Motivation: Faith - The character's greatest desire is to serve his deity to the fullest possible extent. Every action will be weighted based on the teachings of the religion and the extent of his personal belief. This is a great motivator for quests and crusadesin the name of the gods. Please note that characters motivated by Faith need not be good guys.
Fantasy Character Race: Human - The most common race in many game systems. If one is familiar with modern examples of humanity, then one has a good basis for humanity when found anywhere else. Culture: May be of any Culture level. Uses standard events tables.
Culture: Civilized - Native to Wilds or UrbanCivilized cultures are most otten noted for central governments (which seem to exist solely for the purpose of ccllecting taxes) and large ctties and stocked wi1h the dubious benefits of civiliza1ion - table manners, royal dynasties, wizards, pro fessional thieves, naval warfare, civil engineering and of ccurse, tax accountants. The hereditary warrior classes have beccme landed gentlefolk as knights and samurai are replaced by paid soldiery. Historical examples include: Persian and Early Roman Empires, imperial China, Serenium kingdom, dynastic Egypt, feudal Japan, the lncan empire. Fictional civilized cultures include: J. R. R. Tolkein's Gondoreans, Raymond Feist's Kingdom of the Isles, and Robert E. Howard's Aquiloneans.Gameplay Benefits: A civilized charaeler has a chance to have develop a hobby. If a Civilized character later changes to a Barbarian or Nomad Culture, he or she will be able to live as if he or she were one Social Status level higher and gain the Culture's survival skills.Survival: Choose either Urban or Wilderness, but character initially has ability in either environment. Literacy: A character from a Civilized Culture has a chance to be literate in his or her native language.Roleplay: Civilized peoples classically take a dim view of lesser cultures, often viewing them as less than human - especially true for those of Well-to-Do and higher Social Status. "Helpful" Civilized folk may feel a need to bring Civilization to lower Culture levels. A civilized character usually feels most at home in a cny and will be aware of what a cny has to offer.
Social Status: Comfortable - This social group represents the middle class of any culture. They typically live in clean, well-furnished homes or apartments, often located in better neighborhoods. They eat regularly and sometimes quite well. Children in these families are frequently educated by tutors.Their luxuries include warm homes, quality food, the ability to hire household help, fine clothing, and family heirloom books. They may own a horse or a buggy for transportation. This group includes professions such as "impoverished" nobility, university professors, scribes, certain craftsmen, highly skilled laborers, lower-level government officials, military officers of lower rank, lesser priests and magicians, shopkeepers, prominent warriors, and lesser chieftains.
Birth Legitimacy?: Legitimate - Legitimate Birth
The Family: Mother & Father - Mother and Father only (not extended family)
Siblings: 4 - Four Siblings
Birth Order : Last born (20% starting money). -
Time of Birth : Born in the Fall -
Place of Birth : Exotic - Exotic Birth Locations.
Exotic Birth Locations : Battlefield. - On a battlefield. The character was born on the battlefield.
Unusual Births: 1 - One unusual occurrence..
Unusual Birth Circumstances : Abandoned in the Forest - Infant character was left to die on hillside by natural parents. Character is subsequently raised by foster parents who discovered the child..
Parents & NPCs : Secret Occupation - Head of household (NPC) doss not have a readily apparent occupation of any kind. When money is needed, it just seems to be available.
Parent 1
Civilized Occupations Selection: Special Occupation -
Special Barbarian Occupations: Career Criminal - One who commits crime.
Criminals: Drug dealer - A drug dealer is a person who illegally manufactures, distributes, or sells controlled substances for profit.
Parents & NPCs Noteworthy Items: Patron - NPC has a patron.
Patrons: Who do you serve?: Reliogious Leader - The head of a religion.
Deities: Decadent Night Goddess - No longer merely the suns rival, she is revered as the mistress of concealment, indulgence, and unseen power, ruling all that thrives beyond scrutiny. Her patronage blesses spies, criminals, courtesans, and secret cults, teaching that truth belongs to those who operate in shadow and that the night exists to hide excess, sin, and ambition.
Patrons: Why do you serve?: Complicated Wager! - The character is part of a complicated wager.
Patron Events: Rival! - Patron has a rival who has threatened the character's life
Rivals: Who is the Rival?: Adventurer - A human Adventurer.
Adventurers: Thief - A rogue, a burglar, robber, or second-story man .
