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02:19, 30th April 2024 (GMT+0)

Workshop thread...

Posted by The GMFor group 0
The GM
GM, 2 posts
Wed 10 Mar 2021
at 14:58
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Workshop thread...






Religious Experience ....................
Ah Love! ..............................
In the Service of ........................
Exotic Events ..........................
Death Situations ........................
Death of Parent or Guardian ...............
Lightside Traits .........................
Darkside Traits .........................
Exotic Personality Features ...............
Others ................................
Nonhumans ............................
Government Officials . . . . . . . . . . . . . . . . . . . .
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 ..................
Relation to Ruler of the Land ...............
Psychic Abilities ........................
Physical Afflictions ......................
Crimes ................................
Unusual Skills ..........................
Military Skills ...........................
GM's Specials ..........................




A LIFEPATH CHECKLIST
YOUR CULTURE AND SOCIAL CLASS
o Your Culture
o Your Family Situation
o Your Languages
o Your Cultural Everyman Skills
o Your Birthplace
o Your Parents’ Social Level and Class
o Your Parents’ Occupations
YOUR LINEAGE AND BIRTH
o Your Mother’s Lineage
o Your Father’s Lineage
o Your Birth Sign
o Your Birth Omens
Full Lineage Tables in Appendix A
YOUR FAMILY AND CHILDHOOD
o Your Parents’ Attitudes to You
o Your Siblings (if any)
o Your Siblings’ Attitudes to You
o Your Childhood
YOUR PREVIOUS EXPERIENCE
o Your Starting Skill Points
o Your Starting Inheritance
o Your Starting Occupation
o Your Annual Skill Points
o Your Annual Arcana Points
o Your Annual Earnings
o The Events of Your LifePath




Unusual FAMILY SITUATION
Roll d10 or choose.
Roll Situation
1 You were abandoned and raised as a foundling. You lose
a point of EMP*.
2 You were separated from your parent(s) at a young
age by war or disaster and don’t know where – or even
possibly who – they are*.
3 Your parent(s) are in exile, banished by your local ruler.
You gain a Hate 1 Binding aimed at the person who
exiled your parent(s)*.
4 Your parent(s) are involved in a conspiracy or plot. Gain
3 Training Points in the Intrigue Skill.
5 Your parent(s) are involved in a longstanding feud. Gain
an Enemy family or clan.
6 Your parent(s) sent you to live with relatives, and while
you know where they are, you haven’t seen them since.
You lose a point of EMP.
7 Your parent(s) went missing in the local forest or
wilderlands. You gain a Fear 1 Binding of the place that
took your parents.
8 Your parent(s) were actually spies or agents of an
Adversary to the rulers of your home. Choose their
patron in consultation with your Guide, and you can
secretly take Spy as your starting Occupation.
9 Your parent(s) fled from another region or Culture and
live in the Culture you rolled either secretly or under the
protection of the local ruler. Gain an Enemy (from your
true home) and an Ally (here)*.
10 Your parent(s) were secretly involved in a Gray Dream
Mystery Cult. Gain Cult Lore (Gray Dream Mystery
Cult) as an Everyman Skill and you may secretly take
Priest (Gray Dream Mystery Cult) as your starting
Occupation



LifePath Good Omen Table
Roll d10 or choose.
Roll Omen Common Interpretation
1 The Great Star is seen in the night sky. You are meant for great things: +1 WILL, +1 PRE.
2 The Herald Star is seen in the night sky. You will be greeted with courtesy wherever you go: +1 PRE, +1 IMAG.
3 The Morning Star is seen in the night sky. You will be fortunate in love: +1 EMP, +1 APP.
4 An auroch or great bull is seen nearby. You will lead a life of vigor: +1 STAM, +1 WILL.
5 A white stag is seen nearby. You will lead a noble life: +1 CONV, +1 PRE.
6 A rainbow is seen overhead. Yours will be a life of joy and plenty: +1 PRE, +1 TECH.
7 A lion is seen nearby. You will be strong and valorous: +1 STR, +1 COUR.
8 Flowers bloom nearby, even in winter. You will lead a life blessed by the Earth: +1 STAM, +1 WIS.
9 A dove alights nearby. You will bring harmony to those around you: +1 EMP, +1 WIS.
10 An eagle is seen overhead. You will grow up to be sharp-eyed and swift: +1 DEX, +1 PER.
Adventures in the Known World 151
Creating Your Character
LifePath Tricky Omen Table
Roll d10 or choose.
Roll Omen Common Interpretation
1 An owl watches your birth. You will be blessed with insights no one else will have: +1 WIS, +1 PER, –1
MEM.
2 The Evening Star is seen in the night sky. You will lead a life filled with beauty and sensual pleasures: +1 APP, +1 PRE,
–1 WILL.
3 A satyr is seen nearby. Your life will be filled with trickery: +1 IMAG, +1 PRE, –1 WILL.
4 The Conqueror Star is seen in the night sky. You will become a leader of men: +1 PRE, +1 WILL, –1 EMP.
5 Archai (Star Messengers) are seen in the sky. The Heavens have taken note of your birth: +1 PRE, +1 APP, –1 EMP.
6 A red stag is seen nearby. You will lead a life of danger: +1 STAM, +1 COUR, –1 WIS.
7 The Midnight Star is seen in the night sky. You’re born lucky: 10 Fool Arcana Points to spend as you wish.
8 A wild boar is seen nearby. You will be headstrong and brash: +1 WILL, +1 COUR, –1 WIS.
9 A griffin is seen nearby. You will lead a life of invention and change: +1 TECH, +1 IMAG, –1 WILL.
10 A Star Dragon is seen in the sky. Your life will be marked by mystery: +1 IMAG, +1 WIS, –1 REAS, Cryptic
Mask 1.
LifePath Ill Omen Table
Roll d10 or choose.
Roll Omen Common Interpretation
1 The Red Veil falls upon the Moon. Bloodshed is in your future: +1 STR, +1 COUR, –1 EMP.
2 The Eye of Ishraha is seen in the night sky. You will be treacherous and troublesome: +1 WILL, +1 PRE, –1 CONV.
3 The War Herald is seen in the night sky. Your life will be marked by war: +1 STR, +1 WILL, –1 EMP.
4 A great storm accompanies your birth. Your future will be unsettled: +1 IMAG, –1 COUR, –1 WILL.
5 Crops are spoiled nearby. You are cursed, and will grow up to be sickly: +1 PRE, –1 APP, –1 STAM.
6 Dead animals, birds, or fish are found nearby. You are cursed to hard times and misery: +1 PRE, –1 APP, –1 EMP.
7 Wolves and carrion birds are seen nearby. Your life will be filled with violence: +1 DEX, +1 COUR, –1 EMP.
8 A vulture witnesses your birth. You will not be a stranger to death: +1 STAM, +1 COUR, –1 EMP.
9 A black stag is seen nearby. You will lead a cursed and cowardly life: +1 PRE, –1 COUR.
10 A ghost is seen nearby. You are touched by the Underworld: +1 WIS, –1 STR, –1 STAM, Ghost Mask
1.
LifePath Rare Omen Table
Roll d10 or choose.
Roll Omen Common Interpretation
1 A Spirit visits your birth. You are touched by the Otherworld: +1 PER, +1 WIS, –1 STR, –1 STAM,
Second Sight 2.
2 Hathhalla’s Veil descends over the Sun. Your birth is an act of revenge: +1 STR, +1 PRE, –1 EMP, See Guilt 2.
3 The Wild Hunt rages nearby. You will cause tumult and chaos wherever you go: +1 STR, +1 IMAG, –1
WILL, Voice of Fury 2.
4 The Sun Eater tries to consume the Sun. You will lead a life of great misfortune: +1 PRE, –1 STAM, Doubt 2 Binding.
5 A flood or earthquake occurs nearby. You will be surrounded by great disaster: +1 PRE, –1 STAM, –1 DEX, Evil
Eye 2.
6 A Dragon is seen moving in the Earth nearby. Great powers will manifest in your life: +1 PRE, +1 COUR. Heroic Aura 2.
7 A monster is spotted nearby. Your life will be filled with insensibility: +1 STR, –1 REAS, –1 WILL, Fury 2
Binding.
8 You are born with a caul. You will be a magician: +1 WIS, +1 WILL, +1 IMAG, –1 APP, Second Sight 2.
9 A wyrm or wyvern is seen nearby. You are destined to be a treasure-seeker: +1 PER, –1 WILL, Greed 2 Binding.
10 The Great Shadow falls upon the Moon. Your life will be darkened by confusion and doubt: +1 IMAG, –1 PER, –1
CONV, –1 WILL, Chaotic Aura 2.


