Motivation: Survival. - The goal is to stay alive.
Fantasy Character Race: Dwarf - Stalwart, short, stocky humanoids, with long beards and dour personalities, They are longer-lived than men; are excellent metal and stone workers; renowned as fighters; and often found in underground cities. Dwarves can be gruff, grumpy, gloomy or rowdy, often trusting none but themselves. Culture: Culture is never higher than Civilized. For racial events, use Table531: Dwarvish Events.
Culture: Decadent Civilized - Native to UrbanThese are Civilized Cultures past the peak of their prime. Decay has begun to set in at all levels and the people have beccme hedonistic and jaded. The government seems 10 have become self-perpetuating and careless of the people's needs. Although government suppcrt of the Poor is predominant, previousfy common civil liberties and sorvices begin to disappear. Inflation is often rampant. Historical examples include: the latter centuries of the Roman empire. Fictional examples of doc~dent Culture include: Robert E. Howard's Stygians, Michael Moorcock's Melniboneans, Fritz Leiber's Lankhmarites and Raymond Feist's Tsuranuanni of Kelewan.Gameptay Benefits: Characters from Decadent Civilizations have an increased resistance to cxx::urrences that might cause insanity (such as exposure to horror, violence or drugs). Any chance of going insane is reduced by 100/o. Some might say this is because such characters are already insane. Survfval Skills: Urban - Rank 3 abilny in cnies (Urban) and Rank 1 survival skills in the Wilderness.Literacy: A character from a Decadently Civilized Culture has only a 20% chance to be lnerate in his or her native language and a 1 0% chance to be literate in the language of another Culture or ccuntry.Roleplay: It is not uncommon for citizens of these Cultures (even tho lowliest slaves and beggars) to believe that their Culture is not only at its dynamic prime, but that it and they are vastly superior to everything else. A character from this Culture could easily have a haughty attitude, looking down his or her nose at every1hing. Simpfe pleasures might easily bore a person from this Culture. On the other hand, they cculd be so foreign to the character that they intrigue him or her to no end.
Social Status: Destitute - These individuals are considered the dregs of society. They often lack property and a permanent home. Some are unemployed and unable to find work, while others are indentured to a master, living at their mercy. Primitives, in particular, often struggle to survive on the meager resources the land provides.Their primary focus is on foraging and scavengingthis is a life of mere survival with no luxuries. Money is scarce, and any income goes directly toward staying alive. This group includes people like non-guild beggars, street dwellers, serfs, sharecroppers, rural bandits, some slaves, and unfortunate primitives.
Life Period: Childhood -
Underworld, How it started: Living above Means - The character wants to live a lifestyle he could otherwise not afford.
Underworld, Type of Crime: Burglary - The character is heavily involved in Burglary.
Underworld, Events: Corrupt Politician - The character discovers that a prominent and popular government official is really the head of a major crime ring. The official is unaware of the character's knowledge.
Birth Legitimacy?: Legitimate - Legitimate Birth
The Family: Mother & Father - Mother and Father only (not extended family)
Siblings: 2 - Two Siblings
Birth Order : A "middle" child. -
Time of Birth : Born in the Winter -
Place of Birth : Hospital - In a hospital or healers guild hall.
Unusual Births: 2 - Two unusual occurrences..
Unusual Birth Circumstances : Stranger with Gifts - A Mysterious stranger bestows a gift on the character at birth
Gifts & Legacies: Papers - A pouch of papers containing a treasure map.
Gifts & Legacies: About this item...: None Special about this item
Unusual Birth Circumstances : Childbirth Death - Mother died in childbirth..
Parents & NPCs : HoH Single Occupation - Head of household (NPC) has one occupation.
Occupations, Culture: Civilized-Decadent -
Civilized Occupations Selection: Lower Class Occupation -
Civilized Occupations: Lower Class: Sharecropper - works another's lands
Parent 1
Civilized Occupations Selection: Special Occupation -
Special Barbarian Occupations: Craftsman - Crafter of things
Crafter: Instrument Maker - Musical instruments.
Parents & NPCs Noteworthy Items: Serious Wounds - NPC was horribly wounded once.
Serious Injuries: Lost Teeth - Lose 3 teeth.
