snowing). The influence of God. Roll ad6 on the subtable below to find the consequences. 12 Character makes prophetic statements. The character hears stories of the religion and goes to personally investigate. Lo = a villain. the god asks the character to perform a sacred. Roll a d6 on the table below to determine the strength of the character's devotion to the god. and the character becomes a hero. 9 10 d20 541B: Religious Events (rolla d20) Claiming divine inspiration. Parent's religion. 3 d20 Religious Events (continued .. Then roll a d3 to select the number of events that occur. Lo = a villain. Character joins the god's religion.). Roll for Hi-Lo. The character hears voices inside his head. speaking of the god and its relgion. fanatical passion. 2 The cult seeks to kill the character. 10 The temple priests teach the character a skill appropriate to the needs of the religion (an agricultural cult may teach farming. 5 As #4.) Character has a vision of the god's primary enemy. A friend invites the character to come to his god's temple. no serious devotion. gods. It indicates a brush with the supernatural. 5-7 Devoted follower of god's prinicples of faith. to select the god (actually the type of god) with whom the character interacts. the character forms a new religion devoted to a previously unknown god (Create the god. Evangelism. The priests of the god heal the character of an injury or illness. Next. a war cult. 3-4 Because of the character. 4 Followers shun character. or in the extreme. the knowledge causes the character to develop an Exotic Personality Feature. 4 5 6 7 8 Instructions: First. 3 Followers seek reparations. Roll a d100. 19 The character studies for the priesthood for l d 4 years. Entire life isfocused on on the god's religion. he is excommunicatedfrom the religion. 10 All-consuming. Go to Table 535: Military Experience to determine what occurred during the campaign. 13 14 Character joins in a holy war sponsored by the god's religion. Followers of the god are persecuting unbelievers. but the evil cult now wants character dead. All events are assumed to revolve around a single deity. Roll for Hi-Lo. 15 Character inadvertantly desecrates a holy shrine. For each event. 8-9 Fervent Belief. 6 Religious assassins seek character's death. Followers of the god accuse the character of a crime against their god. or other powerful supernatural beings can easily dominate the Me a character for either good or ill. an encounter with the followers of gods. go to Table 864: Deities. 17 18 4 In a vision. I Religious Experience I 11 Use only if directed here by another table Being sent here does not necessarily mean that the character "gets religion" or becomes a member of a cult. possibly out of fear of the evil cult.541: Religious Experience 541: Religious Experience I I Roleplay: The supernatural exists and devotion to a deity is one the strongest personally traits known. Priests of the god press their beliefs on the character in hopes of gaining a new follower. Roll ad6 on the subtable below to find the consequences. church or temple. This improves literacy skills by two Ranks and gives the character l d 3 Ranks of religious knowledge. Friend's religion. 1-2 God's followers persecute character. Curiosity. If the result is 80 or higher. The god's temple was the only warm and dry place with an open door. Refuge. 1 The cult seeks to have the character join them. roll a d l 0 and match the result against Table 541A: How Experience Begins to find how it all begins.. The character feels he must seek out the god's religion. If the character is a follower of the god. An inner need. but dangerous mission. 6 Others shun character because of this. 1 2 Character makes a pilgrammage to an important but distant shrine of the god. Roll a d10. A chance encounter. etc. the character meets a intriguing follower of the god.
Select the Culture on Table 102: Cultural Background. you will have a good idea how bve and romance will affect the character's life. Character marries his or her beloved. Beloved's age is significantly different from the character's. although events that produce ciildren should not occur priortoage 13. Lo = much youngerthan character. These events can occur at an time during a character's i f e . On a result of 10.. Find the cause of death on Table 545: Death Situations. but if a 4 is rolled. imagine the character being devoted to someone more strongly than even life itself. Beloved's Social Status is different from that of the character. love has other ideas. Beloved's hair is an unusual color. Select the tragic event on Table 528: Tragedies. Select the mark on Table 866: Birthmarks. assume that the relationship con- Social Status & Culture: Assume that the Social Status and Culture of the beloved is the same as the character's unless a table entry declares otherwise. A tragedy afflicts the beloved. Romance often catches us off guard. the character and the beloved reunite and work out their differences. [El Character and the beloved end their romance and go their separate ways.. Select the color 3 on Table 865: Colors. For each event. Instructions: To determine the number of Significant %Events that occur because of a romantic affair. then they may alternate. Character marries the beloved. A romantic affair that occurs during adolescence lasts l d 4 years. 4 The bebved'sfamily forces belovedto enter a convent or monastary of a celibate religion. The beloved is a member of a different race. rerolling any results that indicate a similar social class to the character's. Roll a d10. you may. If the resutt is 1-2. even ugly. Roll a d6 on the subtable bebw to determine their actions. 1 [El Character'sfamily has the beloved killed.) [El Beloved is sold into slavery. If not. rerolling any results that indicate a Culture similar to the character's. 6 Roll two more times again on this subtable. 2 Character'sfamilyforbids seeing the beloved. 6 Rolltwo more times again on this subtable. He or 5 she stands out in a crowd. but remain good friends. The families of both the character and the beloved disapprove of their love interest. 4 Beloved has a birthmark. 3 Beloved's family forbids seeing the character. d20 Romantic Events (rolla d20) The character's love is unrequited (the beloved does not returnthe character's affections). Select what happens due to this on Table 54 1: ReligiousExperience. 15 16 17 18 19 [El Beloved is unfaithful. Select the race on Table 751: Nonhumans. Hi = much older than character. Events on this table that prematurely end a romance are preceded by an [El symbol. the beloved becomes the character's Companion. Roll for the occurance of an unusual birth for each child on Table 1 12: UnusualBirths. but they divorce within 1d6 years. While we are making for our lives.1 1 Use only if directed here by another table ] tinues into adulthood unless terminated by an event (on this or othertables). Roll a d6. Select the Social Status on Table 103: Social Status. Follow the the directions given with each entry and return here until all rolls on this table are complete. 2 Beloved is exceptionally attractive. Beloved's appearance is noteworthy. roll a d20 and match the result against the table Ibelow. Select details of the Companionship on Table 761: Companions. 20 [El Character causes the death of the beloved. 1 Beloved is particularly unattractive. Roll a d6 for Hi-Lo.if they heal at all. the romance ends painfully. d20 Romantic Events (continued 13 14 . The loss of a beloved (or a love affair that ends badly) can create emotional wounds that may take years to heal . The beloved inspires the character to greater accomplishments. The beloved is already married to another. 5 The character'sfamilyforces him to enter a convent or monastary of a celibate religion. roll a d3. If selections conflict. Roleplay: If you have ever been in love. such as some times ugly and some times lovely. Improveone skill by one Rank. Romantic affairs beginning in adulthood are assumed to continue unless terminated by another event. Beloved dresses in an odd or exotic manner. Otherwise. Beloved's Culture is different from that of the character. rather than roll dice to determine the age. Roll a d6 on the subtable below to determine the details. For each event. . select the age at which it occurs. The character has l d 4 children by the beloved. A romantic affair occuring during childhood lasts ld20 months.
A result of 1 = 424A. A nonhuman. the character can participate in events and places from which he would be otherwise barred.I 1 I III 11 In the Service of Use only if directed here by another table . I I I I 2d8 543C: Events (roll 2d8) Travel widely with patron. such as parties. 2 = 4248. private clubs.. roll 2d8 total the results and match the total against the table below to select what happens during the Patronage. etc. Se led the feature on Table 649: Exotic Personality Features. Select love events on Table542: Ah Love! Patrontrains character to 1d4 Ranks in sword use. Patron requires the character to perform criminal acts. Patron is noted for a physical affliction. Instructions: Roll a d8 and match the result against the table below to select why the Patronage exists. The head of a craft guild. otherwise.543: I n the Service o f . Learn the land. Table 543C: What Happened? Instructions: Roll d3 to select the number of events that occur. Select rival on Table 762: Rivals. the Patron is a deity. use second roll. I The Patron is someone who is either wealthy or in a high position who can afford to trade favors for favors. . Instructions: To gain a picture of the character's Patron. Thecharacter leaves the patron's entourage after ld6 years. Roll a d3 to select the craft subtable. Character instantly falls in love. 60 543: In the Service o f . Hi = male. Select the god on Table 864: Deities. Patron is noted for an Exotic Personality Feature. All those under his patronage are watched closely by the ruler of the land's secret police. a measure of their social status and influence in a society. then ' roll a d6 for H~-L. Patron sets character up in business. 3 = 424C. Table 543B: Why a Patron? . If the result is 10 again. The character is part of a complicated wager. Reroll any duplications. Patron introduces characterto several very influential people. Select the crime on Table 875: Crimes. The patron needs the character's skills. A foreigner. Patron owns the business. Select the affliction on Table 874: Physica/Afflictions. questions must be answered. Select on Table 752: Government Officials. h . Afamily member. Reroll. Select on Table 751: Nonhumans. Patron has a rival who has threatened the character's life. Select on Table 758: Nobles. The character was chosen at random. The character is being prepared for a special task (the task is up to the GM). Select the craft on Table 424: Crafts. Roleplay: How does the character feel about giving his allegiance to someone other than his rightful ruler? Does the relationship benefit both the character and the patron? What kind of "favors" might the character provide for his patron? What kind of benefits are recieved in return? Gameplay Benefits: A character may borrow money from his patron. Learn an occupation to ld3 Ranks. elite sporting events. Due to the patron's influence. Lo = female. From Here: Go to Table 543C: What Happened? ld8 5433: Why? (roll a dB) A parent was allied to the patron. Patron introduces character to his ward (who is the opposite sex of the character). Patron isoutlawed. . Historically speaking. The patron needs all the friends he can get.. From Here: Go to Table 543B: Why a Patron? NOTE: if aender of the Patron is not predetermined. Who is the Patron? Why does the character give him allegiance? What notable events have occurred during their relationship? Start with Table 543A: Who is the Patron?andfollow directions. The patron has a sexual interest in the character. Duration of Service: A character is assumed to remain allied to his patron unless that allegiance is terminated by an event on Table 543C: Events below. Select the businesson Table 423: CivilizedOccupations. Select on Table 750: Others. For each event. Select love events on Table 542: Ah Love! Patron provides for character's formal education. but the character runs it. the kind of people who often hire mercenariesand adventurers. The patron admires the character's skills. I 543A: Who i s the Patron? Instructions: Roll a d l 0 and match the result against the table below to select the character's Patron. . Patronage is a common practice among the wealthy. The amount is equal to 100 coins of the realm for each year of allegiance. Patron dies while character is in his service. . or provide assistance in exchange for allegiance. ldlO 543A: Who? (roll a dl01 1-2 3 4 5 6-7 8-9 10 A local official. Patron is in love with the character (the character may choose this to be only a one-sided affair). Patron is always l d 3 levels of Social Status higher than the character and always at least Well-to-Do (see Table 103: Social Status ). Select on Table 763: Relatives. A Noble.
GM Only . This event makes the character is a foreigner in the land he now dwells in. Any family is left far behind. the character reappears. 5 The character discovers the ability to use a magical spell as if it were a natural skill. almost aranteed to be lifechanging events. 8 While poking around in some abandoned. nonhumanoid monster. Who can understand the gods? 2 An evil curse by an unknown enemy. these events are the strangest the strange things that can happen to a character. Initially. The GM will select the spell. Double the character's starting money (as would be gained from the new Social Status). 5 A curse made at the character's birth is removed 6 Reroll the cause on this subtable.. fatigue. the character comes across a hidden cache of ancient treasure. 3 An ancient artifact that the character found. but he has physically aged ld10+10 years. but it should be a spell of minimal power and used at Rank 3 (average) capability. it is as if he has been orphaned.refer to entry #544A on Table 978: GM Specials. Record the event on the character's worksheet. this will be quite a shock. 620 1 544: Exotic Events (rolla d!20) d!20 544: Exotic Events (continued ) . Select the Culture level of the new surroundings on Table 102: Cultural Background. The character initially disagrees and is still harassed by the god's followers. so for a child or adolescent. The character stumbles into a magical portal and is magically transported to his current location. Because of the encounter. The god gives the character an unusual pet as a gift. Roll a d6 on the subtable below to determine what caused the change. and a female a male. 1 A god's whim. The followers of an unheard-of-god from another land have followed omens that led them to the character. Like a curse. 4 The character's gender is changed by powerful magic. a land far away from where he or she was born. Select the type of monster on Table 756: Monsters. 9 10 A potent conjunction of the stars and planets occurs on the character's birthday. Note: if the player is uncomfortable roleplaying this change. He is struck by a falling star which passes through his or her body like it was made of mist. this is not easily reversed. Moments later. has no memories of that lost time. as if something has been awakened from within. Select the type of monster on Table 756: Monsters. 2 The character befriends an intelligent. A male character becomes female. but the effect on the character is temporary. The change is brought on by stress. and has not mentally aged even a minute. ruined place that others of his people avoid. 4 A warped wizard who has since disappeared. Select the pet on Table 759: Unusual Pets. A god asks the character to become its agent on earth and the character accepts. Their omens indicate that the character is to be the mate of an avatar (earthly incarnation) of their god. 3 The character survives a deadly encounter with a nonhumanoid monster. The character feels different.Exotic Events Useonly if directed here by another table Beyond the merely unusual. Destitute or Poor characters will become Well-to-Do. reroll the Exotic Event. w . but as time passes the character will become more accustomed to the new gender and may even be unwilling to change back. 6 7 A cross-planar rift opens and the character is abducted by humanoids from the other plane. Select the deity on Table864: Deities. the character learns tricks that give him or her a +2 Rank combat bonus against that type of monster each time it is encountered. Instructions: Roll a d20 to select the unusual event. The value of this loot is enough to raise the character up one full Social Status level. Equally powerful magic (and a quest or adventure) will be necessary to reverse the change.. or even romantic arousal.
Go to Table 875: Crimes to learn the punishment for murdering a Noble. and apparently drowned form of a young animal. despotic ruler orders all persons of the character's gender. The offspring was an only child and slowly went mad. them. However. the character discovers that he has a guardian ghost. The whole thing was a set-up by the Nobles. one that it keeps secret from the character's mind.544: Exotic Events 620 11 544: Exotic Events I 544: Exotic Events (continued . Character is mistaken for the missing offspring of the ruler of the land and is taken to live in the ruler's household. Initially. To develop the ghost as an NPC. birthplace. they compete for girl or boyfriends. If the result is 6. Ifof the same gender. but never 4 really develop a friendship. A Hi result = male Lo . the other spirit was awakened for a purpose. the ruler brought in the character to keep up the appearance of acompetent heir until another child was born. Upon ~pening the chest. One saves the other's life. Friends drive the beast off. Roll Hi-Lo to select the person's gender. Lo = other character saves person being created. Then. the Noble offspring returns and pardons the. Hi = 9 character being created saves the other's life. The character befriends an Extremely Wealthy person. 1-3 They become fast friends. The character has acquiredan unusual pet." It is not until she drops dead at the character's feet that the dagger in her back becomes obvious. go to Table: 750 Others to determine what the ghost was in life. The character is named heir apparent. A strange woman gives the character an ornate box 20 sealed with wax and hoarsely whispers "It's up to you now. reroll. alien being. the character decides to maintain the ruse. but is under suspicion for killing the ruler. After l d 6 years. They always seek the same goals. they involve the character and future friends an allies.. 13 16 The character and another player character (or a notable or popular NPC in the GM's campaign) become acauainted with each other. Roll ad8 on this subtable to determine their relationship thereafter. The character automatically learns an additional occupation (select from Table 423: Civilized Occupations ) and l d 3 unusual skillsone at Rank 7 ability. but can never be seen or heard by the character's friends. they are the result of interference by someone else. 5 6 They become rivals. Select an appropriate character. they turn white with terror and run away. 17 In a dark alley at night. older ruler of another land. then roll ad10 on the subtable below to determine the details. However. much olderthan the character. In order to continue the dynasty. the missing offspring is the ruler's heir. accused of murdering the Noble's offspring. Reroll twice on this subtable. keep it safe.character (even if he has escaped. bringing them together as children. Select the pet on Table 759: UnusualPets. A vicious animal attacks the character on a moon-lit night. then go to Table 540: Imprisoned! to select the events that happen therein. Assume that the marriage is to take place upon the character's reaching adulthood (or beginning his adventuring career). keep it from .. they become romantically 7-8 involved with each other. Roll for Hi-Lo. On a d6 roll of 5-6 the romance continues untilthe present time. Under no circumstances should it benefit the character to be a lycanthrope. the creature's eyes open and it begins to calmly and casually clean and preen itself. a wise. 1 About the same age as the character.. The ruler is assassinated by rivals. and approximate age put to death. They attend the same school or training classes to10 gether. bedraggled. The heir never really disappeared. As far as the character knows. ignoring results over 5. If both of the same gender. GM Only: refer to entry #544B on Table 978: GMSpecials. the character discovers a waterlogged old chest. . the character discovers the limp.from prison). but the character finds that he is cursed with lycanthropy. Roll a d8 on this subtable to determine their relationship thereafter. sealed with rusted chains and weighted with stones. yet the animal is but recently dead. At this point. There is a terrible accident and the character is killed! 19 However. Combine the two results together in a logical manner. the body returns to life with two resident souls-the character's and that of an ancient. Suggestions: They all foreshadow another. 3 12 While near a river after a mighty storm has passed through.. Before they can take anything or cause more than a few bruises. They are acquaintedwith each other. 2 Much youngerthan the character (maybe a child). such as a rival or even a meddling god! 15 An evil. benign spirit who accompanies him or her. greater event that may need adventuring to solve. The character is revealed as an imposter. after l d 6 years something happens. or. The missing offspring returns and claims the character to be an imposter. Then go to Table 114: Parents & NPCs to develop a bit of background for the ghost. and thrown into the dungeons. The character becomes hunted. the assassins may strike again! The character is pledged in marriage to an unpleasant.. the character is attacked by 18 thugs. the others as indicated by the table.esutt = female character.. companions forever. Moments later. he is the only one to escape this heinous act. The chest looks as if it had been underwater for years. There are occasional fightsfor control of the body. Roll a d6. Treat this as a nasty curse. Return to the event table that sent the character here and roll ld3+1 more events. If of opposite genders. Someone might always be dogging his trail. Determine what happens by rolling a d6 on the subtable below. to become a similar beast under the full moon. The GM will select the type of beast the character becomes. Then roll a d3 to determine the 3erson's age. Much. These events all happen within a few days of each other and are all related in some mysterious way (best wishes and good luck to the GM on this one).) d20 544: Exotic Events (continued .
