CentralCasting PDF
CentralCasting PDF
CentralCasting PDF
A detailed, stand-alone system for creating thoroughly individualized, involved and invigorating
backgrounds, personalities, motivations, and skills for both player characters and nonplayer characters.
DESIGN CREDITS
Heroes of Legend, First Edition Heroes of Legend, Second Edition
Author, Cover Artist, Illustrator Paul Jaquays New Material, Fiction, Layout, Editing Robert L. Sassone
Editor Ruta Jaquays Publisher John Olsen, Task Force Games
Logotype Design Darlene Editing, Production Timothy D. Olsen
Special Thanks Mike Stackpole & Mark O'Green Additional Review Jamie Sassone
Additional Review Randy Cox, Bob Leake, Logo Artist David Martin
Tamara Wieland, Jennifer Matthies & Heather Matthies. Cover Artist John Matson
Interior Artist Darla Hallmark
"This book is lovingly dedicated to my wife Ruta, who
has seen it develop over the last seven years and who has "Thanks to my family and to John and Tim for making
had more than a little to say on its final content and form." this Second Edition possible, but also thanks to you, the
Paul Jaquays, 1988 discriminating gamer who recognizes the quality and value
of this book,"
Robert L. Sassone, 1995
Player One: Hey, Bill, you gonna' be there for th' campaign tonight? Did
Difference?
Player One: Really? What happened to Gruk the Strong?
Player Two: Well, Gruk's strong, but I decided to go with Gorg's extra
endurance.
Player One: True . . . not that it makes a difference. If you've seen one
warrior, you've seen them all. Right?
Make a difference Perhaps the most important components As Paul Jaquays stated in the opening to
of any gaming world are the characters who Heroes of Legend first edition, "If your charac
with Central inhabit it. The effective combination of variety, ters end up seeming like heroes (or antiheroes)
Casting: Heroes of depth and, most of all, creativity in players' out of melodramatic fiction, then Heroes of
Legend! characters and members of the game master's Legend has done its job. The desired goal here
"supporting cast" will determine the success or is good, fun role-playing, not the creation of
failure of the role-playing campaign. More than superhuman beings." This new, second edition
simply spark interest, characters must come to of the original Central Casting character back
life. ground generator contains new, revised and
Enter Central Casting: Heroes of Legend. expanded material, but the goal for its creation
The Central Casting series of role-playing of character histories remains the same.
products helps you, the role-play gamer, create Game masters and players alike will find in
detailed, exciting, and even mysterious role- Heroes of Legend an invaluable role-playing
playing campaigns. Heroes of Legend, the first aid. With Heroes of Legend, characters come
book in the Central Casting series (now re alive in colorful detail of epic caliber. Dozens
leased in its revised, expanded and improved of tables guide every move, leading from each
second edition format), generates fantasy back character's genesis to his or her first steps down
grounds for player and non-player characters the road to adventure. On the way, characters
alike, determining details such as unusual birth learn occupational skills, pick up personality
and childhood events, family histories, occupa traits, gain unusual pets, experience lost loves,
tional experiences, social standing, and even and much, much more.
"dark-side" traits and hidden, unsavory secrets. "If you've seen one warrior, you've seen
Heroes of Legend creates unusual characters them all. Right?" Not anymore! Not with
that break out of the mundane norm. Central Casting: Heroes of Legend!
Central Casting: Heroes of Legend is not ters and the extent of victory will be determined
Other Uses and limited to just creating character histories. A by table 633 Battle Events.
clever (or desperate) CM can use this book to Between Adventures: Between each ad
Abuses double for a vast array of other role-playing aids. venture, choose one character to be the subject
It can be used as a combat system for battles (or victim) of an event. Select the event with
between armies. It can form the basis for section 419 Significant Events of Adulthood, and
adventure scenarios. It can also fill the time modify the event to work with the character's
between adventures with interesting happen current circumstances. Be sure to involve other
ings, create businesses for a town, predict the player characters in some way, and have the
future, or set up random street encounters. All event affect subsequent campaign play.
it takes is a little imagination. Who's Minding the Store: Need to select
Wars and Rumors of Wars: Use section businesses for a town? First, decide the town's
633 Combat! to fight wars quickly. Always let Cultural Level. For civilized towns, also deter
the player character's side (or a side which mine the Social Level of the neighborhood you
favors the player characters) roll a d20 first, then are creating. Then use the Occupation Table
roll a d20 for the enemy, adding or subtracting appropriate for the Culture and Social Level
as appropriate to account for the size of the (see sections 310 through 313) to randomly
opposing forces. The side with the highest select businesses in that area. You may wish to
result wins, but additional effects for the charac- modify the table to include residences, public
buildings and religious edifices. You can also character backgrounds for your science fiction,
use table 107b Items of Note to help define the modern day and near future game systems. In
shop's proprietor. a pinch, though, you can create a character
Soothsaying: Use Heroes of Legend to background for those games by using Heroes of
predict a character's future. Often a character Legend and converting elements of fantasy and
will want to know things like, "When and how magic to something more appropriate to your
will I die?" or "Whom will I marry?" Section 643 required era. For example, in a science fiction
Death Situations can be used to describe the game, you may decide that your "barbarian
type of death that awaits the character should horsemaster" is actually a primitive authority on
he choose to stop adventuring. 640 Ah, Love! transports powered by internal combustion
can be used to tell about a future love affair. engines. If you determine that the same charac
Use 419 Significant Events of Adulthood to give ter suffers under a curse that sends a ghost or
a brief glimpse of the near future. Timing is up evil spirit to attack him every so often, perhaps
to the CM, but offer these futures as possible the "ghost" could actually be an extra-dimen
futures, generally assuming the character does sional being or an alien bent on controlling the
not die on the next adventure. character's mind.
Random Street Encounters: Use section No Limits! Let your mind wander, and
745 Others to determine randomly encoun take Heroes of Legend with you! This huge
tered people on the street or to fill a bar, inn or resource of fantasy gaming information will
brothel with clientele. prove useful in any number of situations which
Non-Fantasy Games: Additional Central are only limited by your own imagination. It is
Casting products, Heroes for Tomorrow and your book, so use it however you wish, and be
Heroes Now! will help you create detailed creative! (This is your book, right?)
Central Casting: Heroes of Legend 2nd (806) 372-1266, and our fax number is (806)
Edition is written and published by 372-1361.
Task Force Games Players can contact Task Force Games via
Publisher's
P. O. Box 50145
the GEnie computer network at the GEmail Information
Amarillo,TX 79159-0145
address TFG, via lntemetatTFG@genie.geis.com.,
Send the following correspondence to Task via CompuServe at 76443,3031, or via Ameri
Force Games: requests for catalogs, orders for ca Online at TFG1. For more information about
spare parts, replacement of defective or miss the GEnie network, please call them direct at 1
ing parts, submissions of art (photocopies only, 800-638-9636 (voice only). For more informa
please), rules questions, and inquiries into the tion about CompuServe, call them at 1-800-848
release schedule of various products. The TFG 8990 in the US; 0800 289458 in the UK.
mail order service accepts Visa, Mastercard, On America Online, look for Task Force
and Discover. All consumer correspondence Games in the Gaming Company Support area
(other than mail orders) requires a stamped, (keyword; GCS).
self-addressed envelope. Our phone number is
Central Casting: Heroes of Legend 2nd Central Casting can be published by any party
Edition and all contents thereof are copyright without the advanced written permission of Copyright and
1995 by Task Force Games. All rights are Task Force Games.
reserved under the Pan-American, Berne, and Central Casting is Task Force Games' trade Trademark
International Copyright Conventions. No ma mark for its game aids dealing with character Information
terial which is based on, for use with, incorpo and adventure creation.
rates elements of, or is designed for use with
"You've seen those ads for magic growth pills that flesh out 90 pound weaklings into 280
pound behemoths who never get sand kicked into their faces again? Heroes of Legend does that Shameless
for characters."
Author of Superb Fantasy Role-Playing Supplements Endorsements
"I hates flat char'cterz, I duz. They're alwayz so tasteless, they iz. Like crackerz."
Brubnub, Goblin Guard, 2nd o' the Watch
Table of Contents
309 Apprenticed 45
314 Merchants 54
644 Death of a Loved One 124
Events of Adulthood 62
748 Nobles 131
Personality Development 67
751 Nonhumans 136
520 Values 68
752 Unusual Pets 137
Miscellaneous Events 82
756 Deities 145
624 Tragedies 83
757 Relatives 147
Let's do it! Grab your favorite bag of dice, characters that look, feel, and act like they just
and we'll start creating super-exciting, dynamic walked out of the pages of an epic fantasy.
In addition to this book, make sure you copy the worksheet on pages 191-192 for
Before Starting have the following items: personal use only. Make sure you have at
least one copy for each character you wish
A Variety of Dice: d4, d6, d8, d10, d12 and to make.
d20if you don't know what these are, see A Pencil.
Dice Explanations, below. An Eraser.
A Copy of the Character Worksheet: Task Numbered Bookmarks: These record your
Force Games grants permission to photo- progress as you jump from place to place.
Creating character histories is fun, but it page 176. If you just want to get going, jump
takes time. Plan on spending as much as a half- ahead to section 101 Race and Ancestry and
Getting Started hour per character. However, there are short start rolling dice. On the other hand, if you want
cuts you can take. For a quick NPC (or player to know what to do when you get there... read
character) history, go to Appendix A: NPCs on on.
You have probably noticed that most sec ing around from section to section, grabbing a
tions and tables in Heroes of Legend start with bit of data here, some information there, until
Table Numbers three-digit codes like 101 or 625. There are you finally complete your character history.
reasons for this.
Initially, you will consult these sections and Table Categories
tables in sequence. After 101 Race and Ances Code Category
try you will go to 102 Cultural Background, then 100's: Heritage and Birth
to 103 Social Status and so on. When you 200's: Events of Youth
complete section 521 Alignment & Attitude, 300's: Occupations and Hobbies
you will be done (mostly). 400's: Events of Adulthood
However, you might ask, if the history ends 500's: Personality Development
at section 521, why do section numbers go as 600's: Miscellaneous Events
high as 969? Good question. 700's: Contacts and Acquaintances
The rest of the sections in this book are like 800's: Special Miscellaneous
data banks in a computer or reference books in 900's: GM's ONLY (players not allowed)
a library. The section numbers divide the tables Do not read this unless you are told to
into nine general categories. As you generate by the book. Do not read ahead and
your character background, you will be jump- spoil the surprise for later characters!
To use Heroes of Legend, you must have a Throughout Heroes of Legend, abbrevia
set of polyhedron dice: 4, 6, 8, 10, 12 and 20 tions are used to refer to the different die types.
Dice sided. You should have at least two 10 or 20 The fetter " d " preceding a number indicates a
Explanations siders of different colors (to create percentile die. The number following the "d" is the
results), but one each of the others will be number of sides on the die and usually indicates
sufficient. In all likelihood, the place where you the highest number that die can roll. A number
bought this book can supply you with the dice preceding the "d" indicates the number of dice
as well. of that kind to be rolled. Still other "dice" can
be created by combining or modifying die rolls d12 A 12-sided die: This generates a
(see below). number from 1 to 12.
Examples: If a "d6" is called for, roll a d20 A 20-sided die: This generates a
single six-sided die. For "2d4," roll two four- number from 1 to 20. However,
sided dice and add the results together. If a die many d20s are marked 0 to 9 like
type is shown with a plus (+) sign and a second a d10, but repeated twice. In this
number after the die type, such as "1d4+3," case, you need to indicate which
then add the number after the plus sign to the set of 0 to 9 represents 1 to 10
die roll. If a minus sign follows the die type, then and which set represents 11 to
subtract any following number from the die roll, 20. Try coloring each set of
as in "2d10-1." Heroes of Legend uses the numbers with differently colored
following real and simulated dice: pens or crayons. Alternatively,
use a d10 and a d6 to simulate
Dice in Heroes of Legend the result of a d20. Roll the d10
Die Type Explanation for a number from 1 to 10, and
d2 or Hi/Lo Technically, this is not a die. the d6 to obtain a "Hi/Lo" value.
When indicated, it means that a If the d6 is Lo, the d10 value is 1
six-sided die should be rolled. If to 10. If the d6 is Hi, add 10 to
the result is 1, 2, or 3, the roll is the d10 roll to get a number from
low (Lo) or 1. If the result is 4, 5 11 to 20.
or 6, the roll is high (Hi) or 2. d100 A 100-sided die: This generates
d3 This is not a true die. Obtain a d3 a number from 1 to 100. If you
result by rolling a six-sided die. A do not have a true 100-sided die,
result of 1 or 2 means 1. A result a d100 can easily be simulated
of 3 or 4 means 2. A result of 5 with two different colored d10s.
or 6 means 3. Choose one d10 to represent
d4 A four-sided die: This generates the 10's digit (multiply the die
a number from 1 to 4. result by 10 for 0 through 90)
d5 This is not a true die. Obtain a d5 and the other to represent the
result by rolling a 10-sided die. A one's digit (0 through 9). Add
result of 1 or 2 means 1. A result the results. Example: results of
of 3 or 4 means 2. A result of 5 40 (4 x 10) and 6 added together
or 6 means 3. A result of 7 or 8 become a result of 46. The only
means 4, and a result of 9 or 10 exception is a roll of 0 and 0,
means 5. which yields the result of 100.
d6 A six-sided die (probably the most Percentiles Often, Heroes of Legend will state
familiar type): This generates a that there is a percentage chance
number from 1 to 6. that some circumstance will oc
d8 An eight-sided die: This gener cur, such as, "There is a 15%
ates a number from 1 to 8. chance the character will be left-
d10 A 10-sided die: This generates a handed." To obtain a percentile
number from 1 to 10. However, result, roll a d100 (see above). If
it is often marked 0, 1, 2, 3, 4, 5, 6, the result is less than or equal to
7, 8, 9. When used as a d10, the the given percentage chance, the
zero means 10. A 20-sided die circumstance occurs. Otherwise,
easily simulates a d10 if it is marked the circumstance does not oc
from 0-9 twice (and not 1-20). cur.
The form on pages 191-192 is the Heroes Worksheet correspond to table numbers else
of Legend Character History Worksheet, on where in the Heroes of Legend book. Informa
which you will be recording character back tion for those lines will come from the matching
Character
ground information as you generate it on the tables. In the future, after familiarizing yourself History
tables in this book. You have permission from with the Heroes of Legend system, you may find Worksheet
Task Force Games to copy that form for your it convenient to skip these instructions and
personal use, so make as many as you need. simply follow the order of tables on the
Several lines of the Character History worksheet. Until then, read on.
On rare occasions, you may run into prob nal and enjoyable members of a role-playing
lems or difficulties trying to integrate the infor crew.
Problems and mation from various background-generating If, for whatever reason, you simply cannot
Conflicts tables. If this happens, try your best to reconcile or will not accept a table's result, then roll again
the different tables without discarding the infor fora new result. Remember, it is your character's
mation. Characters who have seemingly incon background and your role-playing game. If you
gruous backgrounds that nevertheless resolve are forced to decide between having fun and
themselves often turn out to be the most origi- following the letter of the rules, have fun.
After you have filled out a character work raw data into a unified character history (kind of
sheet, reread the Character Motivations sec like writing your own fantasy novel!). Also,
Finishing tion beginning on page 13 to find your reread Skills and Attributes beginning on page
Touches character's reason for adventuring and/or for 9 to best decide how the skills your character
continuing to exist. From there, go to Appendix has gained will work in your game system.
B: Linking Events on page 180. This section Congratulations! Your character back
contains helpful hints for turning your page of ground is now complete.
Skills and Attributes
Central Casting: Heroes of Legend is a duplicated by each and every game system. Rules and Terms
generic role-playing aid for use with all heroic These "rules" are here to help you adapt
fantasy game systems. Even though game rules the Heroes of Legend histories to your favorite and Stuff
are as varied as humanity, like humanity, they all game system, not to replace that system. In all
share basic precepts. The Heroes of Legend cases, the Game Master (GM) who moderates
system builds upon these likenesses to provide the fantasy role-playing campaign, not this book,
solid game-play benefits for the characters whose is the last word on his game world! Allow your
histories it creates. A basic set of mechanics for GM to read this book before you create histo
generic attributes and relative skill systems fol ries for characters in his world, and, if possible,
lows. In some cases these are guidelines. In let your GM be a part of creating that history.
others, minimal rule systems are set forth to Keep in mind, however, that this is your book;
accommodate special skills that may not be if you wish to change anything, go ahead!
"Ha! And she claims to tell fortunes! Couldn't even foretell an inn! I asked where we'd rest
tonight, and she jerked a hand towards the road out of town. Ha! Nothing's out there but the
woods, Bremen's Creek and the graveyard..."
Qinin Leepsalot
It is fair to say that no two game rules Willpower. This is a measure of a
systems are exactly identical, especially when it character's ability to resist psionic (mental) at
General comes to a character's attributes, the building tacks, overcome personal temptations, or urge
Attributes blocks which form the character's physical and his body on to feats above and beyond their
mental existence and define many of the normal capabilities. It is also his strength for
character's basic skills, his life energy, psionic psionic attacks against others.
ability and so on. Nevertheless, most, if not all, Dexterity. This is sometimes referred to as
systems build their characters up from similar Agility or even Physical Prowess, and it includes
types of attributes. Manual Dexterity. It is a measure of a character's
Heroes of Legend assumes that most char nimbleness, the ease with which he moves.
acters will have basic attributes similar to or Low Dexterity means a slow, clumsy character,
based on the ones described below. During the while high Dexterity can mean a hand that is
course of generating a history, some of these truly quicker than the eye.
attributes may be modified: by events in the Constitution. This is the measure of a
character's life. Record any modifications to character's health, his physical well being. A
the character's attributes in the spaces pro character with a high Constitution can gen
vided in the lower right-hand corner of the erally be expected to endure physical hardships
history worksheet. with ease, and be more resistant to disease and
Strength. Sometimes called Physical injury.
Strength, this is a measure of the character's Charisma. Used here in the sense of
ability to lift, move, wear or use things. Low personal magnetism or leadership ability, this is
Strength indicates a weakling, while high not Appearance. A character with low Charis
Strength is found in muscle-bound heroes. ma would have problems attracting followers.
Intelligence. Also called IQ. This is braini Appearance. This is also called Physical
ness, the ability to think logically, solve prob Beauty or Comeliness, but is often called Cha
lems, and deal with complicated concepts. risma. Essentially, Appearance is a character's
Low Intelligence indicates deficient mental abil looks, what others see. A low Appearance is
ity. High Intelligence is genius level. unattractive, while a character with very high
Magical Ability. Called Power by some Appearance would literally stun members of
and Magical Aptitude by others, it can also be both sexes. If a game system does not normally
a character's Luck or even an indicator of have an Appearance attribute, the Charisma
Sanity. It is a measure of the character's ability attribute does double duty and represents both.
to use, or proficiency at, wielding forces arcane. Age. This is the character's physical age.
Characters with low Magical Ability would not When a character is born, he is age 0 (zero).
be wise to give up their day jobs to become Most events that happen to a character occur at
wizards. Characters with high Magical Ability a specific age, and the date for these events is
are magic wielders of great magical potential. usually calculated forward from birth. When
Luck. Called Power by some, Luck can creating beginning player characters, Heroes of
also be an indicator of the character's Sanity. It Legend assumes they begin adventuring just as
is a measure of the character's innate ability to they reach adulthood. The chart under Age
ride out the influences of the random events in Effects, below, shows the life stages for a typical
the universe. character of several races.
Childhood covers the years prior to adoles Adolescence moves the character from
cence. During this period, a character is rarely childhood into adulthood. A character at this
able to match an adult in anything. A character age will only have (1d6 x 10) + 3 0 % of his
at this age will only have (1d6 x Age)% of his Strength and Constitution attributes.
Strength, Constitution, and Intelligence at Adulthood is quite often as much a social
tributes. consideration as it is a physical one. The
character is assumed to be a full and responsible could begin (see chart above), roll a d8 for each
member of society. All the character's at affected attribute. If the result is an 8, reduce
tributes are at their peak. the attribute by 1 point. (See Bonuses and
Mature, Elderly, and Ancient. At some Penalties, below for how this affects characters
point in a character's life, his body begins to with maximum attribute ranges higher than 18.)
slowly deteriorate under the burden of age. His Roll once each year thereafter. .
reflexes slow, his strength wanes and his mind Dexterity decline begins at Mature
wanders. Those attributes that decline with Strength decline begins at Mature
advancing age and the stage of life in which Appearance decline beings at Elderly
attribute decline begins, are listed below. When Constitution decline begins at Elderly
a character reaches an age in which decline Intelligence decline begins at Ancient
When a character wants to use a skill, the ter not only succeeds, but the results of the
player must decide what he wishes to accom success are beyond his wildest expectations
plish, then use the following steps to determine (CM interpretation is very important here!).
Success or
success at the skill: Fumbles: This is a "blow-it-badly" result. Failure?
1. Have the GM assign a difficulty rating to There are two ways to set this up.
the task between two (automatic success) Method A: Mark a big red X on the " 1 " side
and 50 (nearly impossible for even a Rank of one die used to roll the skill check. If this die
10 skill master). Remember, the statistical face comes up during the roll, and the character's
average for a single d6 roll is 3.5. die results are less than the difficulty rating, the
2. For each skill Rank the character has, he character "fumbles."
may roll 1d6 (up to a maximum of 20d6 for Method B: If the character rolls all 1's,
characters with godlike skills). regardless of the difficulty rating, the character
3. If the value of a character's attributes (such fumbles.
as a high Dexterity or a poor Strength) You may wish to use both methods. A
seems likely to affect the outcome, dice fumble means that not only has the character
may be added to or subtracted from the failed in what he tried to accomplish, but that
character's skill dice (GM's decision stands the end result is the worst thing he could
here). Add an extra d6 for high attributes, imagine happening.
subtract a d6 for poor ones. Improving skills during game play: To
4. If the character's totalled die results ex improve a skill, the character must perform
ceed the task's difficulty rating, he suc difficult tasks, ones which allow the character a
ceeds with the skill. If it is under the chance to fail. Each time a character uses a skill
difficulty rating, he fails. on a task with a difficulty rating that is at least
Special circumstances may modify this equal to the skill's Rank x 3, make a "hash-mark"
system. When performing a skill under extreme next to it. (Four qualifying uses of the skill would
duress (high stress or danger to life and limb), mean four hash marks: ||||.) After each adven
the GM may, at his discretion, remove one or ture, the character may either attempt to im
more of the character's lowest individual die prove the skill or wait to accumulate additional
results from the total. However, he must an hash marks on a future adventure.
nounce this BEFORE the player makes any die To improve the skill, roll 2d6. If the result
rolls. is less than or equal to the number of hash
Special Success: If the character rolls all marks minus the character's Rank with the skill,
6's on a task he would have any chance of the skill improves by one Rank. A roll of 12 is
success at, he succeeds regardless of any other always a failure. After rolling, remove all hash
modifiers that might reduce the number of dice. marks from the skill. Regardless of success or
If the result with modifiers would normally failure, the character must start over again,
exceed the difficulty rating anyway, the charac- collecting new hash marks for successful uses.
