Motivation: Survival. - The goal is to stay alive.
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: 5 - Five Siblings
Birth Order : First born (+20% additional starting money). -
Time of Birth : Born in the Fall -
Place of Birth : Forest - In a forest.
Unusual Births: 1 - One unusual occurrence..
Unusual Birth Circumstances : Metal to Gold - All metal in tho house turned into precious metals.
Parents & NPCs : HoH One Full Time/One Part Time - Head of household (NPC) has one primary occupation which is performed full time and a seccndary occupation which is pertormed on a part time basis.
Occupations, Culture: Primitive -
Primitive Occupations: Warrior - All primitives are warriors if the needarises. This profession usually protects the clan or tribal chieftain and does not hunt or fish to provide food.
Occupations, Culture: Civilized -
Civilized Occupations Selection: Special Occupation -
Special Barbarian Occupations: Healer/Herbalist - One who is wise in the ways ofplant life and medicines.
Parent 1
Civilized Occupations Selection: Lower Class Occupation -
Civilized Occupations: Lower Class: Stone cutter -
Parents & NPCs Noteworthy Items: Future event. - Accomplishing a future event.
Significant Events of Adulthood : Group Aid - The organization used its influence to secure a position for the character, binding them into future compliance.
Groups: Silk Road Council - Mercantile & Trade Power
Parents & NPCs Noteworthy Items: Preventing Future event. - Preventing a future event.
Significant Events of Adulthood : Inherit Property, Haunted - Character inherits property from a relative. The property is hauntedby a ghost. The ghost is an unruly ancestor al the character.
Gifts & Legacies: Property: Workshop
Parent 2
Appearances: Unusual speech - Heavy accent.
Civilized Occupations Selection: Lower Class Occupation -
Civilized Occupations: Lower Class: Peat cutter -
Parents & NPCs Noteworthy Items: Another Social Status - NPC originally of a different Social Status
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.
Parents & NPCs Noteworthy Items: Secret Identity - NPC has a secret identity.
Sibling 1
Civilized Occupations Selection: Special Occupation -
Special Barbarian Occupations: Civilized Occupation -
Civilized Occupations Selection: Lower Class Occupation -
Civilized Occupations: Lower Class: Tinker - repairs pols, sharpens blades.
Parents & NPCs Noteworthy Items: Preventing Future event. - Preventing a future event.
Significant Events of Adulthood : Military - Patriotic Volunteered - Character joins the military. Character patriotically volunteered.
Military Experience, Type of Service (Civilized/Noble): Navy - Primarily sailors who may double as marines. Weapons: sword (Cutlass); javelin & short sword; bow & sword. Armor: small shield, cloth, leather or studded leather. A Noble in this branch of service is always an officer.
Military Skills: Combat: Resist Fatigue - Reduce exhaustion gained from forced marches, long battles, or harsh environments.
Military Skills: Combat: Shield Wall - When adjacent to allies with shields, gain increased defensive bonuses.
Military Skills: Combat: Disarm opponent - Gain bonuses to disarm fore with similar weapon.
Military Skills: Combat: Weapon Disabling - Gain bonuses to damaging or rendering enemy weapons unusable.
Military Skills: Naval: Emergency Repairs - Perform quick repairs during combat or storms.
Military Skills: Naval: Rope Work - Tie, splice, and manage knots and lines.
Military Skills: Naval: Boat Repair - Boat repair.
Military Skills: Naval: Coastal Reconnaissance - Scout coastlines and enemy harbors.
Military Experience, Type of Service (Civilized/Noble): Noncombat duty - A Noble in this branch of service is always an officer.
Noncombat Duty: Mage guard! - Mage guard. Responsible for guarding the military's contingent of wizards.
Military Skills: Combat: Improve/Gain Skill - Improve or gain weapon skill (of choice).
Military Experience, Events: War! Invasion! - A fierce war breaks out as an army from a neighboring land invades. The situation is grim. All noncombat troops are put in the field as light infantry. The characters unit is in the thickest fighting for months and sees more action than most.