Serious Injuries, About this Injury ...: Nothing - Nothing notable.
Parents & NPCs Noteworthy Items: Gift or Legacy - NPC possesses an unusual item.
Gifts & Legacies: Staff - A bound wooden staff.
Gifts & Legacies: About this item...: None Special about this item
Parents & NPCs Noteworthy Items: Companion - NPC had a companion.
Companions: Who is it?: A Former Noble - A human that was once a noble.
Nobles: Civilized -
Nobles: Civilized: Hetman - Hetman (Hetwoman): A village leader
Companions: Why are they with you?: Friendly Rivalry - They seek a similar goal and it's a friendly rivalry to see who accomplishes it first.
Companions: What kind of Companion?: Loyal Friend - Companion might lay down his fife for the character. Will support the character in all he does.
Parent 2
Civilized Occupations Selection: Special Occupation -
Special Barbarian Occupations: Craftsman - Crafter of things
Crafter: Tanner - Prepares leather.
Parents & NPCs Noteworthy Items: Personality Quirk - NPC is Noted for his personality. Exotic Side Quirk
Exotic Personality: Allergy - Allergy
Exotic Personality: Allergy: Fur - Additional symptom of constant sneezing.
Exotic Personality: Allergy Strength: Mild - Mild
Parents & NPCs Noteworthy Items: Noteworthy Birth Events - NPC had unusual birth circumstances.
Unusual Birth Circumstances : Twin Sister - Character has a fraternal twin sister.
Unusual Birth Circumstances : Childbirth Death - Mother died in childbirth..
Parents & NPCs Noteworthy Items: Religious - NPC is very religious and constantly seeks to evangelize others to join his religion, faith, or cult.
Deities: Decadent Underworld - Once a solemn caretaker of souls and guardian of cosmic order, this deity is now revered as the master of ownership, finality, and morbid bureaucracy, treating the dead as assets to be claimed and tallied. In decadent belief, resurrection is hated not for disrupting balance, but for denying rightful possession, and devotion is shown through rigid funerary control, soul-binding rites, and the quiet certainty that once claimed, no one is ever truly released.
Sibling 1
Civilized Occupations Selection: Lower Class Occupation -
Civilized Occupations: Lower Class: Miner -
Parents & NPCs Noteworthy Items: Obsession with working out a light quirk - The working out of a light personality trait.
Lightside Traits : Organized - Everything has a place.
Parents & NPCs Noteworthy Items: Unusual Personality Trait - NPC is noted for his extremely unusual personality.
Exotic Personality: Behavior Tag - Behavior Tag
Exotic Personality: Behavior Tag: Stuttering - Reduce Charisma when talking. Spellcasting is more difficult.
Exotic Personality: Trait Strength: Trivial - Feature is barely noticeable, even when actively affecting the character. Special circumstances may have to exist for the feature to come into play.
Parents & NPCs Noteworthy Items: Previous Marriage - NPC has married more than once.
Sibling 2
Appearances: Dresses simply - Wears plain, unadorned clothing.
Civilized Occupations Selection: Special Occupation -
Special Barbarian Occupations: Entertainer - Minstrel, juggler or tumbler.
Parents & NPCs Noteworthy Items: Unusual Personality Trait - NPC is noted for his extremely unusual personality.
Exotic Personality: Several - Several Exotic Traits manifest themselves.
Exotic Personality: Behavior Tag - Behavior Tag
Exotic Personality: Behavior Tag: Multiple Tags -
Exotic Personality: Behavior Tag: Pet Lover - Has many pets. Usually brings one along. Always looking for something else to bring home. May focus on a particular type of animal, cats, dogs, giant amoebae, etc.
Exotic Personality: Trait Strength: Strong - Unless character consciously resists the feature, it manifests itself strongly.
Exotic Personality: Behavior Tag: Unique physical habit - An action which the characier performs unconsciously. Select from following, or create your own winking, rapid blinking, licking or smacking lips, swallowing, rubbing part of face or body, waving hands while speaking, twis ting hair, or snapping or drumming fingers.
Exotic Personality: Trait Strength: Driving - Feature dominates the character's lifecharacter finds it difficult to resist its compulsions.