Skill Bonuses and Penalties are expressed attribute. Record these changes in the section
as a number of Ranks to increase or decrease an provided for them in the lower right corner of Bonuses and
existing skill. Throughout Heroes of Legend, the worksheet. For beginning characters, to
characters are rewarded (or penalized) with account for future changes, the GM should not Penalties to Skill
changes to their existing physical attributes allow any skill to exceed Rank 6 before starting and Attribute
(such as Strength, Constitution, etc.). The player play. NPC skills may go higher as needed to
is told to add to or subtract points from an fulfill their intended purpose in the game. Ranks
Although modifications are given as a fixed Bonus Point Conversion Table
value (such as 1 point or 1d3 points), the actual Attribute Maximum Conversion Factor
value of the modification depends on the high 01-29 x 1
est score possible for the character's attributes 30-49 x 2
when creating the character (Example: 3d6 50-69 x3
yields a maximum value of 18). This maximum 70-89 x4
is set by the actual fantasy role-playing system 90-100+ x5
that you use. If the maximum possible attribute Have the GM review and approve all
score is higher than 29, multiply your modifica changes brought about by attribute increases
tion points by the conversion factor in the table or decreases. He may not want a demigod or
below to find the actual number of points a hopeless wimp running around in his cam
added to or subtracted from the attribute. paign.
If you were dumped naked in the midst of character's Cultural Background and Social Sta
a forest or in a back alley of an unfamiliar city, tus will determine the quality of his skills and the
Survival Skills could you survive? Most people have the skills environment for which those skills are best
necessary to exist by their wits in their own suited. A space for all three settings has been
familiar environment, assuming no outside sup provided for Survival in the SKILLS section on
port. Survival Skills are similar to occupations: the character history worksheet.
they encompass a number of skills, rather than Wilderness Survival skills let the character
just one. Survival skills are the means by which survive in the great outdoors. The character can
characters obtain basic necessities: food, wa find food, shelter and water in the wilds, avoid
ter, clothing and shelter. natural predators, even live through dangerous
A Rank 1 Survival Skill indicates the charac weather conditions and environments.
ter is barely able to survive in a familiar, "safe," Rural Survival skills deal with a cross be
environment. At Rank 3, the character can get tween wilderness and urban found around
by in a familiar place. A Rank of 5 would small villages, farms and frontier outposts.
indicate an ability to get by even in a strange Urban Survival skills let the character make
locale, while Rank 10 would indicate that the his way in cities. The character knows common
character can survive and even thrive in a truly customs, where to buy or find food, where to
exotic or alien setting. find shelter, how to avoid becoming a victim of
Heroes of Legend recognizes three distinct sentient predators, even how to find work.
environments: Wilderness, Rural and Urban. A
In most places one needs money to get by. multiplying it by a percentage. Keep a running
Fantasy role-playing systems often assign new tally of these money modifications in the space
Starting Money player characters a certain amount of money to provided for Starting Money Modifier in the
purchase supplies. This is called "Starting box in the lower right hand corner of the
Money." Some entries in Heroes of Legend will Character History Worksheet.
modify a character's Starting Money, usually
Character Motivation
Why would anyone become a professional learn. All three search for the same thing, a Justify Your
hero or even dabble in things adventurous? motivation: something that will provide a rea
What would make someone seek out hideously son for future actions or explain and justify past Character's Life
dangerous situations or brave the unknown? actions.
What makes characters do what they do? Every character, whether an NPC or a
In a courtroom situation, an attorney probes recently created player character, has a reason
to discover why someone would allegedly com for existing, something that serves as a focus for
mit a crime. An actress on stage seeks to justify his life. Usually, this reason is not a single goal
her movements in front of the footlights, and a or desire, but something complex, involving
teacher looks for a way to make a child want to several factors.
Each character should have more than one vation would hardly be worth the trouble to
motivation. One will always be a strong pri resolve, yet a character who is obsessed with Select Character
mary motivation, and the others will be secon the need to fulfill his motivation may stop at
dary, less important, but will still provide direc nothing to accomplish his goals, and heaven Motivations
tion. Use the list of motivations that follows as help any who get in his way. Primary motiva
a guide, but feel free to add your own. Select tions should have relatively high strengths, and
one or more motivations for the character, then secondary motivations should have substan
customize them to better fit the character and tially weaker strengths.
his history. Role-playing and Accomplishing Goals:
Base the selection of the character's moti After deciding strengths and weaknesses, write
vations on his past, his alignment, his attitude a brief description of the character's motiva
and his personality factors. Do not select tions in your own words on the back of the
motivations that conflict strongly with other worksheet to help you make decisions when
aspects of the character's background. role-playing. Also, consider what will happen if
Assign a strength to each motivation, and when the character finally does what he
particularly for NPCs. This strength will repre sets out to do. Will he set a new course for his
sent the relative importance of the motivation life, or is life as he knows it simply over? What
to the character. For descriptive strength will keep the character going once his goals are
levels, you might try Trivial, Weak, Average, met, or will he just sit around and get fat? Think
Strong, Driving and Obsessive. A trivial moti- about these things as you play the character.
The following list should provide you with Faith. The character's greatest desire is to
a good starting point for choosing the specific serve Cod to the fullest possible extent. Every
motivations for your own characters, but feel action will be weighted based on the teachings
Motivation
free to go beyond what you find listed here, of his religion and the extent of his personal Descriptions
possibly to derive motivations from such sources belief. This is a great motivator for quests and
as your favorite works of fiction, movies, leg crusades in the name of God. Note that,
ends, folk tales, etc. unfortunately, characters motivated by Faith
Discovery of the truth. This is finding the need not be good guys only. Many evil and
truth about something. The character has misguided cults have more than their fair share
learned that something in his past is not what he of fanatical followers.
has been told. His goal is to find out the true Creed. This may be the most basic adven
story, even if the truth hurts. turer motivation: "How much loot can we get
"Exalted Gorvan the Ruthless, greetings from Baron T'ar. He sends thanks for your gift of a fine
sword but reminds you that there will be no peace until the throne is his and uncontested...."
Flinar Longneck, Most Unfortunate Messenger for Baron T'ar
{drool, slobber, drool)?" Rather than as a pri the world at their command. This is never a
mary motivation, however, try to use Greed as particularly commendable motivation, even
a secondary motivation, or at least to come up when combined with service for humanity (or
with a justification for loot gathering other than other races). Other things always seem to get
simply to become rich. Why does the character in the wayand have to be dealt with.
want or need the money? Maybe his sick Revenge. In this perennial favorite, some
mother needs fifty bags of gold to be released one did something to the character or his family
from prison, or maybe he just wants a nice new and now the character's gonna pay them back.
palace on the coast... Survival. The goal is to stay alive. In some
Promotion of a Field of Knowledge, The sense, this is assumed by other motivations,
character pursues knowledge to advance a since staying alive is usually a necessary part of
specific field of inquiry. He seeks to advance other goats. However, here it is in its pure form:
the frontiers of magic, science, medicine or the character strives to stay alive even in the
some craft, such as smithing. face of odds that would cause lesser men and
Knowledge for Its Own Sake, This is the women to simply give up.
pursuit of knowledge regardless of its conse To Be the Best. This is common among
quences, value or intended use. The character warriors, knights and athletes, who strive to be
wants to know more, to know the most to the strongest, the fastest, the most skilled. It
know it ALL! also can be a strong motivation for craftsmen.
Insight. This is a search for wisdom or To Reach a Goal. The character has a
philosophy apart from the search for knowl mission. He must find something or do some
edge, insight almost always involves an at thing specific that matters to him. This motiva
tempt by the character to improve himself tion is particularly sensitive to a "what-do-l-do
through a better understanding of himself, oth now" situation once the character actually ac
ers and possibly the universe, possibly on a complishes the goal. ("Well, 1 guess now HI go
spiritual level down the mountain...")
Love. The character lives bis life only to To Serve Humanity. Other people always
serve someone he loves, and he puts this need help and the character realizes that his lot
person's welfare and happiness above his own. is to help them out (this motivation is easily
This is particularly suited to characters who combined with Faith). This motivation may be
have an ongoing romance. The GM may even directed towards any or all sentient races, and
wish to kidnap the beloved as a hook for an it may even be directed towards animal rights,
adventure. Love is also the basis for parent/ plant-life, a certain forest, etc.
child scenarios, perhaps in which a sick or Working Out a Past Event. One of the
missing child motivates a character into an events that happened to the character in his
adventure. past left something unresolved, and an adven
Pleasure. The character's goal is to pro ture is needed to complete the situation. For
vide pleasure for himself, to have fun, to feel example: The character was kidnapped, disap
good. This can range from simply having a full peared, and lost ten years of his life without a
belly and a warm place to sleep to fulfilling base trace. He then becomes motivated to discover
desires and living in luxury. who kidnapped him, what happened, and why
Power! Some people simply need to have his memory was wiped clean.
Using This Book's Pages
The layout of each page in Central Casting: more enjoyable. Look for the following fea- Make Life
Heroes of Legend, is designed to make generat- tures:
ing a character background easier, faster and EasierFollow
Instructions!
Each section begins with a story excerpt which Each section's title appears
both illustrates the purpose of the section and in the upper outside corner A Sample Page:
provides ideas for your own rale play. of its first page.
Page 91
Instructions
always come
first. Read
One or more
tables usually
of each section.
for fun.
where to turn
next.
Start Generating Begin generating your character history by 104 Birth and Family, beginning on page
consulting the seven sections under this head 28, takes a closer look at the details of a
Your Character ing. Take these sections in order (101, then character's relatives and upbringing.
Background 102, then 103, etc.) and then continue on with 105 Place & Time of Birth determines just
Here! 208 Significant Events of Youth on page 39. that, when and where the character was born.
101 Race and Ancestry, beginning on page This section begins on page 30.
1 7, provides you with information about your 106 Unusual Births provides unique cir
character's racial and national heritage. cumstances that surrounded your character's
102 Cultural Background, beginning on birth and set him out as special, even from his
page 20, gives cultural details about the larger first moments outside the womb. This section
society and environment in which your starts on page 32.
character's family lived. 107 Parents & NPCs, beginning on page
103 Social Status establishes a character's 35, provides additional interesting details about
wealth (or lack thereof) and possible nobility. a character's parents or, if necessary, about
This section starts on page 24. some other significant nonplayer character.
"Those are Dwarven Runes, Jharsvend. Stand aside and let me look at them. Hmmm.... They
begin, 'On midwinter's night a great calamity struck these hills....' I guess you're right, Jharsvend.
You were born near here."
Bertran Stoneback
The chest's false bottom lifts out, and below you find a trove of brittle
parchment bound into books or gathered into fragile, leather or cloth-
tied scrolls. The first scroll that you try to remove crumbles to dust in
your fingers . . .
101
The book-bound parchment holds up better than the scrolls did,
possibly reflecting a more recent creation. The first tome that you
examine, interestingly, bears the tracing of a family crest strikingly
Race and
similar to your ownperhaps too similar for coincidence.
The book, written in a bold, elvish script, is a journal by an author
holding your family name! But weren't all your ancestors human?
Ancestry
Start here to create a new character history.
If you have not decided your character's continue by rolling a d20 and recording the INFORMATION &
race, begin generating your character history corresponding information contained under
here by using this table to decide whether the table 101c. When you have completed this INSTRUCTIONS
character is a human being or one of the other step, move forward to 102 Cultural Background
races of humanoids common to most fantasy on page 20.
role-playing game systems. Note that the word Role-play: Racial heritage, whether a char
"race" is used here in the sense of species, acter is human, elf, dwarf or something else
rather than species subdivisions based on dif altogether, is the basis for a character's back
ferences such as skin color, etc. This table ground. Humans are easiest. As players, we
follows the supposition made by many game have something in common with them. Nonhu
systems that characters will be primarily hu mans, on the other hand, are just that: not
man. human. Like human characters, they have
Instructions: If you have not already se childhoods, the agonies of adolescence, the
lected a character Race, roll a d20 and consult pangs of love, and the responsibilities that
table 101a below. Read the guidelines for the adulthood brings, but these will be skewed and
selected race, and record relevant information colored by their alien upbringing. Consider all
on line 101 of your character worksheet. Next of this before trying to play a nonhuman char
(or if you did not roll against table 101a because acter like just another human.
you already had a character race chosen),
"Pay for the meal? You want pay for this? Ha!
"The meat had maggots. The bread was so infested by pests that it's a wonder it could feed
so much mold You promised a carrot or a radish, but the only other things I could find on the
trencher were a dead mouse, a few lumps of coal that may have been something else before they
were set afire, and a burgeoning colony of barley-lice. The wine was so watered down it sported
algae, and you want me to pay.' No! I've never been so insulted!
"But before I go, can I keep this same table again tomorrow night?"
Jharsvend
d20 Heritage 16 The character is a member of an indig
1-8 The character's cultural ties are to his enous race that has been uprooted or
current nation of residence. While overthrown by invaders.
Table 101c:
the character's ancestors may have 17 The character is the child of recent National and
come from another land, he has no immigrants to this land and still does Ethnic Heritage
strong emotional, physical or cultural not fit in with the dominant society.
ties to another country. 18 The character was born in a foreign
9-10 The character's recent ancestry and land and moved to this land while
current nation of residence are the young. He retains memories of his
same. However, the character has original homeland and may even seek
strong ethnic ties to, and takes great to return.
pride in his more distant ancestors' 19 The character was born in a foreign
country of origin. land and moved to this land upon
11-14 The character is a member of a racial reaching adulthood. He almost cer
minority within his nation. tainly stands out as a foreigner.
15 The character is a member of a re 20 Reroll two more times on this table,
pressed race within his nation. combining the results.
19
Finally cresting the steep rise that your pack animals have been
102 struggling against for most of the day, you stare down into a secluded
and lightly wooded valley. Nestled within this valley and clustered
around the shores of a small lake at its heart huddle the sod huts of an
Cultural apparently primitive village. The scant signs of cultivated land sur
rounding the homes point to little more than subsistence farming, and
the rough, heavily rutted dirt road leading down from your position
shows little sign of recent tending, if any.
INFORMATION & The Culture in which your character be- you have finished all of this, go on to 103
gins his life is a significant factor in all successive Social Status on page 24.
INSTRUCTIONS background determinations. Most of a Role-play: Role-playing a character from
character's preconceptions and prejudices as one culture in the confines of another Culture
well as his attitudes and beliefs will be an may initially seem difficult, but if you look for
outgrowth of Culture. simple guidelines, the task may become easier.
Instructions: If you have not previously Just imagine what it would be like for you to be
chosen a Culture background for your charac- placed in a totally new environment where
ter, roll a d100 on table 102 below. (Remem- nothing was familiar, neither customs, language,
ber that tables 101a and 101b suggest Cultural nor day-to-day chores.
limitations for some nonhuman races.) Fol- All but the most trusting people are natu
lowing each Culture is a Culture Modifier rally suspicious of anyone from another Cul-
Number (CuMod) and a native environment. turea fear of the unknown. This can be
After you determine a Culture, write the Cul- expressed as fearful hatred and persecution
ture level and this CuMod value down on line (that which we do not understand must be
102 of your worksheet. (You will use your evil and therefore must be destroyed) or
CuMod to modify several future die rolls.) fearful awe and wonder, although primitives
Then write your character's native environ- treating civilized folk like gods is clich. An
ment on the line provided for it. After reading other cliche is for characters from one Cul
the Culture description, write your character's ture to look down on folk from another Cul
base survival skills ranking as well as your ture (the "You are different, therefore infe
character's base chance to be literate on the rior" attitude).
lines provided for them under SKILLS. When
Culture: See below, beginning on page 21, for a description of each cultural type.
CuMod: Record this in the appropriate location on the Character History Worksheet.
Native: This is the environment with which your character will be most familiar. If more than
one environment is listed, choose one.
Survival: This is the total survival ranks that you may distribute among the three Heroes of
Legend environment types. At least half of your survival ranks must be given to your native
environment. See Survival Skills on page 12 for more details.
tives is the procurement of food, usually by sess at feast one hand weapon.
hunting (traditionally a male role) and gathering A character from a Primitive Culture has
(traditionally the task of women, children and only a 5% chance to be literate. Since Primi
the elderly). Primitives do not work metal and tives Have no written language, this will always
organized farming is still rare. Their basic be the language of another culture.
political units are the family and the clan, and Role-play: Characters born into Primitive
their rulers are often chosen because they ace cultures tend to be superstitious. Tradition is
the most powerful hunters or warriors of the important to them. They are often distrustful of
group. The elderly are revered for their wis "higher" levels of Culture, viewing their accom
dom. plishments as evil. A Primitive character will
Game-play Benefits: A Primitive charac probably be less than willing to accept the
ter teams basic weapon use at Rank 3 ability "benefits" of civilization and may even suffer
and hunting/gathering skills at Rank 4 compe from exposure to civilized cultures. Primitive
tency. The learned weapon is usually a club, characters are often viewed as stupid but are
spear, knife or bow and arrow. All adult, male usually quite cleverthey lead hard lives, and
Primitives (and some females) can create weap they need sharp wits for daily survival.
ons from natural resources (flint and wood
Nomads rely heavily on livestock that can environment and at caring for their beasts. If he
move as seasons and resources dictate and are remains within a Nomadic Culture, a beginning
rarely agricultural. Most Nomads are mounted character will always possess at feast one hand
Nomadic Culture
or use beasts of burden to transport belongings, weapon and one missile weapon.
Nomads organize along family group lines, do A Nomad will almost always be able to
not settle permanently, and do not develop interpret his native pictograph writings but only
their own abstract writing beyond the level of has a 20% chance to write in it He has a 10%
pictographs, in most Nomadic tribes and clans, chance to read the pictographs of another
all adult males are warriors. Nomads may also Nomad Culture. A Nomad has a 10% chance
be skilled in other crafts or professions (rarely to be literate in the language of another Culture.
metalworking), but skill in combat is a necessity Role-play: like Primitives, Nomads rely
for survival. strongly on tradition. They may have wander*
Game-play Benefits: A Nomadic charac lust and can become uncomfortable when tied
ter will normally be at least a Rank 4 rider and down to one locale. A Nomad will always feel
will have a horse or other riding animal 75% of out of place in a city and often distrusts those
(he timeeven if encountered in another Cul who live in them. Nomads retain some of the
ture, Nomadic mates will learn weapon use to Primitives' superstitious nature, and a Nomad
Rank 3 capability after reaching adolescence character will tend to have a kind of wild vitality,
and will have 1d4 Ranks of skill both at navigat a lust for life that has been lost by more civilized
ing and pathfinding in his culture's primary people.
Barbarians are generally thought of as crude most adult mates are warriors in addition to any
and semiliterate. In fact, they are not. Barbarian other profession that they follow (although, like
cultures are dynamic, often highly educated the Vikings, they may put this skill to work
Barbaric Culture
societies with a keen sense of propriety and law pillaging as opposed to warring). They may live
and order. In a sense, they are pre-Civilized in small cities, which are often not much more
organized, but not yet developed (or degener than semipermanent camps.
ated) to the point where powerful central gov Game-play Benefits: After reaching ado
ernments are needed. They normally have a lescence, a Barbarian will learn weapon-use
solid economy with defined divisions of labor with a hand weapon and a missile weapon to
{occupational specializations). Organized reli Rank 3 ability. If he remains within a Barbarian
gion is often a central pillar of barbarian society Culture, a beginning character will always pos
(and may dominate it). Barbarians are generally sess at least one hand weapon and one missile
led by strong, charismatic warriors, but much of weapon.
the people are governed by extended family A Barbarian character has a 10% chance
groupings such as clans. Like the Nomads, to be literate in his native language.
Role-play: Like the Nomads, Barbarians ian character might easily be subject to extreme
five life with gusto. They live, love, fight, eat and emotions, such as deep depressions, berserk
drink like there may be no tomorrow. Barbar fighting moods, and exuberant joy, and they are
ians adapt well to Civilized cultures. A Barbar- often frank and open about their feelings.
Civilized cultures are most often noted for Regressive: This is a Stagnant Civilized
Civilized Culture: central governments (which seem to exist solely Culture which is slowly losing the social and
for the purpose of collecting taxes) and large cultural gains of earlier generations. Regressive
Degenerate, cities stocked with the dubious benefits of governments tend to be dictatorial or authori
Regressive, civilizationtable manners, royal dynasties, tarian, or perhaps they center on the "wisdom"
wizards, professional thieves, naval warfare, of a small group of elders.
Developing, civil engineering and, of course, tax accoun Game-play Benefits: A character from a
Dynamic, tants. The hereditary warrior classes become Regressive Culture begins with 1d3 objects (no
Stagnant and landed gentlefolk as knights and samurai are real estate) from section 858 Gifts & Legacies
replaced by paid soldiery. on page 149.
Decadent Heroes of Legend subdivides civilized so Role-play: The character may be highly
cieties into six sub-types: Degenerate, Retro defensive of his decaying culture, and he may
gressive, Developing, Dynamic, Stagnant, and refuse to believe things are as bad for the
Decadent. For details on each specific type, see society as they really are.
below.
Game-play Benefits: In addition to ben Developing: A Developing Civilized Cul
efits listed below under the specific types of ture is making great strides to improve itself
civilized cultures, a civilized character has a technologically, socially and morally. Usually,
50% chance to develop a hobby. Determine this culture is on its way up from Barbarism or
the specific type of hobby by consulting section making a comeback from Decadence or Retro
318 Hobbies on page 60. Also, a character gression. The government may favor some
from a Civilized Culture has a 30% chance to be type of popular representation, and the people
literate in his native language. place have much faith for the future.