Military Experience, Events (Battle!): Battle! - Characler is involved in a major battle. The Character's side lost the battle.
Military Experience, Events (Battle Events!): Very Active Carreer! - Many things happened
Military Experience, Events (Battle Events!): Decorated for Service! - Regardless of performance in battle, the character is decorated for his heroism. If the character is an officer in the service of a Noble, the character is made a knight
Military Experience, Events (Battle Events!): Dereliction of Duty! - Regardless of his performance in battle, the character is accused of dereliction of duty and is court-martialed and demoted one rank.
Military Experience, Events (Battle Events!): Field Promotion! - Character's immediate superior officer is slain and he assumes command (effectivity a field promotion, by one rank.
Military Experience, Events (Battle Events!): Serious casualties - Serious casualties. Character was injured and has an impressive scar to show for it.
Military Experience, Events (Battle!): Battle! - Characler is involved in a major battle. The Character's side wins the battle.
Military Experience, Events (Battle Events!): Heroic Warrior! - Character fought well and with notable heroism. Many comrades owe their lives to his heroics. The character is promoted one rank for his valor (or made an officer if not yet one).
Military Experience, Events (Battle!): Battle! - Characler is involved in a major battle. The Character's side wins the battle.
Military Experience, Events (Battle Events!): Very Active Carreer! - Many things happened
Military Experience, Events (Battle Events!): Cost of Victory! - The victory side suffers light casulties.
Military Experience, Events (Battle Events!): Heroic Warrior! - Character fought well and with notable heroism. Many comrades owe their lives to his heroics. The character is promoted one rank for his valor (or made an officer if not yet one). The character may improve one weapon skill.
Military Experience, Events (Battle Events!): Very Active Carreer! - Many things happened
Military Experience, Events (Battle Events!): Very Active Carreer! - Many things happened
Military Experience, Events (Battle Events!): Very Active Carreer! - Many things happened
Military Experience, Events (Battle Events!): Lone Survivor! - Character is the only survivor of his unit.
Military Experience, Events (Battle Events!): Killed the leader! - Character slays 1he leader of 1he enemy.
Military Experience, Events (Battle Events!): Very Active Carreer! - Many things happened
Military Experience, Events (Battle Events!): Killed the leader! - Character slays 1he leader of 1he enemy.
Military Experience, Events (Battle Events!): Cost of Victory! - The victory side suffers light casulties.
Military Experience, Events (Battle Events!): Valient Warrior! - Character fought well. Many foe died at his hands.
Military Experience, Events (Battle Events!): Decisive Action! - An act of the character reverses the battle's outcome (a losing battle is won, a winning battle lost). The Character is recognized for it (A losing action causes demotion several ranks, a winning action results in a promotion one or more ranks).
Military Experience, Events (Battle Events!): Cowardly! - Character was a coward in battle. No one saw it but the character has to live with it.
Military Experience, Events (Battle Events!): Heroic Warrior! - Character fought well and with notable heroism. Many comrades owe their lives to his heroics. The character is promoted one rank for his valor (or made an officer if not yet one).
Military Experience, Events (Battle!): Battle! - Characler is involved in a major battle. The Character's side wins the battle.
Military Experience, Events (Battle Events!): Annihialation! - The loser's side is utterly destroyed.
Military Experience, Events (Battle!): Battle! - Characler is involved in a major battle. The Character's side lost the battle.
Military Experience, Events (Battle Events!): Tramatic Effect! - The horror of it all causes the character to develop an Exotic Personality Feature.
Exotic Personality: Phobia - Phobia
Exotic Personality: Phobia: Achluophobia - Fear of Darkness
Exotic Personality: Trait Strength: Strong - Unless character consciously resists the feature, it manifests itself strongly.
Parents & NPCs Noteworthy Items: Obsession with working out a light quirk - The working out of a light personality trait.
Lightside Traits : Benign - Gentle, inoffensive.
Parents & NPCs Noteworthy Items: Obsession with working out a dark quirk - The working out of a dark personality trait.
Darkside Traits: Harsh - Ungon11e. sharp-tongued.