YOUR CHILDHOOD
Roll d10 or choose to determine what the central and pivotal event
of your childhood was. A roll of 1-4 indicates you should roll on
the Childhood Ill Fortune Table, a roll of 5-8 indicates a roll on the
Childhood Good Fortune Table, and a roll of 9–10 indicates that
you should roll once on each Table. If you prefer, you can always
choose to have led an entirely uneventful Childhood and not roll
on either table. If you grew up in An-Athair, Daradja, amongst the
Watchtowers (outside of Angowrie), or in the Danian Kingdom of
Umis, you will have belonged to the Mystery Cult of Adjia as a
youngster (see The Mysteries of Adjia on page 245).
Childhood Ill Fortune
Table
Roll d10 or choose.
Roll Ill Fortune
1 Accident. You lose one point of a Physical
Characteristic of your choice after a terrible
childhood accident.
2 Maltreatment. You were mistreated in the hands of
a parent or family member; you lose a point of EMP,
and gain a Fury 1 Binding and a Hate your malefactor
1 Binding.
3 Disease. You survived a brush with the Fever,
Plague, or Rot, but lose a point of STAM.
4 Dropped. You were dropped on your head while an
infant, and lose a point of REAS.
5 Parental Loss. One or both parents died during
your childhood.* Roll d10 or choose to determine
which parent was lost; a roll of 1-4 indicates your
father, a 5-8 your mother, and 9–1 0 indicates both
parents. You gain a (now Dormant) Grief Binding
equal to half your EMP score.
6 Family Loss. One or more siblings died during your
childhood.* Roll d6 or choose to determine the
number of siblings you lost. You must gain a (now
Dormant) Grief Binding equal to half your EMP
score.
7 Torment. You were tormented by the mockery of
other children who liked making fun of you. You
lose a point of EMP and you gain an Ambition 2
Binding.
8 Homeless. Your childhood home was destroyed
either by natural disaster or by the hand of man.*
You may not receive an inheritance or heirlooms
during the LifePath or in the game.
9 Ghost. You had an encounter with a ghost or angry
Spirit. You gain Second Sight 1 and gain a Fear
Ghosts (or Spirits, as appropriate) 1 Binding.
10 Prying Eyes. You saw something you shouldn’t have,
lose a point of COUR, and gain a Shame 1 Binding.
* In these cases, you can choose whether the cause was natural or manmade; if a human hand was involved, you gain an Enemy and a Hate
the responsible party 2 Binding.
Childhood Good Fortune
TABLE
Roll d10 or choose.
Roll Good Fortune
1 Dreamer. You were a precocious, creative, and
inquisitive child. You may add one point to both
IMAG and COUR.
2 Childhood Patron. You attracted the attention of
strong forces and patrons in your Culture, and may
begin Step Four of your LifePath with any Occupation
from the next higher Social Class.
3 Active Youth. You were an active, physical young
person and may add one point to any two Physical
Characteristics.
4 Apt Pupil. You were an attentive and responsive
student. You may add a point to REAS and begin Step
Four of the LifePath with 10 additional Training Points
to spend.
5 Save a Life. Your quick actions and thinking saved
someone’s life. Gain a Friend, and you may add one
point to COUR.
6 First Love. You found love early. Gain a Lover, and
you may add one point to EMP. You may take a Love
your childhood sweetheart Binding up to your EMP in
Level if you’d like.
7 Childhood Friend. You had a childhood best friend
with whom you are still close. Gain a Friend, and you
may add one point to EMP.
8 Heirloom. A parent or relative has bequeathed to
you an item of note, enchanted at +2. Roll on your
Cultural Item Chart to determine the actual object.
9 Spirit Blessing. You had a wondrous encounter
with a faerie or earth Spirit of some sort. You gain
Otherworldly Visage 1 and you may add one point to
WIS.
10 Temple Assistant. You were chosen to assist the priests
or priestesses of a local Temple (dedicated to a God
appropriate to your Culture and religion). You gain 3
Training Points in Cult Lore (for your God), and you
may add one point to CONV. You may take the Priest
or Priestess Occupation as your starting Occupation if
you choose.*