However. Roll a d6 on 12 the subtable below to determine the reason: 1-3 To save the character from death.) The deceased sacrificed his or her life. On a result of 3 or less. 4-5 To save a relative whose life was endangered by someone's actions. Again. Then roll a d l 0 to determine responsibiOn a d l 0 resutt of 10.REROLLING ONLY DUPLICATE RESULTS Several friends of the victim actively seek the death of 17 the killer. 4 Assassination. 7 Victim killed during the commission of a crime. it is possible that people think the character is responsible. which beggars the family. Roll a 16 d6. Professionals were hired to perforn the act. Victim dies of a disease caught from someone. Go to Table 875: Crimes to determine the nature of the crime committed. the victim effectively curses the person believed responsible for his death.Death E 1' I" - Death Situations 1 Use onlv if directed here bv another table 1 1 4 one" in the descriptions refers to the causer of the death. 20 8 9 10 Victim was killed in self-defense. but the killing may be defensible. Treat them as ld4+1 Deadly or even Obsessive Rivals (see subtable 762C on Table 762: Rivals ). this does not necessarily mean that the victim was murdered.g. the victim dies due to circumstances initiated by someone (e. the character can spend the rest of his or her life proving it otherwise . 6 To save some other person whose life was endangered by someone's actions. Victim is sold into slavery by someone (or because of 15 his actions) and dies while enslaved. Go to Table 750: Others. Occasionally a character or an important person in the character's life will cause the death of another person or a person 'important to the character will die an untimely death. it occurred accidentally (see item # I above for accident details). The person allegedly responsible for the death is hated 19 and reviled by all who hear of it. If the result is a 6. to determine just who was saved. the victim was committing a crime when killed. falling from a horse. a motive will be necessary.. the character is linked in with the 3ath in some unfavorable manner. roll a d20 to determine Cause of Death. 13 Victim is thrown into prison because of someone's actions and later dies there. someone deliberately withheld food from the victim. If the roll is less than 5. Some form of atonement may be possible which will remove the ghost (at the GM's discretion).). the victim was imprisoned in someone else's place. including method and motive. You or the GM will need to create the situation surroundingthe death. Someone wanted the victim dead and took personal . changing attitudes about death and relationships. whether it is the character or some other person. which causes them to have no money for food. 5 Victim was tortured to death by someone. FOR THE FOLLOWING TABLE ENTRIES. so they starve to death). I r. Victim was driven insane by someone's actions. d20 Cause of Death (rolla d20) Victim died accidentally (falling from a ladder. However. Victim died while dueling. 6 Victim poisoned . Roll a d10. run over 1 by a cart. etc.and still not succeed. then died of disease and maltreatment while in the madhouse. violent action to ensure that death occurred. . A reason for a duel needs to be constructed (be creative!). This is not necessarily murder. The victim's spirit cannot rest and haunts t'he person 18 responsible for the death.. Victim was driven to suicide by someone's actions. On a result of 5 or more. Roll a d20 and a d l 2 together. 14 Victim was killed in a fit of blind passion. Go to Table 868: Curses and roll once (or as indicated) for the curse. If the d l 2 roll is equal to or higher than the d20 roll. 3 d20 Cause of Death (continued . Upon death. On a result of 6. 2 Premeditated. someone causes a wheat crop to fail. the contagious person is stigmatized as a plague bearer. 11 Victim dies of starvation. the victim was unjustly imprisoned. ROLL AGAIN TO DETERMINE THE ACTUAL CAUSE OF DEATH -. On a result of 3-6. On a result of 1-2. the victim committed a crime against someone and was justly imprisoned. Instructions: When this table is called for. Roll a d6. The use of the term. in which case it is an arranged accident).. No one is really to blame (unless someone has Caused the death to occur. If 5 or greater. Even if wrongly accused of causing a death. "Some- Roleplay: Responsibility for a death and the guilt associated with it can haunt a character forever. On a roll of 4-5. Roll a d6. all who know the victim blame the character for the death. It's still murder. violent murder. someone killed the victim while committing a crime. Roll a d10.
it has already been claimed by another relative (selected on Table 753: Relatives). Surviving parent (if any) remarries immediately. Determine the type of monster on Table 753: Monsters. As described for #7 above. the weak. Select the Nobletitle on Table 758: Nobles. 2 Character must change lifestyle (give up adventuring career. Next. Apparently. Rolltwice more on this table. and the downtrodden. but with a condition selected by rolling ad4 on the subtable below. 4 Character must devote life to championing the poor. Instructions: First. 1 Parent was once a Noble. Roll Hi-Lo to select this (Hi = male. living in exile. the grave has been opened and the tomb is empty. Surviving parent (if any) remarries within 1d4 years.) 3 Character must perform a task. and possessions. Roll ad4 to determine the type of undead. If the result is 6. 1 Avampire 2 Aghoul 3 Aghost 4 A barrow wight. Upon dying. 5 The character recieves nothing. assume that he or she remains in possession of any property and most money. There is the grief at losing a loved-one. become a priest. . If the character has living siblings. Determine the gift on Table 863: II 7 8 Gifts & Legacies. . il any. 4 The parent's estate is liquidated to pay off debts. Then roll a d20 on subtable 5468: Other Events to select a significant event surrounding the death of the parent or guardian. Papers found in the parent's home reveal a secret. the parent collapsed into a pile of melting snow. A close friend of the parent confides in the character that he or she believes the parent was murdered.546: Death of Parent or Guardian 64 546: Death of Parent or Guardian I 11 1 Death of Parent or Guardian I 11 Use only if directed here by another table 546B:Other Events (Rolla d20) d20 The Events Nothing unusual occurred. Roleplay: How does the character feel about losing a parent? How would you feel if (or when) it happened to you? Would the value of an inheritance in any way compensate for the bss? 546A: Inheritance (Roll a d8) d B The Inheritance 1-3 The character recieves ld10 times his or her base starting money in cash. but a monster who could assume human form. the possibility of receiving an inheritance. etc. or spectre A parent's death (or that of a person who has raised the character) can have a drastic effect on a character's life. The parent's ghost appears to the character and demands that an injustice be righted. 1 Character must first marry and produce an heir. Note: If a spouse survives. When character tries to collect his inheritance. 3 Parent is the illegitimate child of aformer ruler. if a charcter has two living parents or guardians. determine which parent. When the character visits the parent's grave. The three are somehow related (GM's discretion as to how they are related). monies. The parent has risen again as an undead creature. a simulacrum was substituted for the parent some time in the past. returning there until all rolls on that table are complete. proper-ties. Lo = female). and contains 1d20 spells of various levels of power. The character becomes heir to the parent's estate and may assume control of any lands. A book found in the attic turns out to be a spell book. Select the cause of death on Table 545. the debts remain unpaid and the character is liable for ldlOO times his or her base starting money. and still stranger things. The surviving parent (or a close relative if no surviving parents) blames the character for the parent's death. wraith. but may actually be alive. Follow directions given with the selected table entries. 2 Parent was a powerful wizard. Roll a d6. mission. 6 The character recieves a map. A journal found in the parent's effects hints at the location of a lost treasure. The parent's last will and testament condemns the character's lifestyle. or quest described in the will (GM's discretion). An evil uncle claims the estate for himself. mother or father died. A mysterious stranger offers to buy any items inherited from the parent for much more than they could possibly be worth. The parent was declared legally dead after having disappeared years ago. 4 Parent was not a human being. a key and a strange gift. the chance that a surviving parent may remarry. they fight over the parent's personal belongings. Roll ad4on the subtable below to learn the secret. roll a d8 on Table 546A to determine the chracter's inheritance.
Benign (*): gentle. not proud. Peaceful: serene of spirit. Punctual: always on time. Trusting (*): trusts others to behave correctly. Loving: affectionately concerned for others. I Light Side Traits (continued . since. inoffensive. Altruist (*): selfless concern for others' welfare. Still. plain-thinking. Cheerful: always happy and smiling. However. Good vs. Diplomatic: careful to say the right thing. resourceful mind. people tend to like and respect those who exhibit the personality traits listed here. Dependable: does duties reliably. It is entirely possible for the vilest of villains to be sober. Traits marked with an asterisk (') will generally not be found in evil characters (such as NPC villains) unless they are a part of split personality (that is to say. one good personality and one evil personality in the same being). roll 2d20 and total the results. 647: Light Side Daits (roll 2d20) Optimist: always see the good side of things. courteous. Patient: able to wait with calmness. or even a necessarily good person. though that may not be the case. Considerate: thinks of others' feelings. as they are not in keeping with evil acts. of excellent morals. Virtuous (*): chaste. pure. Match the total against the table below to determine the trait. Honest ('): always gives what is due. worthwhile.. Thrifty: careful with money. Generous: willing to give more than fairly. representing the better aspects of humanity. Self-confident: sure of self and abilities.. Kindly (*): warmhearted and friendly. Clean: practices good hygiene. a peaceful spirit. Imaginative: a clever. they will generally cause others to like the character. Courageous: brave in the face of adversity." people. right or lasting. Peacemaker: attempts to calm others. can? wait to act. on the whole. with verve. Rather than mislead GMs and players by calling these traits "good.) Respectful: shows respect for others. or attractive personality trait. Energetic: does things quickly. Friendly: warm and comforting. Calm: difficult to anger. Folk with these traits are often considered "nice. responsibly. Humble: lack of pretense. Evil: Certain traits are usually found only in good people. Careful: cautious in thought and deed. Enthusiastic: excited. Wise: understands what is true. straightforward. these traits will have a tendency to behave in a good way.1647: Lightside Traits b 65 647: Lightside Traits '1 I I 11 Lightside Traits ( Use only if directed here by another table 1 This table is used when the character has assumed some pleasant. Giving: gives of self and possessions. Characters who possess several of. if these traits are prominent parts of the character's personality. Pious: reverently devoted to worship of God. Truthful (*): always tells the truth. Helpful: helps others in need. Teetotaler: abstains from drinking alcohol. merely having these traits does not make the character a saint. and well-mannered. pious. Organized: everything has a place. Roleplay: These are the nicer aspects of a character's personality. Well-mannered: polite. I I I I I Instructions: For each Lightside trait that must be selected. Sober: serious. Note that the opposite of each of these traits has the same position on the table in Table 648: Darkside Traits. . Forgiving (*): able to pardon faults in others." they are called Lightside.
Tardy: always late. never at peace. Egotistic: proud and conceited. immoral or disgusting personality trait. Greedy: hoards all for self. Untrustworthy (*): not worth trusting. Rude: polite. merely having these traits does not make the character a villain. Folk with these traits are often considered "nasty" people. Drunkard: constantly overindulges in alcohol. Hateful (*): strongly dislikes others. Lazy: difficult to get motivated.. Obstructive: acts to block other's actions. nor even a necessarily evil person. though that may not be the case. roll 2d20 and total the results. lawless. Rather than mislead GMs or players by immediately calling these traits "evil. Filthy: knows nothing of hygiene. Flippant: unable to be serious about anything. Cowardly: afraid to face adversity. Roleplay: These are the more unpleasant aspects of a character's personality. Violent (*): seeks physical conflict. sharp-tongued. and rude. Good vs.. Match the total against the table below to determine the trait. Angry: spirit always unsettled. . nothing is ever put away. It is entirely possible for the purest of holy priests to be dull. Traits marked with an asterisk (*) will generally not be found in good characters (such as NPC heroes) unless they are a part of split personality (that is to say. Cheat (*): shortchanges others of their due. Morose: always gloomy and moody. Liar (*): hardly ever tells the truth. Unfriendly: cold and distant. Tactless: speaks before thinking. Still. Self-doubting: unsure of self and abilities. as they are not in keeping with good acts. Characters who possess several of these traits will have a tendency to behave in an evil way. Irreverent (*): mocks the gods. 648: Darkside Traits (roll 2d20) Pessimist: always see the bad side of things. Immoral: lecherous. since. one good personality and one evil personality in the same being). Selfish: unwilling to share time and possessions. Slovenly: messy. Instructions: For each Darkside trait that must be selected. However. uncreative mind.648: Darkside Traits 66 648: Darkside Traits I II )I 11 Darkside Traits Use only if directed here by another table This table is used when the character has assumed some unpleasant. on the whole. devoid of morals. Argumentative: starts arguments and fights. if these traits are a strong part of the character's personality. Thoughtless: rarely thinks of others feelings. slovenly. Spendthrift: spends money without thought. Harsh: ungentle. Unenthusiastic: can't get excited. Note that the opposite of each of these traits has the same position on the table in Table 647: Lightside Traits. they will generally cause others to dislike the character. Vengeful: revenge is the way to punish faults. Careless: incautious in thought and deed. courteous. Cruel (*): coldhearted and hurtful. Impatient: unable to wait with calmness. Suspicious: trusts no one. representing the baser aspects of humanity. Darkside Traits (continued . people tend to avoid and even revile those who exhibit the personality traits listed here.) Disrespectful: does not show respect. Foolish: unable to discern what is true or wise. Evil: Certain traits are usually found only in evil people. Egoist: selfish concern for own welfare. Dull: a slow." they are called Darkside.
others are considered bad or Darkside traits. needs or compulsions of the feature. but learning to deal with their problems often forges them into better representatives of humanitv than those of us who are healthv and whole. is normal and acceptable.1 649: Exotic Personality Features b 67 649: Exotic Personality Features I Exotic Personality I I II ' 11 Features Use only if directed here by another table This table is used when the character has assumed some truly unusual. or ignored. Often . Average Strong Driving Obsessive I Feature is barely noticeable. the instructions there will tell you what to do with the letters. Real Life: Note. An [L] means a Lightside trait. If roleplaying a character with a mental affliction or sexual disorder makes you uncomfortable. odd or even bizarre. the depiction of these personality features. Instructions: Roll a d20 and match the result d20 01-04 05-07 08-10 11-17 18-19 20 649A: Exotic Feature Categories Mental Affliction (Go to Table 649B)* Phobia (Go to Table 649C ) Allergy (Go to Table 6490) Behavior Tag (Go to Table 649E) Sexual Disorder (Go to Table 649F)' Several Features manifest themselves. . When you get to Table 318: Alignment & Attitude. Feature is not active unless the character is caught off guard or is too fatigued to cor~trol himself. A [Dlmeans a Darkside trait and an [N] means a Neutral trait. This selects the general category of the exotic personality feature. neither good nor bad. * Warning: the author recommends that these features be played only by adults capable of roleplaying them in a mature manner. Most features here are not aligned (that is. may not even be aware that he possesses such an odd personality feature. and still others are Neutral. Trait Control Chart Trivial Wmk Roleplay: A person with an exotic personality feature is decidedly different from other folk. Developing a Personality: Many events that occur in a character's life also cause his personality to develop. many of which are considered physical and mental illnesses or handicaps. He may imagine that what he does or is. Select a trait strength from the left-hand column that best suits the character. There is an uneasy balance. Feature dominates the character's life-character finds it difficult to resist its compulsions. Some of these traits are good or Lightside traits. people-do not g a i i strength by overcoming small chilenges. go to the table indicated by the selected category. Record the feature and mark the box on the same line in the column corresponding to the letter in brackets (if any) in the PERSONALITY section of the worksheet and then write any additional relevant information in the EVENTS section. Special circumstances may have to exist for the feature to come into play. Character cannot rest or find peace unless actively pursuing the desires. Folk with these traits are considered eccentric. Unless character consciously resists the feature. or taken to the extreme. Feature is easily sublimated. they are neither Darkside. Personality traits shape the way he acts or responds later in life. The traits here might even be called personality afflictions. They run the gamut from simple fears to bizarre behavior. Trait Control: Use the chart below to guage the amount of control the character has over the trait or vice versa. Very few would choose to be as they are. This letter represents the type of personality trait that develops because of the event. often exotic or even undesirable personality trait. a person with such a trait may try to hide it from others. Those that will affect the selection of the character's alignment are followed by a letter enclosed in brackets. but are noticable when actively affecting character. is in no way intended to belittle those who must cope with them on a day to day basis in their own lives. Roll ld3+1 times on this table. 649A: Exotic Feature Categories against Table 649A. regardless of whether the feature is readily apparent to others or not. To determine the specific feature. overcome. it manifests itself strongly. I I I I I I I I II I I I - Instructions: Roll a d20 and match the result on Table 649A. or Neutral traits) and do not count toward determining alignment. even when actively affecting the character. reroll the feature. Lightside.
either make something up. Select on Table 647. 18 Hysterical sense loss." the afflicted person feels that all hope is gone. The person cannot tell the simple truth. at everyone). To select the object of the obsession. unfeeling. or roll a d l 0 on the subtable below: Devotion to a Lightside trait. The obsession can vary from something simple. 7 Megalomania [Dl. - 20 Multiple Afflictions. Entry #I 6. Table 868: Curses. I I I I I 2d10 649B: Mental Affliction (roll 2d10) 2d10 649B: Mental Affliction (roll 2d10) 2 Multiple personalities. you may be the only help your friend will ever have. 8 Severely Phobic. Don't wait. the only cure available may be in the form of powerful magic. 5 Hallucinations. Each personality should have one key personality trait that typifies it. May plot to strike back at his oppressors (i. They are best defined as mental illnesses. Character feels an obsessive need to clean. See 19 Berserker rage mindless aggression Person is subject to fitness of mindless aggression. Alternating. and 9 Manic-depressive [Dl. An obsessive impulse to set. Reduce all skill Ranks to half when depressed. Roll a d4 on the sub-subtable below to select the thing hated [Dl: 1 Any nonhuman. Determine "injury" on Table 870: Serious Wounds. Person believes he suffers the effects of a serious injury. Many are treatable-if the person desires help. This is a feeling of persecution. and other egotists). 4 Beautiful things (including people). Additionally. 13 Hysterical injury. obsessive something of the GMs choice. think rationally. Character collapses into a fetal position completely and totally withdrawing from the world--deaf. 11-12 Depression. or is the object or target of the other. 6 Catatonia. like cleaning. priest. or in extreme cases. Roll a d4 to select the object on the subsubtable below: 1 An item taken from Table 863: Gifts & Legacies. that everyone is out to get you. that he [Dl. excitdble hyperactivity and inability to cope with everyday pressures. unseeing. then watch fires. 2 Particular nonhuman race. Unable to cope with their problems. talking about or attempting suicide is how they communicate their unspoken cry for help. Afflictions have a 60% chance to have some form of interelationship: one intensifies another or causes it to occur. but must always reinterpret or expand upon it. Select type on Table 750: Others. bosses. to a need to expunge evil (or good) from the world. Unreasoning. possibly basing the entire personality around that trait. Each occurance has a 10% chance of driving the character into temporary Catatonia (see below). Character feels an obsessive need to collect particular objects (possibly owning everything of that type). 3 Animals. Seeing unreal visions and distortions of reality. confide in someone you trust: a parent. or rabbi. 3 Monsters. Character believes is either blind or deaf (GM's choice). The character cannot be comfortable. Select target of destruction (your choice) [Dl. Person only has to hear of a new disease to imagine that he suffers or is even dying from it. The symptoms are greatly simplified here for game purposes. Roll ld3+1 more times on this table. Select the trait on Table 318A: Personality Triait Types. usually to help the character deal with something his "normal" identity can't handle.649B: Mental Afflictions Instructions: Roll two d l 0 and match the result against Table 6498: Mental Afflictions.e. The person literally becomes someone else. 2 Gold (anything gold). Character is obsessively Superstitious. Extreme cases may imagine fantastic plots concocted by alien beings. 3 Compulsive Lying [Dl. . Character feels an obsessive need to destroy. 4 Someone. 16 Kleptomania [Dl. Beyond merely feeling a bit "down" or "blue. 4 Paranoia [Dl. Devotion to a Darkside trait. Real Life: The following are game descriptions-yet if you notice these symptoms in a friend (particularly depression). each personality has a 60% chance to have an Exotic Personality Feature. 10 Hypochondria [N]. Roleplay: Many role play games lump these mental afflictions together as insanity. However. until the obsession is resolved. 17 Pyromania [Dl. or is plotting against you. An obsessive impulse to steal. a minister. Character has an obsessive hatred. Infantile delusions of personal omnipotence and grandeur (commonly found in petty tyrants. regardless of want or need. a counselor. The need to perform some action to the exclusion of everything else. Character feels an obsessive need to help others. An unhealthy concern for one's health. l d 3 additional personnas may manifest themselves. Select on Table 648[D]. unlike our own world. in a fantasy roleplay world. or even ask for help. Select on Table 751. fear of 11-15 Obsessive behavior.
