Character Origins



Character Origins is a completely optional part of character creation that helps you to develop a background for your character. This should be seen as a skeleton of sorts to aide you with developing your own background story for your character. It is completely optional however choosing to utilize it may provide interesting benefits and penalties to your character. Due to the way in which character origins can affect your character and your character's creation, it should be the first step in creating your character.

 

1. How to Use Character Origins

There are four sections in the Character Origins process: Lineage, Childhood, Psychology, and Profession. Each section has a set of charts. You roll for each chart a set of percentile dice and find the range in the chart that your roll matches. You then record any of the listed benefits and penalties for that roll and move on to the next chart. Once you have rolled for all of the charts in that section you move on to the next section until all sections are complete.

For example, you start with Table One: Ancestors in Section One: Lineage. You roll a set of percentile dice, rolling a 23. That fits in the 21-40 roll meaning that your family was pretty wealthy so you get an extra roll to your currency rolls and increase the multiplier roll by 0.5, however you also lose -5 from your Strength. You'd then move on to Table Two: Parental Influence.
Remember that this only provides a basic skeleton to help you create your own character's back story. For that reason it uses vague results such as being a wealthy family. You would use that (or your GM would use that) to help decide just who your family was and fit it with the current campaign setting. Just because the chart says you descend from royalty it might not mean actual royalty but something similar to royalty for the setting that you are playing in. Just like the Kennedy's are considered American Royalty even though the US doesn't have actual royalty, your character's family might be considered with the same status despite the fact that royalty doesn't exist for your story's setting.
Basically this is simply a guide to help you create your own backstory and give you the benefits and penalties that would apply. You still have to use it to come up with a story that fits.

2. Section One: Lineage

This section deals with your character's family and ancestors and how they might affect your character.

2.1. Table One: Ancestors

Dice Roll Result Benefit Penalty
1 You descend from Royalty or a very important family 3 rolls to currency roll; luck chance to always "have just enough money needed hidden away; +5 to Influence; +1 talent with no handicaps N/A
2 to 20 You come from a long line of nobles or rich with old money. 2 rolls to currency roll; +5 to Influence; +1 talent with no handicaps  -10 from Strength as Modifier
21 to 40 Your family was always pretty wealthy 1 rolls to currency roll increase currency multiplier by 0.5; +1 talent with no handicaps -5 from Strength as Modifier
41 to 60 Typical Blue Collar +10 to Strength and Fortitude - as stat points not modifiers N/A
61 to 80 According to the history books, your family was never special. N/A N/A
81 to 99 Your family has always been poor. +10 stat points to Strength and Fortitude; 5% to Strength and Fortitude Race Max -2 rolls during the currency chapter of character creation
100 Family? What's that? Heck if you know skip to Growing Up section -5 from Luck
 

2.2. Table Two: Parental Influence

Dice Roll Result Benefit Penalty
1 Very influential in their current class. King/Queen, Duke, Chancellor, Head Potato farmer, etc. +5 Modifier to Influence , 10% discount on equipment and items acquired during Character Creation; +1 talent with no handicaps N/A
2 to 20 Fairly influential. A noble, a Captain of the guard, Manager at a factory, etc. +3 Modifier to Influence ; 15% discount on one piece of equipment acquired during Character creation; +1 talent with no handicaps N/A
21 to 40 Somewhat influential. They walk in the same circles as the above chart. +1 Modifier to Influence ; 10% discount on one piece of equipment acquired during Character creation N/A
41 to 60 Not very influential, but they know a guy who knows a guy. 5% discount on one piece of equipment acquired during Character Creation N/A
61 to 80 No influence in the community at all N/A -2 Modifier to Influence 
81 to 99 Downtrodden, and dejected. N/A -5 Modifier to Influence ; -5 to Will
100 Hated. Reviled by the community. N/A -10 Modifier to Influence ; -5 Modifier to Will; prices increased by 20%
 