Role-play: Civilized peoplesespecially Game-play Benefits: Roll a d6. On a result
those of Well-to-Do and higher Social Status of 3-5, select one Lightside trait from table
classically take a dim view of lesser cultures, 522a. On a result of 6, select 1d3 Lightside
often viewing them as less than sentient. "Help traits from table 522a and one Neutral trait from
ful" Civilized folk may feel a need to bring table 522b.
Civilization to lower Culture levels. A civilized Role-play: A character from a Developing
character usually feels most at home in a city culture could easily have a pioneer spirit, willing
and will be aware of what a city has to offer. to take risks for the good of others and for a
better future as well as for personal gain.
Degenerate: This is a people living within
the ruins of their former greatness, unable to Dynamic: Dynamic Civilized Cultures are
understand let alone duplicate the feats of their marked by rapid growth, development and
forbearers. Members of a Degenerate Culture expansion. New ideas and technologies are
are often superstitious, even worshiping their being discovered and exploited. Governments
ancestor's lost technological mysteries. The in Dynamic Cultures are similar to those in
tern "Degenerate" does not necessarily reflect Developing Cultures, but access to power re
the society's moral status, and more often than sides in the hands of a relative few. In many
not their societies function like Primitive, No ways, a Dynamic Civilized Culture stands at the
madic or Barbaric Cultures. peak of its development.
Game-play Benefits: A character from a Game-play Benefits: Roll a d6. On a result
Degenerate Culture begins with 1d3 objects of 3-5, select one Neutral trait from table 522b.
(no real estate) from section 858 Gifts & Lega On a result of 6, select 1d3 Neutral traits from
cies on page 149. These are an inheritance and table 522b and one trait from table 522c:
may even have sacred status. The character will Darkside Personality Traits.
also usually have a Rank 3 skill in the religious Role-play: Dynamic cultures are often self-
knowledge of his people. centered, caught up in the wonderfulness of
Role-play: Characters born into Degener themselves. In their eyes, they can do no wrong
ate Cultures tend to be superstitious. Tradition (nor take responsibility for failures). This is a
is important to them. They may have a "ritual culture of great ego, one that believes that great
istic" approach to using elements of their more risk taking and great intellect should earn great
civilized heritage. rewards. Moral bankruptcy has begun.
Stagnant: No significant societal gains, government support of the Poor is expanding,
either technological, sociological or artistic are previously common civil liberties and services
being made, or have been made in recent are disappearing. Inflation in Decadent Civili
memory. This culture has remained essentially zations is often rampant.
as it is for decades, generations, or even millen Game-play Benefits: Street-smarts, sur
nia. The people refuse to adopt changes. They vival in the streets, come naturally to this char
may no longer dedicate themselves to work, acter. Give him 1d3 additional skill Ranks of
choosing to pursue hobbies instead. Govern Urban Survival skill. Roll a d6. On a result of 1
ments tend to be self-serving, self-perpetuating 3, select one Darkside trait from table 522c. On
and emphasize maintaining the status quo. a result of 4-5, select 1d3 Darkside personality
Game-play Benefits: A character from a traits from table 522c and one trait from table
society like this one has 1d4+2 skill ranks at an 522b: Neutral Personality Traits. On a result of
occupation that was handed down by his an 6, use the 4-5 result but add one trait from
cestors. Select an occupation from 313 Civi section 523 Exotic Personality Traits.
lized Occupations. Role-play: It is common for citizens of
Role-play: Characters born into Stagnant Decadent Civilized Cultures (even the lowliest
cultures may not believe that innovations are slaves and beggars) to believe that their Culture
possible, or desirable. They value tradition and is not only at its dynamic prime, but that it and
are uncomfortable with change. they are vastly superior to everything else. A
character from this Culture could easily have a
Decadent: These are Civilized Cultures haughty attitude, looking down his nose at
past the peak of their prime. Decay has begun everything. Simple pleasures might easily bore
to set in at all levels, and the people have a person from this Culture. On the other hand,
become hedonistic and jaded. The govern they could be so foreign to the character that
ment seems to have become self-perpetuating they may intrigue him to no end.
and careless of the people's needs. Although
103 Social up the street, but you aren't tall enough to see over the heads of the vast
crowd pressing its way slowly towards the castle. As you stretch up on
your toes for a better look, the man behind you gets shoved into your
Status back, crushing one of his special pastries baked in honor of the king's
birthday against the man's chest...
At last an opening appears in the crowd and an ornate gilded
carriage appears, ushered through the throng by a tight knot of surly
guards and three trumpeters. You have only a moment to wonder why
anyone of such obviously high standing would be heading away from
the royal celebration before a strong hand thrusts you back into the
crowd.
INFORMATION & Social Status indicates the general wealth entry is a Social Level Modifier (SolMod). Write
of a character's family. Should subsequent the selected Social Level and the correspond-
INSTRUCTIONS events so dictate, this wealth could become the ing SolMod value on line 103 of the worksheet.
character's fortune ... or lack thereof. It is The SolMod will be used later to modify other
possible for the course of events in a character's die rolls.
life to change his Social Status for better or for After recording the SolMod and Social
worse. For a beginning character, Social Status Level, modify Survival Skills as described below,
affects initial starting money. A Wealthy char- read the role-play guidelines and the Social
acter will usually have more money than a Poor Level description, then go to section 104 Birth
character. and Family.
Social standing can also affect the attitudes Survival Skills: Add or subtract the num
that a character will have about himself and ber of ranks indicated on table 103.
others. One can also think of Social Status as a Role-play: Like Culture, the character re-
Subculture within a Culture. The basic beliefs, tains at least some of the values and attitudes of
attitudes and skills of the Culture remain, but the Social Status of his birth, even though he
they are modified by Social Status. changes social standing. The longer a character
Additionally, a character's Social Status spends in a Social Level, the more he adopts the
acts as a modifier when determining events that attitudes of that social level. A Poor character
occur to the character later in life. who becomes Well-to-Do may initially be fru-
Instructions: Roll a d100 and add the gal, but the longer he lives the good life, the
CuMod from table 102 to the result. Then more concerned he becomes about appearing
consult table 103. Following each Social Level Wealthy.
* Some Wealthy characters will be Extremely Wealthy. Roll a d100. If the result is less than
or equal to the character's TiMod (equal to 0 unless your character is a noble) plus 1, then he is
Extremely Wealthy.
** This +5 is added to the SolMod after a Noble title has been selected and the Social Status
rerolled on this table.
"'S late, but yer lucky. Mos' nights y'd get nothin', but th' dog hadn' finished this, so you'll get
some supper after all."
Jen Daisy, Wench of Salty's Tavern
These people are considered the dregs of a 40% chance to have Underworld experience
society. They own no property, and may have (go to section 631 Underworld Events). In a
no fixed home. Some perform no real work and Decadent Culture, this chance increases to
Destitute
are often unemployable. Others are in bond to 60%. A destitute character has only a flat 5%
a master and live at his whim. Still more, chance of being literate (regardless of Culture).
especially Primitives, barely five off what mea Money: 25% of normal starting money.
ger bounty the land provides. The chief indus No sane person outside the character's own
try of this class is foraging and scavenging. This Social Level will loan him money.
is survival levelno luxuries. Money is rare for Role-play: Characters from this Social
the Destitute and all income goes toward merely Status may believe that they have no real con
staying alive. This social class includes non- trol over their own lives and exist merely at the
guild beggars and other street people, serfs, whim of others, whether it be the gods, the
sharecroppers, rural bandits, some slaves, and wealthy or just anyone who is not Destitute.
unfortunate Primitives. This attitude might be expressed as hopeless
Game-play Benefits: As a child, a Civilized ness, or it might become hatred and revenge
or Decadent character attains Rank 3 profi directed against either society or those be
ciency in street fighting (Dagger and Brawling lieved to be the cause of misfortune. A destitute
skills). As an Adolescent, this skill increases to person can easily be a street punk, or a goodly
Rank 4. In a Civilized Culture, the character has person with a heart of gold and a hopeless sigh.
A Poor person has a very low income 3 rating in street fighting (Dagger and Brawling
compared to many. He usually does not or skills).
cannot own property. His home is usually of Money: 50% of normal starting money.
Poor
lesser quality, sometimes due to uncaring land The character will have difficulty borrowing
lords who may also be the Poor person's em money from any other than criminal sources.
ployer. The luxuries of the poor often include Role-play: The Poor must work hard to
nice food, heat in winter, pets and clean water. keep what little they have, otherwise they will
In some societies, the Poor are but a step above become Destitute. A Poor character might
slaves. This class includes most non-leader always be concerned about having enough to
Nomads, Primitives, peasants, uncivilized war get by, but the Poor usually have hopethat
riors, most laborers, public welfare recipients, they or their children might have a better life if
some land-owning farmers, some craftsmen, they can work hard and long enough. Although
young or partly-skilled urban thieves, appren a character from this Social Level may long for
tices, office clerks and most professional sol a better life, he could be satisfied with the way
diers. things are. Hard work is good and the rewards
Game-play Benefits: Subtract 15% to the enjoyable. Of all the Social Levels, the Poor are
character's literacy chance. As an adolescent, most likely to strongly emphasize religious
the character has a 50% chance to attain Rank matters in their lives or to be superstitious.
This is the middle class of any Culture, merchants, highly-skilled laborers, lower gov
regardless of the average wealth of its citizens. ernment officials, lower-ranking military offic
These folk usually live in clean, nicely appor ers, lesser priests and magicians, shopkeepers,
Comfortable
tioned homes or apartments, often in better and prominent warriors and lesser chieftains.
neighborhoods. They eat regularly and occa Game-play Benefits: The character may
sionally very well. Children are often educated add 5% to his chance to be literate. He may
by tutors. Luxuries include warm houses, good also own an heirloom weapon.
food, nice clothing, family heirlooms, books, Money: 100% of normal starting money.
and the ability to hire a servant or workman. A The character has no problem borrowing money
family in this class may own a conservative form at reasonable rates.
of transporta buggy, a wagon or a horse. This Role-play: Folk from this Social Status are
class includes "impoverished" nobility, univer considered to represent the mainstream of their
sity professors, scribes, some craftsmen and Culture's beliefs and attitudes.
"Hire us? Hire us! Run the bl'ckade? If m'corpse was whole... you'd have none of me!
Dang'rous! Too much, too much ... but th' pain comes back. M' leg calls from serpent's gullet
and th' sea'll claim th' rest... When must th' crew be ready?"
Ty S'Grit, Seamaster of the Brimwiht
These are the upper end of the middle or character can begin play with a riding animal
merchant class in Barbarian and Civilized cul and two weapons.
Well-to-Do tures. They typically own larger homes, have a Money: 150% of normal starting money.
household servant (a cook and/or a maid), have He has no problem borrowing good-sized sums
private transportation, and sometimes travel of money at reasonable rates.
abroad. They may own more than one home in Role-play: Outward appearances are of
more than one city. Their children are privately ten the be-all and end-all of this Social Status,
educated. Luxuries include elegant furnishings, and these folk may try to act like they are
artwork, libraries, parties, fine clothing, and Wealthy. A strong tendency exists in this class
occasional exotic foods. This class includes to look on lower Social Statuses as something
younger offspring of Nobility, successful crafts bordering on "unclean" and to attempt to asso
men, high-ranking military officers, merchants, ciate only with those of equal or higher status.
ship owners, successful magicians, priests of Of all Social Statuses, Well-to-Do folk are prob
prominent religions, guild leaders, city officials, ably the least tolerant of their children becom
and Nomad and Barbarian chieftains. ing adventurers ("What will the neighbors
Game-play Benefits: Add 30% to the think?").
character's literacy chance. Additionally, the
These people are rich. They own large furnished home, a riding animal, fine clothing,
Wealthy estates, have many servants, plush furnishings 1d3 pieces of jewelry worth 10x starting money
and large holdings of land. They usually make each, a dagger, and a fine hand weapon appro
their money from real estate, merchant trading priate to his culture.
and gouging poorer people. What most lower Money: 300% of normal starting money.
social levels see as luxuries, Wealthy people The character also has no problem borrowing
take for granted. This class includes most titled large sums of money at favorable rates.
nobility, merchant princes, high priests of rich Role-play: A Wealthy character is accus
cults, owners of very successful large compa tomed to the finer things in life and may be
nies, government leaders, very successful magi uncomfortable in less-than-elegant surrounds.
cians, and leaders of criminal organizations. It may be hard for a Wealthy character to
Game-play Benefits: The character is al accept someone from a lower Social Status as
ways literate. He will usually have a finely an equal.
Like the Wealthy, the Extremely Wealthy and armor, expensive clothing, a minor magical
has lots and lots of money. However, they view item, etc. Availability of items may be the only
Extremely the merely Wealthy as just penny-ante. The limiting factor.
Wealthy Extremely Wealthy own estates the size of Money: Within reason, the character has
baronies (even dukedoms), have armies of ser as much money as he requiresas long as he is
vants (and usually at least one army), throw at home (perhaps limit this to 20x the normal
parties that would beggar most cities, and are starting money). The character usually has no
often quite eccentric. This class includes heirs need to borrow money unless he is bank-rolling
of old family fortunes who have continued to a country or a war.
expand their holdings, kings of wealthy coun Role-play: Chances are that a character from
tries, and emperors. this social class will believe that money solves all
Game-play Benefits: The character is al problems. He may also never have been exposed
ways literate in his own language (100% chance), to the seamier side of life and may have no
and he has a 30% chance to be able to speak concept of what it is like NOT to have a desire
1d4 other languages. Within reason, a charac gratified instantly. Although cliche, the "spoiled
ter will begin with just about any material rich kid" could easily fit as this type of character.
possession he desires, including carriages, arms Also see Wealthy role-play guidelines.
"Master, I received this bottle from the prince's own vintner with such lavish praise of its liquor's
sweetness and strength that, beyond doubt, the prince himself could savor no better. You know
the tales of the royal vineyard, of the death that awaits any who trespass, of the value even of its fruit's
succulent aroma. I vowed that never would this treasure leave my hands, never would we part I
will drink this wine on my deathbed and take the liquid to my grave. No, no... but perhaps for your
jewelled broach an arrangement can be made..."
Overheard in the market square of Cifinesalli
The character who rolls this is a member of Social Status must be at least Well-to-Do for this
a noble family, the aristocracy of the land. armor to be of exceptional quality, such as full
These folk have fancy titles, and are generally plate). A Noble character has a 50% chance to
Nobility
better off than their fellows (whom they often have a strange personality quirk. Select it with
consider to be less than human). Follow the 523 Exotic Personality Traits.
instructions below to select titles, lands, kinships Money: Money is determined by Social
to other rulers and so on, then return here. Status (the second roll on this table).
Special Instructions: Go to section 748 Role-play: Nobles, by definition, are sup
Nobles to determine the Noble title of the posed to be better than other men, born to lead
character's parents and other items of impor their lesser brethren. Even a Destitute Noble
tance to Nobles. Then, the character must will consider himself to be better than others.
reroll his Social Status on table 103 (to find out The importance and role of Nobility within a
the family's wealth and current situation), add Culture will vary with the Culture. They may be
ing the TiMod from table 748a to the result. dynamic hereditary leaders, able to command
Reroll results of over 99. men to their deaths, or pleasure-loving para
Game-play Benefits: Add 30% to the sites who are tolerated only because their exist
character's chance for literacy. A beginning ence is traditional. Also read the role-play
character will usually have a full set of non- guidelines in section 748 for further assistance
magical weapons of his choice and a good in role-playing this character.
quality suit of armor. (However, the Noble's
From here, proceed to section 104 Birth and Family on page 28.
A rhythmic wail breaks the incessant moaning that for hours has
104 Birth
rolled from the royal bedchamber and signaled the birthing pains of the
queen and mother. At last the time has come! At last the heir is born!
But moment follows moment and the doors do not open in triumph.
and Family
Neither do the mother's painful sobs cease. You wait for an intermina
bly long time, until, finally, a second wail to echo the first comes from
beyond the doors. Twins . . .
A midwife erupts from the room, bearing a troubled look and a tiny
bundle. She hands the sleeping child to you.
"Take him away and forget where you leave him!" she says. "There
can be only one heira second means bloodshed!"
The midwife returns to the royal bedchamber, leaving you with a
prince who must never know his true identity . . .
INFORMATION &
A character's life begins among his family. sex. Hi=female, Lo=male. Also, for relations
Though they may not figure heavily into his later outside the immediate family, determine which
INSTRUCTIONS
adventures, a character's first values come from side of the family the relative is related to. Roll
his family, and it is here that he may place his Hi/Lo. Hi=mother's side of the family.
strongest allegiances. Lo=father's side of the family.
Also, chances are that the character has or Role-play: The family is the core of a
had one or more brothers or sisters. Birth order character's early growth. A character who
affects things like inheritance, family influence, grows up surrounded by many relatives often
career, titles and personality. has a different perspective on life than a child
Instructions: In order; roll a d20 to raised by a single parentor none at all. Family
consult 104a; Birth Legitimacy, roll a d20 to may be relied upon for aid in times of need.
consult table 104b: Family Head, and roll an Siblings can be best friends, ardent rivals or
additional d20 to consult table 104c: Siblings even worst enemies. They can be ordinary
and Birth Order. Do not consult 104d: Other people or they can be exceptional individuals
Relations unless you are instructed to by an whose talents outshine the character's own
other table. As always, record all results in the (imagine always living in the shadow of a more
appropriate locations of your Character History successful brother or sister). You may wish to
Worksheet. further expand upon siblings by giving them
If you determine that the character has names, ages, and so on.
siblings, then for each sibling roll a d20. If the First borns may be more aggressive and
roll is 9 or lower, the sibling is male; otherwise, receive most of their parent's attention and
the sibling is female. After recording the siblings resources. A younger child may try to live up to
and their gender on the Character History an older sibling's reputation, or take on a "why
Worksheet, roll a die that closely corresponds even try" attitude.
to the number of children in the character's Game-play Benefits: First borns are usu
family. Reroll until the result is equal to a ally the designated family heir and inherit Noble
specific birth order ["2" out of seven children, family titles, household careers, fortunes and
perhaps). This is the character's order of birth: land. Younger children often only receive a
record it on the character worksheet. smaller portion of these things. First borns
If you are instructed to consult table 104d: generally receive more money from parents
Other Relations, roll Hi/Lo to select the relative's (+20% additional starting money).
From here, proceed to section 105 Place & Time of Birth on page 30.
"In here. Wouldn't take a normal room. Said somethin' 'bout bein'
& Time of you gaze upon a tiny cubicle devoid of furnishings except a damp cot
which still holds birthing rags from the night before. You shiver as your
breath comes out in a cloud that slowly dissipates towards the rotting
INFORMATION & All characters were born somewhere and Do not consult table 105c: Exotic Birth
at some time. Locations unless instructed to do so by another
INSTRUCTIONS Instructions: Begin by consulting 105a: table.
Time of Birth. Write relevant Time of Birth Role-play: Imagine the situation that
information on line 105a of the Character His brought the character's mother to the place of
tory Worksheet. Next, roll a d20 and consult birth. Could some event or individual have
table 105b: Place of Birth, again recording caused the character to be born here? How
relevant information. Note that every birth does it fit with his Culture or Social Status?
location, including those on table 105c: Exotic Would it be normal to be born here, even under
Birth Locations, has a corresponding BiMod unusual circumstances?
value which will be used by later tables.
If you or your GM feel that the season, the time periods are of nearly equal length, the
105a: Time of month or day of the character's birth is impor chances to select any time period should be
tant to the campaign, create a dice table similar equal. If the time periods are of unequal length,
Birth to the other tables in the book. Use the size of use a d100 and assign a range of values propor
dice that most readily matches the number of tional to the relative lengths of each time pe
seasons, months, etc. being selected. For a 12 riod.
month calendar, you would use a d12, etc. If
Unusual "Back, back..." she whispers, "back through the whirl of time.... A
woman cries, for the agony of her labor weighs heavily upon her.... It
is your mother! And the time is the night of your birth.
Births "As you enter the world, a tremendous storm rages outside, driving
a mysterious stranger to your door. He enters and asks to see you,
claiming to bear a great gift for the one just born under that roof.
"The stranger asks to gaze on your face, and as he does so, his eyes
widen in disbelief. 'Sorry,' he murmurs, 'wrong house.'"
INFORMATION &
Legendary characters often began their results of the roll and make a note of the "truth."
lives under unusual, often mysterious circum Discovery of the "truth" about the character's
INSTRUCTIONS
stances. Some are born at crucial times during birth can easily become a motivation for the
the day or year, others are the children of gods. character's later adventuring.
These circumstances of their births often shape If you are a Game Master creating a
their later lives, whether the characters know it Nonplayer Character (NPC) and the result on
or not, and may foreshadow lives fraught with table 106a indicates that the GM is to deter
the unusual. Of course, not every character is mine one or more unusual birth circumstances,
born under unusual circumstances. In fact, continue making the rolls, but the NPC will be
many have rather normal or near normal births. unaware of the true nature of each GM-only
If you want your character to be more-or roll.
less normal, do not use this section. It has a If table 106a indicates that there are no
tendency to make the character as unusual as unusual birth circumstances, proceed to sec
the circumstances under which he is born. To tion 107 Parents & NPCs.
avoid this section completely, simply proceed If a later roll on table 106b contradicts an
on to section 107 Parents & NPCs. earlier one (such as rolling both "born at noon"
Instructions: Roll a d100 and add the and "born at midnight"), take the first result
character's BiMod (from either table 105b or obtained. Reroll all duplicate results. Record
105c) to the result. Match the total against each birth circumstance on the lines provided
table 106a: Nature of Birth to check for the in area 106b on the Character History
occurrence of unusual circumstances surround Worksheet.
ing the character's birth. Role-play: The circumstances surround
If table 106a shows that one or more ing a character's birth are often seen as omens
unusual occurrences took place at the that foretell their later life. An asterisk (*)
character's birth, record the number on line following the number on an entry of table 106b
106a of the Character History Worksheet and indicates that others who know of this occur
go to table 106b: Unusual Birth Occurrences. rence may treat the character differently than
Take the result from table 106a and roll a d100 they might a "normal" child. The character
that many times on table 106b. might be thought of as special, gifted, or even
If you are a player and the result on table "unclean"perhaps something to be hidden
106a indicates that the CM is to determine one away. Often the worst omens are kept from a
or more unusual birth circumstances, make a child, but he may then grow up surrounded by
note of this on your character worksheet. Your whispers, strange looks and possibly avoid
character is not aware of the true nature of the ance. These situations can make a character
resulting circumstance (or its effects have yet to curious about the future, or even fearful of it.
reveal themselves). Let your GM make the He may believe that there is something special
necessary rolls. The GM will reveal any obvious (for good or ill) about his life.