The effects vary with the allergy's Trait Strength. Unusual Medicine type. but are classed as Mild (1-4). Severe (8-9). Additional symptom of constant sneezing. Relative intensity of magic increases reaction level. stomach remedy. icky bugs!!" Magic (Magiophobia) spells or items.649: Exotic Personality Features 69 649: Exotic Personality Features 649C: Phobias The phobias included here have been chosen for their appropriateness to fantasy roleplay gaming. Additional symptom of constant sneezing. red meat and wheat flour are examples. then read the allergy rules that follow. As above.usually found in males. cumquat surprise. Use imagination. Trees (Dendrophobia) or tree-like creatures. Corpses (Necrophobia) -. Exotic Food type. Night (Nyctophobia) Open spaces (Agoraphobia ) Physical Love (Erotophobia) Poision (Toxiphobia) Rain (Ombrophobia) Sinning (Peccatophobia) afraid of doing wrong. The afflicted character will do what she can to avoid the thing feared. Dust. Includes mildew and possibly even damp dirt. Reroll ld3+1 times on this table. horse milk cheese. Curative magics or healing medicines will be necessary to revive the victim. A person in power may try to have the source of his fear destroyed. Usually a high protein food. As above. Allergy Reaction Effects Mild: Serious: Severe: Red. Multiple biteslstings. Water ( Hydrophobia) Wind (Anemophobia) Wounds or injuries (Traumatophobia ) More than one fear. Serious (5-7). Fever cure. mustard plaster.fear of being alone. Roll a d l 0 to select the allergy's Trait Strength (this varies from the rules on page 67). eggs. includes antidotes for monster poisons. even magical potion. Instructions: Roll two d20 . then the phobia's name. Caviar. etc.also fear of the air. 2d20 649C: Phobia (roll two d20) Alone (Monophobia) -. Cheese. Victim is very ill and cannot clear head to concentrate (espcially on magic spells). Cold (Psychrophobia) Colors (Chromophobia) -. God (Theophobia) -. possibly for no known reason. sniffles. Roleplay: A phobia is something that the character is deeply afraid of.especially house cats. Minus 1 Rank to combat skills until l d 3 hours after exposure ends. plus skin rash and high fever."bugs. Darkness (Achluophobia) Empty Rooms (Kenophobia) Enclosed spaces (Claustrophobia) Females (Gynephobia) -. while touching an ancient artifact may cause a deadly reaction. and Deadly (10). Minus 3 Ranks to combat skills. As above. Allergy rules: Atter being exposed to the allergen (thing causing allergy). The thing feared is listed first. A character with an above average Constitution attribute subtracts l d 3 pointsfrom the allergy's initial Trait Strength. increases reaction level by one. Additional symptom of constant sneezing. add the results and match the total against Table 649Cto select the thing feared.hairy monsters.one god or all gods?!?! Ghosts (Phasmophobia) Graves (Barophobia) linked with Necrophobia. Animals (Zoophobia) Being buried alive (Taphophobia) Blood (Hematophobia) Cats (Ailuroophobia) -. 649C. but victim is Catatonic (unconscious). A strange. Primarily for cast magic. Allergies Instructions: Roll a d l 0 and match the results against Table 6490 below to select the allergy. l d 3 hit points are lost. jalapeno peppers. Hair (Trichophobia) -. or pickled roc eggs.may include undead. Increased Trait Strength usually implies a sensitivity to enchanted items or creatures. itchy eyes. minus l d 8 to Strength attribute. Fire (Pyrophobia) Flying (Aerophobia) -. Subtract ld6+3 Ranks from all skills. A characters with a below average Constitution attribute adds I d 3 points to the allergy's initial Trait Strength. A low power spell may trigger a mild reaction. Magic. hair on people. Missiles (Ballistophobia) --fear of missile weapons. Mold. plus asthmatic reaction( hard to get one's breath). Heights (Acrophobia) Insects (Entomophobia) -. Males (Androphobia) -. primitive hoagies. etc. Insect BitedStings. -- . Slime (Blennophobia) Snakes (Ophidophobia) Spiders (Arachnophobia) Storms (Astaphobia) including thunder & lightning. Common Food type. Deadly: 6491): Allergies (roll a dl01 Fur. Candied prawns.fear of monsters. if victim does not end exposure upon occurance of symptoms.usually specific colors. Unusual Food type. Home remedies. Monstrosities (Teratophobia ) -.usually found in females. the character begins to react to the allergen and suffer from the allergy's effects. Common Medicine type.
the greater the chance it will be mislaid. Whose side is he on anyway? 14 Secret Identity. Always involved in some kind of socio-political cause. Roll until you get something you are comfortable with. but instantly supports those of a superior. Brought on by stress or eating. licking or smacking lips.." Create a second background.) 1 Absentminded. dogs. alcohol. giant amoebae. Character maintains no personal opinions or convictions. but must leave some mark or item that links him with the act (An example is the 'Mark of Zorro'). cats. or create your own -. at least during the night. Multiply the trait strength by 10 to discover the percentage penalty these diaphragm glitches cause to spell casting and fighting. caffiene. dropped or hidden have a ld20% chance of being lost permanently. Feels a need to show that he has been somewhere by defacing or destroying property. Hiccupping. 20 7 Insomniac. sets up fake traps and bogus treasures.. Select an object on Table 863: Gifts & Legacies. takes longer to find things. The character misplaces things easily-the more important something is. such as .winking. or lack of personal ambition. rubbing part of face or body. He's a guy who greases sword hilts.649: Exotic Personality Features 70 649: Exotic Personality Features 649E: Behavior Tags Or uncommon type of acA Behavior Tag is an tion or activity which the character performs... Has many pets. Enjoys pulling off jokes at other's expense. 3 Anarchist [N]. Character finds it almost impossible to sleep or get any rest . Dislikes mess and has a 10% chance to have a phobia regarding dirt. A variation of political activism. Decide which is real and which a charade. Maintains two separate identities." or "the cat lady. and puts the skunk oil in the torch oil. . 10 Stuttering. of course." 11 Pet Lover [L]. polished. etc. Role~lau: These are colorful "trademarks" by which a character b b n i e s known. this looks like it might be useful!" 16 is the battle cry of this person who picks up everything. 6 Packrat [N]. swallowing. Most support the masses against their overlords. Have fun with them. Items that are set down. Character cannot do anything anonymously. Tends to be disorganized where belongings are involved. for which the character is well known and which he may not wish to be parted from. Personal effects are always clean. This is an obsessively neat person. d20 6493: Behavior Tags (continued d20 6493: Behavior Tags (roll ld20) . Has an opinion or knows the "truth" about everything (but. these range from mild "hics" to thunderous body shakers. self-interest. well-organized. May focus on a particular type of animal. Roll ld3+1 times for multiple Behavior Tags. either out of unquestioning loyalty. 19 Yes-Man [N]. Unconcerned about the appearance of his person or property. rapid blinking. or snapping or drumming fingers. he always has just the right thing for any situation . 5 Ego Signature [N]. sharp. Come up with a good reason for this. Character's day-to-day existence centers around a chemical substance. "Say.") 13 Practical Joker. such as tobacco. 17 Unique physical habit.e &$9E to select the unusual behavior. Usually brings one along. 2 Addict [Dl. Always looking for something else to bring home. Character becomes "ugly" and unpleasant if deprived of the substance for too long. usually out of habit. chocolate. A pain in the rear end to group leaders. but never throws anything away. 8 Know-it-all [N]. if he can just find it. Actually has a 10% chance to really know the truth. the character believes that each man should rule himself. 18 Vandal [Dl. twisting hair. etc. 15 Slob. An action which the character performs unconsciously. switching as necessary to keep both "active. waving hands while speaking.an abseh-mindid professor. All skills drop by 1 Rank until character gets a "fix. 4 Distinctive Possession.. Select from following. but it may involve protecting something from destruction ("Save the Behemoth" or "Ban the Ballista. 12 Political Activist [L]. narcotics. Spellcasting is 25% more difficult. and neatly arranged." Instructions: Roll a d20 and match the result againstTab.. It is a ~ersonalitvtrait bv which the character becomes known. Reduce Charisma attribute by l d 4 when talking. 9 Neatnik [N]. On the other hand. you already knew that).
one may be certain that unscrupulous types will find some way to make a profit from it. It is not uncommon for a character afflicted with a sexual disorder to imaaine himself to be normal or OK and try to live with it rather than change. Take care in presenting and roleplaying these disorders. These are what many societies consider aberrant sexual behavior. May express itself as constant Transvestitism. Shyness. Sexually attracted only to persons of same gender as oneself. Be wary of what the character may go through if his "secret" is discovered. 5 Select from Table 867: Body Locations. Abnormally Nymphomania (F) or Satyrism (M). which may be difficult unless the character is also androgynous (neither strongly male nor female in appearance). In such societies.. Often combined with masochism.) 12 13 Too Prude. 2 Men's clothing (not for wearing. - 2d8 649F: Sexual Disorder (roll 2d8) Transsexualism. Voyeurism. Then match the total against Table 649F to select the disorder. practioners of these behaviors may be persecuted and punished (even marital infidelity may be severely punished). A "Peeping Tom" who is sexually excited by watching others perform sexual acts. Sexually excited by wearing clothing of the opposite gender. 2d8 11 6495': Sexual Disorder (continued . Complete disinterest. Often combined with sadiism. Derive pleasure from having pain inflicted upon oneself. 8 Select from Table 863: Gifts & Legacies. this is often due to the moral climate established by prevalent religions. At the extreme. Transvestitism. annoy. As mentioned previously. Convinced that sex is bad in any form. On the other hand. Sexually attracted to persons of both genders (usually more strongly to one than the other). either Gynephobia (fear of females) or Androphobia (fear of males). difficult to talk with them. though). 7 Select from Table 649C: Phobias. where something is banned. 4 Hair . The character may have a secret collection of fetishes. I 649F: Sexual Disorder 1I pl* All Sexual Disorders aremnsidered to be Darkside personal~ty tra~ts by most soc~etles. though). If the result is 6-8.particularly women's hair. No sexual desire. a character with a sexual disorder will attempt to hide if from others. Reroll the disorder on this table. Select on Table 750: Others. since a flippant. usually because of religious doctrine. fantastic or otherw~se. Whether societies in a fantasy world consider them so is up to the GM.. 3 Shoes. either out of fear or shame (altough a character afflicted with transsexuallism may attempt to hide his true sex). Uncomfortable around opposite gender. Yet it should be taken into consideration that. Roll a d8. strong. Select on Table 753: Relatives. 1 Women's clothing (not for wearing. 9 A type of person. 14 Necrophilia. . even evil and unclean. Sexually attracted to or excited by a specific person or thing. Instructions: Roll 2d8. it may be a fear. May try and pass oneself off as a someone of opposite gender. characters afflicted with sexual disorders may feel a need to fulfil their sexual needs (the stronger the Trait Strength the greater the need). 15-16 Roll 1d2+1 times for multiple sexual disorders. Despises all who lower themselves to it. Fetishism. Sadism. More often than not. most societies have not condoned the behaviors list below. Bisexuality. or offend othr players and GMs alike.649: Exotic Personalitv Features 71 649: Exotic Personalitv Features Roleplay: Like the person addicted to drugs. Derive pleasure from inflicting or viewing pain in others. historically speaking. and total the results. Roll a d l 0 on the subtable below to select the object of attraction. Most Cultures and societies consider anything other than straightforward sexual desire for members opposite sex as abnormal. Masochism. including self. Believe oneself to be the spirit of one gender trapped in the body of the opposite gender. the character is actually suppressing or trying to hide his own sexual disorder. 6 An animal. uncontrollable desire for sexual experience. or callous stance may embarrass. Homosexuality. Sexually excited by dead bodies. careless. 10 A relative.
acting as a sort of "central clearing house" for other lists of persons. 5 Adaring druid. Includes dragon and serpent men. You decide what kind. the character will interact with other persons. A Nonhuman. Several Others together. but humanoid. Use Table 752: Gov't Officials. short. hermit. A frlend. I This is a general listing of types of "Other Persons" encountered people and creatures who may act as friends or foes. although it may also be a specific person. assume that it is the same as the most prevalent local Culture level. they are often outcasts. The character's lover. aforeign warrior. and life-spans far longerthan humans. In most cases the table entry will require that additional rolls be made on another table. Villains. Instructions: Roll a d20 and match the result against Table 750.421. lmagine the other person's reaction to the character. They are longer-lived than men. but tempered with human emotion and logic. Someone known primarily b y occupation. or merely suspicious of each other? Consider these things before playing a nonhuman like just another human. A wielder of magic. A Rival. or even enemies. A Mentor. 2 An amazing alchemist. Select occupationon the table appropriateto the Other's Culture level. Either Table 420. 16 Beastman -Part man. or 423. Roleplay: Throughout life." 17 Reptileman -Primitive humanoid lizard-like creatures who often dwell in swamps and marshes. Refer to Table 101: Character Race. character races that commonly appear in many fantasy roleplay games. antagonists or allies. An outcast. Imagine how one of these beings would react when encountering the character. fearful. Roll ad4on the subtable below: 1 A wondrous wizard. nonhuman. and rough way of life. Noted for vile habits. d20 751: Nonhumans (rolla d20) I I d20 750: Type of Other Person (rolla d20) Government official. the person is male. coarse manners. Select type on Table 755: Criminals. this is a pleasant race of sturdy farmers and shopkeepers who feel more comfortable with their furry feet propped up in front of a fireplace than anywhere else. part beast. A Relative. and goatmen. 12-15 Half elf -A human and elf crossbreed. Monster. not human. . A Thief. 1-4 Elf -A member of a race of beautiful humanoids. Wild Animal. an instigator or a chance encounter. Many tables in this book require an identity for a foe. 422. Select monster on Table 756: Monsters. To do so refer to the chapter on NPCs: Creating Good Guys. self-centered. I I Instructions: Roll a d20 and match the results against the Table below. Like humans. stocky humanoids. a beggar. the person is female. centaurs have the nobility associated with horses. satyrs. 19-20 Half om-A crossbreed of human and orc. or are ill feelings generated? Both GM and player may wish to add additional details to some of these NPCs. if 46.750: Others 72 751: Nonhumans I 751: Nonhumans I Use only if directed here by another table I I I Use only if directed here by another table. often referred to as an elder race. Select title on Table 758: Nobles. with long beards and dour personalities. Combines the vitality of humanity with elvenkind's beauty and eldritch nature. Though likeable. possibly an evil offshoot of elf kind. 18 O m -A degenerate humanoid race. If the gender of the other person has not been predetermined. Select relation on Table 753:Relatives. roll a d6. 9-11 Halfling -Barely waist-high on humans. lmagine the character's reaction to this person within the context of the event he or she appears in. May be degenerate survivors of an ancient races. centaurs. the wise person who guides the character. I I Roleplay: Nonhumans are just that. Select on Table 757: Adventurers. rivals.coarse and callous. A beast man's personality reflects its bestial nature. If the Other's Culture level has not been prespecified. possibly a Companion. Select Rival on Table 762: Rivals. A neighbor. fauns. Includes minotaurs. A Noble. An Adventurer. An Invader. This is a selection of the various sentient. Roll l d 3 more times on this table. 4 A powerful priest. 5-8 Dwarf --Stalwart. This is the general class of other person that has been encountered. May look nearly human. a victim. Then return to the Table that sent you here. GM decides who this is. A common soldier. deceitful. If the result is 1-3. they have their own motivations. A Criminal. for additional roleplay guidelines for that particular species. Minotaurs rush headlong into things. goatmen and satyrs have certain "appetites. but these will be colored and skewed by their "alien" uprbringing. Would their racial heritage cause them to be instant friends. Does the encounter have a good outcome. but often partake of the orc's baser nature with a tendency towards evil . have a natural affinity for magic. or prositute. who are usually associated with forests. leper. Leaders and Special Characters. are fine metal and stone workers and are reknowned as fighters. and bully-like. This table provides that identity. orcs are cruel. Select type on Table 751: Nonhumans. GM decides who. Rerollconflicting results.