2.3. Table Three: Siblings

Dice Roll Result Benefit Penalty
1 Player Choice! Pick the result you would like out of any roll in this chart N/A
2 to 20 Only Child You are spoiled! +3 rolls to currency roll; +1 talent with no handicaps -5 Modifier to Strength and EP
21 to 40 One Sibling Spread the wealth! +1 roll during the currency chart N/A
41 to 60 1d3 Siblings The more the merrier! No monetary gain but having more siblings builds character. +1 roll to point pool creation N/A
61 to 80 1d6 1 Siblings You'd think more kids would mean more character but it also means more stress. +2 rolls to point pool creation -1 roll to currency roll; -2 Modifier to Main Stat of Choice
81 to 99 1d10 2 Siblings The sheer amount of kids in your family causes too much stress on your family. No benefit gained -1 rolls to currency roll; reduce currency roll total by 10%; -2 Modifier from every Main Stat
100 You don't know. GM rolls a second time in this chart for you and keeps the number hidden for plot reasons. You have always been alone as far as you know. GM will determine whether this is a benefit or a detriment to your character GM will determine whether this is a benefit or a detriment to your character
 

2.4. Table Four: Estate

Dice Roll Result Benefit Penalty
1 For your social class your family has a vast amount of riches and land. This could mean a vast castle, or a Luxurious suite in the slums. +10 Modifier to Will and Influence; 10% to Will Race Max; +1 roll to Currency Roll; Increase Currency Roll Total by 10% N/A
2 to 20 For your social class your family home is considered extavagant. +5 Modifier to Will and Influence; 5% to Will Race Max; +1 to Currency Roll N/A
21 to 40 For your social class your home is considered to be spacious +2 Modifier to Will and Influence N/A
41 to 60 For your social class your home is considered to be average N/A N/A
61 to 80 You live in what you would consider "tight conditions" You've learned how to make things fit. You get 10% more storage space in any bag or backpack; +2 to Mental N/A
81 to 99 Your home is considered to be "run down" by your peers. N/A -2 Modifier to influence
100 It could have been due to a recent tragic event or maybe it's just been this way your whole life… but you are homeless. +5 Modifier to Fortitude; 5% to Fortitude Race Max -5 Modifier to influence; -5 Modifier to Luck; Decrease Currency Roll Total by 10%


 

3. Section Two: Growing Up

This section has to deal with your character's childhood and how it might affect your character. If in the Lineage section it was determined that you don't know about your ancestry then your GM can determine that you should not roll in this chart.

3.1. Table One: Parents

Dice Roll Result Benefit Penalty
1 to 15 Both your parents are alive! All is well with them +20 stat points Luck and 10% to Luck Race Max! It's not often in this cruel world that people are so fortunate; +1 talent with no handicaps N/A
16 to 30 Both your parents are alive! But some form of tragedy/pain has driven them apart +1 roll to point pool creation. Tragedy builds character N/A
31 to 45 One of your parents is no longer in this world. The other has moved on in life trying to make the best of things. +1 roll to point pool creation. Tragedy builds character N/A
46 to 60 One of your parents is no longer in this world. The other has been scarred by this loss and has difficulty moving on. +10 stat points Will. You have had to make due on your own. This has strengthened your resolve. -10% Currency per game week used to help care for the grief-stricken parent.
61 to 75 Both of your parents are confirmed/believed to be dead. They died as heroes in a great war, saving someone's life, or in some other great and noble way. Gain 1 Piece of armor or a weapon as an inheritance. GM can determine what you get; +5 Modifier to Influence - it pays to be the child of heroes. N/A
75 to 90 Both of your parents are confirmed/believed to be dead. They died a traitor's death, were banished into exile or suffered some other tragic fate. +5  Modifier to Fortitude for having to endure growing up as a child of traitors. -10 Modifier to Influence because it is hard to be influential when people view you as the spawn of traitors.
91 to 100 The fate of your parents is unknown to you. The GM may roll again for you in this chart and may reveal the result later. N/A -2 Modifier to Will due to the strain of not knowing the fate of your parents and clinging to any news and rumors of their fate.
 