LifePath Events Table
Roll d10 or choose.
Roll Event
1 Nothing Happened
2 Major Ill Fortune
3-4 Minor Ill Fortune
5-6 Minor Good Fortune
7 Major Good Fortune
8-9 Romance
10 Great Adventure
Some Guides will prefer that your entire LifePath be determined
randomly; others may allow you to pick and choose, and others
may mix it up and make you roll, but then allow you to roll again
if you get something that doesn’t seem to fit. Ultimately these
Tables should just be considered suggestions. If you have ideas
about what kind of past you want to have, your Guide should
be willing to accommodate you as long as you’re not going
overboard. Your Guide might well place limits, however; for
example, being able to choose more than one Great Adventure
might be restricted unless you can come up with a really good
explanation for why you’ve had such a busy life.
Many of the entries for this and previous Steps in
the LifePath include the appearance of Allies, Friends, Lovers,
Enemies, and other NPCs in your life. In some cases their Social
Class or Occupation will be specified by the table entries, but in
others their exact identities will be left unspecified, and you may
determine their identity by simply rolling on the Social Class &
Parental Occupation Tables for your Culture as appropriate, or
by discussing the situation with your Guide to come up with
interesting NPCs for you to be involved with. Re-roll any event
that can’t apply to you (for example, losing a Contact if you
haven’t already gotten one).
MINOR ILL FORTUNE TABLE
Roll d10 or choose.
Roll Event
1 Financial Loss. You lost a small amount of money,
either through a bad business investment, gambling, or
carelessness. Roll d10 x 10 to determine how much you
lost in g. If you don’t have enough g at the moment from
previous earnings to cover the loss, then you are in debt
until the loss is covered. Gain a Shame 1 Binding.
2 Crime Victim. You are waylaid and robbed by a bandit,
brigand, thief, or trickster. Lose all your current starting
cash and earnings (not including this year’s earnings).
Gain a Shame 1 Binding.
3 Illness. You are overcome by the Fever for part of this
year. Lose a point of STAM.
4 Disfigurement. You were injured or wounded in a
particularly nasty way. Lose a point of APP.
5 Gossip. You are (falsely?) accused of something: bad
behavior, a crime, responsibility for an accident, etc.
Gain a Shame 1 Binding.
6 Lose a Friend. A Lover, Friend, Compatriot, or Ally dies
of natural causes. Gain a Grief 1 Binding.*
7 Family Loss. A member of your family dies of natural
causes. Gain a Grief 1 Binding.*
8 Accident. You are in an accident at home and are badly
hurt. Lose a point of a Physical Characteristic (your
choice).
9 Wounded. You are injured in a fight or hurt at work.
Lose a point of a Physical Characteristic (your choice).
10 Faux Pas! You commit a social blunder and lose a
Contact, who now becomes a Skeptic.
*Relations Categories and Grief – In the game you’ll get a chance to
avoid a Grief Binding with a WILL roll, but in Previous Experience
you don’t. In addition, normally the Grief gained is based on
the Relations Category of the lost person. However, in Previous
Experience, the Grief Binding Level – which is cumulative – will
be generally kept to a minimum Level 1 in each incidence, partly
to reflect the opportunities you might have had to overcome your
Grief, and partly just as a mechanic to prevent you from entering
the game so overburdened by Grief as to render you ineffective.
Left to right: A freelance enchanter from
Izris, a smith from the citadel of Tir-en-Tull,
and a priestess of the Dead from the temple of
Geniché at Har Damat.
Adventures in the Known World 161
Creating Your Character
MAJOR ILL FORTUNE TABLE
Roll d10 or choose.
Roll Event
1 Financial Disaster. You lost a lot of money, either
through a bad business investment, gambling, or
carelessness. Roll d10 x 25 to determine how much you
lost in g. If you don’t have enough g at the moment
from previous earnings to cover the loss, then you are in
debt until the loss is covered. Gain a Shame 2 Binding.
2 Blacklisted. You somehow screwed up in your
Occupation and are barred from practicing it ever again.
You must take a new Occupation next year from the
next lower Social Class. Gain a Shame 2 Binding.
3 Addiction. You struggle with an addiction to a drug
or substance. You lose a point of STAM and gain no
Earnings this year, and gain both an Addiction to a
Culturally appropriate Drug 1 Binding and a Shame 1
Binding.
4 Public Failure. A large and very public project of yours
goes sour. Halve your income for this year and every
following year, and you gain a Shame 2 Binding.
5 Imprisonment. You are (falsely?) convicted of a crime,
and must spend 2d6 moons imprisoned this year. You
lose your income for the year and gain no Skill Points,
but you may earn Arcana Points in the Hermit Arcana.
Next year you must succeed at a PRE Test DR 12 to
remain in your chosen Occupation; if you fail, you must
select a new Occupation from the next lower Social
Class. Gain a Shame 2 Binding.
6 Lose a Friend to the Enemy. A Lover, Friend,
Compatriot, or Ally is killed at the hands of one of your
Enemies. Gain an Enemy if you don’t have one already,
gain a Grief 2 Binding and a Hate 2 Binding against the
Enemy responsible.
7 Family Loss to the Enemy. A member of your family
is killed at the hands of one of your Enemies. Gain an
Enemy if you don’t have one already, and gain a Grief
2 Binding and a Hate 2 Binding against the Enemy
responsible.
8 Accident. You cause an accident that injures or kills
someone else. Gain an Enemy (the victim or a surviving
relative) and a Guilt 2 Binding.
9 Rat. You betray someone close to you, either
accidentally or on purpose. A Friend or Ally becomes an
Enemy (your Guide chooses which Friend or Ally), and
you gain a Guilt 2 Binding.
10 Betrayal. You are betrayed by the actions of someone
close to you; a Friend or Ally becomes an Enemy (your
Guide chooses which Friend or Ally), and you gain a
Fury 2 Binding towards them.
MINOR GOOD FORTUNE TABLE
Roll d10 or choose.
Roll Event
1 Small Treasure (cash). You find or receive (perhaps as
a reward or gift) a small amount of money. Roll d10
x PRE to determine how much you found.
2 Small Treasure (item). You find or receive (perhaps
as a reward or gift) an object of note enchanted at +1.
Roll once on your Cultural Item Table to determine
what you received.
3 Merchant Contact. Make a Contact among your
Culture’s Merchants or Traders, who can usually get
you a 10% discount on all items available to your
Culture, and a 5% discount on items imported from
outside your Culture.
4 Outlaw Contact. A local bandit or gang of thieves
takes a liking to you. Gain 3 Training Points in
Streetwise and an Outlaw Contact you can call on for
illicit favors.
5 Teacher. You find a teacher who is willing to put up
with you. Gain a Contact, and you gain 3 Training
Points for any one Trade, Martial, or Lore Skill (even
if not normally on any of your available lists).
6 A Favor. A highborn member of your Culture (from
your Culture’s Social Level 5) owes you a Favor. You
gain them as a Contact, and one time only they may
be treated as an Ally.
7 Group Contact. You gain the attention of a powerful
group in your Culture – a guild, Temple, Order,
fraternity, merchant House, etc. You may treat any
member of that group as a Contact.
8 Temple Assistant. You are selected to become a
temple assistant at a local Temple. In addition to your
regular Skills and Arcana Points for this year, you gain
3 Training Points in a Cult Lore Skill appropriate
for your God, 3 Arcana Points in the Great Priestess
Arcana, and you gain a Priest or Priestess as a
Contact. You may attempt to take the Priest or
Priestess Occupation as your Occupation next year
with a +4 bonus to your roll, even if it is of a higher
Social Class.
9 Visitor. You meet a visitor or traveler from another
Culture or region. Gain a Contact from another
Culture.
10 Reunion. An old Lover (someone from the Romance
Table) reappears in your life as a Friend.
Treasure! See Appendix C for
info about coinage.
162 Adventures in the Known World
Creating Your Character
MAJOR GOOD FORTUNE TABLE
Roll d10 or choose.
Roll Event
1 Great Treasure (cash). You find or receive (perhaps
as a reward or gift) a considerable sum of money.
Roll d10 x PRE x 10 to determine how many gc you
get.
2 Great Treasure (item). You find or receive (perhaps
as a reward or gift) an object of note enchanted
at +2. Roll once on your Cultural Item Table to
determine what you received.
3 Musical Friend. You meet and befriend an
entertainer from your Culture – a bard, singer,
musician, or perhaps a courtesan – who can help
you socially, either by introducing you to the “right
people” or perhaps even composing and performing
works about you. Gain a Friend, and as long as he
or she is your Friend you may attempt to take an
Occupation in the next higher Social Class at a +4
bonus on your roll.
4 Outlaw Ally. A local bandit or gang of thieves
has made a blood pact with you. Gain 3 Training
Points in Streetwise and a single Outlaw Ally and d6
Outlaw Compatriots (gang members) that you can
call on for illicit favors or muscle.
5 Mentor. You find a mentor and a patron who takes
an interest in your future. Gain an Ally, and you
may add 3 Training Points to any Trade, Martial, or
Lore Skill (even if not normally on your available
lists) every year.
6 Noble Ally. A highborn member of your Culture
(from your Culture’s Social Level 9 or higher)
has taken an interest in your future. You gain an
Ally, and as long as he or she is your Ally you may
attempt to take an Occupation in the next higher
Social Class at a +4 bonus on your roll.
7 Group Invitation. You are invited to join a
powerful group in your Culture – a guild, Temple,
Order, fraternity, merchant House, etc. If you join,
you may treat every member of that group as a
Compatriot. As long as you belong to this Group
you may attempt to take an Occupation in the next
higher Social Class at a +4 bonus on your roll.
8 Temple Ally. You find a patron in a local Temple
who takes an interest in your future. You gain a
Priest or Priestess as an Ally. You may attempt to
take the Priest or Priestess Occupation next year. As
long as he or she is your Ally, you may also attempt
to take an Occupation in the next higher Social
Class with a +4 bonus to your roll.
9 Visiting Friend. You gain the trust of a visitor or
traveler from another Culture or region. Gain a
Friend from another Culture.
10 Change of Heart. Thanks to your resolve and good
nature, an Enemy (your choice) becomes a Friend.
ROMANCE TABLE
Roll d10 or choose.
Roll Event
1 Busy year. You are very active socially this year, but
your affairs are of little lasting consequence. Gain d4
Contacts and d4 Skeptics.
2 Short affair. You had a short affair that was enjoyable
but didn’t really go anywhere, and you haven’t seen
your former Lover since then and have no idea what he
or she might think of you.
3 Bad Affair. You had an affair that ended rather badly
and in spectacular fashion; you may decide whether it
was your fault or not. You gain an Enemy regardless.
If it was not your fault, then you gain a Hate 1 Binding
towards your former Lover. If it was your fault, then
you gain a Guilt 1 Binding.
4 Fine Affair. You had a pleasant affair that ended, but
ended well, and you are still fairly close to your former
Lover. Gain a Friend.
5 Competition. You had an affair that seemed to be
going well but ended when another suitor stepped in.
Your former Lover may still be a Friend if you choose
(an Opponent if not), and you also gain either a Rival
(if you actively dislike the competition) or a Skeptic (if
you don’t mind one way or the other), your choice.
6 Tragic Affair. You had an affair with someone that you
greatly loved, but it ended tragically; either they died,
or somehow you were separated and can never see them
again. Gain a Grief 2 Binding.
7 Loved. You have an affair with someone that genuinely
loves you. You gain a Lover who is willing to take a
Love Binding; you may reciprocate if you want.
8 Love a Rival. You have an intense affair with someone
that becomes a competitor. Gain a Rival, and gain
both a Jealousy 1 and either a Hate 1 or Love 1 Binding
towards them (your choice).
9 Two-timed. You gain a Lover but discover them
cheating on you with a Friend or Family member.
You choose whether your Friend or Family member
becomes a Rival, Adversary, or Enemy, but you gain
a Hate 1 Binding towards your (former) Friend and a
Jealousy 1 Binding towards your Lover (if you end it,
they’re now a Skeptic).
10 Missing. You had an affair that seemed to be going
great, but then your Lover went missing, and their
whereabouts are currently unknown. Gain a Grief 2
Binding.
True love can
be hard to find,
particulalry in
the midst of
war...
Adventures in the Known World 163
Creating Your Character
GREAT ADVENTURE TABLE
Roll d10 or choose.
Roll Event
1 Great conflict! You, your Family, and your Friends are
swept up in a military conflict: a war between great powers
or perhaps just some petty noblemen’s feud (see the Recent
Events Timeline Table on pages 38-39 to see if there is
something appropriate for this year; if not, then it’s just
a small local conflict). 1d3 Friends or Family are killed
during the event, and you gain a Grief Binding Level for
each person killed. You may take a military Occupation
(appropriate to your Social Class; you may go up or down
by one Social Class if there are none in your Social Class
category, with an upward move requiring a PRE Test DR
10) for this year, or you may become an Outlaw for this
year only. If you want to remain in a Military Occupation
in subsequent years, you must make a PRE Test DR 10.
If you are already in a military or Outlaw Occupation,
double your Arcana Points and Earnings for this year.
2 Traveling! You get a chance to go off exploring and
traveling. You may take the Trader, Traveler, or Scout
Occupation, automatically gain 3 Training Points in Local
Expert in each of two regions of your Choice, and gain a
Contact and a Friend in those same two regions. If you are
already a Trader. Traveler, or a Scout, then you may double
your Arcana Points and Earnings for the year. After your
year of travel, you can keep your new Occupation if you
took one this year.
3 Famine! Your home region is struck by famine and
drought, and tragedy has struck close to you. You
survive, but 1d3 Friends or Family die during the drought,
either from starvation and malnutrition or as a result of
banditry and brigandage. You gain a Grief 1 Binding
for every Friend or Family member that dies during the
famine. You earn no money this year, but gain your
CONV in Death Arcana Points in addition to your usual
Occupation-related Arcana. If you choose, you may take
an Outlaw Occupation this year, in which case you may
gain Annual Earnings as per normal for your Outlaw
Occupation. However, it will take a PRE Test DR 12 to
return to a non-Outlaw Occupation the following year.
4 Learn a Secret! You learn a secret that has been hidden
either by the actions of time and history, or by the desire
and will of others. This secret could be anything you and
your Guide find suitable: the secret location of a treasure
or hiding place, the true Name or identity of someone
who is not who they claim to be, or perhaps a secret of
History, such as who really killed the last Baron of Dyn
Cail, etc. The secret should gain you either a Rival (who
wants to learn the secret for themselves) or an Enemy or
an Adversary (who wants to protect the secret). You gain
double your usual Arcana Points this year no matter what
your Occupation is.
5 Witness! You witness or get a chance to participate in
a major event for your Culture; choose an event for this
year from the appropriate column in the Recent Events
Timeline Table on pages 38-39, and decide with your
Guide whether you observed or participated in the event
and how. Depending on your involvement, your Guide
may assign you Contacts, Friends, Allies, or Enemies, and/
or Bindings. Double your Arcana Points and Earnings for
this year.
6 Great Success! You have some sort of great achievement,
victory, or success that brings you to the attention of great
powers. You receive d10 x PRE x 10 in g in addition to
your regular earnings, and gain an Ally at the highest levels
of your Culture. You may take any Occupation from the
next highest Social Class this year without rolling. You
must also gain a Vanity 1 Binding.
7 Plague! The plague and evil spirits come calling to your
home region, and tragedy has struck close to you. You
survive, but 1d3 Friends or Family die during the plague.
You gain a Grief 1 Binding for every Friend or Family
member that dies during the plague. If you so choose,
you may take a Culturally-appropriate Occupation related
to healing, magic, or religion – such as Healer, Midwife,
Witch, Magician, Shaman, Warlock, Sorcerer, Mage,
Priest, or Priestess. You gain your CONV in Death Arcana
Points in addition to your usual Occupation-related
Arcana.
8 Bloody Feud! You, your Friends, and your Family are
caught up in a deadly and bloody feud with a neighbor,
rival family, or local ruler. You survive, but 1d3 of
your Friends and Family are killed at the hands of
your Enemies. You gain an Enemy (or Enemies, more
accurately) if you do not have one already, and you also
gain a Grief 1 Binding and a Hate your Enemy 1 Binding
for every Relation that died. You may take a military
Occupation of your Social Class or lower (not from a
higher Social Class) or you may become an Outlaw this
year.
9 Persecutions! You get caught up in some sort of mob
violence that sweeps your region, either witch burnings or
Gray Dream Mystery Cult or Forbidden Cult persecutions.
You may choose whether you and your family are the
victims or are part of the mob. If you are a victim of the
mob, then you survive, but 1d3 Friends or Family die
during the mass hysteria. You gain a Hate your Tormentors
1 and a Grief 1 Binding for every Friend or Family
member that dies during the persecutions. You gain
double your Arcana Points this year. You lose your current
Occupation and must take an Occupation from the next
lower Social Class; if this makes you an Outlaw, then you
have been driven into exile. If you are part of the mob,
you gain 1d3 Levels in a Guilt Binding, but you also
double your Earnings this year.
10 Brigandage! Your home region is plagued by widespread
banditry and brigandage, as heavily armed thugs wander
the area looting and pillaging. You may aid the bandits,
hinder the bandits, fight the bandits, or join the bandits.
If you aid the bandits, you may double your Earnings
for the year and gain an Outlaw Contact but also gain
a Shame 1 Binding. If you hinder the bandits, you lose
your Earnings for the year but gain an Ally amongst the
local rulership or law enforcement hierarchy. If you fight
the bandits, you may take a military Occupation of your
Social Class or lower (not from a higher Social Class) if
you haven’t got one already. You gain Outlaw Enemies
and you also gain Compatriots amongst the local rulership
or law enforcement hierarchy. If you join the bandits, you
take an Outlaw Occupation and may not return to your
previous Occupation. You gain 10 times your Earnings for
this year and 2d6 Outlaw Compatriots, but you also gain
an Enemy amongst the local rulership or law enforcement
hierarchy and may well have a lot of explaining to do with
Friends and Family
This message was last edited by the GM at 22:36, Mon 22 Mar 2021.
The GM
GM, 3 posts
Wed 10 Mar 2021
at 16:58
  • msg #2

Workshop thread...



Exotic Birth Locations table

The character was born:

In temple of a good diety (Optional: determine deity type on Table 864: Deities).

On a battlefield. Roll a d6. On a result of 6 the character was born on the battlefield, otherwise, the birth occurred among the campfollowers.

In an alley.
In a brothel (this does not necessarily indicate that the character's mother was a prostitute)
In palace of a local ruler (mayor, baron, etc).
In the palace of the ruler of the country (king,emperor, etc.)
In the palace of a powerful evil person, ruler or creature.
In a bar, tavern or alehouse.
In the sewers.
In a thieves den.
In the home of friendly non-humans
In the temple of an evil or malignant deity.
On another plane of reality, then transported to this world sometime soon after birth.
In another time period, then transported to this world sometime soon after birth.
On a ship at sea.
In a prison cell (might indicate that the character's mother was imprisoned at the time).
In a wizard's laboratory.