City Ruler: a mayor.rerolling results over 19. government officials are found only in Civilized (especially Decadent Civilized) Cultures and among Barbarian on the verge of becoming Civilized. A grandparent's father. Bureaucrat: a petty official within a government. Diplomat or ambassador. When found in Primitive. Go to Table 538: Military Rankto select the officer's rank. Aunt. d ! 2 0 753: Relation (rolla d20) First Cousin. The result is the number of generations removedfrom the character. Governor: appointed to rule acolony or terrlory. They include both the high and mighty and the low and grungy. d20 752: Official'sJob Function (rolla d!20) Scribe: a note taker and transcriber of laws. Government Employee: select job on the Occupationtable appropriate to the Culture (420. Mother or father's mother. petty baron. if needed. Sister. A result of 1-3 indicates a female. it may that they do and . 2) has a lust for power and enjoys dominating and humiliating others. Sheriff: law and order in a village. Government officials are usually not hereditary rulers. Soldier: a paid member of the standing army. Distant Cousin. manor lord. diplomat and ditchdigger. Also afirst cousin of the character's mother or father. A result of 4-6 means a paternal relationship. This may mean that they have a close bond with the character. yet the character was not aware of the person's existence. If a selected relation is known to be dead. you may want the relative to appear from the great beyond (a ghost or even some awful undead thing). etc. Clerk: basic office worker. sheriff and scribe. Roleplay: There have been government employees almost as long as there have been governments. The sister of a parent or the wife of an uncle. A grandparent's mother.421. be possible . Uncle. they are often representatives of Civilization (bringing the wonders of table manners and double-entry book keeping). Tax Collector: collects the taxes. Nomad and some Barbarian Cultures. Daughter. Instructions: Unless the relative has an obvious gender (such as a mother). When roleplaying a government official. Chief Advisor to a ruler: like a Prime Minister. The person claims to be a relation. Don't necessarily reroll if the selected relation does not exist. Grandmother. Great Grandmother. Magistrate: A courtroom judge with limited authority. Grandfather. the character is just not aware of it. If the result is 1-2. Guard Captaintchief Constable: topcop. roll a d6 to determine the relative's gender. On the other hand. A result of 1-3 means a maternal relationship. She is either the sister of a grandparent orthe wife of a great uncle. I I I These are people who govern others or work for the government. Great Aunt. Also. a result of 4-6 a male. Roll a d6 to determine Maternal (mother's side) or Paternal (father's side) relationship. one or more of these three reasons can easily be the character's motivation. Roleplay: These folks are the character's family. roll a d6. Great Grandfather. Father. the official is female. DM ONLY: see entry #753 in Table 978: GM's Specials. determine which side of the family that the relative is related to. Brother Spouse (husband or wife). . for relations outside the immediate family. the official is male. As a rule. Advisor to the Ruler of a country: a counselor. Mother or father's father. Great Uncle. Roll a d3 and add 1. The offspring of a first cousin. family could have little meaning at all. 422 or 423). If the gender of the official has not been predetermined. Senator: part of a rulingbody apart from a royal ruler. Second Cousin. Mother. Note that is likely that a character will have a strong friendship relationship with a cousin. City GuardsmanlConstable: a policeman. Son. if 3-6. Army Officer: acommisioned officer. or 3) is simply not qualified to do anything else. shire or county. Shares a common ancestor. Judge: he IS the LAW. Use a Civilized Culure level and a comfortable Social Status. the mother's or the father's. The brother of a parent or an aunt's husband.752: G o v e n t Officials 73 753: Relatives ~ '1 I I Government Officials Use only if directed here by anothertable Relatives Use only if directed here by another table 1 These are relatives of the character (although they could be relations of other persons). This is the government official's job function. There are three reason that someone becomes a government official. backbone of government. 1) he has a desire to serve humanity. Spy: covert agent for the government. Descendant. The offspring of an uncle or aunt. He is either the brother of a grandparent orthe husband of agreat aunt. Reroll the relationship. Secret Policeman: undercover arm of the law. I I I ( Instructions: Roll a d20 and match the result against the table. but are often appointed by Nobles to manage their feifs.
Some are professionals. Character is sold into indenturered servitude (slavery) to pay off parent's debts. A high result would mean a high profile (even well-known) criminal. the guardian's background can be developed further. usually a burglar) Pickpocket Extortionist or blackmailer Confidence artist ("con man") Armed robber ("bank robber") Highwayman(usually a loner) Bandit (part of a gang) Professionalassassin Drug dealer Mugger (robs lone victims) Horse Thief Rustler (steals livestock) Thug (muscleman for a gang) Pimp (runs prostitution) Prostitute Gang leader Rapist Pirate . as the title says. Raised by Nonhumans. just those that work well in a fantasy setting). An optional detail1 for a criminal is the scale or extent of his illegal activities. people who commit crimes. the role of the parent may be replaced (to some extent) by others who either willingly or unwillingly take up the responsibility of raising the character to adulthood. These are. A low result means a criminal of relatively little importance. Character is raised in an orphanage. but ultimately. persons.) Character is raised by monsters. d20 755: Criminal '&pe (rolla d20) 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 I I I I I I I Murderer Kidnapper Thief (member of a thieves'guild. it happens to the guardian. Add l d 4 Ranks to Urban Survival skills. Character is raised by an adventurer. This person. someone must become responisble for his upbringing. or a loved one. Others feel they are just victims of society and can't help but do what they do. imagine yourself the victim of a crime. Select the type of Nonhumans on Table 751: Nonhumans. They may be pleasant. This is the criminal's primary illegal activity (Note: Not every crime is listed. Select the dely type on Table 864: Deities. Instructions: Roll a d20 and match the result against the table to find the character's guardian. tigers. If the gender of the criminal has not been pre. Character is raised by beasts in the wild (such as wolves. Select the relative (rerolling results of mother or father) on Table 753: Relatives. Assume same CuMod as the character. This measure of crime is selected by rolling a d20. Adopted by another family. roll a d6. create this family just as you would for the character's birth family. so to speak. or one who becomes a loving replacementfor the'lost parents. etc. d20 754: Guardians (Roll a d20) A relative. well. Beginning wlh Table 106: The Fami&. Character is raised by a thieves' guild. Select the general type of monster on Table 756: Monsters. Roleplay: The loss of one's parents is a tragedy that affects the rest of a character's life. A guardian may be someone who merely provides for the character's physical needs. but cannot remember what happened during that time. Determine what happens to the character on Table 539: Enslaved! Character is raised on the street by outcasts (beggars and prostitutes). Some people elevate criminals to the status of hero. Go to Table 534: Underworld Experience. nice to their mothers. GM only: refer to entry #754 on Table 978: GM Specials. bears. the criminal is female. who directs a criminal empire or possibly a sociopathic mass murderer who stalks the streetsand heinously slays innocents. or a murderer who killed once and has paid for the crime. A middle range result would be an average career criminal who probably has a long list of offenses. If the result is 1-3. they prey on others (usually the weak) and see the world as their victim. creatures or family become the character's guardians. the criminal is male. That's part of what roleplay is all a h . losing valuables . Before you make a criminal out to be a hero or feel too sorry for him. personable. such as a street punk who hangs around on a corner. like a crimelord.determined. Character is passed from relative to relative until reachingthe age of majority. and some do it because they are not. In many respects they take overthe functions of parents. and make dona-tions to orphans.754: Guardians 74 755: Criminals 1 Guardians I Use only l directed here by another table Criminals I I Use only if directed here by another table 755: I I I When a child's parents die or disappear. if 4-6. Instructions: Roll a d20 and match the result against the table. Roleplay: Criminals are bad people.. However. Raised by priests or monks in a temple. If the player so desires. When an event calls for something to happen to a parent. to determine criminal events that happen to thecharacter.. some only do it once (for whatever reason). Refer to Tables 114: Parents & NPCs. creature. Character mysteriously disappears for ld10 years. returning older. Determine the adventurer's profession on Table 757: Adventurers.
Warrior . reroll on Table 757A to get one that works. ghosts. see entry #756A on Table 978: GMSpecials. Evil dwarves. Also a magic-user. dwarf or elf. fire. When playing the part of a monster. A skilled Veteran.A wandering minstrel (and more!) Martial Arts Monk . roll for Hi-Lo. If the character's world does not allow a selected type of adventurer. etc. Instructions: Roll a d20 and match the result on Table 757A: Profession for the type of adventurer. quite possibly reknowned throughout the world.A holy man or woman. a tracker. Living statues or golems. 757A: Adventurer's Profession (Rolla d20) Profession Wizard . spectres. and ghouls. wights. Thief -A rogue. You may either use the table below or use your own random monster tables. rocs. Priest . if you think of %m as characters. Lycanthropessuch as werewolves and werebears. Ranger -A woodland warrior. manticores. zombies. The people on this table represent general classes of adventurers. Beast men such as minotaurs.75 757: Adventurers I I I' I I 1 Monsters Use only if directed here by another table 756: II 1 I( Adventurers Use only if directed here by another table. Reptilian or batrachian humanoids (lizard men. a burglar. focusing on their primary talents. and brownies. adept. centaurs. slimes or jellies. air. A Non-human adventurer. ignoring rolls above 19. Druid . Hi = female. Select the species of adventurer on Table 751: Non-humans. I 756: Monster Types (roll a d20) Evil humanoids such as an orc. Giant animals. hydrae. Creaturesof geat evil such as demons and devils. .A priest of nature. Adventuring skills usually do not exceed Rank 3. both intelligent and UN who are often the foes of adventuring heroes. specific to the game being played. Evil elves (such as dark elves). Icky blobs. Sea monsters. GM. To use this table. even frog men). globs. goblins. knight. Elementalbeings (earth.) Horrorsfrom beyond. If the adventurer's gender has not been determined. Then roll again on this table to determine the profession. Bard .vates its life? Would it be possible for this creature to deal with humans as equals? The playercontrolled characters are not the only seekers after riches and adventure. Adventuring skills are usually Rank 4 to 5. hippogriffs. robber. snakemen. They may even be Mythical (Rank 1I+). illusionist. Lo = male. trolls. water. they can be as interesting as any human. The table gives only the general category of monster types. skeletons. warlock or mage. etc. Shaman . or second-story man. Undead such as vampires. 1 Monsters are those creatures. archer or man-at-arms. griffins. see entry #756B on Table 978: GM Specials. the phoenix. those for which they have become best known. sprites. It is entirely up the GM to chose a specific type of monster from the rolled cateLory. Reroll if not compatible. Sometimes encounters with creatures occur before adventuring careers begin. dragon men. For NPCs roll a second d20 and match the result against Table 7578: Prowess to find the adventurer's skill or fame at his profession. alien to all known life. imagine how the monster became the way that it is. Others follow or have followed the same path to riches and glory. Not someone to cross casually. Rolepla : Monsters are usually the enemy. etc. sorceror. roll a d20 and match the result against the table. aclergyman. and goatmen.Afighting man. a scout. Faeries such as pixes. A locally famous hero. Giants. or healer. Skills are at least Rank 8. GM. Mythological or heraldric beasties such as unicorns.One skilled in the arcane arts. cleric. wraiths.A priest of a religion that teaches unarmed self-defense. witch. Adventuring skills are often Rank 6 or better. pegasi. cavalier. paladin.A priest of spirits. Instructions: There are two ways to proceed here. 757B: Adventurer's Prowess (Roll a d20) d20 Prowess 1-5 6-14 15-19 20 A Rank Beginner. Agrand-master of the profession. mummies. However. What moti. sphinxes. Dragons (in all your favorite colors).
If the character's gender has not been determined. Duke (Duchess): Rules over one or more marquises. The percentage shown in this column is the chance that a Noble will possess personal lands and estates. Land Holdings: Nobles are land-owners. Select these hobbies on Table 427: Hobbies. Hi = a female Noble. Due to their assumed importance to the scheme of things. honorifics that have been bestowed upon them by their liege lords or gained by conquering new territories. Instructions: Roll a d l 00 to determine the title possessed by an NPC Noble and match the result against the column corresponding to the NPC's Culture on Table 758A: Noble Notes. Before rerolling the character's Social Status. a number that is added to the character's die roll (and CuMod ) when Social Status is rerolled on Table 103: Social Status. Count or Earl (Countess): Rules over barons. Prince Royal (Princess Royal): Child of a king or an emperor. A Noble will usually have guards or other retainers with him at all times. Marquis (Marquese): Rules over one or more viscounts. select his Cutlure Level on Table 7588: Noble Culture (the information here is similar to Table 102: Culture Level ). Barbarian Nobles are often elected or appointed. Title: The titles for Nobles are given in terms of western European and British peerage. . the next step is to return to Table 103: Social Status and reroll the character's Social Status. roll it to obtain the number of special titles that the Noble character possesses. They are listed (top to bottom) in a rough hierarchy of who is more important (or lords it over) whom. gets more" and "might makes right. GMing Note: Players character Nobles who insist on being public figures should find themselves subjected to unwanted attention much the same as a celebritv ~opular ~olitical . a Noble player character may be able to command loyal retainers to follow him . Usually granted by a king. Civilized Nobles recieved titles through the luck of birth. A Crown Prince will assume the throne. . I I I I I I I I Common Titles Emperor (Empress): Rules over other kings and princes. Baron (Baroness): Rules a barony. Nomadic Nobles are more accessible than those in other cultures. often an elected position. or whatever. or Germanic. always a sibling of a king." Primitive Nobles are leaders who normally share the burdens and risks of their followers. such as psuedo Arabian Nights. If a percentage is shown. They pay others Many to perform their duties and often spend their time at dalliance and liesure. The ones provided here are representative of the Culture Levels in Central Casting. The bold face entries below explain the headings on the Table 758A. but often appointed.: Primitive Culture. Select any special titles on Table 871: Special Tkles for Nobility. a player character of Noble Social Status will begin as the child of an NPC Noble and will have no actual title himself (other than prince). do not add the TiMod when rerolling Social Status. Remember. adding both the characterlsTiMod (see below) and CuMod to the roll. this is the chance that the character will have a single special title. along with a number of tribaltype leadership titles. Lo = a male Noble. Obviously. Prim. he is going to have to convert these titles to ones that correspond with his chosen milieu. characters of Noble birth may add l d 4 points to their Charisma attribute so long as it is publicly known that they are a Noble. Subchieftain: A tribal chieftain 's lieutenant.: Barbarian Culture. At the GM's discretion. figure might encounter in our own society. Land Size: Roll the indicated dice. Common in Barbarian Cultures. A Civilized Noble will have I d 4 hobbies in place of an occupation. in disfavor with the rulers of their land. A king normally owes fealty to no other. possibly next in line for the throne. Baronet (Baroness): Below a baron. Gameplay Benefits: Unless it has already been determined that a character's parents have died. smallest sized fiefdom. The number will be in proportion to the NPC's relative importance. roll for HiILo. TiMod: Each title has an associated Title Modifier (TiMod). The continuance of Nobility is based upon the facts that "them what has. For player characters. but because they demand much of themselves. Prince (Princess): Child of a Noble. Jarl or Eorl: Barbarian equivalent of a marquis. or . If the GM is creating an NPC whose Culture Level has not been previously determined.758: Nobles 76 758: Nobles Roleplay: Nobles exist and live by the works of others. hold titles because of merit and service to their liege. given to commoners. If a type of die is shown in this column. Hetman (Hetwoman): A village leader. Civil. Knight ("Sir" or "Lady"): An earned title which cannot be inherited. A result of 98-00 always indicates that the Noble's lands have been taken away and that the Noble and his family are exiled. Nobles automatically add 5 to their SolMod. Nomad: Nomad Culture.: Civilized or Decadent Civilized Culture. having social value only when they coordinate. Special Titles: Nobles may special titles attached to their names. usually leads a single tribe. represent and protect those who do work. Use the title in your world that most closely corresponds to the selected rank of Noblity. Also may be the ruler of a Principality in which case he is equal to a king. King (Queen): Ruler who is the supreme authority in his land. Chieftain: Tribal leader. High King: Rules over lesser kings. If the result is 95 or greater. Rules a great tribe or tribal federation. The justification of Nobility in a fantasy setting is based on the assumption that the gods have chosen a select few to lead and shepherd after their people. count or baron. May be hereditary. they expect the same of their followers. Kahn: Powerful nomad. Barb. Some TiMods are created by rolling dice. This is the number of square miles of land possessed by the Noble or at least deeded to him by his liege lord. roll a d100. if the G M is using some other form of culture. I II I I Nobles I I 11 Use only if directed here by another table The peerage of the realm usually have a specific rank or title. Viscount (Viscountess): Rules over one or more counts. Archduke (Archduchess): Royal duke.
When killed. a miniature animal. once each day for I d 6 hours. I I I I 4 0 760: Special Pet Abilities (roll a d20) Pet has wings (or an extra set of wings) Very Intelligent . A duplicate roll doubles the effectiveness of a duplicated feature. Pet can use magic spells. However. Roll a d6 for Hi-Lo. On a roll of 5-6. A pet will not have more than four special abilities. possibly even immortal. Reroll Id3times on this table.pet is unusually large for its species (even gigantic). think of that special pet you may have once had.better than average human sentience. Unless instructed otherwise by an ability description. Unless specificed otherwise the pet looks like and is as large as its more comon brethren.) Wood Precious metal with gems for eyes Cloth (a "stuffed animal") Precious stone (gemstone) Iron Bronze Roll twice more on this table. Roll a d l 0 on the following subtable: Stone (granite. Once per day. transferring all its unusual powers or features. pet's spirit possesses nearest animal. Pet's life energy (hit points or damage it can take) are added to the character's own as long as the pet lives. Pet has unusual size. tiger. Then go to Table 760: Special Pet Abilities for the pet's powers or skills. Pet regenerates damage done to it. then at some point in his life. Lo pet is unusally small.) a baby bear (stays a baby) Something alien Roll a d6. Most such pets will be unusually longlived. roll a d3 for the number of special abilities. Breathes fire . The GM will need to determine how these abilities work within the game. I Instructions: Roll a d20 once for the type of Pet on the table below. etc. go to Table 874: Physical Afflictions. Unusually colored (go to Table 865: Colors) Pet is made of some substance other than flesh and blood. Hi . Roleplay: The pet is the character's constant companion and would probably rather die than be separated from its master. the one that followed you everywhere. the pet's special abilities are unknown to the character. Can discorporate into mist at will.. On a roll of 15 or greater.1d6 damage.759: Unusual Pets 78 760: Special Pet Abilities I Unusual Pets II I Use only if directed here by another table I If this table is being consulted. There is a 6O0I0chance of it being able to speak an understandable language. This will probably lead people to believe that the pet is imaginary. 759: Special Pet 'I'ypes (rolla d20) d20 Pet Dog Cat Bunny rabbit Lizard Monkey Raccoon Rat or mouse Snake Hawk * d20 Pet (continued . supplying magical power. Pet is naturally invisible to all but owner. reroll all duplicated abilities. Reroll duplicates below 10.. the pet may temporarily assume an attractive human form (for I d 6 hours). Telepathic. in new form it is free to adopt a new owner (which it will do 35% of the time). Can increase its size and strength l d l O times their normal value. etc. the character has obtained an unusual pet.) Another rodent Ferret Songbird Fish* PUPPY A mini-dragon A big cat (lion. Acts as a Magical battery for master. Second. roll a d20. Can provide its master with I d 6 gold coins per day. . Draws I d 4 temporary Magic Ability attribute points from its master each day to survive. the fish can survive out of water indefinitely. Can communicate by mental speech. Special Pet Abilities Instructions: First. marble. These pets have above average intelligence for an animal. Pet has a Physical Affliction. To roleplay the pet. The Game Master should roll and record these attributes.