3.2. Table Two: Childhood Events

Dice Roll Result Benefit Penalty
1 You found a treasure! Consult with the GM to start with a relic. N/A
2 to 20 You gained an inheritance/found a valuable item worth money! Get +2 rolls to currency roll; increase currency roll total by 10% N/A
21 to 40 You saved someone's life! +1 roll to Point Pool Creation N/A
41 to 60 You led an uneventful childhood N/A N/A
61 to 80 You suffered a terrible emotional loss +5 Modifier to Fortitude -5 Modifier to Will; -5% to Will Race Max
81 to 99 You suffered an injury in an accident Roll in chart A below N/A
100 You suffered a major injury in an accident Roll in chart B below N/A
 

3.2.1. Table Two A: Childhood Events Sub-Chart A

This chart will determine the result from an 81 to 99 roll in the above chart. If your roll in the above chart was 80 or less than you may disregard this chart.
Dice Roll (1d6) Result Benefit Penalty
1,2 You lost a toe! N/A Battle and Area movement rates suffer a -1 penalty, -2 to Speed Checks for Agility
3,4 You lost a finger! N/A Can’t Dual Wield
5,6 You lost an eye! N/A -10 to Perceive
 

3.2.2. Table Two B: Childhood Events Sub-Chart B

This chart will determine the result from a 100 roll in the above chart. If your roll in the above chart was 80 or less than you may disregard this chart.
Dice Roll (1d6) Result Benefit Penalty
1,2 You lost a limb! our GM will roll 1d8 to determine what limb you lose. 1-2 right arm. 3-4 left arm. 5-6 left leg. 7-8 right leg. Substitutions may be made if your race has a tail. N/A
  • Leg: Movement Rates decreased by half, -15 Modifier to Speed, -5% to Speed Race Max
  • Arms: Can’t Dual Wield, can’t use 2 Handed Weapons, Can’t use Lifting stat .
  • Tail (if present): Speed – 5 Modifier; -10 to Speed Check for Agility and Balance
  • Wings (if present): Can’t Fly and loose any benefit of wings
3,4 You became horribly disfigured! N/A Your influence suffers a -15 Modifier penalty. Attempts to use character skills that involve direct visible interaction suffer a -15 penalty as well.
5,6 You suffered a head wound! N/A Your skill point rate suffer a -1 rate permanently. Every in game calendar week you must roll beneath 30% or lose 10% of your stockpiled Skill points. -10 Modifier to Mental and -10% to Mental Race Max
 

3.3. Table Three: Friends & Enemies

Dice Roll Result Benefit Penalty
1 You have a very influential friend Favor: You may call in one favor per game week to your influential friend. The GM will determine if the favor is within reason and may grant your request; +1 talent with no handicaps N/A
2 to 20 You have a trusted mentor Skill Point rate gains a permanent 1; +1 talent with no handicaps N/A
21 to 40 You have a group of loyal friends +5 Modifier to Influence. +10 if you are within your home town. N/A
41 to 60 You have one very loyal friend/Business parter/Lover Small favor: Your friend can be called upon for the occasional small favor: a place to stay, loan some money etc. N/A
61 to 80 You have a Rival/Enemy Luck Chance in a life or death situation that your rival might actually intervene to save you. After all, challenging you is what your rival lives for. Occasional Challenge: Your rival/enemy will occasionally appear to get in your way, challenge you to a one on one duel etc.
81 to 99 You made an enemy of a group/gang N/A -5 Modifier to influence. -10 if you are within your hometown. Chance of battle encounter in the town the enemy group lives in.
100 You made a very powerful person very angry with you. N/A Called Hit: At some point in the campaign the GM may put a foe in the groups path that specifically has it out for you. This may happen multiple times depending on the plot, until your resolve whatever grudge your enemy has against you.
 

4. Section Three: Psychology

This section deals with your character's view points and way of thinking.

4.1. Table One: Personality

Dice Roll Result Benefit (All Modifiers) Penalty (All Modifiers)
1 to 10 Quiet/Shy +5 mental -5 Strength
11 to 20 Easy Going +5 luck -5 speed
21 to 30 Adventurous +5 Fortitude -5 will
31 to 40 Obsessive +5 Will -5 mental
41 to 50 Prim and Proper +1 Influence -1 to Will
51 to 60 Impulsive +5 Strength -5 luck
61 to 70 Aloof +5 Speed -1 to perceive
71 to 80 Paranoid +5 Perceive -5 Fortitude
81 to 90 Short-tempered +5 to Melee & Throw power -5 to will when insulted
91 to 100 Coward +5 Evade -1 to strength and will
 

