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: 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.
Birth Legitimacy?: Legitimate - Legitimate Birth
The Family: Guardian - Guardian
Siblings: 4 - Four Siblings
Birth Order : A "middle" child. -
Time of Birth : Born in the Summer -
Place of Birth : Foreign Land - In a foreign land.
Unusual Births: 2 - Two unusual occurrences..
Unusual Birth Circumstances : Family Curse - A seer declares that the character will be afflicted by an ancient family curse (that the character's family obviously thought was long gone). Create a reason for the curse to have been laid upon the family in the first place..
Curses: Multiple - Combine the results in a logical manner.
Curses: Nightmares - Character has recurring nightmares. Loss of sleep cause penalties to the character's abilities due to fatigue (GM's Discretion). The character has a 25% chance each night of having nightmares.
Curses: Tragedies - Two Tragedies occur to the afflicted character in rapid succession.
Tragedic Events: Parent Death - Character`s mother/female guardian is killed by someone`s actions.
Others: Mentor - A Mentor, the wise person who guides the character.
Death of Parent/Guardian, Inheritance: Rich! - The character receives [1d10] times his or her base starting money in cash.
Death of Parent/Guardian, Events: Empty Tomb! - When the character visits the parent's grave, the grave has been opened and the tomb is empty.
Tragedic Events: Possesion Vanish - A favorite, possibly valuable, possession vanishes. It was stolen and a fake left in tts place.
Curses: Magic Vulnerability - The character is particularly vulnerable to magic. The GM and Player work on the specifics to the mechanics.
Curses: Darkside Traits - Take on 4 Darkside personality traits.
Darkside Traits: Unenthusiastic - Can't get excited.
Unusual Birth Circumstances : Weird Water - Water froze or boiled by Itself..