The Companion's original intent was to steal from the character. An adventurer. articulate inanimate object. 9 10 Incurable Romantic: Imagines himself to always be questing after some greater goal. Select on Table 750: Others." Give the Companion personal goals that he can work out during adventuring. ldlO 761A: Who? (rolla dl01 A childhood friend. or a serious hero with his own destiny to fulfil. A nonhuman. The Companion may be a bumbler. and may inadvertantly succeed more often than he fails. and fast action. GM ONLY: See Entry #761B on Table 878: GM Specials. Possibly the character himself may be merely the Companion's faithful sidekick? 3 4 5 6 I - Instructions: To develop a picture of the character's companion. Select on Table 753: Relatives. May have an inferiority complex. Dislikes frivolity. May be a wise-cracking "smart mouth. Select on Table 758." 8 Good 01' Boy: A down-to-earth type who enjoys simple pleasures like hot food. questions must be answered. it's his first. He (or she) should not be just "cannon fodder. 761: Companions 79 761: Companions I I I1 11 I I I Companions Use only if directed here by another table 761: Table 761B: Why a Companion? Instructions: Roll a d l 0 and match the result against the table below to select why the Companionry exists. and round out his background. cold drinks. Who is the companion? Why has he joined up with the character? What are the companion's feelings toward the character? What does the companion seek to accomplish? Start with Table 761A and follow directions. The Companion imagines the character a hero and wishes to learn from him. Always ready for adventure. Mysterious voices and feelings told the Companion to seek out the character and join him. Parents were Companions in adventure. then roll a d6. They share the same enemy (create a Rival on Table 762: Rivals). Does what must be done to the best of his ability. If the Companion is relatively more powerful than the character. Reroll. Loves a good fight. An intelligent. A result of 5-6 means a Companion of the opposite sex. a bit of comic relief. Intensely loyal to the character. but he doesn't have to like it and lets everyone know about it. 4-5 Bumbling Buddy: A buffoon who tries to be a hero. From Here: Go to Table 7618: Why an Opponent? Gender Note: I I If gender of the Companion is not predetermined. 6 761A: Who is the Companion? Instructions: Roll a d l 0 and match the result against the table below to select the character's Companion. From Here: Go to Table 761C: what are his ~ e ' e l i n ~ s l ldlO 761B: Why? (roll a dlO) 1 2 This is the hero's companion. It may be that once those goals are accomplished the Companion parts company with the character to seek his own ultimate destiny. They happened to be in the same place and in trouble at the same time. From Here: Give the Companion a name. 7 Groaning Griper: He may follow the character to Hell and back. Give him comical quirks.1r. They seek a similar goal (3O0I0chance to be friendly rivals in this regard --see Table 762C: Rivals). but not much help in a fight. Select Companion's Cultural Level on Table 102 and his Social Status on Table 103. possibly a statue or a magical item. Record information as you go. Gung-ho Joe: Enthusiasm is not his middle name. tall tales. . develop him as an NPC on Table 114: Parents & NPCs. Companion feels a need to protect the character. A stranger. Select on Table 757. A kid (roll d6 and add the result to 6 to find the kid's age). assume that the character is his Companion. the faithful sidekick who has joined the character on his adventures. usually obscure poets. 7 8 9 I 10 Character saves his life. A family member. willing to leap into the fray and face unbeatable odds. Lo = younger). A former enemy or rival. Always attempts noble and chivalrous deeds. Select on Table 751: Nonhumans. then this is a GM ONLY: See Entry #761A on Table 978: GM Specials. good company. Grim Ally: Doesn't talk much. Quite sure of himseH at all times. especially in the face of danger. a whiner. A result of 1-4 = same sex as character. A sibling (roll a d6 for Hi-Lo: Hi = older. Always quoting somebody. If the result is 10 again. I I I Table 761C: What kind of Guy? Instructions: Roll a d l 0 and match the result against the table below to learn the Companion's outlook on life. ldlO 761C: What? (roll a d10) 1-3 Loyal Friend: Companion might lay down his life for the character. Will support the character in all he does. Roleplay: The Companion can either be an NPC controlled by the GM or another player. his trusted right hand man.
9 Deadly: This is a potentially fatal hatred. it happens. then roll a d6. If the result is the same as the rival's current level of feelings. Table 762C: What Feelings? the table below to learn the Rival's level of antagonism towards the character. Reroll. In this competition. Who is the rival? Why is he an opponent? What are the rival's feelings toward the character? What does the rival seek to accomplish? Start with Table 7624 and follow directions. or even deadly enemies. Select the god on Table 864: Deities. but if it happens. 10 Obsessive: The rival's entire life focuses on the character and his ultimate destruction. otherwise.) 8 ldlO 762A: Who? (rolla dl01 1 2 I 3 4 5 6 7 8 9 10 A former lover (if character is a child. emotionally. Rival enjoys competing against the character. unfriendly foes. The character's looks. an opportunity to create a continuing bad guy to foil the character's activities. GM ONLY: See Entry #762 on Table 878: GM Specials. the rival is a deity. These people become competitive rivals. financially. From Here: Go to Table 762C: What Feelings? I II 11 Use only if directed here by another table I Id10 762B: Why? (rolla dl01 Love same person. Rival may be appear to be a friend or ally. Given the chance. If the result is 5-6. Sporting event rivals. Roll a d6. To develop the character's attitudes toward this foe. and takes secret pleasure in embarassing. A professional rival. If the result is 1-4 the Rival is the same sex as the character. He plots and plans the character's downfall as a part of his own path to success. On result of 5-6. Instructions: To gain a picture of the character's rival. This is an unhealable grudge. ldlO 762C: What? (rolla dlO) 1-3 Friendly: Rival and character can still be friends. use the result of the second roll. Rival may even remain a good friend. especially if you liked that person. Rival is usually of the same Social Status as the character. develop him as an NPC on Table 114: Parents & NPCS. Secretly hopes for the chance to injure the character in some way (physically. Instructions: Roll a d l 0 and match the result against I I I 762A: Who is the Rival? Instructions: Roll a d l 0 ' a n d match against the table below to select who is the character's rival. A family member. questions must be answered. with the same occupation. Physical injury is usually not intended. On a result of 1-4. Select on Table 750: Others. II Not everyone encountered during life is going to be the character's pal. No risk to self or others is too great in the rival's quest to utterly destroy the character. reroll). that level increases by one. give the rival a name. An enemy of the family. the rival will kill the character. Select on Table 751: Nonhumans. roll a d l 0 on Table 762C. A nonhuman. who are jealous of what the character is. the Rival is of the opposite sex. etc. Lo = younger). Severely Injuring the character in any way is the rival's goal. Record information as you go. Always trying to outdo each other in everything. think about how you felt when you discovered someone didn't like you. H the result is 10 again. socially. A stranger. Optional: From Here: If desired. .762: Rivals 80 762: R i v a l s I I II Table 762B: Why an Opponent? I Rivals Instructions: Roll a d l 0 and match the results against the table below to select why the rivalry exists. A sibling (roll a d6 for Hi-Lo: Hi = older. 6-7 Intense: Rival hates the character. Roleplay: The rival is essentially a plot element for the GM to use. find the Rival's Social Status on Table 103: Social Status. See Obsession under Table 649A: Exotic Personality Features: Mental Afflictions. A friend (rivalry other than "friendly" is kept secret). thwarting or beating him. This rivalry often clouds judgement and could lead to no-holds-barred conflict. the Social Status is the same. There are those who will covet what the character has. and goes out of his way to foil him.Set him'up as a foil to the character's plans. Optional Rule: Each time the character has an encounter wlh the rival that ends with the rival's own plans being thwarted. An insult was percieved. 4-5 Jealous: Rival dislikes the character. Fierce: Rival hates the character bitterly. roll a d8 for the character's feelings towards the rival. there can be only one survivor. The rival maximizes all opportunities to thwart the character. A former friend. From Here: Go to Table 7628: Why an Opponent? Gender Note: If gender of the rival is not predetermined. Thus a jealous relationshipwould become an intense hatred. hoping to cause injury in so doing. If you wish. Rival jealous of the character's possessions. Distant ancestor's were rivals. Select on Table 753: Relatives. They seek the same goal. Parents were rivals. and who seek the same goals that the character seeks.
3 An undelivered letter. 2 An ancient castle 3 A country manor 4 An elegant town house 5 A temple 6 Afactory 7 Ancient ruins 9 An inn 10 An apartment building 15 A musical instrument. A tarnished old helmet. A riding animal (a horse or some other animal). 6 A last will &testament: the character is an heir! 7 8 A treasure map! The character's true (and colorful) family history.) 2 3 4 A weapon. 20 Roll again. 17 A pouch of papers. They can be shrouded in legend or mereiy annoying pieces of trash that are hard to get rid of. a friend. These gifts are sometimes given by someone of mysterious aspect (the 01' mysterious stranger) or they might be a gift or inheritance from a relative. Instructions: Roll a d20 and match the result against the table below to determine the nature of that gift. 4 A scroll of magic spells.. 3 A plain sword. A pair of stockings or hose. artifacts. etc. Make a d l 0 roll on the subtable below to determine what the deed is to. Amulet. The resulting item definitely has both magic properties and some great significance to the character's destiny and the over-all scheme of things. a Tardis) A key. 9 An exotic weapon (GM's choice). 14 A deed to a property. Make a d8 roll on the subtable below to determine the clothing. 9 10 Roll for l d 3 items on this subtable. A locked or sealed book. This pet will have survived at least until the character starts adventuring. a mentor or a benefactor. Roll again on this subtable. 1 2 A map. The exact nature of these items should be determined by the Game Master. 2 An ornate sword. heirlooms or pieces of mysterious junk. 19 A chain mail hauberk. 7 An ornate battle axe. These gift ideas are only catalysts. This is an NPC. d20 1 863: Gifts and Legacies d20 Gifts & Legacies (continued . but the jewelry is extremely valuable. 4 A mace. a flint hand axe. 1 An ornate dagger. 16 A piece of clothing. Ring. A tapestry. a laser rifle. 2 A pair of shoes 3 A belt 4 Acape. like a pistol.. They may be magic items (even if not rolled as such). Necklace. An Unusual Pet. 1 A tract of land in the country. A shield A sealed bottle (determine contents). There is a 60% chance that it contains ld3+1 additional items from this table. 6 A well-made bow. Torc (one piece neck ring). Make a d l 0 roll on the following subtable to determine what the pouch contains. . Reroll results of 10. Make a d l 0 roll on the subtable below to determine the kind of jewelry. 5 An ornate spear. Roll type of Pet on Table 760: Unusual Pets. Gifts should be designed in such a way that they serve as a motivation for a great quest or at least an interesting adventure. An anacronistic weapon (something from 10 another time or place. 7 Roll l d 4 times on this table. more so than its appearance reveals.1 869: Gifts 8r Legacies 81 863: Gifts & Legacies I 863: I Gifts & Legacies / 11 ' I/ Use only if directed here by another table The character will sometimes be given a gift at birth or later in life. 5 A wild story of adventure. Tiara. 6 Trousers. the GM must bear the weight of deciding why a gift is important. 5 A tunic. 18 A sealed trunk. Create this person as if it were a companion to the character. Make a d l 0 roll on the subtable below to determine the kind of weapon. Pin or brooch. See Table 761: Companions. Diagrams and plans for a mysterious invention. like a flashlight. An ancient ancestor's letter to his descendants.) The guardianship of a young ward. possibly an unusual costume. Arm band. a sewing machine. A piece of jewelry. Earrings. A bound wooden staff. An anachronistic device (something from another time or place. 1 A hat. The pieces are part 8 of a related set.
this lusty. All other "gods" are aspects of the great deciever. Earth goddess: (Earth mother) She is often mother to other gods. This deity is the Underworld godlgoddess: ruler of the land of the dead. Yet he is also on the side of the people. Gods (continued i Monotheism: "You shall have no othergods before me. Sun (fire) god: The sun dominates mens' lives. One god controls the weather. but always playful and friendly. while in Decadent Cultures she is lust embodied. Roleplay: The type of Culture will affect the nature of the gods. ). Barbarians may see their gods as heroic. Agricultural goddess: This daughter of the Earth goddess teaches the secrets of agriculture. and devoted followers (although it is often common for people in polytheism to worship 864: The Gods (roll a d20 + CuMod ) Ancestor Worship: Ancestors made it possible for people to exist. Worshipping them gains their favor. Moon goddess: The moon is generally typified as female and may be the sister of the sun god. Disliking peace. Beast gods: Both wild and domesticated animals are ruled by divine members of their own kind.864: Deities 82 864: Deities more than one god). . Healing god: He or she is the patron of healers. II Deities 11 II Use only if directed here by another table Evil gods: Then there are the truly evil gods. . Evil gods embody the concepts of power. cruelty. who gives his blessing to the leaders of the people and teaches them to be better rulers. pleasures. Decadent god: Reroll on this Table. Storm (air) god: This tempestuous god brings thunder. often a ruling deity. Although not evil. It warms the earth. the ones who are supposed to champion the causes of mankind. Nomads and Barbarians. and match the result against the table below to deter-mine the god. The good people of the land worship only one God. a beast god is a monster god. Love goddess: To Primitives. he is often the ruling deity. or a deceitful liar." For each major aspect of daily life. Decadent gods will embody passions. to be reborn in spring. there is a specialized deity. etc. They are noble and holy. but modify the god's function to represent the Decadent Culture's jaded attitudes." God of Thieves: This ally of the Night goddess is patron to those who live by taking from others. A healing god becomes a god of disease. .S. more civilized version of the Trickster. They constantly battle for possession of the skies. Loyalty. Polytheism literally means "many gods. Ruling deity: He is the master of the other gods. gives light. I famine. either physically or financially. disease. and herbalists -. Polytheism: Many fantasy game systems presume the existence of a polytheistic pantheon of gods. Instructions: Roll a d20. Kindness. physicians. The gods Primitive and Nomad Cultures will often be deities whose existence aids their mere survival. These are the "good" gods. A second result of 25-27 indicates a disguised evil god (see #15 above). Trickster: A clever imp. who requires strife to earn a living. May involve summoning spirits. hatred. a luck goddess is strictly a gambler's deity. sometimes the most ancient of all deities in a pantheon. she epitomizes romance. fiery-tempered god is often known as a starter of wars. Luck goddess: The patroness of those who take risks. a defender against evil and is often a ruling deity.usually male. since the healer's arts may even bring the dead back to life. ideas and ideals. He is the patron of sailors and fishermen. A god of knowledge is a god of forbidden knowledge.) War god: He is the patron of the professional soldier. God of wisdom and knowledge: This deity represents the search for truth through learning. Sea (water) god: The master of the oceans and their deni-zens. the caretaker of souls. etc. Trade god: The patron of merchants. particularly those who must risk foreign ventures. and makes plants grow -. like Truth. lightning and storms. Civilized gods tend to embody philosophies. perversion. Hunting god: This wild. He is a god of raw power.the crueland the demented. temples. They are often characterized as the patron gods of evil monster races. Evil gods are worshipped by by the selfish. she is female fertility.. he or she is the enemy of those who would steal souls and return them to life. etc. Use the deity in your own campaign that most closely matches the deity selected. Evil is opposed to good. Each winter she dies. Each god has priests.and the arch-foe of the underworld deity.. To sea-folk. deceit. God is the Lord and Creator of the universe. reverse the god's function. a trade god is the patron of slavery. and cravings and may be nothing more than "cleaned-up" versions of evil deities. and each good deity will have a primary evil foe." (Exodus 20:3. Night goddess: She is the sun god's foe. the greedy. untamed spirit taught the people how to hunt and survive. and by those who seek to wield power over others.V. Satan. another controls (or is) the sun. yet another is lord over the waves. R. a luck goddess brings misfortune. His games often bring wisdom and special insight. She is the patroness of those who need her light. add the character's CuMod. She is the patroness of those who "use the night. waging constant battle against the forces of evil. but corrupt or Evil god. In Civilized Cultures. Reroll on this Table. etc.
the body location of the birthmark must be determined on Table 867: Body Locations. If the result is Hi. ~ opink) Pink White (Snow white. Tourquoise) Blue Blue-Violet (also Royal blue) Violet (also Purple. Lavender) t Red violet (also Magenta. d20 865: Color (roll a d20) Red (also Crimson. Ivory) Black (Ebony.I Dragon Skull Bat Sword Hand 6 7 8 9 10 Crescent moon Claw Eagle (or hawk) Fish Animal (you pick one) I( Body Locations I 1 Use only if directed here by another table j This table is used to determine the body locations of physical features. Then roll a d6 for Hi/Lo. True-black) Gray Maroon (Reddish or Purplish brown) Silver Gold Reroll the color.. Instructions: Roll a d20 to determine body location. such as birthmarks. Instructions: Roll a d l 0 on the table below to determine the type of unusual birthmark possessed by the character. Off white. Select the color on Table 865: Colors.865: Colors 83 867: Body Locations I I I / 865: Colors Use only if directed here by another table II Birthmarks 1 Use only if directed here by another table If a character is determined to have an unusual birthmark. Colors are assumed to be rich. If the result is 20.. etc. the color is mixed with white to produce a pastel tint. Then roll a d20. 866: Birth Marks (roll a d10) ldlO 1 2 3 4 5 ldlO (continued . then the birthmark is a color other than normal. 867: Body Location (roll a d20) d20 1 2 3 4 5-6 7-8 9 ' d20 (continued Right foot Left foot Right Leg Left Leg Abdomen Buttocks Back 10-13 14 . tattoos.. afflictions. If the result is Lo. Scarlet or Blood red) Red Orange (Sunset orange) Orange Yellow Orange Yellow Yellow-Green (Citrine) Green Blue-Green (also Aquamarine. that birthmark will generally be brown or red. rerolling results over 19. wounds. In addition. unless another color is indicated. Instructions: Roll a d20 to determine the color. on a humanoid body. 15 16 17 18 19-20 Chest Right Arm Left Arm Right Hand Left Hand Head Face . the color is mixed with black to produce a dark shade.. I This table is used when an exotic color is required for a physical attribute or obiect. bright I and saturated (thoigh they muld be muted too).