"Good fellow! I am glad to find you here at this early hour! Only one awake so early will have
the opportunity to sample this newly purchased wine, to touch its fire, to drink this burning fruit,
to Ick! Ack! (Cough, cough) Ptui! (Cough, cough, cough) Um... to imbibe this rich vintage,
to..."
-Salty
d100+Bimod Unusual Birth Occurrences 100-101 Three unusual occurrences.
01-67 Nothing unusual occurred. 102-104 Three unusual occurrencesGM se 106a: Nature of
68-83 One unusual occurrence. lects 1d2.
84-92 Two unusual occurrences. 105 Four unusual occurrences. Birth
93-99 Two unusual occurrencesGM se 106+ Four unusual occurrencesGM se
lects one. lects 1d3.
From here, proceed to section 107 Parents & NPCs on page 35.
The door to the tavern swings open and the short, wiry figure of
Piktig slips in, carrying a small sack that thumps heavily as he sets it
down on the table before you.
"I got it!" Piktig squeaks. "I told you I had the gold! Now where's the
107 Parents
fire stone?"
The tavern door opens again, and you can't help but smile as the tail
you placed on Piktig steps inside and catches your eye.
& NPCs
"I followed him," the tail says. "You were right. The little rat's a thief.
He even has a tunnel that surfaces in the mayor's treasure room . . . "
This follows section 106 Unusual Births. It deals cither with a player character's parents or an NPC himself.
For most NPCs, just labeling them by their and their dependents. (The head of the house INFORMATION &
occupation or relationship to the character will hold is the parent upon whom the society
be enough. For other important NPCs, you will traditionally places the burden of support. In INSTRUCTIONS
want to create backgrounds as detailed as many societies this is the father or male parent.)
those you make up for player characters. How If you are creating an NPC who already has an
ever, rather than use the regular (and admit occupation, then skip table 107a and go on to
tedly time-consuming) method to create every table 107b.
NPC who needs a bit of history, it's nice to Roll a d20 against table 107a to select the
touch only the highlights and yet still get an number of occupations held by the Parents or
interesting character. NPC. Note that this table merely selects the
For NPCs, this section determines the un number of occupations in the household, not
usual events that have already taken place in the actual jobs performed. Follow the direc
their livesthe things they are known for. These tions given for the result, determining all actual
are the NPCs most outstanding features. Most occupations on the Occupation Tables (see
of these features will be readily apparent either sections 310-313; consult the section appropri
upon encountering the NPC or upon getting to ate for the parent/NPC's Culture and Social
know them better. Status unless otherwise noted) and then con
For parents and guardians, this section tinue with table 107b for the NPCs (or parent's)
determines the aspects that a character remem further development.
bers about the person or persons who raised For table 107b, roll a d3. The result is the
and reared him through childhood or the things number of rolls for Noteworthy Items about the
that those persons did or became that most Parents or NPC to make on that table. Roll a
affect him. For the most part, these things in this d20 for each item, match the result on the table,
section relate to the head of the household. and then record any important information in
Special Notes about Parents: What a area 107 of the Character History Worksheet.
character becomes is greatly influenced by the For Parents/Guardians only, roll an addi
beliefs, attitudes and life-styles of those who tional d6 for each Noteworthy Item rolled on
rear him as a child or adolescent. In the best of table 107b. The d6 determines to which parent
situations, these are the character's parents, but (or guardian) the listing applies. A d6 result of
they can also be guardians or masters of an 1-4 indicates the head of the household. A
orphanage. These tables touch on aspects of result of 5-6 indicates the listing applies to the
the character's parents that may be important other parent (or guardian). If only one parent
parts of his later development. (or guardian) is alive, then apply all results to
Instructions: Regardless of culture or that parent only. If an orphanage is being rolled
social status, all heads of household in a society for, apply the results to the head master or
have an occupation, something that they do mistress of the orphanage.
that provides food and shelter for themselves
"Service, wench!"
"Lessee some pay first Y'll get nothin' but y'can afford it."
"Here..."
"What? A few bits o' iron?"
"Iron! Silver's what y' mean!"
"Silver? Silver? Hah! 'S covered with rust!"
"That's not rust! That's ...Urn, that's decoration."
Wrag Halseth and Jen Daisy
d20 Number of Occupations Culture and Social Status. On a roll of
107a: Number of 1-12 Head of household (NPC) has one 4-5, use the table for the next lower
occupation. Social Status. On a roll of 6, use the
Occupations 13-14 Head of household (NPC) has one table for the next higher Social Status.
primary occupation which is per 17-18 Both parents within the household
formed full-time and a secondary oc have an occupation. (For an NPC,
cupation which is performed on a treat this as a result of 13-14.)
part-time basis. For the secondary 19 Head of household (NPC) is or was an
occupation, use the occupation table adventurer. Go to 750 Adventurers
for the next lower Social Status within to determine the type of skills pos
the appropriate Culture. sessed by the parent or NPC.
15-16 Head of household does not work, 20 Head of household (NPC) does not
but the other parent does. (For an have a readily apparent occupation
NPC or single parent household, treat of any kind. When money is needed,
this as a result of 13-14.) Roll a d6. On it just seems to be available. (GM
a roll of 1-3, use the occupation table ONLY: See entry #107 on table 968:
appropriate for the parent/NPC's GM's Specials).
From here, proceed to section 208 Significant Events of Youth on page 39.
Childhood & Adolescence
All Characters Your character history generation is well of its hoard, I'm going to scream, kick, pound
underway. By now you have determined infor my fists on the ground, and possibly even soil
Must Consult mation about your character's racial, cultural myself.")
This Section and social background as well as information So, what's next? Consult section 208
relating to your character's birth. This is, of Significant Events of Youth beginning on page
course, only a beginning, unless all along you've 39 to determine some of the most significant
had a burning desire to role play a toddler. happenings from your character's adolescence
("Okay, unless the dragon gives me possession and childhood years.
"Th'cook, he use t'like t'play gamez on th'young'nz, he did. He'd gather th' lot o' 'em t'gether
an' toss 'em a hunk o' meat jez't' watch 'em scrap fer it. Course, th' cook gits hiz in th' end, he does.
Comes time fer hiz, he gits through wit' watchin' a scrap an' finds thet a couple o' th' rats'd snuck
roun' an' looted th' 'ntire kitchen."
Brubnub, Goblin Guard, 2nd o' the Watch
38
As you stand by the Baron's throne, waiting for your audience, a
guard drags in a small boy roughly thrusting him to his knees before the
feudal lord.
"Lord Baron, seven merchants accuse this urchin of thievery and
208
property destruction. Before my eyes, he ran through the marketplace
and snatched goods from two carts, upsetting a third and spoiling the
owner's wares."
Significant
"Well," the Baron begins as he rises from his throne, "this cannot
continue." Events of
The Baron approaches the boy and bends down to place a hand
under the lad's chin, forcing the child's face upwards, angled towards
his own. "I'm sure the child knows what he did was wrong." Youth
The child nods.
"All the boy needs is a reminder." The Baron shifts his attention to
the guard. "Take the lad out and flog him.... No, better yet, I'll do it...."
In a sense, this is where the action begins. nonhuman characters, refer to Age on page 10. INFORMATION &
These are the events that occur during the Developing a Personality: As a character
character's "growing" years, the memories from grows, his personality takes shape. Many events INSTRUCTIONS
childhood and the activities of adolescence. that occur in a character's life also cause a
Instructions: Use this table twice. The first character's personality to develop. Personality
time, use it to select events that occur during traits shape the way a character acts or re-
the character's childhood. The second time, sponds later in life. Some of these traits are
use it to select events that take place during the good, or Lightside traits. Others are considered
character's adolescent years. bad, or Darkside traits, and still others are
To determine the number of significant neutral, neither good nor bad.
events that occur during childhood and adoles- Most of the events on the significant event
cence, roll a d3 once for each age period. For tables (tables 208a, 208b and 208c) are fol
each event, roll a d20 and add the character's lowed by a letter enclosed in brackets. This
SolMod to the result (Noble characters: double- letter represents the type of personality trait
check to see if 5 has been added to the that develops because of the event. An [L]
character's SolMod). means a Lightside trait. A [D] means a Darkside
For each roll, match the result against table trait. An [N] means a Neutral trait, and an [R]
208a and record the event in the EVENTS means that you will determine the trait later.
section of the Character History Worksheet. Each time you select an event followed by
(Only consult tables 208b and 208c if specifi- a letter in brackets, record it on the Character
cally directed to by an event on table 208a.) History Worksheet, and also record its corre-
Many events require additional rolls on other sponding letter in the space provided to the left
tables. If you are asked to use another table, go of the event line. When you get to 521 Align-
to that table, follow instructions found there, ment & Attitude, the instructions there will tell
record any relevant information, then return to you what to do with the letters.
this table until all rolls here are complete. Role-play: By the time a character reaches
Age: You must determine the age of the adulthood, his personality has already been
character when each event happens. For a determined for the good or the bad by the
human child, roll a d12 (forages 1 to 12). For events of childhood. Maturity may refine the
a human adolescent, roll a d6 and add the result character, but rarely does it significantly change
to 12 to obtain an age from 13 to 18. For his attitudes.
The best sword you have! I would like to buy the best sword you have, and nothing else will
be acceptable."
"Very well, this here is the best You can have it for 500 fingerweights of gold."
"Ah ... 500. Perhaps I could see the second best"
Wrag Halseth and Kiv Blacksmith
d20 Childhood Event of the character. Roll a d10. On a
208b: Special 1 A kindly neighbor teaches the charac- result of 8-10, the grandparent en
ter, improving the character's literacy trusts the character with a secret.
Events of skills in his own language by one rank Note: the GM should create some
Childhood of competency. piece of information that has been
2 Character becomes emotionally at- kept from the character until now [R].
tached to a toy and cannot bear to be 13 The character witnesses a crime be-
parted from it for 2d10 years [R]. ing committed by 1d4 persons. The
3 Character has a collection of related perpetrators of the crime (the crimi
things, such as pretty rocks, animal nals) see the character but are unable
skulls, dolls, sticks, leaves, etc. to catch him. It may be possible that
4 Character has a close friendship with these criminals still seek the charac
a sibling (or a cousin if no siblings ter, even now. Select the crime with
exist). Sibling is either next oldest or 865 Crimes [R].
next youngest in relation to the char- 14 A race-specific event. To select the
acter [L]. event, elves go to section 627, dwarves
5 Character has an imaginary friend [R]. to section 628, halflings to section
6 Character is a child prodigy at an 629 and monsters to section 630. If
unusual skill. He has a Rank 6 ability the character is human, then he has
with the skill. Select the skill with 866 an encounter with nonhumans and
Unusual Skills. befriends them. Roll the type on 751
7 Character learns use of a weapon Nonhumans [N].
appropriate to Culture and Social Sta- 15 An exotic event occurs. Select the
tus at Rank 1 skill. You select the event with section 642 Exotic Events
weapon. [R].
8 The character and a friend discover a 16 Through a brief misadventure, the
secret hiding place near his home. character discovers that he is a nearly
The hiding place remains undiscov- exact twin of a young Noble. Select
ered and undisturbed at least until he the title of the young Noble's parents
becomes an adult. on 748 Nobles. This could lead to
9 The character becomes proficient interesting events later in life [R].
(Rank 3) at a sporting event. Select an 17 A tragedy occurs. Determine what
appropriate event. happens on 624 Tragedies [D].
10 A friend of the family, an old warrior, 18 Something wonderful occurs. Deter-
tells the character grand tales of ad- mine what happens on 625 Some-
venture and derring-do [L]. thing Wonderful [L].
11 The character becomes well-known, 19 An event that would normally affect
even famous for the occurrence of an an adolescent occurs now. Reroll this
event in his life. Reroll the event on event on table 208c: Special Events
table 208a: Significant Events of Child- of Adolescence.
hood & Adolescence [R]. 20 The character acquires a hobby. Se
12 One of the character's grandparents lect the type of hobby on 318 Hob-
dies of natural causes in the presence bies.
Get a Job! Many characters have an occupation which leading into 313 Civilized Occupations, which
they practiced before abandoning their past reflects the ordering of occupations according
and taking up a life of thrilling adventure. The to social classes. 313 Civilized Occupations
sections under this heading determine the na begins on page 50.
ture of that occupation. Note that not all 314 Merchants, beginning on page 54,
characters will consult these sections when defines several types of merchants who sell
creating their histories; do not consult them goods in barbarian and civilized societies.
unless another section directs you to do so. Occupations affiliated with the rulers of
Most every character begins his occupa the land or the city appear in 315 Government
tion by surviving an extensive period of appren Jobs on page 56, and occupations for skilled
ticeship, during which he works as an essen artisans may be found beginning on page 57
tially unpaid servant under the rule of a master under 316 Crafts.
craftsman. See 309 Apprenticed, beginning on All characters who have an occupation or
page 45. craft in their background may decide to use 317
Four sections under the Occupations and Occupation Performance, on page 59, to deter
Hobbies heading define occupations that stem mine how well or poorly they did in their work
directly from the character's native culture. 310 as well as what sort of attitude they held in that
Primitive Occupations on page 47 defines such capacity.
trades as "Fisherman" and "Hunter." On page Some characters are too wealthy or ob
48, 311 Nomad Occupations expands the oc sessed to worry much about an occupation and
cupation list to include "Herder" and even instead devote their time towards developing a
"Adventurer." 312 Barbarian Occupations on hobby. See 318 Hobbies, beginning on page
page 49 reflects a still more diverse culture 60.
"I didn' always wan' t' be a wench. When I was younger I want'd t' be a princess, 'cept then
I found out I'd have t' wear uncomf'table shoes all day."
Jen Daisy
The blacksmith takes your sword closer to the forge and twists the
blade back and forth to catch the warm light of the fire.
"Dull, yes," the man growls, "but it'll sharp on th' stone. Worm!" 309
The smith's call summons a thin, breathless young man who joins the
master at a huge grinding stone in the corner of the room.
"Turn th' stone, Worm. Faster. Faster! You'll never be a master
Apprenticed
smith with arms like that! FASTER!"
At last, with a shower of sparks, the blacksmith applies your blade
to the stone....
Many crafts and professions are perpetu Game-play Benefits: After completing a INFORMATION &
ated by the practice of taking on an apprentice five year apprenticeship, the character will have
who lives in the shop of a master of the craft. In learned the skills of his new trade to at least INSTRUCTIONS
return for payment from the apprentice's par Rank 2 ability. Roll a d20 (note modifications
ents and a large amount of menial labor, the for shortened or lengthened apprenticeships
master slowly teaches the apprentice the se below). If the result is 12 to 16, the character
crets of the trade. This is a process that takes learns his craft at Rank 3. If the result is 17 to 19,
several years, but at the end, a diligent appren the craft is learned at Rank 4. If the result is 20,
tice knows his craft and may seek his livelihood the craft is learned at Rank 5.
at it. Shortened Apprenticeship: If the charac
Instructions: First, select the occupation ter does not complete the full five years, his skill
to which the character is apprenticed by rolling at the craft is only Rank 1.
a d10. Match the result against table 309a: Lengthened Apprenticeship: For each
Occupation. Select the occupation on the extra year the character spends at his appren
table indicated by the die roll result. ticeship, he may add 1 point to the d20 die roll
Next, roll a d10 once and match the result for skill Rank (as described above). If the
against table 309b: Apprenticeship Events to modified result equals 26 or more, the charac
select the noteworthy event or situation which ter learns the new craft at Rank 6.
marks his apprenticeship. Remember to note The Master: As an option, the player may
whether or not the apprenticeship runs its full develop the personality of the character's mas
duration (see below). ter. Determine the master's sex (roll Hi/Lo) and
Duration: An apprenticeship normally assume that he has at least a Rank 7 skill in the
lasts five years and always begins at age 13. A craft he teaches. Use section 107 Parents &
shortened or lengthened period of apprentice NPCs for additional information regarding the
ship can affect the character's skills at the craft. master.
"Uh oh. Bertran, I think I just accidentally broke Grug's scepter. D'ya think he'll be mad."
"Oh, no, Jhars. Grug the Merciless Marauder is known for his kind, gentle ways."
Jharsvend the Thief and Bertran Stoneback
d10 Events onment (see 638 Impris
309b: 1 The character's master is noted for his oned) and also gains 1d3
strong and often annoying personal Darkside Traits (see table
Apprenticeship ity. Select a personality trait on table 522c).
Events 521b: Random Personality Trait. If 4 The character is caught in
the result is "01-50 No Personality an attack by soldiers or a
Trait Develops," the master has an rival crime network and has
exotic personality trait. (Select the a 50% chance of suffering a
trait with section 523 Exotic Person serious wound (if so, see
ality Traits.) This feature so irritated 863 Serious Wounds).
the character that he cannot stand to 5 The character remains for
be around anyone who acts in the the full period of appren
same manner. ticeship but gains 1d3
2 The character accidentally breaks his Darkside Traits (see table
master's valuable collection of sculp 522c).
tured ceramic chamber pots (or some 6 The character remains for
thing else appropriate). For this, he is the full period of appren
expelled from his master's service and ticeship without incident.
the apprenticeship ends after 1d4 6 The master under whom the charac
years (remember to note the effect on ter studies is world-renowned, one
the character's occupation skill). whose skill is legendary (Rank 10).
3 The character accidentally stumbles The character learns his craft to at
upon a lost secret of the craft. His least Rank 3 (instead of the normal
master takes the credit (of course). Rank 2).
However, the character only revealed 7 One of the other apprentices becomes
part of the secret. The GM should the character's best friend. Roll Hi/Lo
determine some craft secret that could for the friend's sex. Hi=female,
have a later impact on game play. Lo=male. He or she eventually goes
4 The character continues to study the on to become a noted master of the
craft with his master for an additional craft. This NPC may be developed
1d6 years beyond the normal period using the NPC suggestions on pages
of apprenticeship. Remember that 176-179.
this affects the character's chances of 8 An exotic event occurs in the master's
learning better skills. shop while the character is appren
5 While the master was out, the charac ticed there. Roll for Hi/Lo. Hi=the
ter investigates his record books, only event affects the master, Lo=the event
to discover that his master's shop is a affects the character. Determine this
front office for a vast criminal net event with 642 Exotic Events.
work. Roll d6: 9 The character accompanies his mas
1 -2 The character runs away af ter on several long, eventful journeys
ter only 1d4 years of ap to the courts of distant Nobles. Roll
prenticeship. 1d3 to determine the events that oc
3 The character gets involved cur to the character and his master.
in the criminal network and Select these events with 419 Signifi
commits 1d4 types of cant Events of Adulthood. Reroll any
crimes. See 865 Crimes. conflicting events.
The character has a 50% 10 Roll twice more on this table. Reroll
chance of suffering impris any conflicting events.
Technically speaking, Primitives do not Role-play: Survival is the occupation of a INFORMATION &
learn occupations. Their occupation is survival. Primitive character. All other things are frivo
A Primitive character must master all the skills lous, if not down right dangerous to you and INSTRUCTIONS
of his Culture in order to live with his environ your clan. It is not impossible for a Primitive
ment. If specialization of skills exists, it is only character to learn the skills of other Cultures,
because the clan or tribe can afford to have but it may be hard for him to understand why he
someone not gathering food. Even then, the should need to learn them.
function provided is one of survival. Game-play Benefits: Each occupation has
Instructions: Begin by rolling a d20. Match several skills associated with it that the charac
the total against table 310a to select an occupa ter can learn and improve. The GM and the
tion. From here, go on to 317 Occupation player will need to determine how they are to
Performance. be used in play.
From here, proceed to 317 Occupation Performance, (hen return to the section that sent you here.
On and on into the night the storyteller weaves his fascinating tale
311 Nomad
about why his nomadic tribe first abandoned its ancient home and why
it must never return. Around you, the storyteller's fellow tribesmen nod
and smile their agreement at each turn in the tale, sometimes even
Occupations
joining in to chant the storyteller's singsong verses.
A jug of sweet liquid passes from hand to hand and you drink your
share, but not long after a tremendous weariness overtakes you. When
you awake, the nomads are gone, and so are your horses....
INFORMATION & Few occupations within Nomad Cultures character becomes a contributing member of
are very specialized. Most Nomads are self- society. He gains skills that may be useful when
INSTRUCTIONS sufficient. The skills needed to live their No adventuring and also has a means to make
madic lives are known by all. Still, in a few larger money when not adventuring. Follow direc
camps, some individuals perform but a single tions to other tables if required.
function (or group of related functions) for their Game-play Benefits: Each occupation
clan or tribe. should have several skills associated with it that
Instructions: Roll a d20. Match the total the character can learn and improve upon. The
against table 311a to select an occupation. GM and the player will need to determine what
From here, go to 317 Occupation Performance. these are and how they are to be used in play.
Role-play: By learning a trade, a Nomad
From here, proceed to 317 Occupation Performance, then return to the section that sent you here.
As the sun begins to rise, farmers from the valley's small huts begin
to file out towards the field where you dig and almost immediately they
note your presence. A few of the farmers huddle together well out of
your earshot while others retreat to their homes and return with heavy
312
tools, pitch forks, scythes and, in some cases, spears or hunting bows.
One by one they gather at the edge of the field and begin to make
menacing gestures in your direction. Barbarian
Eventually, an elderly farmer separates himself from the others and
approaches, but how will you explain the corpse you have uncovered,
and do you dare reveal the chest lying beneath it?
Occupations
Use this section only if directed to do so.