Exotic Personality: Several - Several Exotic Traits manifest themselves.
Exotic Personality: Behavior Tag - Behavior Tag
Exotic Personality: Behavior Tag: Multiple Tags -
Exotic Personality: Behavior Tag: Know-it-all - Has an opinion or knows the `truth` about everything (but, of course, you already knew that). Actually has a 10% chance to really know the truth.
Exotic Personality: Trait Strength: Weak - Feature is easily sublimated, overcome, or ignored, but is noticeable when actively affecting character.
Exotic Personality: Behavior Tag: Addict - Character's day-to-day existence centers around a chemical substance, such as tobacco, alcohol, narcotics, caffeine, chocolate, etc. Character becomes ugly and unpleasant if deprived of the substance for too long. All skills drop by 1 Rank until character gets a fix.
Exotic Personality: Trait Strength: Trivial - Feature is barely noticeable, even when actively affecting the character. Special circumstances may have to exist for the feature to come into play.
Exotic Personality: Behavior Tag: Slob - Unconcerned about the appearance ol his person or property. Tends to be disorganized where belongings are involved, takes longer to find this.
Exotic Personality: Trait Strength: Strong - Unless character consciously resists the feature, it manifests itself strongly.
Exotic Personality: Behavior Tag: Ego Signature - Character cannot do anything anonymously, but must leave some mark or item that links him with the act (An example is the 'Mark of Zorro').
Exotic Personality: Trait Strength: Average - There is an uneasy balance. Feature is not active unless the character is caught off guard or is too fatigued to control himself.
Exotic Personality: Behavior Tag - Behavior Tag
Exotic Personality: Behavior Tag: Neatnik - This is an obsessively neal person. Personal effects are always clean, polished, sharp, well-organized, and neatly arranged. Dislikes mess and has a 10% chance of having a phobia of dirt and uncleanliness.
Exotic Personality: Trait Strength: Driving - Feature dominates the character's lifecharacter finds it difficult to resist its compulsions.
Exotic Personality: Behavior Tag - Behavior Tag
Exotic Personality: Behavior Tag: Stuttering - Reduce Charisma when talking. Spellcasting is more difficult.
Exotic Personality: Trait Strength: Strong - Unless character consciously resists the feature, it manifests itself strongly.
Parents & NPCs Noteworthy Items: Obsession with working out a dark quirk - The working out of a dark personality trait.
Darkside Traits: Egotistic - Proud and conceited.
Significant Events of Childhood & Adolescence: Underworld Experience - Character's friends involve him or her in illegal activities.
Underworld, How it started: Forced - The character is forced into a crime by criminals who threaten his loved ones.
Underworld, Type of Crime: Kidnapper - The character is heavily involved in Kidnapping.
Underworld, Events: Gang Leader! - The character becomes the leader of a gang or if he is part of a bandit group, he beoomes 1he bandit chief. It a pirate, he beoomes a pirate captain.
Significant Events of Childhood & Adolescence: Betrothed - 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)
Significant Events of Childhood & Adolescence: Runaway! - Character runs away from home and lives with nonhumans.
Nonhumans: Demon Kin - Mortals touched by infernal bloodlines, marked by horns, tails, and glowing eyes, often struggling against prejudice and dark legacies.
Significant Events of Childhood & Adolescence: Companion - Character acquires a Companion.
Companions: Who is it?: Adventurer - An adventurer. If the Companion is relatively more powerlul than the character, assume that the character is his Companion.
Adventurers: Warrior - A fighting man, cavalier, paladin, knight, archer or man-at-arms.
Adventurers : Prowess: A Rank Beginner - Adventuring skills are low.
Companions: Why are they with you?: Protector - The Companion feels a need to protect the character.
Companions: What kind of Companion?: Incurable Romantic - Imagines himseff to always be be questing after some greater goal. Always attempts noble and chivalrous deeds. Always quoting somebody, usually obscure poets.
Significant Events of Adulthood : Inherit Property, Haunted - Character inherits property from a relative. The property is hauntedby a ghost. The ghost is benign, but attempts to scare folks offthe premises to save them from a greater evil within.
Gifts & Legacies: Property: River docks