the character's effective hit points are raised by half and he ignores all effects of damage until killed. place. go to Table 545: Death Situations to determine the cause of death. Curses Instructions: Roll a d20 and match the result against the table below to select the curse. the character goes berserk. while a quest or a special. make subsequent checks during combat when any of the following occur: If the character is wounded. Furthermore. 7 One body location is scaly and monstrous (determine location on Table 867: Body Locations ). 5 The character becomes tongue-tied and cannot speak in the presence of a member of the opposite sex. 19 Will always be blamed for the commission of heinous acts that occur in the same locale as the character. 13 All the character's children will be born under unusual circumstances (see Table 112: Unusual Births ) and with a physical affliction (select on Table 874: Physical Afflictions ). he automatically slips into beast form when berserk. The character has a 5% chance each night of having nightmares. but occurs at any time.. country. to be hated or feared by all. Often. Character becomes a lycanthrope (generally a werewolf--consult your specific game rules for details). Roll a d l 0 0 when combat begins. 18 Haunted and attacked by a ghost or evil spirit once every d l 00 days. the character's attack skills are all raised by 1 Rank and l d 4 is added to all damage done. etc. 11 Character acts like a Bad Luck Talisman. Go to Table 649: Exotic Personality Features. a social outcast. Later in life. If the result is less than or equal to the character's Bad Luck rating. 4 Frequently fumble (seriously klutzed combat or skill roll).868: Curses 84 868: Curses a punishment to the parents than to the character. The character will also not use a shield to parry any incoming attacks (parries with weapon only) and will not use any Dodging skills to avoid blows. 6 14 I d 4 Tragedies occur to the afflicted character in rapid succession. Obviously the character has offended someone. The occurrance chance is same as for nightmares (see #10 above). Furthermore . the character is immune to any spells that affected the mind or senses.) Take on l d 4 Darkside personality traits (select them on 1 Table 648: Darkside Personality Traits ). such as wounding himself or a friend in combat. When af16 flicted. If the result is less than the affliction strength. 17 Condemned to a nomadic life. Loss of sleep deducts I d 3 Ranks from the character's abilities due to fatigue (checked each day). the chance of having a nightmare the next night increases by 5% (up to a maximum chance of 95%). The result is the strength of the affliction. 12 Character is attacked by fits of madness or a mental disorder. A simple spell should NOT suffice. At the end of the berserker rage. When an event indicactes a love affair. for more than a year and a day. Many of these were incurred unwillingly by characters at birth. 9 Character has a physical affliction. Select the affliction on Table 874: Physical Afflictions. the friend has a serious accident. Roll the resulting number of times again on the table and combine the results in a logical manner. 15 Character is the unaffected carrier of a virulent and deadly disease. After going berserk. such curses were the result of someone beina angered by thecharacter's parents and would be given more a . 10 Character has recurring nightmares. A 10% chance each time a skill is used. Once the nightmares begin. Often the mere knowledge that a character has been cursed may turn him or her into a pariah. If the character is a lycanthrope or a natural shapeshifter. ALL damage immediately takes effect. If the character or a friend are insulted during combat. Each time a companion is wounded or killed. Finally. Will cause friends to fumble (klutz u p seriously in combat or during skill use checks). the character becomes despondant and severely depressed for l d l O days. The chance of a berserker rage occurring is as follows: Roll a d10. If the character fails to go berserk. while berserk. since befriending the cursed one could bring the curser's wrath upon them too. Can never stay in one city. the character has difficulty distinguishing between friend and foe and has a 30% chance to attack anyone in reach. . possibly killing the character. Select the events on Table 528: Tragedies. subtable 6498 Mental Afflictions to determine the nature of the affliction. unable to participate in the pleasures or life or use skills at more than 50% of his normal ability. Character will be responsible for the untimely death of 3 his lovers. 20 Roll a d3. - I I 11 Use only if directed here by another table Many characters of legend were often victims of terrible curses. powerful hard-toobtain spell might do the trick. Character is subject to fits of berserker rage. 8 Can only join chaotic or evil cults and religions-all others will reject the character. d20 2 868: Curses (roll a d20) Subtract 1d6 points from Charisma or Appearance. These curses should not be easy to remove. Roll a d6 to find the character's Bad Luck rating. d20 Curses (continued .. Roll a d l 0 each time a friend misses a skill use roll. Roleplay: Curses set characters apart from the rest of humanity. The character remains berserk for l d 6 combat round after all foes (not friends) are dispatched. curses are often received for wrong-doings committed by the character. or snappng a lock pick off inside a lock.
4 Never fumbles (mess up in a dangerous manner) a skill roll of any kind. His presence improves all the skill rolls of his companions by 1 rank or (+I bonus to non-skill rolls) when within 20 feet of them. He or she has 10 one of the following skills at Rank 5 proficiency. Reroll incompatible curses.. Whenever a new skill is learned. these blessings may be in anticipation of the character's future. Character gains a unique talent. They are special gifts for special people. Blessings. 13 Character is partially immune to the attacks of evil creatures. 5 The character easily establishes a rapport of trust. Treat this as a skill that begins at Rank 1 but never rises above Rank 6. 15 Love affairs never end with death of lover (reroll any 3 results on other tables that indicate this occurance). The GM's answers should always be vague and allow for interpretation. combat or saving roll is within this percentage of the amount needed. Direction Bump. 7 One body location (or matched pair of locations as in the case of a pair of hands) on the character is incredibly beautiful. 6 The character has an innate ability to sense the presence of lycanthropy in anyone within a 20-foot radius. The character. they may be given as rewards for heroic or selfless acts performed by the character. Character is born with a natural talent. ~haracter'isunaffected by disease. but temporarily restricts the character's own skills to a maximum Rank of 2. can question the wisdom or advisability of an action (i. in17 cluding ghosts and spirits to turn away and flee. ) Take on I d 4 Lightside traits (select traits on 647: Lightside Personality Traits ). Select this unique talent on Table 8698: UniqueTalents. things that will make his or her difficult way a bit easier. a person or a place.I869: Blessings Blessings I Use only if directed here by another table 85 869B: Unique Talents ldlO 1 2 Talent I 3 I" I I It seems that people with horrible curses are the ones we hear about most often. Roll that number of times again on the table 20 and combine the results together in some logical manner. or even love with members of the opposite sex. 1 A weapon skill (player's choice) 2 Singing 3 Artistic ability 4 Money management 5 Magic use 6 Mechanical ability Character has a natural aptitude for learning. 9 Character has a natural immunity to the effects of 16 magic. Reroll the blessing on this table and then select the corresponding curse on Table 868: Curses. If the character asks. friendship. 70% of the time they will do only the minimum possible damage to the character. Roll a d8 and multiply the result by 5. Other beings want to trust the character as if he were their best friend. When given at birth. even legendary in its beauty (determine location on Table 867: Body Location ). The character can detect the presence of evil in a thing. I d20 1 869A: Blessings (roll a d20) Table Addld6 points to character's Appearance attribute. 4 5 6 Instructions: Roll a d20 and match the result against the Roleplay: Table 869A: Blessings to select the blessing. Roll a d6 on the following subtable to determine the skill. This talent encourages others to perform l d 3 Ranks above their normal skill. 19 Roll a d3. place or thing. the roll is successful. However. d20 Blessings (continued .e. 18 For each blessing. 8 Character can only join good or Lightside religions (see Table 318: Alignments & Attitude )-all others will reject him. Blind Trust. Later in life. Determine the ability on Table 873: Psychic Abilities. If the result of a die roll for any skill. If they hit. can cause undead creatures. like many gifts. Sense Magic. Evil beings can attempt to shield their nature from the charader. Character can detect the current or recent presence of magic in a person. he will always know which direction is north. 14 Character is naturally lucky.. Insight. Sense Evil. 12 Character has a psychic ability. the character always learns it at one Rank higher than would normally be the case. the character also receives a curse to balance the scales. including combat rolls. Encourage Others. As a natural ability. Roll I d 3 and multiply the result by 5 to obtain the character's Luck percentage. ask the GM). The character has a 60% chance to casue I d 6 undead to flee from his presence. should he think to do so. set characters apan from the rest of humanity. there may be a price tag attached to the gift-a quest or a curse to balance the scale. Reduce evil creatures' attack skills by I d 3 Ranks. something that he can quietly use to his or others' benefit when the need arises. The result is the percentage chance that the character will be immune to the effects of any magical spell or effect cast at him or her. up or down. . Still there are those who receive wondrous gifts. 2 11 Character acts like a Good Luck Talisman. like curses.
Roll a d6 on the table below to determine which body part is affected. reducing physical attributes. Imagine how the character will react if once again confronted with the person. Lo is right. Hi is left. Unique affects for the wound are included with the description. l d 3 fingers. Use Table 867: Locations to locate the most impressive scar. usually lasts ld20 minutes (-Id10 Ranks of ability from skills during nausea). I I Footnotes (1) Roll a d100. 7-8 Roll ld3+1 more times on this subtable. Hi = left ear. Hi is left. If the result is 7-10. (9) 16 Genital injury. 5 Reduce Dexterity attribute by l d 3 points. otherwise body poisons build up. Roll Hi-Lo. Alcohol becomes a poison. On a result of 51-00. Roll a d8 on the subtable below to determine the effects of the injury. particularly in stress situations. Hi is left. Hi is left eye. Lo is right eye. climbing). the character must Make an Intelligence Check (usually a d20 roll less than or equal to Intelligenceattribute) to perform any action requiring concentration. Roll a d10. Select the affliction on Table 6498: MentalAfflictions. More common symptoms and effects are indicated by the footnotes in parentheses following the table entry. 6 Increase on skill by 1d8 Ranks. I I d20 1 2 870: Wounds (roll a d20) lmpressive facial scar. in which case. unable to speak at all. creature or situation that caused the injury. Depth perception is gone. (1) Body d20 Wounds (continued . If more than one footnote follows. the end-result of a mugging. 4 Lose l d 4 teeth. unless an artificial limb is attached.. there may be mental and emotional scars too. or permanently removing a body part. causing I d 6 points of damage daily. Hand. reduce all combat and visual perception skills by one Rank. 18 Back Injury. 10 being the worst. 3 Character develops a Mental Affliction. Character loses all sex drive. (4) Reduce all skills requiring manual dexterity. a permanent hearing loss occurs. (7) (9) 14 Stomach injury. 8 Injury causes constant pain. 5 Ear i s torn or cut off. Reduce Appearance and Charisma attribute by 1d l 0 each. it is impossible to grip a weapon with that hand. (7) (8) 20 Multiple injuries occurred. knee causes pain. After strenuous physical exertion (running. visibly scarring. (7) Without painkillers. (2) (4) 2 Foot. The injuries are not fatal. (8) Movement speed is 314 of normal speed. Roll ld2+1 times on this table. Roll Hi-Lo. (3) Subtract 1 point from Appearance attribute. but they affect the character for the rest of his days. Along with the physical scars. (2) (5) 3 Leg. Hi is left. Roll Hi-Lo. On a result of 1-50 add 1 point to Charisma attribute. Roll Hi-Lo. climbing). Roll d l 0 for degree of voice loss. Roll Hi-Lo. Roll Hi-Lo. Causes recurrent nausea. apply them all. 4 The character develops an Exotic Personality Feature. Is he now known as "One-eye" or "Scar-face?" called "Nine-fingers" or "Gimpy gal?" Is she I I I II 11 Serious Wounds Use only if directed here by another table. . (5) Movement speed is half normal. (2) (4) 1 Arm. Do not reroll duplicates -add the effects together. 17 Throat injury.. Select the affliction on Table 649:A Exotic Personality Features. (9) 9 Knee injury causes slowness and constant limp. All others drop 1d6 Ranks. Roll Hi-Lo. (2) (6) 12 Foot injury causes constant limp. (2) (6) (7) 7 10 A body part i s permanently severed from the body.870: Serious Wounds II 86 870: Serious Wounds Roleplay: These injuries are physical reminders of something in the character's past-a war wound. (9) 15 Kidney damage. the by-product of torture. (2) (5) 4 Thumb. Lo is right. Lo = right ear. Hi is left. Lo is right hand. fighting. Lo is right hand. Roll a dl00 to find percentage of speed regainedwith artificial limb. Lo is right. subtract 1 point from Charisma attribute. fighting. 6 tf more than one is lost. More than just a skinned knee. Head inury causes brain damage. a broken arm or a clean sword cut-these are injuries that leave lasting physical effects. by 1 Rank. Duplicate rolls are discarded and not rerolled. (3) 6 Disfigurement. 2 All skills drop one Rank. It is 5 impossible to grip a weapon with that hand. (6) Subtract 1 point from Strength attribute. Character needs three to four times the amount of water normally needed. reduce all listening skills by two Ranks. 19 Liver damage. Hi is left. Lo is right. 11 Injury heals badly causing loss of attribute points (see footnotes). Reduce Strength by 1d6 points. (2) Subtract 1 point from Dexterity attribute. Reroll results over 19. 1 Reduce Intelligence attribute by I d 3 points. The injury causes terrible scars andlor rearranges the character's face in a manner which is unpleasant to look upon. 3 Eye put out. ) lmpressive body scars. Roll Hi-Lo. Constitution halved for protecting against poison damage. (8) Lung damage causes racking cough and pain after 13 physical exertion (running. I Instructions: Roll a d20 and match the result against the table below to select the injury that has occurred. (9) Subtract 1 point from Constitution attribute. Also imagine how others might react to the character's injury.
LordGovernorofthe . Roll a d l 0+3.. then roll a d20 on Table 871C to complete the title. Uncle or Aunt. The type of die and any added numbers follow the table entry. Second Cousin. or a high chieftain seems to make a character appear important... the darina of ~oliticalDowerplays and'ihe risk of being ki&apped for ransom. Roll 1d6. For some entries the character must make another die roll. Related to leader of a deposed or rival faction. Warden of the . If the result of the roll on Table 8718 is greater than 10.. Reroll relationship. Instructions: Roll a d100. These titles are wordy honorifics that often indicate special duties. . I I I I I I It is common for Nobles of great power to have one or more special titles attached to their names. or mean nothing at all. usually for political gain. High Champion of the ... They may have an important meaning.1871: Special Titles for Nobility 87 872: Relation to Ruler of the Land I.. it also opens the character up to the fatal danaers of court intriaue. The following table is used to determine how closely related a character (either a player character's parent or an NPC-not the player character himself!) is to the ruler of the land. Roll ld6. then 22 others stand between him and the rightful rulership of the land.. Marshall of the . Grandparent (but not through line of succession). Instructions: Each title has three parts.. 871A: Position of Merit (Roll a d20) "O d20 1 2 3 4 5 6 7 8 Y 10 Commander of the ... important awards or the Noble's rank within the court hierarchy. Lord Protector of the . It could mean being able to throw one's weight around. Roleplay: Being related to a king.. Roll a d20+10. Vindicator of the .. Honored Defender of the . Preserver of the . Regent of the . Roll a d l 00+10. Reroll resutts below 68: "No relation". First Cousin. Because of this tradition.... 871: I Special Titles for Nobility I I I I/ Relation to Ruler I of the Land Use only if directed here by another table The custom of Nobles is to marry other Nobles.. That is.. Iron Tower of the ... Finally.. if a character is related to the ruler. Roll 1dlO. or dropping names to get favors.. Lord Guardian of the . roll a d20 to determine the first part of the title on Table 871A.. Liberator of the .. This roll indicates the character's "distance" from the seat of power. The result is the character's relationship to the ruler of the land. First.. This table can also be used to determine a character's chance of ascending the throne of the land should other claimants disappear. Watchwarder of the . ' 871B: Location Locator (Roll a d20) d20 d20 1-10 11 12 13 14 15 (No additional modification) Highland Lowland Upper Lower Seaward 16 17 18 19 20 Northern Eastern Southern Western Frozen 872: Relation to Ruler dl00 Relation (Roll a dl001 - 871C: The Location (Roll a d20) d20 d20 1 2 3 4 5 6 7 8 9 10 Coasts Creation Domain Downs Fens Forests Garth Heath Hills Isles 11 12 13 14 15 16 17 18 19 20 Marches Moors Mountains Pale Reaches Shire Steppe Uplands Wastes Waves No Relation. Swordmaster of the ... However. Retaliator of the . Roll 2d6... if the character rolls a 23. roll Hi/Lo to decide whether the relationship is Hi -through the mother's side of the family or Lo -through the father's side.. The best marriage is often defined as the one which gives a person the greatest access to the ruling house of the land. an emperor. Child. 11 12 13 14 15 16 17 18 19 20 Keeper of the ... Custodian of the .... Grim Sentinel of the . Sibling.. most Noble families are related to one another and normally have close ties with the bloodline of the ruling house.. Grandchild. or an occasional free stay at the castle of another noble.. Then roll a d20 on Table 871B to determine the second part of the title (if any).. Distant Cousin. Use only if directed here by another table. with each part coming from one of three subtables. Ranger of the ..