Most Barbarian Cultures begin to adopt against table 312a: Barbarian Occupations. INFORMATION &
specialized occupations. In their towns and Role-play: By learning a trade, a Barbarian
larger camps, Barbarian folk have found needs character becomes a contributing member of INSTRUCTIONS
for artisans who can provide a specific service society. He becomes welcome in professional
to the community. However, many occupa societies, guilds, and trade fellowships. He
tions encompass multiple facets of a broad gains skills that may be useful when adventur
range of professions. A weaver will generally ing and also has a means to make money when
also be a cloth dyer, and may even be a tailor. not adventuring.
A carpenter might also be a wood cutter and a Game-play Benefits: Each trade should
furniture maker. Lines between similar oc have several skills associated with it that the
cupations are vague. Special occupations are character can learn and improve upon. The
less common in Barbarian societies, and usually GM and the player will need to determine what
include trades from other Cultures. these are and how they are to be used in play.
Instructions: Roll a d20. Match the result
Table 312a:
From here, proceed to 317 Occupation Performance, then return to the section that sent you here.
Before locating the chief mason, you stop to look over the massive
313 project that is slowly transforming the rocky hilltop into a formidable
fortress. Hundreds, perhaps even thousands of workers move here and
there about the hill and the extensive camp below. Some cut giant
Civilized blocks out of solid stone, others unload wagons, others make and
transport bucket after bucket of thick mortar, and still others busy
themselves over wood, metal or even foodan army of craftsmen must
eat. Supervisors, scattered through the throng of laborers, march from
INFORMATION & Civilization brings with it occupational Instructions: Roll a d10 and add the
specialization. As a Culture becomes Civilized, character's SolMod to the result. Match the
INSTRUCTIONS job duties are broken down into smaller and total against table 313a: Civilized Occupations
smaller components until each person in the to find which other table contains the character's
society performs but a single function. Finding specific occupation. Go to that table and roll a
a civilized man or woman who is skilled at more d20. The second d20 result selects the specific
than one occupation is rare. occupation (or gives instructions to go to an
Civilized occupations are divided into four other table).
classifications: Lower Class, or those jobs which Role-play: By learning a trade, a civilized
commonly provide little income and are often character becomes a contributing member of
based on physical labor; Middle Class, or those society. He becomes welcome in professional
jobs which require formal education and/or societies, guilds, and trade fellowships. He
some monetary investment to learn or perform; gains skills that may be useful when adventur
Upper Class, or (hose which may require noth ing and also has a means to make money when
ing more than mental effort and can either not adventuring.
produce large amounts of money or provide Game-play Benefits: Each trade should
diversion for those who have no need for more have several skills associated with it that the
money; and Special Occupations, or those character can learn and improve upon. The
unusual jobs which fit no other classification GM and the player will need to determine what
and are often uncommon within any Culture. these are and how they are to be used in play.
From here, proceed to 317 Occupation Performance, then return to the section that sent you here.
"No! No! I did not agree to that at all!" The little man shakes his head
314 vigorously, scattering drops of sweat from his brow onto your shirt as
well as onto his own richly adorned clothing. "I never would have
agreed to pay you so much! Thirty in gold just to guard a caravan. Ha!"
INFORMATION & Just as important as the business of making table 314 to select an occupation.
and growing things, is the business of selling Game-play Benefits: Merchants learn lan
INSTRUCTIONS things. Merchants are the lifeblood of most guages, usually due to exposure to people who
civilized and many barbarian economies. They don't speak their own. This translates to Rank
keep money moving. They also provide the 2 skill in 1d4 foreign languages. Merchants also
things adventurers so desperately need to get learn the value of what they sell. A merchant
by. will have an ability to evaluate trade goods
Instructions: Roll a d20. Add the (usually limited to those he is familiar with)
character's SolMod and match the total against equal to his skill Rank as a merchant.
From here, proceed to 317 Occupation Performance, then return to the section that sent you here.
Guards stop you at the gates to the city and hold you in place until
315 a heavy, lavishly dressed woman steps out of a nearby building and
approaches you. As she comes nearer, you hear the woman listing your
various possessions out loud.
Government " . . . a fine horse, heavy cloak, plain sword, riding hat, ring mail,
jeweled dagger, heavy boots . . . open those sacks."
The guards don't give you a chance to comply. They quickly open
Jobs your bags and display their contents as the woman continues to note
what she sees out loud.
When she has finally finished, the woman addresses you, "I have
seen what you wish to bring into our gates. You must deliver an entry
tax of seventy-three pieces of silver...."
INFORMATION & These are people who either govern oth- workers almost as long as there have been
ers or work as a cog in the wheel of one of the governments. There are four reasons that some
INSTRUCTIONS multitude of governments that oversee the lives one becomes a government worker, 1) he has
of people around the world. In general, these a desire to serve humanity, 2) he has a lust for
folks inherit, are elected (by the people or a power and enjoys dominating and humiliating
ruling power bloc), or are appointed to perform others, 3) the money is good, or 4) he is simply
a job. A society's Culture often determines not qualified to do anything else. When role-
which. playing a government worker, one or more of
Instructions: Roll a d20 and match the these four reasons can easily be the character's
result against table 315: Government Jobs. motivation.
Role-play: There have been government
From here, proceed to 317 Occupation Performance, then return to the section that sent you here.
Pilnit speaks up. "I can sew. I'll just piece together a guard's
uniform. Then with my smithing skills I'll make a badge of high rank.
I'm certain that shoes must be simple to make, especially with my
leather working skills... then we can walk into the palace through the
front doors!"
316 Crafts
Use this section only if directed to do so.
Crafts are skilled occupations in which the may find themselves the victims of Guild retri- INFORMATION &
end product is usually something tangible, like bution.
a piece of pottery, a ship, an iron tool, or a piece Game-play Benefits: Each craft consists of INSTRUCTIONS
of furniture. Most crafts are worked and sold in one or more skills that a character can learn and
small, family owned shops. improve upon. The GM and the player will
Instructions: Each of the three Craft tables need to determine what those are and how they
is separate from the others. The occupation are to be used in play.
table entry which sent you here should have Guilds: Each craft has its own guild or
indicated which subtable to use. To select a league that restricts who may learn the craft,
craft occupation, roll a d20 and match the result how much can be charged for goods, what the
against the appropriate table. quality of goods should be, and who in the craft
Role-play: Craftsmen are usually respected wields political clout. Membership in a craft
members of society. Master Craftsmen, espe guild is not automatic and is usually limited to
cially artistic ones, are treated with honor often those who reach journeyman status or higher.
reserved for Nobles. Characters who attempt Members of craft guilds can often find lodging
to ply their craft skills without guild sanction in craft guild halls when they travel.
d20 Craft
11 Leather Worker: makes leather goods.
1 Blacksmith; maker of iron goods.
12 Cobbler: a shoemaker. 316a: Craft Table
2 Potter: makes pottery.
13 Basket weaver: maker of baskets and
3 Weaver: makes cloth.
wickerware. I
4 Stone Mason: shapes and lays stone.
14 Cooper: barrel maker.
5 Bowyer: makes bows.
15 Painter: paints houses, ships, etc.
6 Baker: bakes bread.
16 Spinner: spins wool, flax, and cotton
7 Butcher: butchers animals, smokes
into thread.
meats. 17 Dyer: colors woven fabrics.
8 Carpenter: builds with wood. 18 Fletcher: makes arrows.
9 Tanner: prepares leather. 19 Sailmaker.
10 Rope and Net Maker. 20 Saddle and Riding Harness Maker.
From here, proceed to 317 Occupation Performance, then return to the section that sent you here.
"Finished? Y' call this finished? Look 'ere."
The master carpenter grabs you by the shirt collar and lifts you off
your bench with one hand while thrusting the chair you just gave him
towards your face with the other.
317
"Look at th' edges 'ere. They're too rough. Look at th' seat. Would
you want ta' sit on this? Why aren't these boards flush? Look at th' legs.
They're uneven 'n not properly joined."
Occupation
To prove his point, the master twists one of the legs until it comes off,
then tosses the chair back into your arms, grumbling, "Do it right."
Performance
Use this section only if directed to do so.
This section is optional. Use it only if you and a d6 for each description to be selected. INFORMATION &
want to. It goes into details about a character's On table 317a: Work Attitude, go to the line
or an NPC's performance of his occupation, indicated by the d20 result. If the d6 result is 1 INSTRUCTIONS
including attitudes about work and coworkers, 4, use the entry in the left column. If the d6
work habits, and level of achievement within result is 5-6, use the entry in the right column.
the occupation. For NPCs, roll an additional d20 and con
Instructions: If you choose to use this sult table 317b: Level of Achievement to
section, roll a d3. The result is the number of determine how well the NPC does in his chosen
different descriptions which apply to the occupation, including a relative Rank for his skill
character's or the NPC's work habits. Roll a d20 level.
318 Hobbies of the multicolored hillside in front of you. The spring flowers scattered
liberally through the grass are in full bloom, and the light of the newly-
risen sun displays them to best advantage.
Suddenly, one, then two, then perhaps three hundred goblins crest
the hill and pour towards you, screaming bloody battle cries and waving
their weapons wildly through the air.
It appears that yet another perfect morning has been spoiled....
INFORMATION &
Regardless of Culture or Social Standing, minimum skill Rank at any hobby is one.
intelligent beings devote their "free" time to Finally, go to table 318c and roll a d10 to
INSTRUCTIONS
diversions that entertain, challenge or improve determine the character's degree of interest in
themselves in some way. the hobby.
Instructions: Roll a d20 and match the Role-play: Hobbies provide characters
result against table 318a below to select a with unusual, but often useful skills, often unob
hobby. tainable by other means. Hobbies often have a
Next, roll a d4 and add or subtract the negative side-effect: they become compulsive,
applicable modifiers from 318b to determine consuming all of a character's time, energy, and
the character's skill Rank at the hobby. The money.
"Th' High Lord Grotrig had hizsef a hobby t' r'lax hizsef after a buzy night o' raidin' an' p'illagin',
he did. He liked t' collect rats n' roachez n' lice n' vermin o' all sorts n' kindz.
"Thet kept th' High Lord's whip from our backsez fer moonz an' more, 'cept then th' hyumanz
held us a seige, n' suppliez ran low n' th' whole lot wen' in t' th' pot fer stew. Good eatin' it waz,
'cept now th' High Lord collec's rocksez instead."
Brubnub, 2nd o' the Watch
Roll 1d4 and apply the following modifi Character is Wealthy: +1 Rank
ers: Character is Nobility: +2 Ranks 318b: Hobby Skill
Character is Extremely Wealthy: +2 Ranks
Age or Cultural Status Skill Modifier Character is Primitive: -2 Ranks Rank
Character is a child: -2 Ranks Character is Nomad: -1 Rank
Character is Destitute: -1 Rank Character is Civilized or Decadent: +1 Rank
All Characters By now you should have determined your eventually confront the trials, tribulations, and
character's background through his childhood possible rewards of adulthood. 419 Significant
Must Consult and adolescent years (208 Significant Events of Events of Adulthood, beginning on page 63 and
This Section Youth), including any time he spent as an the only section under this heading, reveals the
apprentice to a specific trade or craftsman miscellaneous circumstances that affect your
(sections 309 through 317). But no one stays character after he reaches the age of maturity
young forever (unless they have found a really for his race but prior to his decision to set out as
powerful spell), and so your character must an adventurer.
"Meant no harm? Meant no harm? He charged with weapons drawn! In what language is
that 'Pleased to meet you'?"
Bertran Stoneback
The last of the orcs falls beneath your blade and you spin on your
toes to trace your way back to where S'tara buckled under the first orc's
spear.
The battle couldn't have taken you more than a dozen or two paces
419
from where the orcs initially attacked, but because of the darkness and
the forest's thickness you have trouble locating the spot....
At last you stumble over a lifeless orc and know S'tara must be near.
Significant
You sink on hands and knees to the impenetrably black forest floor and
sweep your hands back and forth, searching this way and that for any
sign of your younger sister....
Events of
Eventually, morning comes, bringing with it enough light for you to
see that only orcs litter the forest floor. Your sister has vanished. Adulthood
This section follows 208 Significant Events of Youth.
Once a character reaches maturity (that is, cated table and follow the instructions found INFORMATION &
their race's official age of responsibilitysee the there, record any relevant information, then
Age Chart on page 4), the events that affect him return to this table until all rolls on this table are INSTRUCTIONS
change. The character assumes greater respon complete.
sibility for his life, and to some extent, has more AGE NOTE: For each event you may de
control over surrounding events, although usu cide to choose the age at which it occurs, rather
ally not as much as he would like. This table is than roll dice to determine the age.
primarily used when creating adult NPCs or for Developing a Personality: As discussed
player characters who do not begin adventur under 208 Significant Events of Youth, events
ing immediately upon reaching adulthood. cause personality development. Most events on
Instructions: All player characters who this table are followed by a letter enclosed in
are just beginning their adventuring careers brackets. This letter represents the type of
make one roll on this table. Older characters personality trait that develops because of the
(that is, anyone older than the minimum adult event. An [L] means a Lightside trait. A [D]
age) make 1d3 rolls on this table. For each means a Darkside trait. An [N] means a Neutral
event, roll two d20s, total the results, then add trait, and an [R] means that the trait, if any will be
the character's SolMod to the sum. selected by a later die roll on table 521b: Ran
For each roll, match the total on the table dom Personality Trait.
below and record the event that occurs and any Each time you select and record an event
relevant information given with it in the EVENTS also record its corresponding letter (if any) in the
section of the Character History Worksheet. As space provided to the left of the event line. The
with earlier event tables, many events require instructions for table 521 Alignment & Attitude
additional rolls on other tables. If you are will tell you what to do with the letters.
requested to use another table, go to the indi
Now you are almost finished with the dice (page 70) to determine how the character's Almost Finished!
rolling portion of your character history genera values and events from his past have shaped
tion. All of the physical elements of your him into a good or somewhat troubled being.
character's history are in placethe actual When you have completed section 521,
events, things and beings in his past Your next your character history will be essentially com
step is to peer inside your character to deter plete. The remaining two sections under this
mine important aspects of his personality. heading, 522 Personality Traits beginning with
Consult 520 Values, beginning on page page 73 and 523 Exotic Personality Traits start
68, to find out which people, things and ideas ing on page 76, both serve as reference sec
your character holds above all others. tions which you should only consult only if and
Next, go to 521 Alignment & Attitude when directed to do so by some other section.
"Y'know, Jhars, I suppose you just can't put a price on the things that mean the most, can you.
just think: would you take any amount of gold in exchange for your most valued possession?"
"That'sa difficult question, Bertran. Gold is my most valued possession."
Bertran Stoneback and Jharsvend the Thief
In a blind panic you leap through your ransacked room, past the
520 Values clutter of overtured chairs, shredded clothing and smashed belongings,
and right the battered chest that once sat near your now-demolished
bed. The false bottom is in place, and after opening the secret compart
ment you sigh with relief to find your well-worn cloth doll unharmed.
INFORMATION & Tables 520a-520c look at the people, things determining how the character responds to his
and concepts that are of greatest value to the world. A character with a Driving passion for
INSTRUCTIONS character. Other things on each table may also Money may do nearly anything to obtain it. A
hold some importance for the character, but character who places a trivial value on his
the selected things are of paramount impor Friend (remember this is his STRONGEST value
tance. for persons) will probably think even less of
First determine the most important person anyone else. Assume that for anything valued
in the character's life by rolling 2d10 and con Strongly or higher, the character will spend a
sulting table 520a. great deal of time in activities that either in
Second, roll 1d20 and consult table 520b volve, care for, or protect the thing of value.
to determine the most important thing for the For 'real' people, the other people in their
character. Note that this is not necessarily a lives can be very important. The person se
thing that the character owns. A ship's captain lected on table 520b plays a key role in the
can place a great deal of value on his craft character's personality. The character places a
even if another owns it. Also, remember that great deal of emphasis on their relationship,
many items are valued for sentimental or sym whether real, imagined or desired. Consider
bolic reasons, not for any inherent objective or how the character would react if the valued
monetary worth. person died. What would happen if their
After determining the character's most relationship changed?
valued thing, roll 1d20 against table 520c: In role-playing, it's quite common to define
Most Valued Abstraction. Abstractions are not a character in terms of his "stuff." A player
physical things. They are concepts, beliefs or values items for their usefulness in game play.
states of being upon which the character bases Still, consider how the character feels about his
his life. possessions, particularly the special one se
Devotion to abstract beliefs tends to color lected on table 520c. How would he feel if it
the rest of a character's life, often overriding was lost? Stolen? Destroyed? Where does he
positive or negative personality traits. For this keep it? How does he keep it safe?
reason, a formula in brackets precedes each As for the valued abstraction, one can
abstraction. This formula will modify one of the assume that, given the choice, the character will
column totals (Lightside or Darkside) on the spend most of his time in an activity involving
character's PERSONALITY chart on the Charac this abstraction. A scientist might spend his life
ter History Worksheet. Record the formula questing for knowledge. Someone else might
under the appropriate column on the worksheet. devote their life to seeking love, perhaps never
Finally, consult 520d: Value Strength for realizing when they have found it. Consider
each value, and record the values together with whether or not a character would be willing to
their strengths under VALUES on the Character die in defense of this ideal. Would he be willing
History Worksheet. to die in order for someone else to benefit from
Role-play: Use these values as a guide for it?
From here, proceed to section 521 Alignment & Attitude on pace 70.
As the three of you look down on the village from your hiding place
521 in the surrounding hills, the village's inhabitants gather in the village
square, goaded forward at each step by the barbed spears of goblin
raiders. At your right, Jhihiri speaks up.
Alignment "We've got to do something. We can't just stay up here and watch!"
"Oh yes we can," Kornal counters on your left. "What are we going
to gain by helping those people? Spears in our throats and little else.
This section follows 520 Values. This is also the final section for creating a character history.
INFORMATIONS
In addition to a knowledge of the worksheet and record the total beneath each
character's personal values, a player or GM column. Then look at the formula recorded
INSTRUCTIONS
needs to have a feeling for the character's from table 520c; Most Valued Abstraction. If
personality to role-play him effectively. Align the formula says "L" plus a number, add that
ment is a rough organization of personalty number to the character's Lightside trait col
traits including the influence of values. Is the umn. If the formula says "D" plus a number, add
character's personality weighted toward pre that number to the character's Darkside trait
dominantly acceptable behavior? Is it seriously column, if the formula says "N" minus a num
flawed or possibly somewhere in between? ber, subtract that value from whichever column
Attitude refines this organization further, but has the largest total value. (For example: if the
still uses broad strokes. character's Lightside total was 5, his Darkside
Building up and out from alignment, atti total was 3, and the formula said "N-1," you
tude and personal values define the foundation would subtract 1 from the Lightside total, leav
of a characters personality. Competing this ing it at 4). If both Darkside and Lightside
collection of tables is the final step in creating a columns are equal, then DO NOT subtract the
character. number from either total.
Instructions: First, select personality traits. Next, compare the final totals beneath the
While you were selecting events in sec columns of Darkside and Lightside traits. If
tions 208 and 419, you should have been either column total is two points greater than
writing the letters that followed those events in that of any other column (including the total for
the brackets next to the lines in the EVENTS Neutral), then the character's Alignment is the
section of the Character History Worksheet same as the highest column total (either Lightside
(see Developing a Personality under 206 Signi or Darkside). If neither the Lightside column
ficant Events of Youth). Each letter indicates a nor the Darkside column is two points greater,
table to be used to select the personality trait then the character's Alignment is Neutral.
that develops. For each letter in brackets in the Record the character's Alignment on the line
EVENTS section, go to the table indicated on provided for it.
table 521a and follow the directions there to Finally, read the Attitudes from the section
select the personality trait. below that corresponds to the character's Align
Record the name of each selected trait on ment (Lightside, Neutral or Darkside). Each
a line in the Character History Worksheet's Attitude suggests a behavior pattern that might
PERSONALITY section. To the left of each line be followed by a character of that Alignment.
are three columns of boxes. Above the col Select the Attitude that is most appropriate for
umns are the letters I, N, and D, corresponding the character, and record it on the appropriate
to the types of traits. Mark the box in the line of the Character History Worksheet. When
column that corresponds to the type of trait you have completed this step, your character
recorded on that line. Repeat these steps for generation is DONE (except for a few loose
esch letter in brackets in the EVENTS section of ends which you may tie together as shown on
the worksheet. If you wish, you may also assign page 72).
a strength to each trait, perhaps using table Role-play: A character's Alignment is his
520d; Value Strength as a guide (on page 69). moral philosophy of life, based on the predomi
After you have determined all personality nance of Personality traits and modified by the
traits, add the number of traits in each column things he values most. His Attitude is how he
of boxes in the PERSONALITY section of the lives out that philosophy. Like all things, both
Followers of the Lightside respect others' a strict personal code of ethics. He is often an
reasonable rights. The preservation of life and individualist who works for the law and the Lightside
freedom are among their highest goals. Such good of the greatest number of people, but
characters are often considered "good." who may distrust higher authority, living and Alignment
Ethical: "What is true for one is true for all" working "outside the law." This includes vigi Attitudes
is his motto. He lives according to a strict, lantes and "Robin Hood" types.
universal moral code of ethics. He values fair Chivalrous: 'The strong are morally re
play and respects authority, does no evil to self sponsible to be the shepherds of the weak" is
or others, and works for the good of all. the chivalrous character's rule for life. He lives
Conscientious: "Each man knows his own by the belief that the strong must protect the
'good' and defends it" sums up the conscien weak. This is often found among warriors or
tious character's beliefs. He lives according to those of high Social Status.
The character's personality is roughly bal lives his life as if choosing to side with good or
anced between Darkside, Lightside, and Neu evil does not matter because he doesn't care
tral traits. None has dominance. Such char which wins.
Neutral
acters are neither strongly good nor strongly Materialistic: "He who dies with the most Alignment
flawed. They may quite readily fit into one of toys, wins!" is this character's battle-cry. This Attitudes
the following attitudes: greedy character puts great emphasis on mate
Self-centered: "What's in it for me?" is the rial things, particularly ones he can own. He
motto of the self-centered character. He tends strives to own the best of everything and may
to look out for his own interests above anything compromise other principles for self gain. Like
else, though there are limits to what he will do. the self-centered character, he takes the course
Like the Lightside alignments, he tends to have of action that will best suit his desires for
a high regard for life and freedom. He may be material gain.
friendless, a mercenary who serves a cause only Anarchic: "It's my life, I'll do as I please."
because it pays well, but once he gives his word This character lives according to a loose per
or his loyalty, he does not go back on it. sonal code of ethics, though he does not feel
Nevertheless, there is no higher cause to him bound to tell the truth, keep his word or help
than self service and self preservation. others if there is nothing in it for him. An
Apathetic: "What does it matter and who individualist who disrespects higher authority,
cares?" are his mottos. Such a character be he does what he pleases, when it pleases him.
lieves that nothing really matters in the end. He Crusader: "Both sides have a right to their
'"Red wine? Red wine! Sure ya' didn' say 'Bled Swine'? Sure ya' don' wan' t' try some
anyway?"