Here is the "something wonderful" table:

-2 Wild carnivorous beasts invade the character's camp.
During the attack, 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).
cept this with gladness and humility, while others might feel that

-1 Get Out of Jail Free. A magnanimous ruler pardons all
prisoners. If the character, or his friends or relatives are in
prison, they are set free with an admonition to "Sin no more."
they are finally getting their due.

0 - 1 If the character has a lover or spouse, he is blessed
with the birth of a healthy, beautiful child. Roll Hi-Lo for the
child's gender. A Hi = male. A Lo = female.

2 While repairing the family home, the character discovers
a magical item. Go to Table 863: Gifts and Legacies to
determine what has been found.

3 Character acquires an unusual pet. Go to Table 759:
Unusual Pets to determine the details about this animal.

4 The character is adopted into a Wealthy family. If he is
an orphan, it is a true adoption. If he has living parents, he is
treated just like a son. 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, 107: Siblings and 114: Parents & NPCs/

5 The village/small town where the character lives is destroyed,
but there is little loss of life. If he lives in a large town
or city, the affected portion of the city is where he or his immediate
family live. However, after the disaster passes, the
area is rebuilt and becomes more prosperous than ever
before. The Social Status of the character's family raises by
one level (but never above Wealthy).

6 The character is responsible for saving a life. Go to
Table 750: Others to determine who was saved. Then go to
Table 545: Death Situations to determine how the death almost
occurred. Roll Social Status for the near-victim on Table
103. If the victim was Well-to-Do or better, a reward is given to
the character.

7 - 9 Reroll, but do not add in Solmod.

10 A despotic and evil local ruler outlaws the character's parents. Go to Table 758: N&!es and determine the ruler's
title. After ldlO years, the ruler's liege (up one line on the
Table 758 ) overthrows the evil ruler and the character's
parents are not only pardoned, but are honored for their role in
the despot's demise. The reward: elevation to Nobility, equal
to one rank below the overthrown evil Noble. The Social
Status of the parents rises to at least Well-to-Do.

11 Slavery is outlawed in the land. All slaves are freed.

12 Character receives a severe injury that does not heal
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.
Go to Table 870: Serious Wounds to select the injury. The
GM must determine the nature of this new power.

13 - 14 The character becomes reknowned for his occupation.
Clients from around the world seek his services.
The influx of business allows the character to increase his
Social Status by ld2 levels (but not above Wealthy).

15 - 16 A disease almost kills the character, but miraculously,
the character becomes immune to all disease.

17 - 18 The character is blessed. Go to Table 869:
Blessings to determine the nature of the blessing.

19 A lasting peace takes hold in the land. If the character
is currently in the Military, he is discharged with honors.

20 The character gains a loyal friend and companion. Go
to Table 761: Companions to determine the details.

21 Family home is declared a national treasure. The government
pays to restore it and maintain it, while allowing your
family to live there.

22 - 23 Reroll, but do not add in the character's SolMod.

24 - 25 Character becomes's his parents' sole heir

26 - 27 The character is forced into an unwanted marriage,
but quickly comes to love, even worship, his spouse.

28 - 29 A shift in the economy increases the value of precious
metals. The rich get richer. All Social Status's above
Comfortable increase one level (Wealthy have a 1% chance of
becoming Extremely Wealthy).

30 - 32 A new market opens up for the chief source of the
character's income (or his family's income). Several new
estates are established in foreign countries.

33 The ruler of the land consolidates feifs and eliminates
troublemakers. 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.
Land holdings and tlles increase to match the new position.



Parentage
PARENT [1d100]
The character’s biological Father and Mother. Roll 1d100 on the table
below and generate additional data as necessary.
01–50 OFFSPRING: Character raised by natural parents. Re-roll on sub-table:
01–60 Both parents alive and living together.
61–70 Father Absent: desertion, divorce, etc.
71–75 Mother Absent: desertion, divorce, etc.
76–80 Father dead.
81–85 Father dead. Mother remarried.
86–90 Mother dead.
91–00 Mother dead. Father remarried.
If a surviving spouse has remarried, some interesting step-parent and halfsibling data can be generated at GM discretion.
51-70 FOSTERED: Character lives with another family for social, economic, or
political reasons. Guilded apprentices are usually fostered with their
masters, as are squires training for knighthood. Poor families, especially
those with only one parent, commonly foster one or more children with a
relative or neighbor. Generate foster parent status as desired. Fostered
children are usually aware of their parents’ identity: reroll on Offspring
sub-table at +30.
71-75 ADOPTED: Character has been adopted by another family for social,
political, or economic reasons. Adoption is generally only done if both
parents are dead, but there are exceptions if parental consent is given or
if a character is over 21 years of age. Consider present birth generation
to apply to adoptive father. The GM may secretly generate character’s
actual birth status. Adopted children are often unaware of the fact.
76-90 BASTARD: Character’s parents never married, most likely because the
father was of a higher social class, or one (or both) parents were already
married or betrothed. Character is acknowledged by father if roll was
76–80. Character probably lives with mother, but may reside with father
if acknowledged.
91-00 ORPHAN: Father and mother are deceased. Character is:
01–80 Fostered with another family/clan.
81–95 Adopted by another family/clan.
96-00 Living alone. Brothers and sisters (if any) may have
been fostered/adopted by another family.


ESTRANGEMENT TABLE
01–10 OUTCAST: Character is
ignored or may even be attacked
on sight by other family members.
Clanhead may be the character’s
nemesis.
11–40 UNPOPULAR: With the likely
exception of mother, the family
dislikes the Character, who is
discouraged from living at home,
and receives few (if any) favors.
Any birthright is given grudgingly,
if at all.
41–60 AVERAGE: No advantages.
Character may live at home, but
few will care much if the Character
leaves.
61–95 POPULAR: Character liked by
most relatives and may enjoy
special favor, but should not take
things for granted.
96–00 FAVORITE: The character
almost certainly gets special
attention or privileges, possibly at
the expense of older siblings.
Eldest Child is often favored over
younger children. Add 5 when generating
Estrangement.
Small Clans tend to like their children
more; add 20 when rolling Estrangement
in an unextended clan, but always treat a
natural roll of 01 as Outcast


MEDICAL (1d100)

01–08 01–05 Addiction: Characters are addicted to some substance like alcohol or a drug. Afflicted characters test WILL x4
to resist the first use, and WILL x1 to resist each subsequent use. Characters under the influence may become
unconscious, injure themselves, etc.

09 06 Albinism: Pallid complexion, white hair, red eyes. Viewing bright light causes intense eye pain, giving a special
penalty of 10 on most skills. Albinos sunburn very easily. Some people consider them very attractive.

15–17 11–14 Ambidextrous: Character can use both hands equally well. DEXTERITY +1d3

21–24 16–19 Birthmark(s): may reduce COMELINESS by 1d3, or indicate a special ancestry.
25 20 Smaller than average: Character height is Species minimum –2d6”, with Heavy FRAME.

31 26 Large: Character height is Species maximum +2d6”, with Massive FRAME.
36–39 31–40 Left-Handed: DEXTERITY +1d2. Character likely to suffer some discrimination.
42 43 Lycanthropy: Character is a were-creature. Use only at GM discretion.
43–44 44–45 Monochromasia: severe color blindness. All colors are perceived as shades of
45–47 46–48 Obesity: Character’s weight is 50% to 100% more than generated. This does NOT
61–63 62-63 Scars: Reduce COMELINESS 1d3.
71–00 71–00 No Medical Traits




Morality

03–04 Diabolical: One who never feels guilt
and obeys laws only if convenient.
There is no act of depravity the
diabolical character will not commit for
personal advantage.
05–07 Unscrupulous: One rarely troubled by
guilt or influenced by considerations of
right or wrong. The unscrupulous
character behaves in whatever manner
suits the desired objective. An ethical
code may be based on a principle such
as “survival of the fittest” or “the end
justifies the means.”
08–10 Corruptible: A moral chameleon who
probably ascribes to some kind of
ethical code, but will do almost
anything for pleasure or profit. The
corruptible character tends to view law
as an unreasonable constraint, and will
bend/break rules with little regard for
moral consequences.
11–13 Law-Abiding: One who respects law
and custom, and strives to maintain
high moral standards, but sometimes
lapses. The law-abiding character will
usually keep promises made and avoid
harming others, but has little difficulty
committing violence in a “just” cause.
This character suffers guilt after sinning
and can be inspired to virtue.
14–16 Principled: One reluctant to cause
suffering. Although honorable and
dutiful, this character is capable of
vanity, greed, and hatred, but will be
troubled by guilt when this occurs.
17–18 Exemplary: One who is motivated by
the desire to be kind, fair, and
honorable, regardless of personal cost.
This person may be overly proud and
hard to live with.


