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An optional step in character creation is generating prior bonds between party members, to explain why the

PCs are (at least initially) willing to adventure together. Most bonds are past events, but some could be
ongoing concerns if desired (discuss with your GM). If a rolled bond is a poor fit for certain characters, swap
in a more approprate PC, roll again, or simply choose. By the end of this process, all PCs should have
connections to at least two party members (either directly, or indirectly as a “friend of a friend”).

◆ Firstly, roll d66 to generate one bond for every two PCs. Eg for four PCs, roll up two bonds.

◆ If there are five PCs, roll one extra bond to link the left over PC to one other adventurer.

◆ Lastly, roll one final bond between two PCs who have no connection (directly or indirectly).

PARTY BONDS
11 Lone survivors of a battle 31 Sailing or riverboat voyage 51 Fought in a war
12 Childhood friends 32 In a Riot together 52 Captives for a brief time
13 Temple attendees 33 Prison cell mates 53 Grifters’ scam
14 Served in the town militia 34 Betrayed by an employer 54 Bouncers in a tavern
15 Caravan attack 35 Deceased teacher or mentor 55 Joint research task
16 Swore a common oath 36 Defenders in a siege 56 Saved people from a fire
21 Slaves to the same master 41 Plague lockdown survivors 61 Drinking buddies
22 Stole something for someone 42 Joint debt to someone/thing 62 Muscle for a crime boss
23 Borderlands patrol 43 Bodyguard duties 63 Bounty hunter job
Pit Fighters from the same Last members of a fallen Shared curse from the same
24 44 64
(or respected rival) faction mercenary company supernatural source
Befriended the same street Respected rivals on a job or Joined by fate or prophecy;
25 45 65
animal (gain a free Pet) in a particular interest you share a recurrent dream
26 Smuggling job 46 Expedition to find a lost ruin 66 Related (cousins, siblings, etc)

Muscle for
Caravan Attack Crime Boss

Prison
Cell Mates

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