Jen Daisy, Wench of Salty's Tavern
own views (but you're wrong if you disagree Conformist: "Don't make waves," "Don't
with mine)." He champions the underdog, stick your neck out" and "It's none of my
regardless of whether the cause is good or evil. business" are his quotable quotes. He's Joe-
He believes in fairness and equality for all. Like average and likes it that way. He goes with the
the chivalrous knight, he is dedicated to his flow. His values are the popular ones (or bis
code of honor, but the causes that he champi times, and he make no effort to side with or
ons may not be the best for society. against good or evil.
These three are the big "D" attitudes: for the sheer fun of it.
Darkside
Depraved, Deviant and Diabolical. The Deviant: "I have rights!" and "What is true
character's personality is weighted heavily to for ME is true for all." Like the Ethical attitude,
Alignment
wards unpleasant or unacceptable behavior. he lives by a strict and ordered moral code, but
Attitudes
Darkside attitudes are often marked by a crav this code is centered around the Deviant's self-
ing for personal power or imposition of morally centered personal goals and may have little to
flawed value systems at the cost of others' lives do with acceptable morality. He respects honor
and freedom. The character may do anything and discipline in others, and may even protect
to accomplish personal goals and is generally the innocent, but he will not tolerate those who
considered "evil" by society. work to cross him.
Depraved: "This is going to be fun" is not Diabolical: "No one can tell me what to
something one wants to hear this character say. do!" is his motto. The despicable Diabolical
Self-serving and unscrupulous, like the Self- character has no code of ethics. He is unpre
centered attitude (see above), he seeks to fulfill dictable, helps others only to be able to hurt
personal desires, but unlike that attitude, this them later, and despises all that is honorable,
character will do anything to obtain his goals. A disciplined or that reminds him of authority.
depraved character may even torture and kill
Use this table when the character has of 0 as a 30. Match the total against the INFORMATION &
assumed a Lightside, Darkside or Neutral per appropriate table to determine the trait.
sonality trait. Note that each Lightside trait in table 522a: INSTRUCTIONS
Central Casting assumes that it is possible Lightside Personality Traits has an opposite trait
to classify a character's behavior in terms of to be found in the same numerical position in
right or "good" behavior and wrong, sinful or table 522c: Darkside Personality Traits.
"bad" behavior. Lightside traits are so called Role-play: The presence of a Lightside or
because they represent the "lighter" or better a Darkside trait in a character's personality does
aspects of a person's character. Folks who not mean that a character is either good or evil,
exhibit these traits are often considered "nice" it is only when the traits of one side or the other
people, though that may not be the truth. Even dominate a character's personality that the
characters who are mostly bad will have their character can be said to lean in a particular
good points. direction.
Neutral traits tend to be mostly free from While it is likely that a character will have
association with the concepts of right and wrong Darkside traits, the designers of Central Casting
(though this is also often a matter of opinion). strongly feel that actively role-playing Darkside
They are found in characters who tend toward traits is a bad idea. Instead, Central Casting
either or neither extreme of right or wrong. takes what can best be called a redemptive
Finally, there are traits that represent the approach to character development. The goal
darker, unpleasant and wrongful forms of hu of the character afflicted with Darkside traits
man behavior. These traits, found on table should be to role-play out how he overcomes
522c, are flaws in makeup of a character's this problem aspect of his personality.
personality and are harmful to one's self and Good vs. Evil: Certain traits are usually
others. They are called Darkside, and more found only in good people, as they are not in
often than not, characters who exhibit several keeping with evil acts. Traits marked with an
of these traits are either knowingly evil or have asterisk (*) will usually not be found in strongly
become trapped in a life-style of wrong behav evil characters (such as NPC villains) unless
ior. Nevertheless, these traits can also be found they are a part of a split personality (that is to
in characters who are otherwise good. say, a good personality and an evil personality
Instructions: For each trait to be selected, in the same being). Some traits are normally
roll a d4 and a d10 at the same time. Do not add found only in evil people, as they are not in
the results. Instead, read them like a two-digit keeping with good acts. Traits marked with a
number, with the d4 result always the first or dagger () will usually not be found in good
"ten's" digit and the d10 the "one's" digit. For characters.
example: Read a d4 result of 3 and a d10 result
523 Exotic front of you holding the bread and honey you gave to her, but she floats
her gaze around the tavern common room as if everyone there hangs on
her every word.
Personality "What? You wanted what? Oh... information..." Her eyes bounce
back and forth inside their sockets, and she sets the honey down so she
can tear the bread apart with both hands, scattering the crumbs across
INFORMATION & Use this table when a character has as character has over the exotic personality trait
sumed an unusual or exotic personality trait. or vice versa. Select a trait strength from the left-
INSTRUCTIONS These traits, which range from simple fears to hand column that best suits the character, or
truly bizarre behavior, might even be called roll 1d100 and use table 520d on page 69.
personality afflictions. Folk with these traits are Role-play: A person with an exotic person
considered eccentric, odd or even weird. ality feature is decidedly different from other
Instructions: Roll a d20 and match the folk, regardless of whether the feature is readily
result on table 523a. This selects the general apparent to others or not. Such a person may
category of the exotic personality feature. To try to hide his exotic trait or possibly imagine
determine the specific feature, go to the table that what he does is normal and acceptable. In
indicated by the selected category. extreme instances, he may not even be aware
Record the trait on the Character History that the odd personality feature exists.
Worksheet and mark the box on the same line Many role-play games lump mental afflic
which corresponds to the trait's letter in brack tions together as "insanity," but they are best
ets (if anyL, N or D). Also, record any relevant defined as mental illnesses, the symptoms of
information in the worksheet's EVENTS section. which are greatly simplified here for game pur
Developing a Personality: Many events in poses. Many of these illnesses are treatable even
a character's life affect his personality develop in a fantasy worldif the person desires help.
ment. Personality, in turn, shapes the way he As for phobias, a phobia is something that
acts later in life. Some personality traits are the character is deeply afraid of, possibly for no
good (Lightside), others are bad (Darkside), and known reason. The afflicted character will do
still others are neither good nor bad (Neutral). whatever he can to avoid the thing feared. A
Most features here are not aligned (that is, person in power may try to have the source of
they are neither Darkside, Lightside, or Neutral) his fear destroyed.
and do not count toward determining align Behavior tags, on the other hand, are' gen
ment. Those that do affect the selection of a erally colorful "trademarks" by which a charac
character's alignment are followed by a letter ter becomes known ("the absentminded wiz
enclosed in brackets: [L]=Lightside, [D]=Darkside, ard," or "the cat lady," etc.). These tags are
and [N]=Neutral trait. unusual or uncommon types of actions or ac
Trait Control: Use table 523g: Trait tivities which the character performs, usually
Strength to gauge the amount of control the out of habit.
After being exposed to an allergen (a thing attribute should add 1d3 points to his allergy's
that causes an allergic reactionsee table 523e), initial Trait Strength, while a character with an
523d & e: a character will quickly begin to suffer from his above average Constitution attribute should
Allergies allergy's effects. subtract 1d3 points. Reaction severity (see
Roll a d10 to determine the allergy's Trait table 523d) varies according to an allergy's Trait
Strength (this differs from the rules on page 69). Strength, and is classified as Mild (1-4), Serious
A character with a below average Constitution (5-7), Severe (8-9) and Deadly (10).
Table 523d: Allergy Reaction and 3 Insect Bites/Stings. Multiple bites or
Effects stings increase reaction level by one.
4 Common food. Usually a high-pro
Reaction Effects
tein food such as cheese, eggs, red
Mild: Red, itchy eyes, sniffles. Minus 1 Rank meat or wheat flour.
to combat skills until 1d3 hours after 5 Unusual food. Caviar, horse milk
exposure ends. cheese, jalapeo peppers, primitive
Serious: As above, plus asthmatic reaction hoagies, etc.
(hard to get one's breath). Minus 3 6 Exotic food. Use imagination. Can
Ranks to combat skills, minus 1d8 to died prawns, kumquat surprise, pick
Strength attribute. led roc eggs, etc.
Severe: As above, plus skin rash and high
7 Common medicine or home remedy.
fever. Subtract 1d6+3 Ranks from all
Fever cure, stomach remedy, mus
skills. Victim is very ill, cannot clear
tard plaster, etc.
head to concentrate (especially on
8 Unusual medicine. A strange, even
magic spells), and may suffer physical
magical potionincludes antidotes
harm if he does not end exposure
for monster poisons.
upon occurrence of symptoms.
9 Mold. Includes mildew and possibly
Deadly: As above, but victim becomes
even damp dirt. Additional effect of
catatonic (unconscious). Curative
constant sneezing.
magics or healing medicines will be
10 Magic. Primarily for cast magic. In
necessary to revive the victim.
creased Trait Strength usually implies
Table 523e: Allergies a sensitivity to enchanted items or
creatures. Relative intensity of magic
d10 Allergic to...
increases reaction level. A low power
1 Fur. Additional effect of constant
spell may trigger a mild reaction, while
sneezing.
touching an ancient artifact may cause
2 Dust. Additional effect of constant
sneezing. a deadly reaction.
Things Happen When generating your character history, Events, you may need to consult 633 Combat!
you will not necessarily consult any of these (page 101), 634 Military Duties (page 103), 635
miscellaneous event sections, but you are quite Military Skills (page 105) and/or 636 Military
likely to consult several of them, some more Rank (page 107),
than once. Obviously, anything that happens Various occurrences can lead to a charac
to your character in these sections should be ter being forced into servitude or slavery. When
recorded under the EVENTS section of your this happens, see 637 Enslaved, starting on
Character History Worksheet. page 109.
Every once in a while, tragedy hits, and Characters who commit crimes will almost
when it does, consult 624 Tragedies starting inevitably find themselves on page 111 consult
with page 83. ing 638 Imprisoned.
Fortunately, good things tend to balance The famous Arthurian Quest for the Holy
out the tragedies that cause characters so many Grail began because of a religious experience
problems. See 625 Something Wonderful be shared by Arthur and his knights. Perhaps
ginning on page 86. something similar will happen to your charac
Sometimes the bizarre or hideously evil ter. See 639 Religious Experience, beginning
becomes manifest through 626 Horror Events. on page 113.
See page 88. Romantically inclined characters will need
A few of the miscellaneous event sections to consult 640 Ah, Love! on page 115, while
are race specific: 627 Elven Events (page 91), those characters who are simply dedicated to
628 Dwarven Events (page 92), 629 Halfling the service of a patron will find important
Events (page 93) and 630 Monster Events (page information on page 117 with 641 In the Ser
94). vice of ...
Criminals or those who inadvertently come 642 Exotic Events, beginning on page 119,
in contact with the treacherous criminal world determines happenings that are truly out of the
may need to determine events beginning on ordinary.
page 95 with 631 Underworld Events. Sections 643 Death Situations and 644
A series of sections, starting with 632 Death of a Loved One deal with the regrettable
Military Events on page 98, relate to the expe loss of life that happens all too often in lands of
riences of soldiers. In addition to 632 Military medieval medicines, monsters and monarchies.
"Ah, yes! I'll never forget that time at Lord Vilkner's castle when we... No... Um, help me
out with this, Bertran."
Jharsvend the Thief
As you look over the prison records in the jailer's timeworn collec
tion of parchment scrolls, you think back to your childhood, to the early
evening when you returned home from the well with two buckets of
water only to find your parents missing....
624
After searching for most of the day, you discover the entry you had
been looking for: "CoupleWennon and TessFarmersOrders of
LordRoekCell 119."
Tragedies
"Thassit?" the jailer asks. "S'ry. Lost th't wing t' a cave-in ten years
ago "
Instructions: When bad things happen to often learn and grow from them. More than INFORMATION &
good characters, it becomes necessary to roll a many types of events, these strong emotional
d4 and a d10, with the d4 result serving as a occurrences have profound effects upon char INSTRUCTIONS
"ten's" digit and the d10 serving as a "one's" acters.
digit. For example: a d4 result of 2 and a d10 A tragedy can provide lifelong motivation
result of 0 is a 20. Match the number against the for a character or drastically change his percep
table below. Should the die roll indicate a tion of the world. The violent death of a loved-
situation that could not occur, such as a parent one might begin a vendetta against the perpe
dying when the character has no living parents trator that may later be played out. A string of
or guardians, reroll until the table indicates a tragedies may make the character feel that he
tragedy that could happen. has inborn bad luck or even that the universe is
Role-play: Tragedies happen to almost against him.
everyone to one degree or another, and we
625 distant sounds of screams and shouting coming from your village....
As you race closer and closer to home, you can hear that the screams
and shouts are accompanied by deep, guttural growls and snarls, and
Something your heavily panted breath almost catches in your throat. The beastly
noises sound like swamp lizards, but dozens, not the two or three
normally seen hunting in these woods....
Wonderful Finally in sight of your village, you almost collapse when your feet
get caught up on the bloody carcass of a guard dog almost buried in the
tall grass at the village's outskirts. Before you, the village's inhabitants
are clustered together in a protective knot around the children and
elderly. Perhaps a hundred reptilian forms circle around the inhabit
ants, moving closer and closer to their prey.
Horrified, you instinctively yell out, "NO!"
Suddenly, the beasts stop their movement, turn in your direction,
and then seemingly cock their heads as if awaiting your next word....
INFORMATION & Life is tough, so when something good until you get an event that could happen.
happens to a character it always seems to be Role-play: Good things do happen, even
INSTRUCTIONS unexpected. This is a list of good, wonderful miraculous things. When these sort of things
things that can happen. happen, the character may feel touched or
Instructions: Roll a d20 and add the blessed by the gods. Some characters might
character's SolMod. Match the result against accept this with gladness and humility, while
table 625. Some entries may require that others might feel that they are finally getting
additional rolls be made. Should the die roll their due.
indicate a situation that could not occur, reroll
626 Horror Keep, you look up at the moon peering back at you through a maw-like
rift in the southern wall. At your second step, the voices start up again,
just like they did the last time you visited the ruins all those years ago.
Events This time, though, the voices seem to be laughing at you, as if they know
why you came back, know that you must join them for the night if you
want to break the hag's curse.
The voices start to grow louder, much louder than you remember,
and something moves at the edge of your vision....
INFORMATION &
Instructions: Roll a d20 on the following Role-play: Imagine that time when you
table to select the character's brush with the were scared of something in the dark: a shape,
INSTRUCTIONS
dark unknown. Also roll a d6. On a result of " 1 , " a shadow, a sound. Now imagine that you
the character has developed an exotic person didn't imagine it. There really was something
ality trait stemming from this horror event. theresomething dark, unexplainable and ma
Determine the trait with 523 Exotic Personality lign. Maybe you'd still be afraid of the dark?
Traits. That's how your character may feel after this
Game-play Notes: The player and GM encounter with the supernatural. On the other
should assume that the mystery surrounding hand, it may pique his interest to the point
these events has never been solved or satisfac where he exchanges fear for an unquenchable
torily explained. Also, assume all events are desire to know the truth of what really hap
linked to some horrible, dark conspiracy. pened that dark night.
explorations or rescues just now, but now you have proof. At last she has
cornered you.
Finding you in an alleyway blocked at the other end by a hay cart
Events
with a broken wheel, the half-elf runs towards you, calling your name
and waving.
"Don't go!" she cries as you look for a way out. "I must tell you!
Please.... You don't understand... I don't want I mean, I'm your
sister...."
The significant events on this table are an elf may see other races as humans see a INFORMATION &
particular to elven characters (or characters butterfly, something interesting but not around
raised by elves) and reflect some of the differ- long enough to become attached to it. The elf INSTRUCTIONS
ences in their upbringing, customs and society. loves beauty, especially the beauty of nature.
Instructions: Roll a d10 and match the An elf loves fun and good times. In his own
result against the table below. Record the event societies it is not uncommon for an elf to have
and the age at which it occurred on the charac- a "live for today and let tomorrow take care of
ter worksheet (see Age on page 10). itself" attitude. An elf dislikes "dead" wood,
Role-play: An elf's typically long life gives made from improperly harvested trees. An elf
him an unusual time sense. 'There is always has a mutual and deadly hatred of goblin-like
tomorrow" is a common elven attitude. Also, races.
628 your breath comes more easily, and a tremendous weariness forces you
to your knees where you rest, leaning heavily on your war hammer for
support. All around you, the scaly bodies of depth-dwellers litter the
Dwarven cavern floor, most bearing wounds that attest to the skills of the
mysterious stranger who showed up just in time to save your life.
Remembering him, you turn to offer the stranger your eternal
INFORMATION & The events on this table are particular to greatest sin in life is time frivolously wasted. To
dwarven characters (or characters raised by a dwarf, finely crafted metal and stone are
INSTRUCTIONS dwarves) and reflect some of the differences in things of great beauty. Work in wood, cloth or
their upbringing, customs and society. paint is below a dwarf's notice (it is not "perman
Instructions: Roll a d10 and match the ent," so it must be frivolous). A typical dwarf
result against the table below. Record the event desires treasure. Family and clan ties are more
and the age at which it occurred on the charac important than allegiance to a king. A dwarven
ter worksheet (see Age on page 10). warrior feels that the hammer, when used as a
Role-play: A typical dwarf is a hard-work weapon, pays homage to his ancestors. A
ing soul who believes that hard work, sober typical dwarf hates goblin-like creatures, and
thoughts, a skilled hand, and devotion to one's distrusts elves, who spend too much time in
clan are the most important things in life. The frivolous activity.
"Wonderful... breathtaking... absolutely tre Bertran! We stand before perhaps the most
magnificent woods in all the land and you stare down at your feet!"
"Well don't blame me! It sounded like you were talking about this stone here..."
Jharsvend the Thief and Bertran Stoneback
The significant events on this table are Role-play: A typical halfling would rather INFORMATION &
particular to halfling characters (or characters hear about an adventure than participate in
raised by halflings) and reflect some of the one. He is complacent, often pleased with INSTRUCTIONS
differences in their upbringing, customs and things just as they are. Curiosity and wanderlust
society. are traits not encouraged in halfling children. A
Instructions: Roll a d10 and match the halfling likes to work only because the fruits of
result against the table below. Record the event his labor bring him pleasure. He is often
and the age at which it occurred on the charac overawed by elves, but distrusts big, clumsy
ter worksheet (see Age on page 10). humans.
630 takes all your strength of will to hold out against sampling it before
winding your way back home to the cave. You manage though, and
when you finally reach sight of the dark, cavernous opening, you bellow
Events Ghriggych, with the slobbering mouth that made her so attractive,
stares up at you in lifeless silence....
As you suspected, with your snout to the ground you detect a
strange, fresh scentperhaps even fresh enough that the fleeing attack
ers heard your shout of rage. Tracking the fools will be simple....
INFORMATION & The significant events on this table are lump all monsters together and say, "This is how
particular to monster characters (or characters a monster behaves." In their own society,
INSTRUCTIONS raised by monsters) and reflect some of the monsters are much like other folk. They have
differences in their upbringing, customs and mothers, often have jobs, tell tall tales, and try
society. This table deals with the "generic" to survive as best they can. The fact that they
monster, that is, a creature of no particular have disgusting eating habits or desires to domi
species, but one that generally dislikes other nate the known world is what makes them
humanoids and has less-than-particular eating monsters to us. In all likelihood, they frighten
habits. their children into behaving by telling them that
Instructions: Roll a d10 and match the the "humans" will get them if they don't mind
result against the table below. Record the event their manners. It would not be out of character
and the age at which it occurred on the charac for a monster to distrust everyone else. Still,
ter worksheet (see Age on page 10). imagine yourself being really different and still
Role-play: It is difficult, if not impossible to wanting to fit it with society.
630: Monster home, kill 1d6 family members (se goes to live peaceably among hu
Events lect on 757 Relatives), and steal the mankind to practice the profession.
4 On the basis that "all monsters [of owned by rival monsters of the same
the character's type] are the same," a species. Character must determine
human is hunting after the character whether or not he would betray his
an obsessive rival (see entry #10 on to at least effectively disguise the more
When a character becomes involved with the result against table 631b: Types of Crimes INFORMATION &
criminals, he often follows their ways and learns to select the general type of criminal activity
their skills. A character with underworld expe that the character undertook. Finally, roll a d3, INSTRUCTIONS
rience may not become a thief, but he will rolling a d20 and consulting table 631c: Crimi
certainly be more knowledgeable about crimi nal Events that many times.
nals' ways and customs. Role-play: Possibly the character has not
Instructions: The first of the three things become a criminal himself, but is only involved
that a criminal character must do is roll a d10 on with them. How does the character feel about
table 631a: The Wrong Path to determine how this criminal past? Is he still a criminal or has he
he became a criminal. Then roll a d6 and match reformed and gone "straight?"
632 about.
Lord Eddara's travelling quarters appear nearly as richly adorned
as his home in the castle. Thick furs cover the ground everywhere
Military except near a fire pit which sends up a thin wisp of smoke towards the
circular opening in the tent's apex. The tent has chairs for sitting, a
table for eating and another for writing, numerous chests, and three
Events servants who apparently wait on Lord Eddara every moment of the day.
Valuable streamers of silk and other fine cloths hang from the tent walls
and move gently from side to side.
When your eyes light on Lord Eddara, he smiles, artificially, and
then speaks, "I'm afraid we're under attack by your home kingdom, so
I'll need to know where your loyalty lies...."
INFORMATION & Instructions: Follow the steps for each of to find out who runs the army.
the subheadings below: Select the leader Roll a d 1 0 . If the result
INSTRUCTIONS Select the service: Roll a d20 on table is 1-6, the character has entered the service of
632a: Type of Service to determine which the ruler of the land. On a result of 7-10, the
branch of service the character enters. Use the army serves another patron. Select the patron
column appropriate to the character's Cultural on 641 In the Service of.... Record this informa
Background and/or Social Class. If Noncombat tion on the Character History Worksheet.