1d100 Mental Disorder
01-03 Acrophobia (fear of heights)
04-05 Aichmophobia (fear of sharp blades, etc.)
06 Algophobia (fear of pain)
07-08 Astraphobia (fear of thunder/lightning)
09 Ballistophobia (fear of missiles)
10-11 Bulimia (eating mania)
12-14 Claustrophobia (fear of confined spaces)
15 Cynophobia (fear of dogs)
16-17 Dyslexia (learning/reading disorder)
18-19 Entomophobia (fear of insects/spiders/etc.)
20-22 Gamblamania (gambling mania)
23-24 Gephyrophobia (fear of crossing bridges)
25 Heliophobia (fear of sun/daylight)
26 Hemophobia (fear of blood)
27-28 Hydrophobia (fear of water/drowning)
29-31 Hypochondria (imagined illnesses)
32 Ivashuphobia (fear of Ivashu)
33-35 Kleptomania (compulsion to steal)
36 Megalomania (exaggerated self-worth)
37 Mysophobia (fear of dirt/filth)
38 Multiple Personality*
39-40 Musophobia (fear of mice/rats)
41-43 Necrophobia (fear of corpses)
44-45 Nyctophobia (fear of darkness/night)
46 Ophidiophobia (fear of snakes)
47 Ornithophobia (fear of birds)
48 Paranoia/Persecution Complex
49 Psychopathy (cannot tell right from wrong)
50-51 Pvaraphobia (Fear of Magic/Wizards)
52-54 Pyromania (fascination with fire)
55-56 Pyrophobia (fear of fire)
57 Sadism (pleasure inflicting pain)
58-59 Sex Mania/Deviancy
60 Theophobia (fear of divine retribution)
61 Toxicophobia (fear of being poisoned)
62-63 Violent Temper (loses control)
64 Xenophobia (fear of strangers)
65 Yaelaphobia (fear of the moon)
66-70 Multiple Disorders (roll twice more)
71-00 No Mental Disorders



PARENT INCOME:
Guilded Month Year
Apothecary 60d 720d
Chandler 54d 648d
Charcoaler 54d 648d
Clothier 60d 720d
Courtesan Variable
Embalmer 48d 576d
Glassworker 66d 792d
Harper 42d 504d
Herald 78d 936d
Hideworker 60d 720d
Innkeeper 60d 720d
Jeweller 66d 792d
Lexigrapher 66d 792d
Litigant 72d 864d
Locksmith 60d 720d
Mason 96d 1,152d
Mercantyler Variable
Metalsmith 72d 864d
Miller 84d 1,008d
Miner 84d 1,008d
Ostler 78d 936d
Perfumer 66d 792d
Physician 72d 864d
Pilot Variable
Potter 60d 720d
Salter 48d 576d
Seaman (AB) 48d 576d
Shipwright 90d 1,080d
Tentmaker 72d 864d
Thespian Variable
Timberwright 78d 936d
Weaponcrafter 108d 1,296d
Woodcrafter 66d 792d
Unguilded Month Year
Animal Trainer 72d 864d
Cartographer 84d 1,008d
Cook 30d 360d
Farmhand 24d 288d
Fisherman 48d 576d
Herdsman 24d 288d
Hunter/Trapper 42d 504d
Laborer/Porter 42d 504d
Longshoreman 42d 504d
Prostitute Variable
Ratter 60d 720d
Sage/Tutor 84d 1,008d
Scribe 66d 792d
Servant 24d 288d
Teamster 72d 864d
Thatcher 54d 648d
Toymaker 48d 576d
Military Wages: See CHARACTER 28


Tribal Viking Feudal Imperial Sindar Khuzan Occupation Urban %
01-20 01-80 01-80 01-75 • • FARMER 0
21-80 81-97 81-95 76-90 • • HERDSMAN 0
81-00 98-00 96-00 91-98 • • SERVANT/COOK 20
• • • 99-00 • • GLADIATOR/GUARD 20
• • 01-80 • • • FARMER 0
• • 81-95 • • • HERDSMAN 0
• • 96-00 • • • SERVANT/COOK 0
• 01 01 01-02 01 01 ANIMAL TRAINER 75
• 02-03 02-05 03-06 • • BEGGAR/SCAVENGER 95
• 04 06 07 02-03 02-03 CARTOGRAPHER/ARTIST 90
01-03 05-06 07-08 08-09 04 04 CLERIC/SHAMAN 65
• 07-10 09-12 10-13 05-08 05-19 COOK/SERVANT 80
• 11-55 13-60 14-38 • • FARMER (FREEHOLD) 0
04-20 56-65 61-66 39-44 09-19 • FISHERMAN 50
• • 67 45-47 • • GLADIATOR 95
21-40 66-70 68-69 48-54 • • HERDSMAN 0
41-00 71-76 70-72 55-57 20-57 20-21 HUNTER/TRAPPER 10
• 77-83 73-80 58-65 • 22-33 LABORER/LONGSHOREMAN 95
• 84-85 81-82 66-69 • • PROSTITUTE/PIMP 75
• 86-87 83-84 70-71 • • RATTER 70
• 88 85 72-75 • 34-57 SAGE/TUTOR 80
• 89-90 86-87 76-80 58-64 58-64 SCRIBE 90
• 91 88 81-90 65-74 65-97 SOLDIER: LEGIONNAIRE/GUARDSMAN 90
• 92-97 89-90 91-95 75-95 • SOLDIER: MERCENARY/VIKING 70
• • 91-97 • • • SOLDIER: YEOMAN 0
• 98 98 96-97 96 98 TEAMSTER 90
• 99 99 98 97 • THATCHER 5
• 00 00 99-00 98-00 99-00 TOYMAKER 75
• 01 01 01 01-02 01 ALCHEMIST 90
• 02 02 02 03-04 02 APOTHECARY 90
• 03 03 03 05 03 ASTROLOGER 90
• 04-05 04-05 04-05 06 04-06 CHANDLER 95
• 06-08 06-07 06-07 07 07 CHARCOALER 10
• 09-11 08-11 08-10 08-12 08-11 CLOTHIER 95
• 12 12 11 • • COURTESAN 99
• 13-14 13-14 12-13 13 12 EMBALMER 95
• 15-16 15-16 14-15 14-25 13 GLASSWORKER 90
• 17-21 17-19 16-18 26-35 14-17 HARPER/SKALD 80
• 22-27 20-26 19-24 36-45 18 HIDEWORKER 40
• 28-31 27-31 25-28 46-49 19-20 INNKEEPER 35
• 32-33 32-33 29-30 50-58 21-30 JEWELER 99
• 34-35 34-35 31-32 59-62 31-33 LEXIGRAPHER 95
• 36 36 33 • 34 LITIGANT 95
• 37 37 34 63 35-36 LOCKSMITH 95
• 38 38 35-36 64-68 37 MAGE (SHEK-PVAR) 90
• 39-40 39-41 37-39 69-74 38-47 MASON 60
• 41-48 42-47 40-45 75-76 48-60 MERCANTYLER 90
• 49-57 48-56 46-54 77-80 61-68 METALSMITH 15
• 58-64 57-64 55-62 81 69 MILLER/MILLWRIGHT 10
• 65-67 65-67 63-65 82 70-84 MINER 1
• 68 68-69 66-68 83 • OSTLER 75
• 69-70 70-71 69-71 84 85 PERFUMER 95
• 71 72 72 85 86 PHYSICIAN 75
• 72-73 73 73 86 • PILOT 95
• 74-77 74-77 74-77 87 87 POTTER 85
• 78-79 78-79 78-79 88 88 SALTER 30
• 80-83 80-82 80-82 89 • SEAMAN 95
• 84 83 83 90 • SHIPWRIGHT 90
• 85 84 84 91 89 TENTMAKER 95
• 86 85 85 92 90 THESPIAN 70
• 87-88 86-88 86-88 93 91 THIEF (LIA-KAVAIR) 75
• 89-90 89-90 89-90 94 92 TIMBERWRIGHT 10
• 91-92 91-92 91-92 95-96 93-99 WEAPONCRAFTER 75
• 93-00 93-00 93-00 97-00 00 WOODCRAFTER 30
• • 01-05 01-05 • • CLERIC (NOBLE) 65
• 01-03 06-10 06-10 01-03 01-02 HERALD (NOBLE) 80
• • 11-15 18-38 • • BAILIFF (MANOR) 5
01-00 • • • • •CHIEFTAIN (TRIBAL) 0
• • 16-85 • • • KNIGHT-BACHELOR/LADY 50
• 04-00 86-00 39-00 04-00 03-00 KNIGHT/PATRICIAN/LADY



Occupation Yrs Skills
Animal Trainer 3 Animalcraft/4, Hidework/2, Riding/2
Beggar 1 Rhetoric/5, Intrigue/4, Dagger/4
Cartographer/Artist 5 Drawing/4, Mathematics/2, Script
Cleric/Shaman 3 Depends on deity. See: CHARACTER 23
Cook/Servant 3 Intrigue/4, Rhetoric/4, Cookery/4, Textilecraft/3, Herblore/2
Farmer 4 Agriculture/4, Weatherlore/4, Animalcraft/3
Fisherman 5 Fishing/5, Seamanship/4, Weatherlore/4, Piloting/2, Shipwright/2
Gladiator 4 Initiative/6, 3 Weapons OML+SBx2, Unarmed/5, Physician/2
Herdsman 2 Animalcraft/4, Tracking/3, Survival/3, Weatherlore/4
Hunter/Trapper 5 Tracking/4, 3 Weapons OML+SB, Stealth/4, Foraging/3, Survival/3, Hidework/2, Fletching/2
Laborer 1 Intrigue/4
Longshoreman 1 Intrigue/4, Seamanship/2
Prostitute/Pimp 1 Lovecraft/4, Intrigue/4, Dagger/4
Ratter 3 Ratcraft/5, Dogcraft/4, Net/3, Club/5, Herblore/2
Sage/Tutor 5 Folklore/4, Mathematics/2, 2nd Language, Two Scripts
Scribe 5 Drawing/3, Mathematics/2, 2nd Language, Three Scripts
Soldier 4 Depends on military unit type. See CHARACTER 27.
Teamster 2 Riding/4, Animalcraft/3, Whip/3, Woodcraft/2
Thatcher 4 Climbing/5, Woodcraft/3, Engineering/2
Toymaker 5 Woodcraft/4, Lockcraft/3, Drawing/3, Hidework/2
Alchemist 7 Alchemy/4, Mathematics/3, Herblore/3, Mining/2, Physician/2, Script
Apothecary 6 Herblore/4, Alchemy/2, Mathematics/2, Physician/2, Script
Astrologer 4 Astrology/4, Mathematics/3, Drawing/3, Tarotry/2, Script
Chandler 4 Three reasonable crafts at SBx3, Alchemy/2, Metalcraft/2, Script
Charcoaler 3 Timbercraft/3, Survival/3, Woodcraft/2, Metalcraft/2
Clothier 6 Textilecraft/4, Hidework/3, Jewelcraft/3, Script
Courtesan 3 Lovecraft/5, Intrigue/5, Singing/5, Musician/3, Dancing/3, Script
Embalmer 7 Embalming/4, Woodcraft/2, Alchemy/2, Perfumery/2, Script
Glassworker 7 Glassworking/4, Ceramics/2, Alchemy/2, Script
Harper/Skald 7 Singing/5, Folklore/4, Oratory/4, Musician/4, 2 x Musician/3, Woodcraft/3, Script
Hideworker 5 Hidework/4, Textilecraft/2, Alchemy/2
Innkeeper 5 Brewing/4, Cookery/4, Rhetoric/4, Intrigue/4, 2nd Language, Script
Jeweler 7 Jewelcraft/4, Metalcraft/3, Mining/2, Script
Lexigrapher 5 Hidework/4 (parchment/vellum), Inkcraft/4, Drawing/3, Scripts (2)
Litigant 7 Law/4, Oratory/5, Rhetoric/5, Intrigue/5, 2nd Language, Script
Locksmith 6 Lockcraft/4, Metalcraft/3, Woodcraft/2, Script
Mage (Shek-Pvar) 7 Depends on Convocation. See: CHARACTER 25
Mason 7 Masonry/4, Woodcraft/3, Engineering/3, Mathematics/2, Script
Mercantyler 6 Rhetoric/5, Intrigue/5, Mathematics/3, Law/2, One Weapon OML, 2nd Language, Script
Metalsmith 6 Metalcraft/4, Mining/2, Weaponcraft/2
Miller/Millwright 6 Milling/4, Engineering/3, Agriculture/3, Script
Miner 6 Mining/4, Engineering/3, Woodcraft/2, Metalcraft/2, Jewelcraft/1
Ostler 5 Horsecraft/4, Riding/4, Hidework/3
Perfumer 6 Perfumery/4, Alchemy/3, Herblore/3, Embalming/2, Script
Physician 7 Physician/4, Herblore/3, Alchemy/3, Script
Pilot 9 Piloting/4, Weatherlore/4, Seamanship/3, Drawing/3, One weapon OML, Shipwright/2, Mathematics/2, Script
Potter 6 Ceramics/4, Glassworking/2
Salter 4 Mining/3, Cookery/4, Survival/3, Fishing/3, Herblore/1
Seaman 5 Seamanship/4, Climbing/5, Club/5, Dagger/4, Fishing/3, Weatherlore/3, Piloting/2, Shipwright/2
Shipwright 7 Shipwright/4, Woodcraft/3, Timbercraft/3, Metalcraft/2, Mathematics/2, Seamanship/2, Script
Tentmaker 5 Textilecraft/3, Hidework/3, Woodcraft/2
Thespian 7 Acting/4, Oratory/4, Singing/4, Musician/3, Drawing/3
Thief (Lia-Kavair) 3 Legerdemain/4, Awareness/5, Stealth/4, Intrigue/4, Lockcraft/3, Club/5, Dagger/4, Acrobatics/2
Timberwright 6 Timbercraft/4, Survival/3, Weatherlore/4, Woodcraft/3
Weaponcrafter 7 Weaponcraft/4, Two Weapons OML, Metalcraft/3, Fletching/3, Mining/2
Woodcrafter 7 Woodcraft/5, Metalcraft/2, Hidework/2
Herald 5 Heraldry/4, Oratory/4, Rhetoric/4, Intrigue/5, Drawing/4, 2nd Language, Script (+ Knight skills to OML)
Knight Bachelor 7 See: CHARACTER 27
Knight/Bailiff 7 Knight Bachelor, plus Law/3, Agriculture/2.
Lady 7 Intrigue/5, Folklore/4, Needlework/3, Dancing/3, Heraldry/3, Astrology/2, Drawing/2