13-14 ESP: [ l l minus Rank] Sense the surface thoughts of other minds.. At Rank 6. Traditionally "common" psychic abilities are represented here (the GM may have to rule whether or not these abilities are allowed in his campaign). air. Each power will have a skill rating. Hypnosis: [ I 1 minus Rank] Places victim in a sleeplike trance. Thus a Rank 3 Psychic Healer could Heal an additional 6 damage points. At Rank 6 skill. 17 Body Control: [ I 1 minus Rank. character can do physical damage to a foe.873: Psychic Abilities 88 873: Psychic Abilities used has rules for psychic abilities. even evil. psychic powers are considered weird. the character gains Mind Control at Rank 1 skill. the character may use ClairvoyanceI1 at Rank 1 ability. Rank 3 Blocks projected thoughts. Rank 5 blocks mental probes. Damage equals 1d4+ Rank. 4 Clairvoyance 11: [13 minus Rank] Like Clairvoyance I. the character will collapse into unconsciousnessfor 2d8 hours. particularly to the general populace.a short while. Otherwise. add l d 3 Ranks to skill with that power. 11 Teleportation: [16 minus Rank] Allows the character to move between two places without actually crossing the distance that separates them. the character must expend Strength attribute points. or a life-threatening disease at the cost of 3d6 Strength points. psychic abilities begin with a Rank 1 skill. but more often than not. as if the he was walking around the place being viewed. the character gains Persuasion at Rank 1 skill. Expended Strength will be regained at the rate of 114 of the character's total points per 6 hours of complete rest (sleep or bed rest). 6 Telepathy: [13 minus Rank] Rank 1 = ESP. Rank increases distance. Using Psychic Abilities: If the game system being Roleplay: Even in a fantasy world. Character may attempt to focus the power. If subsequent rolls duplicate previous rolls. The character may use his Rank with the skill as if it were extra Strength points. but character is able minus Rank] Similar to Clairvoyance 1 to create an impression that he is physically in that area (creating an astral image) and is able to change the point of view. 5 Psychic Healing: This is a Healing ability that trades Strength points for Hit points at the rate of 2 Strength points for 1 damage point. Unless another table states otherwise. Upon attaining Rank 6. Often. use the power or powers that most closely match those selected from the table below.. 19-20 Roll ld3+1 more times on this table for additional mental powers. open to suggestions from the hypnotist (within reason). visions are random (at the discretion of the GM). The cost of each power is given in brackets. character gains Mind Control at Rank 1 skill. Rank 1 blocks ESP. Rank 7 blocks Mind Blast. 1 Spell-like Power: [variable] Use a magic spell as a mental power (GM's choice: Strength cost to be determined by relative power of spell). Rank 3 Rank 5 = Probe into other's minds. use the guidelines that follow. Detect the presence of others. 18 Mind Control: [13 minus Rank] This is the ability to take over the mind of another f0r. even making them fly. If psychic power usage reduces a character to 0 (zero) Strength. at no additonal Strength cost. 7 . except that character may select what is wished to be seen and receives clear sensory impressions from wherever the point of visual reference is placed. improving Rank reduces that power's Strength cost. ~ h z n record relevant information on the worksheet and return to the table that sent you here. To use a psychic ability in a simple manner. Active characters cannot regain Strength points lost through psychic endeavors. How will the character deal with his new powers? Will the character try to hide them or flaunt them openly and fearlessly? I d20 873: Psychic Power d20 8 Psychic Power (continued ) . Upon attaining Rank 6. Character gets a fuzzy view of what is occurring -sound may be jumbled. At Rank 10. = Project thoughts into other minds. 3 Persuasion: [15 minus Rank] Mass Hypnosis that may be used against one additional target for each Rank of Persuasion skill possessed by the character. 2 Psychometry: [ I 1 minus Rank] The ability to learn the past history of an object or person by touching it. plus ld6] Using mental power only. It will also cure a minor illness at the cost of l d 6 Strength. the character may use Clairvoyance Illat Rank 1 ability. I III 11 Psychic Abilities Use only if directed here by another table Psychic abilities allow the character to manipulate the world through sheer mind power. Clairvoyance Ill (Astral Projection): [17 1 . the character can temporarily increase any attribute by 1d4 points. water. Clairvoyance I: [ I 1 minus Rank] To see or sense things occurring at a distance not normally possible with normal senses. At Rank 7 may use Mind Blast at Rank 1. 9 Telekinesis: [ I 1 minus Rank +1 for each 20 Ibs of object weight] Allows character to move inanimate objects by force of thought. Attempting difficult feats burns off more Strength than shown here (at GM's discretion). Psychic powers can be improved like other skills. 15 16 Mind Blast: [ I 1 minus Rank. or heat for up to Rank+ld8 days. 10 Suspended Animation: [8 minus Rank + # days suspended] Character enters a sleep-like state and exists without food. plus number of points added to attribute] With this power. 12 Mind Block: [5 + Rank] Character is able to shield against intruding or offensively-used psychic abilities. Rank 2 blocks Hypnosis. I I I I I I Instructions: Roll a d20 and match the result aaainst the table below to select a mental power (or powers). Rank 9 blocks Mind Control.
Subtract I d 4 from the character's Charisma or Appearance attribute when the character meets a new person. 12 Lo = right hand. Lo = bird). 19 Character has retractable fangs like a viper. One hand is a scaly claw. 20 Roll ld2+1 more times on this table. strange looks. the score sinks to 6 points less than the determined score for that attribute. almost white skin and hair. Furthermore. but subtracts l d 4 points from Appearance or Charisma attributes. 2 A magical spell effect (GM's discretion). kind. Thereafter. I Instructions: Roll a d20 on the table below. Take the sum of those two penalties and add it to one or more other attributes of your choice (total points may be split up between attributes). it also reduces his Appearance by I d 4 points. If he makes a successful bite attack. in all likelihood. For the additional power. Subtract 1 point from character's Dexterity attribute. Attacks with claw do additional +2 damage. and normal in all other respects. and pink eyes. with pale. This . This is a skill that the character must practice. As long as no one knows about the fangs. making it difficult to tell whether the character is male or female (since helshelit is both). Roll for Hi/Lo. 4 5 Extra eye in the middle of the forehead. 13 Skin is an exotic color. Add l d 6 to Strength attribute. they do not affect character's Appearance or Charisma attributes.. roll a d4 on the subtable below.I come noted for the physical limitations whiih t h y ov6rcame to beheroic. 14 3 Character does not grow to a normal size (20 to 60% shorter than average). There is an additional 60% chance that the glow will be other than white and will convey an additional power with it. The additions may take the character over its species normal for any given attribute (Check this with the GM before doing so). Body is covered in fur. Born with bird or bat wings. Hair is exotic color. The character is a true hermaphrodite with functioning male and female reproductive organs and secondary sexual characteristics. adds 1 Rank to the character's swimming ability. Go to Table 865: Colors.affliction and any game benefits or detriments in the NOTES & EVENTS section of your character worksheet. 8 The Character has webbed fingers and toes. Even if the character is good. that attribute will be normal value. loving. 16 17 Psychic Power. those attributes are reduced by 1d8. he or she may raise Charisma or Appearance by l d l O points above his or her normal attribute score. be visible for all to see and will mark the character as being different. Subtract I d 6 from the character's Constitution attribute and add I d 6 (but not less than the Constitution attribute loss) to the character's Magic Ability attribute. Go to Table 865: Colors. After they are known. Character grows to be much larger than species nor2 mal (20 to 60% larger than average). This adds 1 point to Constitution attribute and gives the character an effective 1 point of armor protection on his or her body. Hi = left and. Subtract I d 3 from the character's Dexterity attribute and subtract I d 6 from Charisma or Appearance. same color as head hair. 4 Character has glowing eyes which allow the character to see in the dark without a light source (but not like infra-vision). he or she will be subject to whispers. 15 Add l d l O to Intelligence attribute and subract l d 6 from Charisma or Appearance attribute. By exerting conscious mental effort. the character takes 1 point of damage per hour if exposed to strong sunlight. There is a 25% chance that the wings will not be vestigial and can be used to fly at same rate of speed as a Griffin. Otherwise. See through walls like X-ray vision. Helshe has an androgynous physical appearance. it will. 3 Shoot a 2d6 damage heat ray. 6 The character is an Albino. This extra eye has a 50% chance to give the character infravision (sensing heat patterns in the dark). d20 Affliction d20 9 Affliction (continued . and curiousity seekers throughout life. 7 18 Character has scaly skin that adds 2 points of armor protection to the entire body. The character begins his or her first adventure with Rank 1 ability. Select glow color on Table 865: Colors. Roll for Hi/Lo to determine 11 which kind (Hi = bat. Remrd the . However. Do not go below species minimum by more than 15%. Go to Table 873: Psychic Abilities. 1 Psychic Ability effect (See Table 873: Psychic Abilities.I 1 Hunchbacked. fangs will inject a systemic poison equal to the character's Constitution attribute. Other characters are born with other-than-normal attributes which make them different from their fellows. Roleplay: Whether the affliction provides the character with benefits or liabilities. Character has the ability to modify Charisma or Ap10 pearance attributes..
add footnote 0. The brand indicates the crime. 1 Aduitery. Roll a d4 on the subtable below. Heretic is imprisoned until heresy is renounced or if unrepentent. O t 2 Mugging. For player characters. 8 t Trespassing.. If a character is to be imprisoned for a crime determine the details on Table 540: Imprisoned! Notes: If the character committing the crime is Wealthy. @ tt 3 Illegal prostitution. Then return here. O 6 Child molesting. d20 875: Crimes (roll a d20) Burglary (Breaking. the punishment is 8. normally fitting the punishment to the crime.000 gold coins to be paid to the ruler of the land. it brands the character as a criminal. O or Q or 0 Animal-related crimes. 0 Larceny (picking pockets. O 10 Reroll the Crime on the main table. O or 4 5 Creating pornography. Another person suffers in the character's place. 0 9 Reroll the Crime on the main table. Roll a d4 on the subtable below. NPCs are put to death. Subtract ld4from Charisma attribute. Character is publicly flogged. Yet. l d 6 years imprisonment. Roll a d20 and match the result against the table below to select the crime committed by a character or NPC. l d 3 years imprisonment. O 2d4 years imprisonment. @ 4 Piracy. placed on public display in the stocks for a week. d20 Crimes (continued . Subtract 1d4 from Charisma attribute. Character is pilloried. O 4 Immorality. If prosecuted. the character has been framed for something he did not do. 8 ld10 years imprisonment. Character is branded for this crime. Reroll twice on this table. not by their profession or other deeds. family. 7-8 Reroll the Crime on the main table. @ 2d8years imprisonment. 1-6 Innocent of any crime. always add footnote Q. Character is branded. Roll a d6. Footnotes If the victim was a Noble. stealing from a shop or bazaar stall). @ Character was a member of a losing faction in a political struggle. and the crime was not commited against another Noble. entering and stealing). Character has right hand cut off (see Table 870: #lo). a character faces years of imprisonment or even physical injury. .) Treason against the state or its ruler. The normal punishment for each crime appears in footnote references after it. friends or allies of the victim may come seeking com~ensation. violates their rights. Select the injury on Table 870: Serious Injuries. O t There are special situations regarding the crime or its punishment. punishment is changed to a fine equal to the number of years of imprisonment times 1. Even after punishment occurs. If the victim was a Noble. Character is tortured to reveal accomplices. On a result of 6. Reroll the Crime on the main table. If the character is a Noble. Add 5 years to length of sentence. reduce the sentence by 2d4 years. @ Violation of curfew. O @0 Failure to pay debts or taxes. Select this person on Table 750: Others. 1 Banditry. 00 Harboring criminals. Select the victim's Social Status on Table 103: Social Status t. 0 Assault and battery. takes or ruins their belongings. @ 2d10 years imprisonment. 4 0 2 Rape. If known. it could anaw " at the character's conscience forever. the character receives a serious injury. or doing) O Murder. or does anything that society considers as wrong. Add I d 6 years to length of sentence. @ t Offending an influential person. O 4 3 Livestock rustling. they have committed a crime. O 4 Freeing slaves at weapon point. Society then takes upon itself the burden of punishing the criminal. the heretic is burned at the stake. O t 3 Holding up a money lender. I I Crimes I I ' Use only if directed here by another table When someone intentionally injures another. 1 Poaching. this becomes 2dlO years of imprisonment. 4 Armed robbery. if a crime remains unknown. apply them all. O t Selling drugs. @ t Character accused of a sex-related crime. Q 2 Horse theft. Q 4 Killing livestock. 8 Q Character committed two crimes that were linked together in some way. If the character is Extremely Wealthy.. Instructions: Flip back to Table 750: Others to determine against whom the crime was committed. Roll a d l 0 on the subtable below to select the situation. Roll a d6 on the subtable below. This table includes crimes common to worlds with a fantasy adventure setting. l d 4 years imprisonment. Character is tortured. reduce the length of the sentence by l d 4 years. he becomes known by the crime. l d 8 years imprisonment. speaking. If the victim was of higher social status.875: Crimes 90 875: Crimes Roleplay: The commision of a crime can change a character's life forever. Q or 0 t Racketeering (running organized crime operations) @ Heresy (religious wrong-thinking. Player characters receive life sentences (ld20+20 years).
8 Several talents. Opposite hand weapon use with weapon of choice. 4 Jewelry making. 2 Astrology -fortune telling. 7 Bargaining with merchants.mental number manipulation skills. Roll a d l 0 on the subtable below select the nature of this talent. 7 Circus skills (select on subtable 17 below). A duplicate roll indicates skill is used at the next higher Rank of competency..acting like a clown. Unusual Skills (roll a d20) d20 16 Unusual Skills (continued . Roll ld2+1 additional times on this subtable. 4 Clowning . 7 Horsemanship . Roll 2d3 more times on this table to select the types of skills possessed by the character. unusual Skills Use only if directed here by another table 876: - Instructions: Roll a d20 on the table below to select the character's unusual skill. 3 Sculpting. Model making . Roll ld2+1 additional times on this subtable. but one never knows.1 876: Unusual Skills b 91 876: Unusual Skills sion to a character. 4 Lassoing with a lariat. 1 Aerial Acrobatics. Enthusiast at skill. 2 Drawing. Miscellaneous skills. 5 Knitting. 1 Painting. The player and GM must decide and agree upon the details regarding each skill. Pick pockets. 1 Acting .professional climbing. Roll a d6 on the subtable below to select the nature of this talent. 4 Embroidery. then play it instantly. Be inventive. Musical ability. 9 Juggling. 8 Several talents. Then roll a d6 (for each skill. 1 Sewing. 4 Musical theatre (acting and singing). 5 Make or repair musical instruments. Roll again on this table to select the skill. 3 Tapestry design. 8 Negotiation and diplomacy.hear a song. 2 Weaving. Circus skills. Yet they do add dimend20 Sometimes the skills one learns are not immediately applic- Roleplay: Use the unusual skill to add a bit of spice to the character's abilities. 6 Disguise -appear as someone else. 3 Song writing. .tl additional times on this subtable. 6 Disguise -appear as someone else. Artistic ability. Roll ld2+1 additional times on this subtable. maybe a warrior's skill at wine tasting may save his companions some day. Roll a d8 on the subtable below to select the nature of this talent. A duplicate roll indicates skill is used at the next higher level of competency.dynamic public speaking. Character has +l d2 additonal Ranks of ablity with this skill.all the world's a stage. 6 Sailing small craft . Roll ld2. 7 Play by ear . Sexual seduction.make realistic miniatures of things. Roll a d8 on the subtable below to select the nature of this talent.magic tricks. 5 Architectural design.. 10 Several talents. 3 Animal training . Mountaineering . Roll a d l 0 on the subtable below to select the nature of this talent. 5 Wine Tasting. Roll ld2+1 additional times on this subtable. If the character d6 result has is 6. 6 Play exotic musical instrument of own choice. Mathmatical skill . Who knows. Inventing all sorts of useful and useless contraptions. 17 18 to 19 20 - Theatrical ability. 9 Prestidigitation. 1 Play common musical instrument of own choice. 5 Musical ability (select on subtable 9 above). The character may never have to use his architectural design skills in a life or death setting. 10 Imitate monster noises. A duplicate roll indicates skill is used at the next higher level of competency. 2 Sing. 2 Artistic dancing.riding and tricks. the skill. 8 Voice impersonation. Gourmet cooking. 5 Musical ability (select on subtable 9 above). 3 Oration . Skating. including flying trapeze. 6 Several talents. etc. Skiing.exotic animals. 4 Story-telling. a Rank the character 3 competency is Rank 4 with with the theselected skill. if additional skills are selected). 2 Tight-rope walking. A duplicate roll indicates skill is used at the next higher Rankof competency. Professional gambling. If the d6 roll is less than six.) Social dancing both formal and informal. Ability with textiles.including pleasure boats. 3 Calligraphy -formal or fancy penmanship. 6 Several talents. 1 Astronomy -star watching. Dabbler at many skills. A duplicate roll indicates skill is used at the next higher level of competency. Roll a d6 on the subtable below to select the nature of this talent. I able to the job of being a legendary hero.
l d 4 Combat & 1 Forestry. Each service branch lists the type and number of skills it teaches. l d 2 Horse skills & l d 4 Combat skills. or a higher armor class). lance & sword. chainmail. Reroll skill on this subtable. Sail making and repair. Skills: l d 3 Combat & 2 Forestry. A special shield trick increases protection (either 4 another point of armor. or cuirboilli' Heavy Infantry. studded leather. the character can improve his Constitution attribute by 1 point (up to racial maximum). character can see foes's weaknesses and thus gain a +1 attack bonus for each ranking with this skill. or partial plate mail. l--d8 877B: Horse skills Increase horse ridinglfighting skill by one Rank. Knights (Nobles) always wear plate mail (if allowed by Culture level). ring mail. Find water (know if its drinkable). 6 Learn additional weapon skill of choice at Rank 2. lmproveld3 Ranks of proficiency in a skill. leather. javelin & short sword. All other skills The ones chosen on Tables A-D ) are learned at Rank 1. lance & sword. Skills: ld3+1 Horse. S k i l k l d 4 Combat & 1 Forestry. Endurance excercises. dl0 1 2 877C: Forestry skills 3 4 5 6 7 8 9 10 Tracking (following tracks). javelin & sword. Tell a good horse from bad. Chariots. or cuirboilli *. Be inventive. Non Combat duty. crossbow & sword. Heavy Cavalry. Rich characters often buy better armor. Reroll skill on this subtable. sword & lance. studded leather. chainmail. Climbing (climbing up rigging in particular).maximum of 3 points). l d 4 Combat & 1 Forestry. javelin & spear. 10 Improveld3 Ranks of proficiency in a skill. Improveld3 Ranks of proficiency in a skill. Trailing (following someone unseen). Use a die to select the skills indicated by the branch of service listing on the corresponding subtable on this page. Medium Infantry. War machines (particularly ballistae and catapults). Sail large craft. leather. even outside their own unit's skills. javelin & sword. Choose forest. or spear & sword. etc. Light Cavalry. leather or studded leather. Cuirboilli is leather hardened by boiling in molten wax. Navigation. crossbow & sword. studded leather. leather or studded leather. First aid. javelin & short sword. The player and GM must decide and agree upon the details regarding each skill. sword & lance. After l d 3 rounds of combat. Horse medicine (perform animal first aid). Weapons: two-handed spear. leather or studded leather. Armor: medium shield. See special instructions for each type of force on Table 537: Special Forces. Skills. axe & javelin. Hiding in cover (be unseen). Armor: medium or large shield. heavy or light scale mail. Weapons: bow. or spear & sword. Specialize in survival in a specific environment. Officers will wear the best type listed. Skills: I d 3 Combat & 2 Forestry. Trick riding (easily do dangerous or foolish things). Armor: small shield. Armor: medium shield. Mercenaries.877: Military Skills 92 877: Military Skills dl0 877A: Combat skills I 1 1) I I 11 Military Skills Use only i f directed here by another table 1 2 3 Instructions: The type of skills gained depends on the branch of military entered. sword & lance. or cuirboilli *. Disarm opponent with similar weapon. curry. Navy. axe & javelin. bow & sword. and or partial plate mail. jungle. . Boat repair. or winter. Coordinated rowing (as in a galley or longship). Train horse for combat. & sword. Improve weapon skill (of choice) by one Rank. desert. These professional free lance soldiers always have l additional skill (at Rank 2) of their choice from any category. Reroll skill on this subtable. but be fair. Skills: l d 4 Horse. Camouflage (making hiding places). Make traps & deadfalls with natural items. lance & axe. Military strategy (change die roll for all Battle results 5 on Table 5358: entry #I -6 by 1 point in character's side's favor . javelin & sling. Weapons: two-handed spear. Archers. lance & axe. Armor: cloth. Armoc small shield. two-handed axe & sword. Weapons: bow. Weapons: bow & sword. Duplicate rolls means the skill is improved by one Rank. lance & axe. Armor: small or medium shield. A soldier learns one combination of weapon skills (such as javelin & short sword) at l d 3 ranks of abilty. Armor: small or medium shield. dl0 1 2 3 4 5 6 7 8 9 10 8771): Naval skills Swimming. Care for horse (clean. mountain. Skills: l d 3 Combat & l d 4 Naval. two-handed axe & sword. Weapons: sword (cutlass). Skills: ld3+1 Combat & 1 Forestry. Break a horse to riding. Weapons &Armorby Service Branch Light Infantry. cloth. sling & sword. javelin. Special Forces. Weapons: bow & sword. Reroll skill on this subtable. spear. 7 See weaknesses. Find food (plant & animal). scale mail. Handle small boats. Improveld3 Ranks of proficiency in a skill. For each 2 Ranks with this 8 skill. The service listings also suggest the type of weapons and armor worn by these soldiers. Making own shelter (against cold & damp).) . Weapons: longbow or crossbow and short sword or axe. 9 Repair armor (all kinds). See special instructions for each type of unit on Table 536: Noncombat Duty.