Duty is indicated, select the type of service on Select the events: To determine the num
table 634a: Noncombat Duty. If a Special ber of Significant Events that occur during the
Force is indicated, select the type of service on military hitch, roll a d3. For each event, roll a
table 634b: Special Forces. The following is a 620 and match the result against table 632b:
brief description of service types: Military Events. These events occur in addition
Light Infantry: Lightly armed and armored to any significant events that would normally
foot soldiers. occur during the current period of the charac
Medium Infantry: Heavier armor and ter's life. Noncombat Notes: All Noncomba
weapons than light infantry, but not as well- tant troops add 5 to the d20 roll. Follow
equipped as heavy infantry. directions, record any relevant information, and
Heavy Infantry: Heavily armored foot return here until ad rolls here are complete.
soldiers & knights. Determine the year of service at which an event
Archers: Bowmen or crossbowmen. occurs by rolling a d4. The result corresponds
Chariots: Small, lightly armored carts, to a year within the hitch period. A roll of 1
drawn by two horses. Includes a driver and an indicates it happens during the first year, a roll
archer or javelin caster. of 2 during the second year, and so on.
Light Cavalry: Not heavily armored. In Duration of Enlistment: A standard mili
cludes lancers and horse archers. Typical of tary enlistment is four years. This time period
Nomadic warriors. begins at the age when the character enters the
Heavy Cavalry: Armored knights, usually Military. Events may result in an early mustering
Nobles or their retainers and squires. out or reenlistment. Military service that begins
Mercenaries: Any band of warriors for in adolescence can overlap into adulthood
hire. Usually followers of a charismatic leader. (requiring that the character then roll adult
Navy: Primarily sailors who may double as events). Military service beginning in adult
marines. hood may increase the "adult" years prior to a
Special Forces: Combat forces who per character's adventuring career.
form special tasks. Getting Out: When the character leaves
Noncombat duty. Those necessary and the military, he often gets additional benefits.
often dangerous functions that do not involve See Mustering Out benefits under 636 Military
frontline combat. For event rolls, roll a d20+5. Rank.
Select the rank: Go to 636 Military Rank Back Again?: If a significant event directs
and select the character's rank in the military. the character into the military again, the charac
Select the skills: If in a combat unit, go to ter retains his former rank (regardless of whether
635 Military Skills and select the skills which the or not he rejoins the same unit).
character learns while enlisted. The next step is
Primitive Nomad/Barb. Civilized Noble Service Branch
1-12 1-3 1 1 Light Infantry*
13-14 4-7 2-6 2 Medium Infantry*
632a: Type of
7-8 3-4 Heavy Infantry* Service
15-16 8 9-10 5 Archer*
9-10 11 6-7 Chariots*'
17-18 11-15 12-13 8 Light Cavalry*
14 9-16 Heavy Cavalry
19-20 16-17 15-16 17 Mercenaries*2
18-19 17-18 18 Navy*
19 19 Special Forces*3
20 20 20 Noncombat duty*4
* A Noble in this branch of service is always a commissioned officer.
Extremely Wealthy characters are also considered Nobles.
1
Chariots are found in Barbarian forces, but not in Nomad forces.
2
Reroll on this table to find the type of mercenary force.
3
Select specific activity on table 634b: Special Forces.
4
Select specific duty on table 634a: Noncombat Duty. Add +5 to all event rolls on table
632b.
This section resolves any military clashes to the character's die roll for each previous INFORMATION &
resulting from a character's military career. You combat victory (that is, combats won using this
may also wish to use it as a quick means of table), up to a maximum of 3 points. INSTRUCTIONS
resolving large conflicts while role playing. 3. Win or Lose? The higher die total
Instructions: To resolve a battle follow the wins the battle. If the results are equal, both
steps below: sides are forced from the field without a deci
1. Battle Rolls. Roll a d20 twice and sive victor. Record the outcome on your Char-
write down each die result. The first roll repre- acter History Worksheet.
sents the character's forces. The second roll 4. Battle Events. Subtract the lower die
represents his enemy. result from the higher and match the resulting
2. Victory Bonuses. If the character's difference number against table 633 for addi
military rank is a captain or higher, add 1 point tional battle results.
Not everyone in the military goes into military skills on 635 Military Skills as indicated INFORMATION &
or guarding those who need guarding. Others often looked down upon, as if they weren't fit
perform special combat-related functions that for "real" duty. This is primarily the case when
provide better skill instruction than normal du they encounter combat troops or veterans. On
ties, but often place the character in greater the other hand, special forces, those who take
danger than mere combat. risks that would curdle the liver of a tested
Instructions: Roll a d20 and match the veteran, are often looked upon with awe, fear
result against the appropriate table below to of what the soldiers are capable of, or distrust of
select the branch of Noncombat or Special what they may have become.
Forces service that the character enters. Select
ate to the character's Culture Level. 13 Mage guard. Responsible for guard Non-Combat Duty
Use the appropriate section from 310 ing the military's contingent of wiz
313.1 ards.2,3
4-5 Medical corps. Character is trained 14 Prison guard.2
as a field chirurgeon (doctor). Begin 15 Payroll guard.2
with Rank 2 first aid skill. Gain 1 Rank 16 City guard.2
of skill for each additional 2 years in 17 Private body guard to leader of the
this branch of service.1 army.2
6 Recruiter. Character's unit recruits, 18 Palace guard.2
drafts, tricks and forces new recruits 19 Temple guard.2
into the military.1 20 Border guard.2
1
7 Quartermaster corps. Provides sup No military skills gained in this service
plies for combat troops.1 unless transferred to a combat unit.
2
8 Instructor (only if character has prior Character gains military skills from
military experience, otherwise, reroll 635 Military Skills as if assigned to a medium
on this table).1 infantry unit.
3
9 Engineer. Designs & builds camps, Character has a 50% chance of an
bridges, etc.1 Exotic Event occurring. Select event on 642
10 Messenger.1 Exotic Events.
Instructions: The type of skills a character The service listings also suggest the type of INFORMATION &
gains in the military depends on the branch of weapons and armor worn by soldiers of each
service entered. Use a die to select the skills branch of service. Officers wear the best type INSTRUCTIONS
indicated by the branch of service listing on this listed. Rich characters often buy better armor
page. A soldier learns one combination of as well.
weapon skills (such as javelin & short sword) at The player and GM must decide and agree
1d3 ranks of ability. All other skills (The ones upon the details regarding each skill. Be inven
chosen on tables 635a-635d) start at Rank 1. tive, but be fair.
Duplicate rolls improve the skill by one Rank.
Light Infantry: Skills: 1d3 Combat & 2 Forestry. Light Cavalry: Skills: 1d4 Horse, 1d4 Combat
Weapons: bow & sword; javelin & & 1 Forestry. Skills, Weapons &
sling; javelin & short sword; sling & Weapons: bow; sword & lance;
sword; javelin & spear. javelin & sword; lance & sword; lance Armor by Service
Armor: small shield; leather; studded & axe; crossbow & sword. Branch
leather. Armor: small or medium shield plus:
Medium Infantry: Skills: 1d4 Combat & 1 leather; studded leather; hardened
Forestry. leather.
Weapons: two-handed spear; two- Heavy Cavalry: Skills: 1d3+1 Horse, 1d4
handed axe & sword; axe & javelin; Combat & 1 Forestry.
spear & sword. Weapons: bow; sword & lance;
Armor: medium shield; ring mail; javelin, spear, & sword; lance & axe.
studded leather; hardened leather. Armor: medium shield plus: heavy or
Heavy Infantry: Skills: 1d3+1 Combat & 1 light scale mail; chain mail and/or
Forestry. partial plate mail. Knights (Nobles)
Weapons: two-handed spear; two- always wear plate mail (if allowed by
handed axe & sword; axe & javelin; Culture level and wealth).
spear & sword. Mercenaries: These professional freelance
Armor: medium or large shield; scale soldiers always have 1 additional skill
mail; chain mail; partial plate mail. (at Rank 2) of their choice from any
Archers: Skills: 1d3 Combat & 2 Forestry. category, even outside their own unit's
Weapons: longbow or crossbow skills.
and short sword or axe. Navy: Skills: 1d3 Combat & 1d4 Naval.
Armor: cloth; leather; studded Weapons: sword (cutlass); javelin &
leather. short sword; bow & sword.
Chariots: 1d2 Horse skills & 1d4 Combat skills. Armor: small shield plus: cloth;
Weapons: bow & sword; sword & leather; studded leather.
lance; javelin & sword; lance & Special Forces: See special instructions for
sword; lance & axe; crossbow & each type of force on table 634b:
sword. Special Forces.
Armor: small or medium shield plus: Non-Combat Duty: See special instructions for
leather; studded leather; hardened each type of unit on table 634a: Non-
leather. Combat Duty.
d10 Combat Skill 6 New weapon skill of choice at Rank 2.
635a: Combat 1 Weapon skill of choice. Improve by 7 Battle analysis. After 1d3 rounds of
3 Disarm (opponent with similar bonus for each Rank with this skill.
4 Shield handling (increases protection Ranks with this skill, the character can
5 Military strategy. Change die roll for 9 Repairing armor (all kinds).
all future Battle results under 633 10 Improve 1d3 Ranks of proficiency in a
635b: Horse 1 Increase horse riding/fighting skill by 6 Horse medicine (perform animal first
Skills 2 Caring for a horse (clean, curry, etc.). 7 Training a horse for combat.
foolish things).
635c: Forestry 1 Tracking (following tracks). 8 Making shelter (against cold, damp,
1 Swimming. ging).
6 Boat repair.
In the military, rank is everything. Those normal purchase price for them (based on your INFORMATION &
who lead are superior to those who follow (in game system's or world's price list).
theory). In many cases, merit earns promotion Officer Benefits: Officers get the follow INSTRUCTIONS
"Turn sunward pas' th' dyin' oak n' find it pas' th' farrier's."
"Many thanks! After so long on the road, I so much look forward to a good meal and
comfortable sleep!"
"Really? Hmph. N' I thought y' was goin' t' Salty's."
Tomas Cendor and Jen Daisy
2d6+SolMod Rank # Army Rank Navy Rank
636: Military 2-13 1 Soldier Sailor
14-15 2 Corporal Petty Officer
Rank 16-18 3 Sergeant Chief Petty Officer
19 5 Lieutenant II Ensign
20-21 8 Lieutenant I Lieutenant
22-23 15 Captain Commander
24-27 25 Major Captain
28 100 Colonel Commodore
* 500 General1 Admiral1
* 1,000 Field Marshal2 Admiral of the Fleet2
* 3,000 Commander in Chief2,3 Commander in Chief2,3
* 6,000 King4 King4
* 10,000 Emperor5 Emperor5
3
* This rank can only be reached by Commander of all military forces in
promotion. the land.
4
This rank is that of a noncommis- The character is assumed to have
sioned officer. usurped the thronetaken it by force from the
1
A commoner who attains this rank is former kingor to have used the army to carve
made a petty Noble, lowest rank in the realm's out a new kingdom from the wilderness. Such
order of peerage. a kingdom may be held so long as the character
2
A character who attains this rank has has military backing. A character who "retires"
a chance to become a more powerful Noble. from being king may do so because he is bored
There is a 60% chance that the ruler of the land with "kinging it" and seeks a life of adventure
increases the character's Peerage rank by one again. Mustering out benefits are looted from
level (a knight would become a baronet, a the royal treasury.
5
count would become a viscount, etc.), but not This is a king who conquers several
higher than a duke. neighboring countries. See footnote * above.
It is an unfortunate fact that sentient beings low the directions if the use of other tables is INFORMATION &
have an acquired tendency to treat other sen indicated. For each event you may select the
tient beings (particularly those who fit the "not age at which it occurs (within the period of INSTRUCTIONS
like us" category) as if they were property, to be enslavement), rather than rolling dice to deter
bought, sold, and bred like livestock. No cul mine the age.
ture has a monopoly on slavery. Primitives and Occupation: Slaves work. That means
Civilized beings alike own slaves. So long as they perform an occupation. If a slave does not
those with power can force their will upon already have an occupation that would be
those without, there will be slavery. useful to his owner (GM's discretion), he is
Instructions: For clarity, these instructions taught a new occupation (at Rank 3 ability) that
are subdivided by topic. Read all the instruc is appropriate to the Culture and needs of the
tions before continuing. owner.
Owner: Use the NPC creation guidelines Escape or Freedom: An event that indi
beginning on page 173 to determine details cates the character escapes or is freed by his
about the slave owner, but when determining owner can only occur at the end of the period
the owner's Social Status, add 83 to the result of of enslavement. If a character does not roll an
a d20 roll instead of rolling a d100. Make event that ends the enslavement period, then
certain you determine an occupation for the the character is freed at the end of the enslave
owner as well. ment duration without incident.
Duration: Roll a d6 to determine how Slavery & Social Status: Enslavement
long (in years) the character is enslaved. En causes the character's social status to drop to
slavement begins at the age determined for it Destitute while a slave and drop 1d4 levels
(see the instructions for 208 Significant Events below original status upon regaining freedom.
of Youth and 419 Significant Events of Adult Role-play: Imagine what it would be like to
hood). Enslavement that begins in childhood be someone's property, to have no control over
may overlap into adolescence, and enslave your life, to realize that you exist only at the
ment that begins in adolescence may extend whim of your owner. What would it be like to
into adulthood. Enslavement beginning in adult know that your children aren't yours, that they
hood may further increase the "adult" years could be sold like livestock at the next slave
prior to a character's adventuring career. auction. Is the character a "good" slave, or a
Events: Roll a d3 to determine the number strong-willed troublemaker familiar with the
of events that occur during the period of en painful end of a whip? What is the character's
slavement. For each event, roil a d10 and attitude towards slavery upon being freed?
match the result against the table below. Fol
Barbaric societies have a simple way to Duration: The type of crime determines INFORMATION &
punish criminalsthey kill them and have it the number of years imprisoned. Imprisonment
done with. Prison is an enlightened society's begins at the age determined for it (see the INSTRUCTIONS
way of dealing justice to transgressors of the instructions for 208 Significant Events of Youth
law. or 419 Significant Events of Adulthood). Impris
Prisons are sometimes dungeons with dank, onment that begins in childhood may overlap
dark cells, sometimes walled compounds with into adolescence. Adolescence Imprisonment
no individual rooms or privacy, or even palaces may extend into adulthood. Imprisonment
where wealthy or influential prisoners serve as beginning in adulthood may further increase
"guests" until they serve their time or their the "adult" years prior to a character's adventur
relatives or followers manage to collect a ran ing career.
som. Events: Roll a d3 to determine the number
While prisoners probably deserve their of events that occur during the period of impris
fate, some are there who should not be. They onment. For each event, roll a d10 and match
were either at the wrong place at the wrong the result against table 638b: Prison Events.
time, looked like somebody else, or were on the Follow directions if use of other tables is indi
losing side of an argument with someone who cated. For each event (except escape or early
corruptly wielded political power. pardon), you may select the age at which it
Instructions: If the table that sent the occurs (within the period of imprisonment),
character here did not specify the crime, go to rather than roll dice to determine the age.
865 Crimes and select the crime and punish Role-play: Generally speaking, those im
ment (number of years to be imprisoned). Then prisoned for committing crimes deserve their
return here. punishment, but are not necessarily deserving
Prison Type: Roll a d10 and add the of other events that take place while impris
character's SolMod to the result. Compare the oned. If the character is imprisoned (justly or
total against table 638a: Prison Type to deter unjustly), imagine his attitudes toward fellow
mine where the character is punished or reha prisoners, the guards and those who run the
bilitated. prison.
Being sent here does not necessarily mean find how it all begins. Then roll a d3 to select the INFORMATION &
that the character "gets religion" or becomes a number of events that occur. For each event,
member of a church, temple or cult. It indicates roll a d20 and match the result against table INSTRUCTIONS
a brush with the supernatural, an encounter 639b: Religious Events. Events occur in no
with the followers of gods, or in the extreme, a particular order.
personal awareness of a higher power's influ Role-play: The supernatural exists to many
ence in one's life. All events are assumed to people, and devotion to a deity is one of the
revolve around a single deity. strongest personality traits known. The influ
Instructions: First, go to 756 Deities, to ence of Cod, gods, or other powerful super
select the type of god with whom the character natural beings can easily dominate the life of a
interacts. Next, roll a d10 and match the result character for either good or ill.
against table 639a: The Experience Begins to
Romance often catches us off guard. While event (on this or other tables). Romances INFORMATION &
we are making plans for our lives, love has other beginning in adulthood are assumed to con
ideas. tinue unless ended by an event. Events on this INSTRUCTIONS
Instructions: The character's beloved has table that can prematurely end romances are
a 50% chance to be extraordinary in some way. preceded by a symbol ([E-#%]). The # indicates
If so, roll a d20 twice on table 640a: The the percentage chance that this event will end
Beloved, to select details about the character's the romance.
loved one. Next, roll a d3 to get the number of Age, Race, Social Status & Culture: As
events that occur because of the romance. For sume that the Race, Age, Social Status and
each event, roll a d20 and match the result Culture of the beloved are roughly the same as
against table 640b: Romantic Events. Follow the character's unless a table entry declares
any directions given and return here until all otherwise.
rolls on this table are complete. For each event, Role-play: If you have ever been in love,
you may select the age at which it occurs, rather you will have a good idea how love and ro
than roll dice to determine the age. Events that mance will affect the character's life. If not,
produce children may not occur prior to adoles imagine the character being devoted to some
cence. one more strongly than he is to his own life. The
A childhood romance lasts 1d10 months. loss of a beloved (or a love affair that ends
An adolescent romance lasts 1d4 years, but if a badly) can create emotional wounds that may
4 is rolled, assume that the relationship contin take years to healif they heal at all.
ues into adulthood unless terminated by an
Wealthy patrons, men and womensome Next, decide an appropriate reason for INFORMATION &
times organizationswho expect service in ex why the character was given patronage. Take
change for their aid, often support, such people into account the nature of the patron, whether INSTRUCTIONS
as artists, musicians, craftsmen and explorers. the patron is a group or individual, and what
Patrons are a wonderful source of employment skills the character may have to offer.
for adventurers. Finally, roll a d20 a total of d3 times against
Instructions: To gain a picture of the table 641c: Service Events to find out what
character's patron, questions must be answered. happened during the patronage. Reroll dupli
Who is the patron? Why does the character cate results on this table.
give it or him allegiance? What notable events Duration of Service: A character contin
have occurred during their relationship? ues to remain allied to his patron to the present
Start by rolling a d100 against table 641a: day unless an event on table 641c: Service
Who Is the patron? An individual patron will Events terminates the patronage.
usually be 1d3 levels of Social Status above the Role-play: How does the character feel
character and always at least Well-to-Do. A about giving her allegiance to someone? Does
group patron will appoint a lesser official as a the relationship benefit both the character and
liaison for the character. After determining the the patron? What kind of favors and services
patron, roll a d10 and consult table 641b: might the character provide for her patron?
Scope of Influence to determine the patron's What kind of benefits are received in return?
level of power or influence.
Beyond the merely unusual, these events universe, asking things like, "Why do strange INFORMATION &
are the strangest of the strange things that can things like these happen?" "How can I correct
happen to a character, almost guaranteed to be the problem?" and "Will my friends ever believe INSTRUCTIONS
life-changing events. this?" Although all significant events shape the
Instructions: Roll a d20 to select the lives of characters, any one of these events may
unusual event. Record the event on the be cause for quests and adventures, if only to
character's worksheet. explain why they happened or to change their
Role-play: The events detailed here may outcome.
cause a character to question the nature of the
643 Death
the lead horse of the carriage she arrived on. The entire team bolts,
charging forward and, again unfortunately, trampling the noble who
disembarked just before your friend. An old woman quickly kneels
Situations
down by the noble to offer assistance, but she is too late.
"He's dead!" the woman wails. "Lord Osram's dead!" Then, turning
to face you, she continues, "You're the one! You killed him!"
Lord Osram's stunned guards reach out to seize you
INFORMATION & Occasionally a character or an important the term, "Someone" in the descriptions below
person in the character's life will cause the refers to the causer of the death, whether it is
INSTRUCTIONS death of another person or a person important the character or some other person.
to the character will die an untimely death. This Role-play: Responsibility for a death and
table provides a cause of death. the guilt associated with it can haunt a charac
Instructions: When this table is called for, ter forever, changing attitudes about death and
roll a d20 to determine Cause of Death. Then relationships. Even if wrongly accused of caus
roll a d10 to determine responsibility. On a d10 ing a death, the character can spend the rest of
result of 10, the character is linked with the his life proving otherwiseand still not suc
death in some unfavorable manner. The use of ceed.
644 Death vision, and you kick your steed into a faster run over the midnight
darkness of Dead Man's Moor. Each time the fleeting image has
appeared to you it has been larger, somehow closer, bringing with it
of a Loved disturbing memories of the fortune teller's vague warning, "The dead
seek you."
An icy wind unexpectedly freezes the hairs on the back of your neck
One and reverberates down your spine, as if the coldest of souls exhales at
the base of your skull. Then a touch, feather-light but with the dead chill
of bare metal, sets on your left shoulder, and a deep, moaning voice
sounds in your ears.
"My child," the voice wails, "where is he who killed me? Where is he?
On his marble throne while I rot in the ground? Why is my murder
unavenged?
"You, my only child . . . you must bear my sword... ."
INFORMATION &
A loved one is anyone who the character Other Events to select a significant event sur
cares for, a mother, father, guardian, brother, rounding the death of the loved one. Follow
INSTRUCTIONS
sister, mentor or romantic lover. A loved one's directions given with the selected table entries,
death can have a drastic effect on a character's returning until all rolls on the table are com
life. There is the grief of loss, the possibility of pleted.
receiving an inheritance or of being saddled Note: If a spouse of a parent or guardian
with a financial burden, the chance that a survives, there is a 75% chance that the spouse
surviving parent may remarry ... and stranger retains possession of any property and most
things. money from the partner's death.