Copyright © 2003, N. Robin Crossby and Columbia Games, Inc. HârnMaster
Version 3.01
SKILLS 3
PHYSICAL COMMUNICATION RELIGION COMBAT
SKILL ATTRIBUTES SUNSIGN OML SPECIALTIES (Optional)
Acrobatics STR AGL AGL Nad+2; Hir+1 SBx2 Trapeze, Tumbling, Vaulting, etc.
CLIMBING STR DEX AGL Ula/Ara+2 SBx4 None.
❑CONDITION STR STA WIL Ula/Lad+1 SBx5 None.
Dancing DEX AGL AGL Tar+2; Hir/Tai+1 SBx2 Different styles may be specialties.
JUMPING STR AGL AGL Nad/Hir+2 SBx4 High Jump, Long Jump.
Legerdemain DEX DEX WIL Sko/Tai/Tar+2 SBx1 Pursecutting, Conjuring, etc.
Skiing STR DEX AGL Mas+2; Sko/Lad+1 SBx1 None.
STEALTH AGL HRG WIL Hir/Tar/Tai+2 SBx3 None.
Swimming STA DEX AGL Sko+1; Mas/Lad+3 SBx1 None.
THROWING STR DEX EYE Hir+2; Tar/Nad+1 SBx4 None.
SKILL ATTRIBUTES SUNSIGN OML SPECIALTIES (Optional)
Acting AGL VOI INT Tar/Tai+1 SBx2 None.
AWARENESS EYE HRG SML Hir/Tar+2 SBx4 None.
INTRIGUE INT AUR WIL Tai/Tar/Sko+1 SBx3 None.
Lovecraft CML AGL VOI Mas/Ang+1 SBx3 GM Discretion.
Mental Conflict AUR WIL WIL None SBx3 None.
Musician DEX HRG HRG Mas/Ang+1 SBx1 Each instrument is a separate skill.
ORATORY CML VOI INT Tar+1 SBx2 None.
RHETORIC VOI INT WIL Tai/Tar/Sko+1 SBx3 Command, Diplomacy, Intimidation.
SINGING HRG VOI VOI Mas+1 SBx3 Different styles may be specialties.
Language VOI INT WIL Tai+1 Skills 11 Each Language is a separate skill.
Script DEX EYE INT Tar/Tai+1 70+SB Each Script is a separate skill.
RITUAL ATTRIBUTES SUNSIGN OML SPECIALTIES
Agrik VOI INT STR Nad+2; Ang/Ahn+1 SBx1 Liturgy, Theology, Scriptor
Halea VOI INT CML Tar+2; Hir/Mas+1 SBx1 Liturgy, Theology, Scriptor
Ilvir VOI INT AUR Sko+2; Tai/Ula+1 SBx1 Liturgy, Theology, Scriptor
Larani VOI INT WIL Ang+2; Ahn/Fen+1 SBx1 Liturgy, Theology, Scriptor
Morgath VOI INT AUR Lad+2; Ahn/Mas+1 SBx1 Liturgy, Theology, Scriptor
Naveh VOI INT WIL Mas+2; Sko/Tar+1 SBx1 Liturgy, Theology, Scriptor
Peoni VOI INT DEX Ara+2; Ang/Ula+1 SBx1 Liturgy, Theology, Scriptor
Sarajin VOI INT STR Fen+2; Ara/Lad+1 SBx1 Liturgy, Theology, Scriptor
Save-K’nor VOI INT INT Tai+2; Sko/Tar+1 SBx1 Liturgy, Theology, Scriptor
Siem VOI INT AUR Hir+2; Fen/Ula+1 SBx1 Liturgy, Theology, Scriptor
SKILL ATTRIBUTES SUNSIGN OML SPECIALTIES (Optional)
INITIATIVE AGL WIL WIL None SBx4 None.
UNARMED STR DEX AGL Mas/Lad/Ula+2 SBx4 Brawling, Wrestling, Martial Arts.
Riding DEX AGL WIL Ula/Ara+1 SBx1 Always averaged with Steed Initiative.
Axe STR STR DEX Ahn/Fen/Ang+1 SBx3 Battleaxe, Handaxe, Shorkana, Pickaxe, Sickle, Warhammer.
Blowgun STA DEX EYE Hir+2; Tar/Nad+1 SBx4 None.
Bow STR DEX EYE Hir/Tar/Nad+1 SBx2 Crossbow, Hartbow, Longbow, Shortbow.
Club STR STR DEX Ula/Ara+1 SBx4 Club, Mace, Maul, Morningstar.
Dagger DEX DEX EYE Ang/Nad+2 SBx3 Dagger, Keltan, Knife, Taburi.
Flail DEX DEX DEX Hir/Tar/Nad+1 SBx1 Ball & Chain, Grainflail, Nachakas, Warflail.
Net DEX DEX EYE Mas/Sko/Lad+1 SBx1 Cloak, Net, etc.
Polearm STR STR DEX Ang/Ara+1 SBx2 Lance, Glaive/Bill, Jousting Pole, Pike, Poleaxe.
Shield STR DEX DEX Ula/Lad/Mas+1 SBx3 Buckler, Kite, Knight, Round, Tower shields.
Sling DEX DEX EYE Hir/Tar/Nad+1 SBx1 Sling, Staffsling.
Spear STR STR DEX Ara/Fen/Ula+1 SBx3 Javelin, Staff, Trident.
Sword STR DEX DEX Ang+3; Ahn/Nad+1 SBx3 Bastard Sword, Battlesword, Broadsword, Estoc,
Falchion, Longknife, Mang, Mankar, Shortsword.
Whip DEX DEX EYE Hir/Nad+1 SBx1 Isagra, Whip.
See: HârnPlayer for weapon descriptions.
AUTOMATIC SKILLS: The skills listed in CAPITAL letters are automatic skills
Copyright © 2003, N. Robin Crossby and Columbia Games, Inc. HârnMaster
Version 3.01
SKILLS 4 CRAFTS & LORE
LORE/CRAFT ATTRIBUTES SUNSIGN OML SPECIALTIES (Optional)
Agriculture STR STA WIL Ula/Ara+2 SBx2 Different crops may be specialties.
Alchemy SML INT AUR Sko+3; Tai/Mas+2 SBx1 Different techniques may be specialties.
Animalcraft AGL VOI WIL Ula/Ara+1 SBx1 Horsecraft, Oxcraft, Birdcraft, etc.
Astrology EYE INT AUR Tar+1 SBx1 Astromancy, Astronomy.
Brewing DEX SML SML Sko+3; Tai/Mas+2 SBx2 Different beverage types may be specialties.
Ceramics DEX DEX EYE Ula/Ara+2 SBx2 Different artistic styles may be specialties.
Cookery DEX SML SML Sko+1 SBx3 Cultural, religious, and regional specialties.
Drawing DEX EYE EYE Sko/Tai+1 SBx2 Cartography, Painting, Sketching, etc.
Embalming DEX EYE SML Sko/Ula+1 SBx1 Cultural, religious, and regional specialties.
Engineering DEX INT INT Ula/Ara+2; Fen+1 SBx1 Fortifications, Mills, Siege Engines, etc
Fishing DEX EYE WIL Mas/Lad+2 SBx3 Different techniques may be specialties.
Fletching DEX DEX EYE Hir+2; Tar/Nad+1 SBx1 Bowyer, Fletcher.
Folklore VOI INT INT Tai+2 SBx3 Cultural and/or regional specialties.
Foraging DEX SML INT Ula/Ara+2 SBx3 Different climate/terrain types may be specialties.
Glasswork DEX EYE WIL Fen+2 SBx1 Different styles may be specialties.
Heraldry DEX EYE WIL Sko/Tai+1 SBx1 Cultural and/or regional specialties.
Herblore EYE SML INT Ula+3; Ara+2 SBx1 Different climate/terrain types may be specialties.
Hidework DEX SML WIL Ula/Ara+1 SBx2 Tanning, Parchment, Taxidermy, Leatherworking, etc.
Jewelcraft DEX EYE WIL Fen+3; Tar/Ara+1 SBx1 Goldsmith, Silversmith, Gemcutter, Designer, etc.
Law VOI INT WIL Tar/Tai+1 SBx1 Cultural and/or regional specialties.
Lockcraft DEX EYE WIL Fen+1 SBx1 Lockmaker, Lockpicker, Fine Mechanician, etc.
Masonry STR DEX INT Ula/Ara+2 SBx1 Architect, Builder, Stonecutter, Sculptor, etc.
Mathematics INT INT WIL Tai+3; Tar/Sko +1 SBx1 Algebra, Bookkeeping, Geometry, etc.
Metalcraft STR DEX WIL Fen+3; Ahn/Ang+1 SBx1 Different metal types (Tinsmith, Coppersmith, etc.).
Milling STR DEX SML Ula+1 SBx2 Baking, Milling.
Mining STR EYE INT Ula/Ara+2; Fen+1 SBx1 Different mineral/metal types.
Perfumery SML SML INT Hir/Sko/Tar+1 SBx1 Incense, Scented Oils, Soap, etc.
Physician DEX EYE INT Mas+2; Sko/Tai+1 SBx1 Homeopathy, Surgery, etc.
Piloting DEX EYE INT Lad+3; Mas+1 SBx1 Navigation, Sailing, Specific Waterways, etc.
Runecraft INT AUR AUR Tai+2; Sko+1 SBx1 Regional styles may be specialties.
Seamanship STR DEX AGL Lad+3; Mas/Sko+1 SBx2 Rowing, Sailing (small boats), Sculling.
Shipwright STR DEX INT Lad+3; Mas+1 SBx1 Naval Architecture, Sailmaking, etc.
Survival STR DEX INT Ula+2; Ara+1 SBx3 Different climate/terrain types may be specialties.
Tarotry INT AUR WIL Tar/Tai+2; Sko/Hir+1 SBx1 Regional styles may be specialties.
Textilecraft DEX DEX EYE Ula/Ara+1 SBx2 Embroidery, Needlework, Tailoring, Weaving, etc.
Timbercraft STR DEX AGL Ula+3; Ara+1 SBx2 Cutting, Felling, Tree Care, etc.
Tracking EYE SML WIL Ula/Ara+3 SBx2 Specialist for any race or creature type.
Weaponcraft STR DEX WIL Fen+3; Ahn/Ang+1 SBx1 Weapon or Armour group (eg. Swords or Mailcraft).
Weatherlore INT EYE SML Hir/Tar/Mas/Lad+1 SBx3 Different climate types may be specialties.
Woodcraft DEX DEX WIL Ula+2; Ara/Lad+1 SBx2 Cabinetry, Carpentry, Cooper, Carving, Wheelwright
The GM
GM, 5 posts
Wed 10 Mar 2021
at 20:29
  • msg #3