Sibling 2
Civilized Occupations Selection: Lower Class Occupation -
Civilized Occupations: Lower Class: Launderer -
Parents & NPCs Noteworthy Items: Personality Quirk - NPC is Noted for his personality. Light Side Quirk
Lightside Traits : Respectful - Shows respect for others.
Sibling 3
Civilized Occupations Selection: Lower Class Occupation -
Civilized Occupations: Lower Class: Serf - an agricultural slave
Parents & NPCs Noteworthy Items: Preventing Future event. - Preventing a future event.
Significant Events of Adulthood : Minor Task - The character is briefly employed by an influential organization for a minor task. Observation Task Watch a location, individual, or event and report anything unusual.
Groups: Wildlands Survey - Explorers & Frontier Group
Parents & NPCs Noteworthy Items: Serious Wounds - NPC was horribly wounded once.
Serious Injuries: Head injury - Head injury causes brain damage. Reduce Dexterity attribute.
Serious Injuries, About this Injury ...: Pain - Injury causes constant pain. Without painkillers, the character must check to perform any action requiring concentration.
Parents & NPCs Noteworthy Items: Another Social Status - NPC originally of a different Social Status
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: Adulthood -
Underworld, How it started: Two Reasons - Combine theresults in some logical manner.
Underworld, How it started: Forced - The character is forced into a crime by criminals who threaten his loved ones.
Underworld, Type of Crime: 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 and limit themselves to stealing and smuggling.
Underworld, Events: Imprisoned! - The character is imprisoned for a crime. After being freed, the character goes straight, but maintains his underworld contacts.
Crimes: Heresy - Religious wrong-thinking, speaking, or doing) Heretic is imprisoned until heresy is renounced or if unrepentent, the heretic is burned at the slake. Sentence: 18 years in prison
Crime Situations: Nothing special - Nothing additionally notable about this crime.
Underworld, How it started: Living above Means - The character wants to live a lifestyle he could otherwise not afford.
Underworld, Type of Crime: Banditry - The character is part of a gang of bandits who roam the countryside.
Underworld, Events: Getting good at this! - The character's thieving skills improve.
Underworld, Type of Crime: Violating Curfew - The character is heavily involved in Violating Curfew.
Underworld, Events: Killer Vigilante! - The character's friends are being killed off in horrible ways. Law enforcement officials are uninterested in slopping the killer, since only criminals are being slain. Soon only the character and one other are left.
Sibling 4
Civilized Occupations Selection: Special Occupation -
Special Barbarian Occupations: Craftsman - Crafter of things
Crafter: Brewer - Makes beers and ales.
Parents & NPCs Noteworthy Items: Jilted Lovers - NPC has multiple jilted ex-lover/best friends.
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: Hiccupping - Brought on by stress or eating, these range from mild `hics` to thunderous body shakers. Multiply the trait strength by 10 to discover the percentage penalty these diaphragm glitches cause to spell casting and fighting.
Exotic Personality: Trait Strength: Driving - Feature dominates the character's lifecharacter finds it difficult to resist its compulsions.
Exotic Personality: Mental Affliction - Mental Affliction
Exotic Personality: Mental Affliction: Compulsive Lying - The person cannot tell the simple truth, but must always reinterpret or expand upon it.
Exotic Personality: Trait Strength: Strong - Unless character consciously resists the feature, it manifests itself strongly.
Exotic Personality: Phobia - Phobia
Exotic Personality: Phobia: Barophobia - Fear of Graves, linked with Necrophobia
Exotic Personality: Trait Strength: Strong - Unless character consciously resists the feature, it manifests itself strongly.
Exotic Personality: Mental Affliction - Mental Affliction
Exotic Personality: Mental Affliction: Obsessive behavior: Cleanliness - The need to perform some action to the exclusion of everything else. The character cannot be comfortable, or in extreme cases, think rationally, until the obsession is resolved. Character feels an obsessive need to clean.
Exotic Personality: Trait Strength: Obsessive - Character cannot rest or find peace unless actively pursuing the desires, needs or compulsions of the feature.