NPC recieves money from investments. The character's starting money is the remnants of a trust fund started by his parents. ceremonially valuable. Initially. usually as an adult. 754: The character is whisked off by beings from another planet or plane for study. Examples: The person encountered is a long-lost cousin.1978: GM's Specials 93 978: GM's Specials 1 217: (continued .. 753: The newly-discovered relation was previously unknown to the character. or as a child. There is a 30% chance that the character will learn the creature's true nature. Who the woman refers to as '?hemnand why the object is important is a mystery that you can develop into an adventure or even a campaign. Character will have l d 4 companions of a similar age who are like family to him. Select these companions on Table 761: Companions. II I 1 2 3 4 5 6 217: NPC has an adventurer's hoard of gold and treasure. not destructive. place of birth and time of birth are all unknown to him. or the character's great grandfather who was supposed to be dead ages ago. even if the character cannot. Roll a d6 on the subtable to determine where the money comes from. Roll twice more on this table. The ghost is an unruly ancestor of the character. Reroll the type of creature on Table 756. His actual birth order. Roll a d4 on the subtable below for further information. "They" might be evil cultists trying to retrieve an artifact. even making fake gold. Select the god on Table 864: Deities. 7 ) GM's Specials 1 Use onlv if directed here bv another table 8 The "ghost" is actually other types of undead. Roll a d8 on the subtable below for more details. Read only that entry and then return to the table that sent you here. 761A: The Companion is really a god in the guise of a mortal avatar. but has now mysteriously reappeared. There is no ghost. NPC is secretly a thief. the god departs.ho created the character is automatically the character's guardian. The house is a gateway portal to other dimensions. The object could be magical. Select the new-found ability on Table: 873 Psychic Abilities. 1 2 3 4 The character's parents are not dead and still seek his whereabouts. the character meets his own grandson in some sort of time confusion. malignant spirit. 7618: The Companion is secretly in love with the character. 114A: The NPC's money comes from someplace other than a Ibelow normal occupation or social psition. rerolling duplicates. leaving the character with a parting gift. Income comes from stealing. At your discretion. like wights. 1 2 3 4 . 1 powerful wizard. You may wish to replay the scene during the character's adventuring career. The ghost'is an evil. a story created by locals to keep folks away while they look for treasure here. Select the gift on Table 863: Gifts & Legacies. spectres and zombies. but gains an alien perspective on life. Roll a d10. but all rolls are fictional. the child of an unknown uncle. since the Rival feels that the character will probably reject him or her. but should grow and develop with time and usage. NPC's money comes from a secret inheritance. 762: The Rival is secretly in love with the character. but was magically created by a I . an adventurer. the character may or may not be a true living being. but the character's future self. 5448: The box contains an object that must be selected from Table 863: Gifts and Legacies. The Companion will not reveal the affection to the character. I I Instructions: The numbers before the entries below correspond to the table that instructed you to come here. The ghost is benign. There should be some very imporant reason for the laws of time allowing multiple versions of the same being in one time and place. NPC discovered a lost treasure and loots it as needed. Be honest or you may spoil a later surprise for yourself.. The Rival will not reveal the affection to the character. On a result of 4 or less the property is haunt- Ied by a ghost. Others will be able to sense this in the character. If the Companion's nature is ever discovered. Another possibility is for the character to meet another incarnation of himself. a prostitute. in the wrong place at the wrong time. hired assassins sent to retrieve a valuable heirloom. 7568: The encountered creature is successfully disguised or enchanted to appear human. NPC counterfeits money. You may even wish to go so far as to have the character's entire background be nothing more than implanted memories. even possibly someone who should not. or the person is the character's "real" mother. 5 The ghost is a sham. Continue to roll his family history. almost as if he was a nonhuman. 106: All the character's siblings are unknown to the orphaned character. He is treated well. or just plain priceless. the character's skill with this will be Rank 0. 756A: The creature encountered is not a monster. The GM should roll these se~aratelv. from the older point of view. The woman could be a Noble. but attempts to scare folks off the premises to save them from a greater evil within. I 1 5 4 4 k A dormant psychic ability has been awoken. The ghost is playful. This should not be readily apparent to the character. or could not exist now. or just a luckless shop girl. since the Companion feels that the character will probably reject him or her. 6 The ghost is a murder victim who wants his or her murderer to be punished. historically important. wraiths. 1 111: Character was not born. The wizard v. or inhuman monsters bent on conquering the world.
75 Dwarvish Events (531). 51. 79 Conscientious (attitude). 70 Berserker ( Entry # I 6). 32-33 Darkside .) LegitMod (Legitimacy Modifier). 26..75. 12 E Egalitarian (attitude). 67 Exotic Personality Features (649).. 42 Creating a Character History. 72 Head Injury (Entry #7). 96 BiMod (Birth Modifier) 20.Index 94 Index Index Entries listed below have been selected forthei! eneral relevance to the Central Cashhg system. 21. 33 Destitute (Social Level). 6 Crimes (875).. resolving.92 Artistic Ability (Entry #8).33 Lightside . 3 Diabolical (attitude). 3 Childhood Ages.78 Druid.. 2 L Last born (see Birth. 64 G Generic Skill Use Rules. 4 Significant Events.74 Guardians (754).45 Marriage to .26 Ah Love! (542). 82 .92 Chariots. 3 Birth Order (108). 19-20 Fat (532: Event #6)... Entries shown in Bold Face refer to tables or major subtables by that name. 42 Apprenticeships (419).. 75 Battles. 66 Government Officials (752). 40 H Half elf. 65 . particularly to aid ths player and Game Master m locatlng rules. 33 Dice Explanations.. 7 Dragon. 37 Civilized Occupations (423). 91 Civilized Cultures. 27.83 Body Part. . 74 Criminals.45 D Darkside Traits (64% 66 Death . 18. 73 Guardians. 12.72. . 92 Combat Skills (877A). 33 Dexterity.. 4 . B Barbarian Cultures. 33 Alignment & Attitude (318).. order of . 12. 60. 90 Crime Scale.24. 2 Human. 33 Ancient (age). 15. 51.. 61 Exotic Feature Categories (649A). 20 Unusual .75 Elven Events (530). 48 Fears (see Phobias) First born (see Birth. 29. 81 K Key Trait. 49.. 63 Death of Parent or Guardian (546). 82 Demon.. 59 Death of .18 Birthmarks (866). 23 Gods.57. 63 Decadent Civilized Cultures. 92 Comfortable (Social Level). Ghost. 4 Deed (Entry # I 4). 2 ... 19.59. 75 Age 4.. 57 Improving Skills.59 Tragedy about . 10 Adventurers (757). 12.21 Birth Illegitimate.29. 33 Circus Skills (Entry # I 7). 14-15. 47 Enslaved! (539). 65. 86 Hi-Lo. 81 Colors (865). 17 I Imprisoned! (540).29 Adulthood Age. 33 Elderly (age).63.29. 84 Bibliography.72 Halfling Events (532). 67-71 Extremely Wealthy (Social Level). 84 Death Situations (545).) Forestry Skills (877C).92 Incongruities. 74 Culture (see Cultural Background) Cultural Background (103). 18 Legitimate. 20 Brother (see Siblings) C Cavalry. Master. 69 Alignment. 5 Brothel. 17 Companions (761). child of a. 19 Place of .. 13.47.. 14 Curses.. 69 Allergy Rules. 32-33 Anarchic (attitude). 48 Half orc. 43 Hobbit (see Halfling) Horse Skills (877B). 15 Decline (of attributes)..4 Applying the Guidelines.. child of a. 47 Good vs. 55-56 Ethical (attitude). 22 causes of . 12.. 85 Body Locations (867). 16 Deviant (attitude)... 22. 60 Introduction. 64 Injury (see Serious Wounds) Insanity. .. 23 Depraved (attitude). 75 Dwarf.. 3 Apprentice. 4 Significant Events.. 36 Bard. 2 Inheritance (546A). 90 Criminals (755).27 Chivalrous (attitude). 6 Love Affairs. 10. 33 Constitution. 32 F Family.48. 83 J Jewelry (Entry #4).62 Lover Children by . 19 Blessings (869). 33 Appearance.. order of .. 5 Funny Numbers.. 5 1. 74 Guilds. 15 Occupations.. 4 Significant Events. 14-15 CuMod (Culture Modifier). 33 Evil Gods. The (106). 82 Exotic Birth Locations ( I l l ) . 59 Allergies (649D). I A Adolescence Ages. 92 Charisma. 35 Barbarian Occupations (422). Loss of.72.. 68 Intelligence. 10.. 11-12 Lightside Traits (647).47.33 Neutral .. 64 GM's Specials (978). 93 God. rather than inda&al nem references. 92 Fumbles. 75 Clothing (Entry # I 6). Evil. 5. 12. 14 Occupations. 20 Linking Events. 72 Halfling.. 83 Combat skills. Page numbers in nalcs refer to game rules appllcable to those items. 32-33 Attributes.. 3 Control Over Traits. 86 Bonus Points. 30-31 Adventurer NPC. 51. 7 ~obbies (427). 67 Crafts (424). 84 Curses (868).. 4 Archers. 37 Cleric.75 Behavior Tags (649E).22-23 Birth Legitimacy (104). 5 Infantry. 92 How to Use this Book. 91 Attitude. 4 Apathetic (attitude)..16-17 Literacy. 7. 4 Elf. 74. 20 Time of . at time of birth. 18 Order of . 20 Exotic Events (544. 3 In the Service of (543). 40 Craftsman. 81 Deities (864). 51 Beastman.
9 1 Theater Ability (Entry # I6 ) . 41 Midnight ( born at). 5 Rank. Common (Nobility). 32 Nobles (758).6 Sexism.15 T Textile Skills (Entry #lo).. Skilled. Elf. 13.93 Underworld Experience (534). 76 Relationto ruler. Martial Arts. 10 Criminal.57 Psychic Abilities (873). 60 Percentiles. 23 Occupations. 34 Barbarian. 68 Occupations Apprenticeships. 3 Strength. 12 Rivals (862). 76-77 Military Benefits. 6 Neutral Alignment.34. Trait (see Trait Strength) Survival Skills. 58 Reptileman. 18 Shaman. 42 X Xulcandra. 10 Beggar. 32 Neutral. 6 Unusual. 75 Papers (Entry # I7 ) . 67 Triplets.9 1 Thief. Starting Money (see Money) Strength.. 35 Performance. 14 Occupations. 14-15 Occupations. 17 Wilderness.65 Head of household. 72 Other Uses & Abuses. Survival. 78 Random Encounters. 10 Leader.47. 42 Officer.. 86 1 Sex Change (event #4). 10 Bartender. . 72 Noon ( born at). Michael A. 9-10 NPC (types) Adventurer. 90 (103). 4 1 Middle Class. 78 Unusual Skills (876). 17 Relation to Ruler of the Land (872). 16-1 7. 16 Something Wonderful . 92 Mistaken Identity (event #13). 10. 76-77 Nomad Cultures. 44 Traits (see Personality Traits) Trait Strength. 50. 91 Z. 7 Ranger. 9 1 Social Level. 46 Soothsaying. 3. 54 Military Skills (877). 10 Coot. 7 Unusual abilities of .70. 32 Personality Trait Types (318A). 10 Punk. 22 Military Experience (535). 76-77 Titles.37 Good Guv. 9 Mercenary.75 Work Attitudes (426A). 37-39 Crafts.8 1 Well-to-Do (Social Level).. 51. 21 Unusual Pets (759). Street. 22 NPCS.44 Unusual. 22 Unusual Births (112). 50 Place of Birth (1lo). 42 Tragedies (528). 10.. 10. 9 Witch.. 17 Special titles. 3. 42 Mental Afflictions (649B). 4 Improving during play. 40 Level of Achievement. 89 Piracy. 88 Punishment. 76 Land Holdings. 80 Rogue. 26 u Undead.. 18. 35 Special. 69 Physical Afflictions (874). 68 Mental Powers. 16-1 7 Priest.4.75 Time of Birth (log).92 Merchants (425). 10 Soldier. 20.62 Money. 13 Others (750). funny. 3 Magic Use.46. 9 62. 76-77 Nobility Common Titles. Survival. 1 1-1 2 . 54 Reasons for Illegitimate Births (105). I Naval Skills (877D). Death of . 10.92 Townsperson. 23 Noteworthy Items. 36 Civilized. 8 Musical Ability. 10. (529). 4 1 Monster. 6 . 18 Sister (see Siblings) Skills Generic use rules. 53 Special Titles for Nobility (871). 3 Sexual Disorder (649F). Old. 51. 9 Virgin. 38 OccupationPerformance (426). Government. 10.2. 35 Primitive Occupations (420). 9 Urban. 71 Siblings (107). 73 Religious Experience (541).81 self-centered (attitude).74 Dragon. 82 Monster Events Kid. 6 v Villains. 19 Polytheism.37. 75 Mother..75. 35 Prison. 3 Runs Away. 35 Noncombat Duty P Paladin. 75 Primitive Cultures. 2 0 Obsessive Behavior (6498: entry #14-15). 10. 51. 26'32 Personality Traits Darkside..22. 3. 10 Urchin. 51 Military Rank (538). 67-71 Lightside. 42 Primitive. 17 Weapon (Entry #I).. & Monster) Nonhumans (751). 92 Navy. 7 Special Success. 82 Poor (Social Level).90 Piracy Events (534D).85.5 Survival. Unusual Acquisition of . 10. 33 Mature (age). 17. 13.75 Siblings. 37 Merchants.42 Master of Note. 6 . 75 Rank.19. 70 Other Race.8 1 Parents Death of . 87 SolMod (Social Level Modifier). 33. I I I I Magical Ability. 23 I I I Nonhumans (see Dwarf.. 21. 7 Wealthy (Social Level). 5 Social Status W Warrior.35. 87 Relatives (753). 92 Ranks. 49.60 Monk. 64. 10 Merchant. 38 Nomad. 75 Wars. 54 Officials. 6 Wizard. 19 TiMod. 88 Mercenaries. 23 Patron. military. 32 Pet. 23 Parental Occupations (114A). 76 Tradesman. 22 Twins. 5 Military.75. Halfling.54 Noble Rank. 23 Parents & NPCs (1l4). child of a. 5Materialistic (attitude). 10 Wizard. Military. 33 Neutral Traits (318B). 75 Monotheism. 24 Motivations. 39 Upper Class. 7 Personality. .. 76-77. 35 Nomad Occupations (421).75 Other Persons.92 Negative Integers. 1.75 Numbers.22 I I I 1 ) M o Z k 75 Monsters (756). 4 Master. 75 Romance (see Love Affairs) Rules & Terms n' Stuff. 10 Villain.78 Farmer. 78 Phobias (649C). 87 Social Level. 42 Lower Class. 15-16 Special Pet Abilities (760). 78 Special Services (537). 16 96 Stackpole.Index IM . 33 Serious Wound (870). 49 Unusual Birth Circumstances (113). 66 Exotic.36. . 73 Orc. 91 Unusual Characters. 87 Timod.
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Die Roll Modifiers (102) Cultural Modifier (103) Social Level Modifier (104) Legitimacy Modifier (110 111) Birth Modifier (758) Title Modifier Character History Worksheet Name: (102) Cultural Backgound: (103) Social Sfatus: (758) Nobility 'Title (if any): (104) Legitimate Birth? Yes (106) Type of Family: (107) Siblings: (109) Time of Birth: - (CuMod): (SolMod): (LegifMod): (BiMod): (TiMod): - Sex: (101) Race: (102) Native Environment: (103) Literate: Yes No 0 Starting Money: No (105) Illegitimate Birth Reasons: (108) Birth Order: (110) Place of Birth: - (112) Unimal Birth Circumstances: (114) Notes about Parents: SKILLS SkillName Survival 0: Survival (U): Literacy: (318) PERSONALITY Rank L D N Trait Name Strength - (optional) --- clclcl clclcl Total by Column Alignment Attitude Occupations Jse back of form if more space is needcd. Task Force Games grants permission to photocopy this page for personal use only. 1) . Attribute Modifiers & Age Final Character Age: Starting Money Modifier: Strength: Intelligence: Magical Ability: Dexterity: Charisma: Constitution: Appearance: - - Copyright O 1988 Task Force Games (vers.
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