Workshop thread...

--Birth-Early Childhood

--Childhood (8 to 12)

--Teenhood (13 to 16)

--Young Adulthood (17-18)

--Early Adulthood (19-onward)





BIRTH AND EARLY CHILDHOOD (birth to 7 years, or the human equivalent of 7 years):

--Character Species: Pick a character species for your character. Anything is allowed as long as it's not bigger than 8 feet tall (if bipedal. If not bipedal, it shouldn't be larger than  a centaur).

--Culture that raised you: Pick the culture you were living in when you were a child (3 to 7 years old (or the equivalent of humans being 3 to 7 years old)). If you were raised among a very small community of refugee dwarves, BUT part of a much larger community of elves, explain that.

--Wealth of Community: Roll 1d6:
1 prosperous. Subtract -1 from your roll on the next table.
2-4 average.
5-6 poor. Add 1 to your roll on the next table.

--Social Status of Who Raised You: Roll 1d10:
1 very wealthy
2 wealthy
3 well-off
4-5 average
6-7 struggling
8 poor
9 dirt poor
10 roll again



The 12 constellations and birthsigns:
1 horse.  Earth      I move.
2 dragon. Fire       I burn.
3 archer. air        I challenge.
4 castle. earth      I support.
5 drake.  Fire       I strike.
6 ship.   water      I float.
7 hand.   fire       I change.
8 sword.  air        I cut.
9 eagle.  air        I soar.
10 orca.  water      I hunt.
11 mountain. earth   I stand.
12 wave.  Water      I continue.



Area of birth: 1d20
1--Arctic
2-3--River, Coast, or Ship
4--Desert
5--Forest
6--Jungle
7-8--Plains
9--Mountains
10-11--Hills
12--Swamp or Marsh
13--Caverns
14--The Megalopolis (a huge and ancient abandoned city (although newcomers have moved into the edge of it) that's almost solid tall buildings, narrow streets, and rooftops so close together that an athletic young person can run and jump from one to another with only mild risk)
15-20--roll again





Young Adulthood Table: Before I Started Adventuring, I was... and it made me...

1--A Guttersnipe, growing up on the streets.
----Skeptic: disbelieving of things unproven
----Aggressive: assertive, bold, enterprising

2--A Drifter, spending life on the move.
----Mysterious: has an air of mystery about you

3--A Frontiersperson, growing up out in the wilderness.
----Quiet: rarely talks
----Grim: unsmiling, humorless, stern of purpose


4--A Farm Hand, working on growing crops.
----Dreamy: a distant daydreamer

5--A Soldier, trained since youth to battle as part of an army (or smaller fighting force).
----Quiet: rarely talks
----Follower: prefers to let others lead
----Grim: unsmiling, humorless, stern of purpose


6--A Mariner, sailing lakes and/or seas.
----Humorous: appreciates humor and likes to joke


7--A Gladiator, performing showy (but partly real) fights for money.
----Loquacious: talks and talks and talks and...
----Extroverted: outgoing
----Aggressive: assertive, bold, enterprising


8--An Ascetic, sequestered in study of lore.
----Curious: inquisitive, needs to know
----Introverted: focus one's interests in oneself
----Logical: uses deductive reasoning
----Teetotaler: abstains from drinking alcohol.
----Truthful: always tells the truth.

9--An Artisan, making things with your hands.
----Quiet: rarely talks

1--Blacksmith: maker of iron goods.
2--Stone Mason: shapes and lays stone.
3--Bowyer: makes bows.
4--Baker: bakes bread.
5--Carpenter: builds with wood.
6--Tanner: prepares leather.
7--Rope and Net Maker.
8--Leather Worker: makes leather goods.
9--Basket weaver: maker of baskets and wickerware.
10--Fletcher: makes arrows.
11--Sailmaker: guess what
12--Animal Trainer: trains common animals like dogs or horses.
13--Whitesmith: works with softer metals than steel.
14--Jeweler: a maker and assessor of fine jewlry.
15--Cartographer: surveyor and map maker.
16--Apothecary: a pharmacist, medicine maker.
17--Scribe/Illuminator: copies and/or illustrates manuscripts.
18-20: roll again


10--A Noble, living an easy life of wealth.
----Loquacious: talks and talks and talks and...
----Foppish: vain, preoccupied with appearance
----Immaculate: clean and orderly
----Extroverted: outgoing
----Materialistic: puts emphasis on possessions
----Leader: takes initiative, can take command
----Romantic: given to feelings of romance
----Frivolous: flighty, harebrained, rarely serious
----Aloof: distant from others, even cold


For random traits:
1----Skeptic: disbelieving of things unproven
2----Aggressive: assertive, bold, enterprising
3----Mysterious: has an air of mystery about you
4----Quiet: rarely talks
5----Grim: unsmiling, humorless, stern of purpose
6----Dreamy: a distant daydreamer
7----Follower: prefers to let others lead
8----Grim: unsmiling, humorless, stern of purpose
9----Humorous: appreciates humor and likes to joke
10---Loquacious: talks and talks and talks and...
11---Extroverted: outgoing
12---Curious: inquisitive, needs to know
13---Introverted: focus one's interests in oneself
14---Logical: uses deductive reasoning
15---Foppish: vain, preoccupied with appearance
16---Immaculate: clean and orderly
17----Materialistic: puts emphasis on possessions
18----Leader: takes initiative, can take command
19----Romantic: given to feelings of romance
20----Frivolous: flighty, harebrained, rarely serious
21----Aloof: distant from others, even cold
22----Teetotaler: abstains from drinking alcohol.
23----Truthful: always tells the truth.
24-100 roll again





Birth Occurance:
--1: Unnaturally potent storms raged at the time.
--2: Character born at exactly Midnight. Roll 1d3 on the following subtable:
1: +l to anything involving magic between midnight and dawn
2: Night Vision (see in dark as if day).
3: +1 bonus for any stealth-related activity (sneaking around, hiding, etc.).
--3: Character was born at exactly Noon. +l to anything involving magic from dawn to noon
--4: Wolves and/or dogs set up a howling at the moment of the character's birth.
--5: All milk in the area soured at character's birth.
--6: Water froze (for no good reason) by itself.
--7: Seasonally unnatural weather occurred.
--8: A seer declares that the character will be afflicted by an ancient family curse (that the character's family thought was just a legend).
--9: A goose laid a golden egg when character was born. Roll a d10. If the result is 7-9, the character still has the egg. If the result is 10, he or she has the egg and it is magical.
--10: The sky darkened when character was born (like an eclipse). If born at night, the moon and stars went dark briefly.
--11: The house became infested with non-venomous snakes the next day (probably temporarily).
--12: Character is born with an unusual birthmark
--13: Character born with "second sight."
--14: A mysterious stranger bestows a gift on the character at birth
--15-20: nothing unusual happened




YOUNG ADULTHOOD:

Events: roll 1d20:


--1. The community or nation goes to war.

--2. Character's friends involve them in illegal activities. (see next table)

--3. Character runs away from home. Roll on the subtable below to select the events which then occur:
1. They never return.
2. They return after ld8 days, having learned an important lesson (name/describe it!)
3. They return after 1d4 months, having learned an important lesson (name/describe it!)
4. They join a circus, carnival, or group of performers.
5. They join up with criminals or bandits or pirates. (see next table)
6. They join up with people of another species.
7. They wander the land, one step ahead of the authorities, living by wits. +1 bonus to surviving in environment type of choice.
8. Character has a religious experience. (Describe/explain.)
9. Family has great plans for character's future and expects character to fulfill those plans.
10. Rivals force the character's family to move to a new locale, probably in another country, or face reprisals.

--4: Your character gets a patron who takes an interest in their career/talents/abilities.