Parents & NPCs Noteworthy Items: Legendary Lost Treasure - NPC tells tales of a legendary lost treasure that gave vague hints regarding its location.
Sibling 5
Appearances: Dresses well - Clothing is smartly tailored and usually quite expensive.
Civilized Occupations Selection: Middle Class Occupation -
Civilized Occupations: Middle Class: Chef - Cook for a good restaurant or a Noble Family
Parents & NPCs Noteworthy Items: Personality Quirk - NPC is Noted for his personality. Exotic Side Quirk
Exotic Personality: Mental Affliction - Mental Affliction
Exotic Personality: Mental Affliction: Hysterical Sense Loss - Character believes that he is either blind or deaf (GM's choice).
Exotic Personality: Trait Strength: Strong - Unless character consciously resists the feature, it manifests itself strongly.
Significant Events of Childhood & Adolescence: Blessing - A good fairy blesses the character as a reward tor a good deed.
Blessings: Lightside trait - Take on 4 Lightside traits.
Lightside Traits : Peaceful - Serene of spirit.
Lightside Traits : Clean - Practices good hygiene.
Lightside Traits : Honest - Always gives what is due.
Lightside Traits : Dependable - Does duties reliably. responsibly.
Significant Events of Childhood & Adolescence: Runaway! - Character runs away from home and lives with nonhumans.
Nonhumans: Half Orc - A crossbreed ct human and ore. May look nearly human, but often partake of the ore's baser nature with a tendency towards evil - coarse and callous, but tempered with human emotion and logic.
Significant Events of Childhood & Adolescence: Runaway! - Character runs away from home but returns after 8 days.
Significant Events of Childhood & Adolescence: Friend - Gain friend.
Others: Multi - Several Others together.
Others: Non-Human - A Nonhuman.
Nonhumans: Halfling - Barely waist-high on humans, this is a pleasant race of sturdy farmers and shopkeepers who feel more comfortable with their furry feet propped up in front of a fireplace than anywhere else.
Others: Rival - A Rival.
Rivals: Who is the Rival?: Adventurer - A nonhuman Adventurer.
Nonhumans: Elf - A member of a race of beautiful humanoids, often referred to as an elder race, who are usually associated with forests, have a natural atlinity for magic, and life-spans tar longer than humans.
Adventurers: A Non-human adventurer - (See below)
Nonhumans: Elf - A member of a race of beautiful humanoids, often referred to as an elder race, who are usually associated with forests, have a natural atlinity for magic, and life-spans tar longer than humans.
Adventurers: Warrior - A fighting man, cavalier, paladin, knight, archer or man-at-arms.
Adventurers : Prowess: A grand-master of the profession - Quite possibly reknowned throughout the world. Skills very high.
Rivals: Why are they a Rival?: Sports Rival - Sporting event rivals.
Rivals: What kind of Rivalry?: Obsessive - The rival's entire life focuses on the character and his ultimate destruClion. No risk to self or others is too great in the rival's quest to utterly deslroy the character. In this competition, there can be only one survivor.
Others: Noble - A Noble.
Nobles: Primitive -
Nobles: Primitive: Sub-Chieftain - Sub chieftain: A tribal chieftain's lieutenant.
Others: Friend. - A friend.
Significant Events of Childhood & Adolescence: Addiction - Character develops jaded tastes tor exotic and possibly expensive pleasures.
Significant Events of Adulthood : Rebellion - The character participates in a rebellion against local authority. It's Failed. Any known participants are officially outlawed and have aprice on their head. The character is an outlaw.
Significant Events of Adulthood : Crime they did not commit - The character is accused of a crime that he did not commit. Character is sentenced to death, but at the last second, is rescued by notorious outlaws. The character's head now has a price on it. The character joins the outlaw band remaining as a member for [1d6] years.
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 thinks the character should be silenced.
Significant Events of Adulthood : Silent Threat - The character witnesses a secret meeting between powerful leader of a special groups. After the meeting, subtle signs suggest the character is being watched or tested, as if the leaders are deciding whether the witness is a liability or a future asset.
Groups: Merchant Guild - Mercantile & Trade Power