 4.2. Table Two: Philosophy on Life

Dice Roll Result Benefit Penalty
1 to 15 Honor is everything +2 Order Moral Point N/A
16 to 30 Money Money Money Increase Currency Roll total by 25% Will do anything for the right price
31 to 45 Life is fun, then you die +20 to Resist rolls vs alcohol poisoning or getting drunk -5 Modifier to Influence, - 1 Roll during the starting currency step
46 to 60 My weapon is my soul +5 Modifier to Melee, Bow, & Throw power; Start with a Weapon Mastery ability of your choice -5 Modifier to Magic Power
61 to 75 Power governs all +5 Modifier  to Magic power; +1 talent with no handicaps -5 Modifier to Melee, Bow, and Throw power
76 to 90 Revenge is sweet Double Damage vs one creature type, selected at character creation. When encountering creature type of choice, you are inflicted with Berserk until the creature is dead and will only target said creature.
91 to 100 My word is my bond +10 Modifier to Influence You believe everyone else lives by the same standards and therefore are easily lie to, -5 Modifier to Will.
 

 4.3. Table Three: World View

Dice Roll Result Benefit Penalty
1 to 15 Every single person has value/serves a purpose +5 Light Moral Points N/A
16 to 30 People all have the capacity to do good +2 Light Moral Points
+2 Order Moral Points
You believe everyone else lives by the same standards and therefore are easily lie to, -5 Modifier to Will.
31 to 45 You're born, you live, you die +10 Modifier HP -5 Modifier to Influence
46 to 60 Respect is Earned +2 Modifier to Influence N/A
61 to 75 No one in this world tells me what to do +Modifier 10 Will -5 Modifier to Influence
76 to 90 People are sheep, born to be led +2  Order Moral Points
+1 Dark Moral Points
N/A
91 to 100 People are scum, evil and untrustworthy +3 Order Moral Points
+3 Dark Moral Points
N/A


 

5. Section Four: Profession

This section has to deal with any past training your character might have had as well as your character's current profession.

5.1. Table One: Skill-Set

This is the skill-set your character has developed naturally. In other words, this shows your character's natural strengths as they relate to professions.
Dice Roll Result Benefit
1-10 Fighter +1 to skill point rate for combat skills
11-20 Magician +1 to skill point rate for magic Spells
21-30 Laborer +1 to skill point rate for Crafting/Trade skills
31-40 Scholar +1 to skill point rate for succeeding or failing at skills
41-50 Hunter +10 to Perceive and Aim, start with Tracking and Hunting abilities
51-60 Blacksmith +1 to skill point rate for crafting skills, start with basic crafting ability
61-70 Guard  +1 to skill point rate for defense skills
71-80 Alchemist +1 to skill point rate for support skills, potions are 10% more effective
81-90 Bard +1 to skill point rate for character skills, +10 to Influence, singing/dancing skills stat cost decreased by 10%
91-100 Jack of All Trades +1 skill points for all successful skill uses
 

5.2. Table Two: Current Profession

Rolling for this table is optional. You could roll for this table or you would pick a profession that most interest you. You pick your profession. This table will show you some basic benefits concerning your profession, including weekly salary. You will also need to reference the profession in the Professions page in Character Growth, as the profession you choose here will affect how you learn skills and your equipment.  

5.3. Table Three: Aspirations and Goals

This table deals with your character's life goals. Your GM could allow you to choose one or make you  roll for it.
Dice Roll Result Benefit
1-10 Gain a higher rank +1 skill points for all successful skill uses; +1 talent with no handicaps
11-20 Become more skilled Increase initial skill points by x 1.3; +1 talent with no handicaps
21-30 Take on more responsibility +25 stat points to be used for character creation
31-40 Become an adventurer, see the world Start with Translation and Linguistic skills/abilities
41-50 Retire Early automatically decrease your currency by 10% each game week, that 10% goes into a special pool for your character that your character can’t touch except for once a month and that pool increases by 10% each week from interest
51-60 Invest all my money for future generations of my family to enjoy automatically decrease your currency by 10% each game week, that 10% goes into a special pool for your character that your character can’t touch to be given to your next character
61-70 Seek Vengeance Same as “Revenge is Sweet”
71-80 Become Famous +10 to Influence, everyone knows your character
81-90 Become Infamous 10 Dark Moral Points, +10 to Influence
91-100 Player Choice You set your own goal but gain no rewards for it.