Adventurers : Prowess: A skilled Veteran - Adventuring skills are usually midlevel
Rivals: Why are they a Rival?: Perceived Insult - An insult was percieved.
Rivals: What kind of Rivalry?: Friendly - Rival and character can still be friends. Rival enjoys competing against tha character. Rival may even remain a good friend.
Parent 2
Civilized Occupations Selection: Upper Class Occupation -
Civilized Occupations: Upper Class: Architect - The designer, of grand and glorious buildings like temples, palaces and fortresses.
Parents & NPCs Noteworthy Items: Loving Family - NPC's relationship with his family is particularly loving
Sibling 1
Civilized Occupations Selection: Special Occupation -
Special Barbarian Occupations: Horsemaster - A horse (or other riding mount) breeder and teacher of riding skills.
Parents & NPCs Noteworthy Items: Future event. - Accomplishing a future event.
Significant Events of Adulthood : Unintended Association - A group claims the character acted in its nametruthfully or not. The group publicly attributes the characters actions to its influence, creating confusion and assumptions the character neither confirms nor denies.
Groups: Fence Network - Criminal & Shadow Organization
Parents & NPCs Noteworthy Items: Personality Quirk - NPC is Noted for his personality. Dark Side Quirk
Darkside Traits: Spendthrif1 - Spends money without thought.
Sibling 2
Civilized Occupations Selection: Upper Class Occupation -
Civilized Occupations: Upper Class: Diplomat/Negotiator - establishes or soothes relationships between governments or between businesses and governments.
Parents & NPCs Noteworthy Items: Foreigner - NPC is form a foreign land.
Social Status: Well-to-Do - This class represents the upper middle class or merchants in both barbarian and civilized societies. They typically own large homes, employ household staff like a cook or maid, and have their own private transportation, which allows them to travel. It's not uncommon for them to own more than one home in different cities. Their children receive a private education.Luxuries for this group include elegant furnishings, artwork, extensive libraries, hosting parties, fine clothing, and enjoying occasional exotic foods. This class includes the younger children of nobility, highly successful craftsmen, high-ranking military officers, merchants, ship owners, successful magicians, priests of prominent religions, guild leaders, city officials, and barbarian or nomad chieftains.
Sibling 3
Civilized Occupations Selection: Lower Class Occupation -
Civilized Occupations: Lower Class: Woodcutter -
Parents & NPCs Noteworthy Items: Personality Quirk - NPC is Noted for his personality. Light Side Quirk
Lightside Traits : Diplomatic - Careful lo say the right thing.
Parents & NPCs Noteworthy Items: Gift or Legacy - NPC possesses an unusual item.
Gifts & Legacies: Box - A locked/sealed box.
Gifts & Legacies: About this item...: None Special about this item
Parents & NPCs Noteworthy Items: Secret Identity - NPC has a secret identity.
Sibling 4
Appearances: Unusual speech - Lisping voice. Replace `s` sounds with `th` sounds.
Civilized Occupations Selection: Lower Class Occupation -
Civilized Occupations: Lower Class: Freeman farmer -
Parents & NPCs Noteworthy Items: Secret Identity - NPC has a secret identity.
Parents & NPCs Noteworthy Items: Companion - NPC had a companion.
Companions: Who is it?: A Former Noble - A nonhuman that was once a noble.
Nonhumans: Lizardmen - Primitive humanoid lizard-like creatures who often dwell in swamps and marshes. May be degenerate survivors of an ancient races. Includes dragon and serpent men.
Nobles: Civilized-Decadent -
Nobles: Civilized: Viscount - Viscount (Viscountess): Rules over one or more counts.
Companions: Why are they with you?: Life Debt - Character saved the companion's life. They wish to pay the debt back.
Companions: What kind of Companion?: Good ol' Boy - A down-to-earth type who enjoys simple pleasures like hot food, cold drinks, good company, tall tales, and fast action. Loves a good fight.
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: Addiction - Character develops jaded tastes tor exotic and possibly expensive pleasures.
Significant Events of Childhood & Adolescence: Runaway! - Character runs away from home but returns after 8 days.
Significant Events of Childhood & Adolescence: Runaway! - Character runs away from home to a distant land.
Significant Events of Childhood & Adolescence: Runaway! - Character runs away from home but returns after 4 days.
Significant Events of Adulthood : Inherit Property - Character inherits property from a relative.
Gifts & Legacies: Property: River docks