The patron is (roll 1d8):
1. Someone of a different species.
2. A member of the local nobility.
3. The head of a guild.
4. A Mercenary Leader.
5. A Religious Official.
6. An important person in the local Thieves' Guild.
7. An important person in the local Bards' Guild.
8. An important and wealthy merchant.

The patron:
1. Patron provides for the character to have a better education.
2. Patron trains character (or arranges for the character to be trained) in the use of a particular weapon.
3. Patron introduces character to several very influential people, the kind of people who often hire mercenaries and/or adventurers.


--5-20: Nothing unusual happens.




The Criminal Table: if another table told you to go here (or if you just want to), roll 1d4:
1--Petty theft. The character (and several pals?) steal things they want or need. They act in violation of any organized thieves guild.
2--Organized guild thievery. The character is part of a thieves guild, under the direction of guild masters and senior thieves. The thieves are not a crime network but simply limit themselves to stealing and smuggling.
3--Organized crime. This is a crime network with a high set of morals and standards for its own members, but treats the rest of the world as ripe for plunder.
4--Independent criminal. The character is heavily involved in one or more of the following activities. Roll 1d6 on the subtable below:
1 Hired muscle
2 Burglary, of a home or business
3 Smuggling
4 Violating Curfew (for some reason... romance?)
5 Stealing animals//poaching
6 Gang/Piracy/Banditry. The character is part of a gang/bandits/pirates.



Early Adulthood table: Motivation. WHY are you an adventurer? Choose 1 (or 2):

1--Revenge. Somebody did something to the character or someone he cares about and now he's gonna pay them back.

2--Working out a past event. One of the events that happened to the character in his past left something unresolved.

3--Faith. The character's greatest desire is to serve his deity (or higher power or ancestors or whatever) to the fullest possible extent. Every action will be weighted based on the teachings of the religion and the extent of his personal belief. (Please note that characters motivated by Faith need not be perfect and good and holy all the time!)

4--Discovery of the truth. This is finding the truth about something. The character has learned that something they were told in the past is not really the way they were told it was. The goal is to find out the true story, even if the truth hurts.

5--Love. The character lives life only to serve someone they love (maybe a child). They put this person's welfare and happiness above their own.

6--Wealth acquisition. (But why does the character want or need the money, exactly? Is there a special reason?)

7--In the Name of Learning. The character seeks to advance the frontiers of some field of study.

8--Altruism. Other people always need help, and the character is determined to help them (this motivation is easily combined with Faith).

9--Pleasure. The character's goal is to provide pleasure for themself, to have fun, to feel good. This can range from simply having a full belly and warm place to sleep, to living in luxury.

10--Power! Some people have a need to have the world at their command, whether because it's a part of revenge, love, altruism, or the acquisition of wealth or learning or something else.

11--Insight. This is the search for spiritual enlightenment, separate from the search for knowledge. It almost always involves an attempt by the character to improve himself through better understanding of himself and others.

12--To be the best. The strongest, the fastest, the most skilled, the most knowledgeable.

13--To Find Something or Someone.

14--Survival. The goal is to stay alive. In some sense, this is assumed by other motivations since staying alive is usually a necessary part of the goal. However, here it is in its pure form: the character is striving just to stay alive, probably against odds that would frighten or overwhelm others.

--(If you want to try this being random, roll 1-14. on 15-20, roll again)



Early Adulthood table: Hobby:
1--Collect Something (weapons, insects, books, jewelry, religious symbols, etc.)
2--Cooking (might specifically like collecting recipes/spices)
3--Play a musical Instrument (brass, wind, stringed, percussion, harpsichord, etc.)
4--Sing
5--Write Creatively (poetry, histories, biographies, plays)
6--Draw, paint or sculpt.
7--Needlework (crochet, needlepoint, sewing).
8--Archery
9--Fishing
10--Read for enjoyment (in general)
11--Study. Roll a d6 to determine the character's area of interest:
--1 History
--2 Military history, specifically
--3 Astrology
--4 Religion
--5 Other Cultures
--6 Legends and lore
12: roll again


Early Adulthood Table: Military service: Roll 1d10. On a 2-10, the character has had no military service. On a 1, roll 1d10 below:
1--Infantry: armed and armored foot soldiers. The character has served as a grunt or sword-sharpener (or drummer?) in the infantry.
2--Archers: Bowmen or crossbowmen. The character has served as a bowman or crossbowman in the infantry.
3--Light Cavalry: Not heavily armored. Includes lancers and horse archers. The character has served as a groom or sword-sharpener or other assistant to a light cavalry division.
4--Heavy Cavalry: Armored knights, usually. The character has served as a groom, armor-polisher, sword-sharpener, or squire for a heavy cavalry unit.
5--Mercenaries: Any band of warriors for hire. Usually followers of a charismatic leader. The character has served as armor-polisher, sword-sharpener, or some other assistant.
6--Navy: Primarily sailors who may double as marines. The character has served as a deck-swabber or lookout or cook's assistant or something else minor on a ship.
7--Special Forces: Adventurers. The character has served as a minor assistant to adventurers, probably as a porter carrying stuff where a mule couldn't (or wouldn't) go.
8--Artillery: those in charge of guarding, operating, and moving catapults, battering rams, siege towers. The character has served as an assistant to such crews.
9--Logistics: quartermasters, engineers, cartographers, etc. The character has served as a gofer or messenger for such persons.
10--roll again




Finally, your character will get an Adventurer Ranking. Your Adventurer Ranking lets potential employers know what your character has been deemed qualified to do.

After all, an Adventurer isn't just a soldier. The difference is that either will try to stop one person from cruelly killing another person, but a Mayor, Captain, or King can hardly expect a common soldier to try to stop a mindless monster... that's what Adventurers are for!

There are four rankings: Fighter, Mage, Priest, and Rogue.

There are lots of subcategories, but many potential employers don't care about those. All they care about is your character solving their problems.

--Is you solving a dangerous problem most likely going to involve you doing things that normal people couldn't possibly do? If so, you must be a Mage or Priest. If not, a Fighter or Rogue.

--Is you, a non-Mage and non-Priest, solving a dangerous problem mostly going to involve you damaging things with strength and being tough enough to handle possible counterattack? If yes, then you must be a Fighter, not a Rogue.

--Is you, a non-Mage and non-Priest, solving a dangerous problem most likely going to involve you damaging things by being fast and/or stealthy and/or clever? If yes, then you must be a Rogue, not a Fighter.

--If you're not a Fighter nor a Rogue: Would you say that the origin of your abilities to do things no normal person could do comes from one of "the gods" or "nature?" If yes, then you must be a Priest. If no, then you must be some kind of Mage.

And that's all many potential employers care about!

Then again, there are some who are aware of the subcategories (and some even care what they are).

Fighter Rankings:

--If you're a fighter who can fight in heavy armor and can ride a mount or steed at a gallop without falling off, they'll say "oh, you're a Knight." (You might say "no, I'm a Paladin!" or "no, I'm more of a Cavalier," but they'll probably just blink at you and write down Knight.

--If you're a fighter who uses a bow or crossbow and is good at moving quietly outdoors, they'll write down Ranger. (If you say "I'm more of a 'scout,' actually," they'll nod and say "sure, fine," and write down Ranger.)

--If you're a fighter who can Berserk, they'll write down Berserk or Berserker (even if you're like "I prefer the term Barbarian actually because--")

--If you're a fighter who doesn't use any weapons or armor (or, gods help you, either), they'll write down Martial Artist (even if you're like "I prefer the term Monk actually because--")


Mage Rankings:

--They don't care if you want to call yourself a Wizard or a Sorcerer-- they'll write down Mage.

--Then there's Warlocks. If your character is asked how you're able to do things no normal human can do (and they will ask), and you say "well it comes not exactly from a god nor from 'nature,' but from a deal I made with a--" They'll stop you immediately and say "--whoa, stop, too much information, I get the picture" and they'll write down Warlock. (They feel that the less details they know, the better.)

Priest Rankings:

--There are only two types of Priest rankings, as far as potential employers are concerned: those who get the power to do things no normal person can do from a god are Clerics, and those who can do those things because of "nature" are Druids. Paladins, of course, are known to also often be able to have their prayers answered with rather direct miracles like clerics, but their most-used recourse for solving problems usually seems to be "hit the problem with a weapon," so they're classified as Fighters, anyway. Potential employers are not here to solve problems of philosophy, theological nor otherwise. Solving problems is what your character is for, not them.

Rogue Rankings:

--If you tell a potential employer you're a qualified Rogue, they'll likely ask you "so, you're the kind that's stealthy and fast and clever?" If you say yes, they'll just write down Thief without wanting to hear the details, whether you think you're a Thief exactly or not.

--The other kind of Rogue that most are familiar with is the Bard. Everyone knows that Bards can perform in some way (singing, chanting, playing music or drumming or whatever) and produce amazing magical effects.

--There's also a different subset of Rogue, the Sage, which is like a Bard as far as brains, but specializes in legends and lore about the past-- especially magical items and monsters and things that Adventurers are most interested in.


So, that's it! Every character starts with 1 Adventurer Rank of your choice.

When you level up, you can pick another class, or stick with your own. Getting qualified in another class involves taking a little time off (a day or two at first, and then more as one rises in a given Rank) and sometimes paying a little money, but trainers are plentiful. (Raising your rank in the class you already have costs nothing extra, and takes hardly any extra time.)

So if you start at Level 1 (which you will) and then you level up 3 times, you can be a fighter who can cast a few spells, heal people, and pick locks if you want to be. Why the heck not?

So let's talk about Leveling Up: It happens when you amass 4 xp points + your level. (So at level 1, you need 5 points to level up to level 2. To then level up to level 3, you need 6 more xp points).

You get xp points by failing rolls with final results of 6 or lower, and also by achieving goals in the game, such as completing missions...




Stats: Distribute the following numbers: 16 (+2), 14 (+1), 12, 10, 8 (-1)

Forceful:
Agile:
Insightful:
Charming:
Confident:

--Forceful = tough and strong
--Agile = agile and/or sneaky
--Insightful = noticing things, remembering things, and figuring things out
--Charming = fast talkers and/or leaders
--Confident = doing things confidently and/or with focused concentration (like doing many types (though not all types) of magic/miracles)



Fighter:
--Knight (paladin, cavalier, whatever)
--Ranger (scout, whatever)
--Berserker
--Martial Artist
Mage:
--Mage (wizard, sorcerer, whatever)
--Warlock
Priests:
--Cleric
--Druid
Rogue:
--Thief
--Bard
--Sage
This message was last edited by the GM at 12:59, Thu 01 Apr 2021.
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