Instructions: Tables which send the char Role-play: How does the character feel
acter here should already state who has died or about losing a parent? How would you feel if
instructed you to select the deceased. If the (or when) it happened to you? Would the value
deceased was an adult, roll a d8 on table 644a: of an inheritance in any way compensate for
Inheritance to determine the character's inher the loss?
itance, if any. Then roll a d20 on table 644b:
Need a nonplayer Other beings are sometimes the most in ous cultural levels.
fluential part of a character's history: they On page 134, 749 Monsters will provide
character? influence attitudes, change values, key events some of the more exotic encounters of a
You've come to and even provide opportunities for future ad character's history.
the right place! venture. Most contacts and acquaintances will Adventuring is not a new profession, and it
be little more than perhaps a face and an is not the exclusive domain of player charac
occupation or circumstance under which a ters. When a character's history calls for him to
meeting occurs. Choose a few, though, to meet one of these NPC adventurers, use table
develop more fully. Give them their own 750 Adventurers on page 135.
character histories, andif you are a GMmake Do you need a quick nonhuman acquain
them recurring figures in your campaign. This tance? See 751 Nonhumans on page 136.
will help make the player character's history Almost anyone can have a dog as a com
"come alive." panion, but how about a telepathic dog? See
For a random non-player character of un 752 Unusual Pets, beginning on page 137.
specified origin that can appear under almost Everyone, even an adventurer, can use a
any normal circumstance, use 745 Others on friend. When one is called for, consult 753
page 127. This section can be useful for creat Companions on page 139.
ing a random acquaintance on short notice 754 Rivals, beginning on page 141, will
during a campaign. create a character's foil, perhaps even his arch
When a random group is called for rather enemy.
than an individual, consult 746 Other Groups While rivals cause trouble specifically for
on page 129. characters, villains cause trouble for just about
Sometimes, for whatever reason, a everyone. See 755 Villains, beginning on page
character's parents cannot care for him. When 143.
this happens, 747 Guardians on page 130 will On page 145, 756 Deities creates just that.
show who did. 757 Relatives provides the identities of
748 Nobles, beginning on page 131, pro random family members. See page 147.
vides extensive information on nobles of vari
"Hey, Bertran, over by the hearth I was just introduced to Salty's cook and the man who earns
money by cleaning out filthy feed troughs all over town."
"Really? Which ones are they?"
"Don't you mean, 'Which one is he?'"
Jharsvend the Thief and Bertran Stoneback
After catching your eye, the strange little man charges across the
crowded tavern floor and, showing amazing agility, leaps through the
air and clasps his arms around your neck in a warm embrace before you
can dodge out of the way. In spite of the man's friendly attitude, you are
now absolutely positive that you have no idea who he is.
745 Others
Use this section only if directed to do so.
This is a general listing of types of "Other" additional rolls on another table. Roll Hi/Lo for INFORMATION &
people encountered, people and creatures who the person's sex if necessary. Hi=female,
may act as friends or foes, antagonists or allies. Lo=male. To add more details to these "Oth INSTRUCTIONS
Many tables in this book require an identity for ers," refer to the section on NPCs beginning on
a foe, a victim, an instigator or a chance encoun page 176 and/or section 107 Parents & NPCs.
ter. This table provides that identity, acting as Role-play: Throughout life, the character
a sort of "central clearing house" for other lists will interact with other persons. Imagine the
of persons. character's reaction to this person within the
Instructions: Roll a d10 and match the context of the event in which he appears.
result against table 745: Others. This is either Imagine the other person's reaction to the
the general class of person or the specific character. Does the encounter have a good
person that has been met. Some entries require outcome, or does it generate ill feelings?
intriguing manner....
You reach the bottom of the ditch, and as you suspected, discover
that a few silver coins spill from the chest out onto the groundbut only
a few.
Groups
A noise from up above causes you to look back towards your wagon,
and you see perhaps a dozen armed men beginning to rifle through your
belongings and toss sacks and chests out onto the road. A pair of the men
lift crossbows in your direction. "Stand and deliver," one laughs....
These are groups, not individual NPCs, Instructions: Roll a d20 and match the INFORMATION &
though you may want to determine individual result against table 746: Other Groups.
characteristics for a leader or a spokesperson. INSTRUCTIONS
747 and folding herself into a chair nearly as weathered as her own old
frame, "the day when they brought you to me.... They told me that your
parents had both passed on, that you had no other relatives, that you
Guardians were at the mercy of the city. Of course I took you in and treated you like
one of my own.
"But if I had known that your parents were executed for treason....
Well, done is done, and now I'm happy to have you."
INFORMATION & When a child's parents die or disappear, the guardian's background can be developed
someone must become responsible for his up- further. Refer to 107 Parents & NPCs for details.
INSTRUCTIONS bringing. This person, persons, creature, or Role-play: The loss of one's parents is a
creatures become the character's guardians. In tragedy that affects the rest of a character's life.
many respects, the guardians take over the However, the role of the parent may be re-
function of parents. placed (to some extent) by others who either
Instructions: Roll a d20 and match the willingly or unwillingly take up the responsibility
result against the table to find the character's of raising the character to adulthood. A guard-
guardian. From now on, when an event calls for ian might merely provide for the character's
something to happen to a parent, it happens to physical needs, or become a loving replace-
the guardian instead. If the player so desires, ment for lost parents.
The peerage of the realm usually have a and estates. A roll of 98-00, though, indicates INFORMATION &
specific rank or title. The ones provided here that the Noble's lands have been taken away
are representative of the Culture Levels in Cen and that the Noble's family is in exile, in disfavor INSTRUCTIONS
tral Casting. Use the title in your world that with the rulers of their land.
most closely corresponds to the selected rank Land Size: Roll the indicated dice. This is
of nobility. the number of square miles of land possessed
Instructions: To determine the title pos by the Noble or deeded to him by his liege lord.
sessed by an NPC noble, roll a d100 and match Role-play: Nobles exist and live by the
the result against the column corresponding to works of others, having social value only when
the NPCs Culture on table 748a: Noble Notes. they coordinate, represent and protect those
If the GM is creating an NPC whose Culture who do work. The justification of Nobility in a
Level has not been previously determined, se fantasy setting is often based on the assumption
lect the Culture Level with 102 Cultural Back that the gods have chosen a select few to lead
ground. If the character's gender has not been the people. The continuance of Nobility is
determined, roll Hi/Lo. Hi=female. Lo=male. based upon the facts that "them what has, gets
For player characters, go to 103 Social more" and "might makes right."
Status and reroll the character's Social Status, Primitive Nobles are leaders who normally
adding both the character's TiMod (see below) share the burdens and risks of their followers.
and CuMod to the roll. Remember, Nobles Nomadic Nobles are more accessible than
automatically add 5 to their SolMod. those in other cultures, but because they de
Titles: The Noble titles are primarily given mand much of themselves, they expect more of
in terms of western European and British peer their followers. Barbarian Nobles are often
age along with a number of tribal-type leader elected or appointed. Many hold titles because
ship titles, and they are listed (top to bottom) in of merit and service to their liege. Civilized
a rough hierarchy of most to least importance. Nobles received titles through the luck of birth.
Obviously, titles may have to be adapted to They pay others to perform their duties and
match your chosen milieu. often spend their time at dalliance and leisure.
TiMod: Each title has an associated Title Game-play Benefits: Unless it has already
Modifier (TiMod) to add to the character's die been determined that a character's parents
roll (and CuMod) when rerolling Social Status have died, a player character of Noble Social
on table 103. Before rerolling, however, roll a Status will begin as the child of an NPC Noble
d100. If the result is 95 or greater, do not add and will have no actual title himself (other than,
the TiMod when rerolling Social Status. Note possibly, something like prince).
also that some TiMods are created by rolling Due to their assumed importance to the
dice. scheme of things, Nobles may add 1d4 points
Special Titles: Many nobles have special to their Charisma attribute so long as it is
titles affixed to their names, honorifics that have publicly known that they are a Noble.
been bestowed upon them by their liege lords A Noble will usually have guards or other
or gained by conquering new territories. If a retainers with him at all times. The number will
type of die is shown in this column, roll it to be in proportion to the NPCs relative impor
obtain the number of special titles that the tance. At the GM's discretion, a Noble player
Noble character possesses. If a percentage is character may be able to command loyal retain
shown, this is the chance that the character has ers to follow him.
a single special title. Select special titles in three A Civilized Noble will have 1d4 hobbies in
parts: part one on table 748b, part two on table place of an occupation. Select these hobbies
748c, and part three on table 748d. For ex from 318 Hobbies.
ample, rolls of 11, 16 and 11 yield "Keeper of GMing Note: Players character Nobles
the Northern Marches." Rolls of 19, 4 and 8 who insist on being public figures should be
yield "Warden of the Heath." subjected to unwanted attention much the
Land Holdings: Nobles are landowners. same as a celebrity or popular political figure
The percentage shown in this column is the might be in our own society.
chance that a Noble possesses personal lands
Emperor or Empress: Rules over other single tribe.
kings and queens. Viscount or Viscountess: Rules over one
Possible Titles High King or High Queen: Rules over or more counts.
lesser kings and queens, perhaps an elected Jarl or Eorl: Barbarian equivalent of a
position. Common in Barbarian Cultures. marquis, count or baron. May be hereditary,
King or Queen: Ruler who is the supreme but often appointed.
authority in his or her land. A king normally Subchieftain: A tribal chieftain's lieuten
owes fealty to no other. ant.
Kahn: Powerful nomad. Rules a great Count, Earl or Countess: Rules over bar-
tribe or tribal federation. ons.
Archduke or Archduchess: Possibly next Baron or Baroness: Rules a barony, small-
in line for the throne, often a sibling of a king or est sized fiefdom.
queen. Baronet or Baroness: Below a baron,
Prince Royal or Princess Royal: Legiti- given to commoners.
mate child of the ruler of the land. A Crown Prince or Princess: Child of a Noble. Also
Prince or Princess will assume the throne. may be the ruler of a Principality (equivalent to
Duke or Duchess: Rules over one or more king or queen).
marquises. Knight ("Sir" or "Lady"): An earned title
Marquis or Marquese: Rules over one or which cannot be inherited. Usually granted by
more viscounts. a king.
Chieftain: Tribal leader, usually leads a Hetman or Hetwoman: A village leader.
Roll a d100. If the result is less than 21, the prince(ss) rules a principality and is treated
as an archduke (or archduchess). Otherwise, the prince(ss) is a Noble's child with 1d10x10%of
the parent's TiMod. Any lands or estates are part of the parent's holdings.
749 rift, blinking its eyes and flicking an immense forked tongue in and out
to test the air above the surface of the earth. Giant teeth, some more
than two hands long, border the tongue like the prongs of a portcullis.
Monsters When the beast turns towards your hiding spot, its mouth seems to curl
in a wicked smile and it inhales loudly, filling the giant bladders
beneath its jaw in preparation for a monstrous exhalation of flame....
INFORMATION & Monsters are those creatures, intelligent specific type of monster from the rolled cate
or not, who often oppose adventuring heroes. gory.
INSTRUCTIONS Sometimes encounters with creatures occur Role-play: Monsters are usually the en
before adventuring careers begin. emy. However, if you think of them as charac
Instructions: There are two ways to pro ters, they can be as interesting as any human,
ceed here. You may either use the table below dwarf or elf. When playing the part of a
or use your own random monster tables, spe monster, imagine how the monster became the
cific to the game being played. To use (his table, way that it is. What motivates it? Would it be
roll a d20 and match the result against the table. possible for this creature to deal with humans as
The table gives only the general category of equals?
monster types. It is up to the GM to choose a
Player characters are not the only seekers for the type of adventurer. For NPCs, roll a INFORMATION &
after riches and adventure. Others follow or second d20 and match the result against table
have followed the same path. The people on 750b: Adventurer's Prowess to find the INSTRUCTIONS
this table represent general classes of adventur adventurer's skill or fame at his profession. If
ers, focusing on their primary talents, those for your gaming world does not allow a selected
which they have become best known. type of adventurer, reroll to get one that works.
Instructions: Roll a d20 and match the If the adventurer's gender has not been deter
result on table 750a: Adventurer's Profession mined, roll for Hi/Lo. Hi=female. Lo=male.
751 ready to greet Her Majesty when she arrives home from her tour of the
Secluded Isles. Elves from the high country stand in one corner, clothed
in their woodland garb. Orcs, wearing roughly formed metal armor,
Nonhumans occupy the room's opposite corner. Dwarves linger near the entry way,
and even the Halflings have sent a small group of officials, though it is
often hard to find them in the crowded hall.
INFORMATION & This is a selection of the various sentient, human. Like humans, they have their own
nonhuman, humanoid, character races that motivations, but these will be colored and
INSTRUCTIONS commonly appear in many fantasy role-play skewed by their "alien" upbringing. Imagine
games. how one of these beings would react when
Instructions: Roll a d20 and match the encountering the character. Would their racial
results against the table below. Refer to 101 heritage cause them to be instant friends, rivals,
Character Race for additional role-play guide- enemies, or merely suspicious of each other?
lines for each particular species. Consider these things before playing a nonhu-
Role-play: Nonhumans are just that, not man like just another human.
At some point in his life, the character has character is unaware of these abilities.) Finally, INFORMATION &
obtained an unusual pet. This pet has above- determine the special pet abilities on table
average intelligence for an animal, but unless 752b. Reroll duplicates. INSTRUCTIONS
specified otherwise the pet looks like its more Role-play: The pet is the character's con
common brethren. Most such pets will be stant companion and would probably rather
unusually long-lived, possibly even immortal. die than be separated from its master. To role-
Instructions: Roll a d20 for the type of pet play the pet, think of that special pet you may
on table 752a: Unusual Pets. Then roll a d3 to have once had, the one that followed you
determine the number of special abilities this everywhere.
pet has. (There is a 25% chance that the
This is the hero's companion, his trusted 5-6=opposite sex than character. INFORMATION &
right hand man, the faithful sidekick who has Next, roll 1d10 and consult table 753b:
joined the character on his adventures. The Why? to get the reason why the companion INSTRUCTIONS
companion may be a bumbler, a whiner, a bit of accompanies the character. Then roll a d10 and
comic relief, or a serious hero with his own consult table 753c: What Kind of Companion
destiny to fulfill. The character himself may to learn the companion's outlook on life. Fi
actually be the companion's faithful sidekick. nally, give the companion a name, develop him
Instructions: To develop a picture of the as an NPC with 107 Parents & NPC's and round
character's companion, questions must be an out his background.
swered. Who is the companion? Why has he Role-play: A companion can either be an
joined up with the character? What are the NPC or another player. He should not be just
companion's feelings toward the character? "cannon fodder." Give the companion per
What does the companion seek to accomplish? sonal goals that he can work out during adven
Roll a d10 and consult table 753a: Who? turing. It may be that once those goals are
to determine who the companion happens to accomplished the companion will part com
be. If the gender is not predetermined, roll a pany with the character to seek his own ulti
d6. A result of 1-4=same sex as the character. mate destiny.
Not everyone encountered during life is learn the rival's level of antagonism towards the INFORMATION &
going to be the character's pal. There are those character. If you wish, you may also roll a d8 on
who will covet what the character has, who will table 754c to determine the character's feelings INSTRUCTIONS
be jealous of who the character is, and who will towards the rival. Finally, if you wish, give the
seek the goals in competition with the charac rival a name, then develop him with 107 Par
ter. These people become competitive rivals, ents & NPCs.
unfriendly foes, or even deadly enemies. Role-play: The rival is essentially a plot
Instructions: To gain a picture of the element for the GM to use, an opportunity to
character's rival, questions must be answered. create a continuing bad guy to foil the character's
Who is the rival? Why is he an opponent? What activities. To develop the character's attitudes
are the rival's feelings toward the character? toward this foe, think about how you felt when
What does the rival seek to accomplish? you discovered someone didn't like you, espe
Start by rolling 1d10 on table 754a: Who? cially if you liked that person.
to find out who the rival is. If the gender of the Optional Rule: Each time the character
rival is not determined, roll d6. If the result is 1 has an encounter with the rival that ends with
4, then the rival is the same sex as the character. the rival's own plans being thwarted, roll a d10
If the result is 5-6, the rival is the opposite sex on table 754c. If the result is the same as the
than the character. rival's current level of feelings, that level in
Next, roll d10 and consult table 754b: creases by one. Thus a jealous relationship
Why? to find out why the rivalry exists. Then roll would become an intense hatred.
a d10 against table 754c: What Feelings? to
"You're not hiding halfling sweetbread in there? Why is there some on your beard?"
Every hero needs a nemesis, or maybe follow directions to give the Villain more person INFORMATION &
even two! Every campaign needs an evil mover ality. If the gender of the Villain has not been
and shaker, one whose sheer vileness requires determined, then roll Hi/Lo. Hi=male. Lo=female. INSTRUCTIONS
the actions of men and women, good and true Role-play: Villains are not petty criminals.
to overcome. They are powerful people who seek more of the
Instructions: To create a villain, answer same and do so by chasing lofty, dangerous,
the following questions by following directions even insane goals. They work in extremes. They
or rolling 1d10 for each of the following tables. do not just murder someone, they annihilate
Record information as you go: table 755a: towns and cities. They do not rob banks, they
Who Is the Villain? 755b: What Are the Villain's bankrupt entire nations. They do not extort
Coals? 755c: What Is the Villain's Alignment? money from shopkeepers, they dominate cites.
755d: What Is the Villain's Scope of Operation? Worst of all, they sometimes think that they are
755e: What Are the Villain's Nasty Habits? doing the world a favor!
Finally, go to 107 Parents & NPCs and
d10 Goal
8 Right some imagined wrong.
1 Obtain immeasurable wealth.
9 Convert others to own point of view.
2 Achieve absolute knowledge.
Roll a d4.
755b: What Are
3 Obtain absolute power.
1 Religious the Villain's
4 Obtain some item from 858 Gifts &
2 Philosophical Goals?
Legacies. 3 Legal
5 Expand area of domination. 4 Scientific
6 Destroy everything. 10 Roll twice more on this table and
7 Humiliate/Punish others for imagined combine the results.
wrongs.
"Chancellor! I want something done about this rash of guards gambling while on duty!"
Monotheism: "You shall have no other and the demented, and by those who seek to INFORMATION &
gods before me." (Exodus 20:3, R.S.V.). God wield power over others. Evil gods embody the
is the Lord and Creator of the universe. The concepts of power, disease, famine, cruelty, INSTRUCTIONS
good people of the land worship only one God. hatred, perversion, deceit, etc. They are often
All other "gods" are aspects of the great de characterized as the patron gods of evil mon
ceiver, Satan. ster races.
Polytheism: Many fantasy game systems Instructions: Roll a d20, add the character's
presume the existence of a polytheistic pan CuMod, and match the result against the table
theon of gods. Polytheism literally means "many below to determine the god. Use the deity in
gods." For each major aspect of daily life, there your own campaign that most closely matches
is a specialized deity. One god controls the the deity selected.
weather, another controls (or is) the sun, yet Role-play: The type of Culture will affect
another is lord over the waves. Each god has the nature of the gods. The gods of Primitive
priests, temples, and devoted followers (al and Nomad Cultures will often be deities whose
though it is often common for people in poly existence aids their mere survival. Barbarians
theism to worship more than one god). These may see their gods as heroic, waging constant,
are the "good" gods, the ones who are sup battle against the forces of evil. Civilized gods
posed to champion the causes of humanity. tend to embody philosophies, ideas and ideals,
Evil gods: Then there are the truly evil like Truth, Loyalty, Kindness, etc. Decadent
gods. Evil is opposed to good, and each good gods will embody passions, pleasures, and
deity will have a primary evil foe. Evil gods are cravings and may be nothing more than
worshipped by the selfish, the greedy, the cruel "cleaned-up" versions of evil deities.
Whenever a section requires you to deter again for a different result, but instead you may INFORMATION &
mine the identity of a random family member, wish to consider working the difficult result into
roll percentile dice and consult table 757: Ran your character history. Perhaps your character INSTRUCTIONS
dom Relative, below. If the result you get from was mistaken about the relative's death. Per
this table either could not happen (the relative haps the relative has come back from the dead.
indicated is deceased, perhaps) or would be Be creative.
extremely undesirable, you may, of course, roll
Start Generating This heading contains a hodgepodge of found beginning on page 154 under 862 Exotic
extremely important tables that, quite frankly, Features.
Your Character do not fit any where else. As with Miscellaneous Start with page 158 to consult 863 Serious
Background Events and Contacts & Acquaintances, none of Wounds and find out the nature of any dire
Here! the sections under this heading are mandatory injury to the character or another.
for every Heroes of Legend character history, Similar to many manifestations of magic,
but any given character generated will prob psychic powers, beginning on page 160 in
ably require the consultation of one or more. section 864 Psychic Powers, often set a charac
Many characters receive special gifts dur ter apart as special, blessed or fearsome all of
ing their lives. Such gifts are determined using his life.
858 Gifts & Legacies, beginning on page 149. Has a crime been committed? If so, see
To choose a random color, consult 859 865 Crimes on page 162.
Colors on page 151. Any warrior can fight, but how many can
Birthmarks can be fascinating, beautiful, do so while simultaneously juggling three apples
horrific or bizarre. See 860 Birthmarks on page in their left hands? See 866 Unusual Skills
152. starting with page 164.
861 Body Locations, on page 153, will Perhaps you should never judge by ap
help determine the location for a wound, scar, pearances, but since very few beings are totally
mark, etc. on the character's or another's body. invisible, you may need to consult 867 Appear
Curses, Blessings and other unusual things ance on page 166.
that profoundly affect a character's life can be
"Cook made coupla' mistakes, so tell ya' what. Get this in ya' quicker n' it gets back out n' ya
eat fer free."
Jen Daisy
The girl who accosted you in the common room of the inn looks
around your personal room briefly before taking out the note that she
claims comes from your uncle. She shows you the seal as you take the
note from her.
858 Gifts &
You break the seal, unfold the note, then begin to read.
"My dear nephew, if you are reading this note, then I have, regretta
bly, passed on. As a token of my trust and love for you, I send you my
Legacies
most prized treasure. Take care of it. Honor my memory." The note
ends with another copy of your uncle's seal and a brief salutation. You
look questioningly at the girl.
"What? His 'treasure'?" the girl asks. "That's me. Should I call you
dad?"
A character will sometimes be given a gift are hard to get rid of. INFORMATION &
at birth or later in life. These gifts are sometimes These gift ideas are only catalysts, and the
given by a mysterious stranger or they may be GM must bear the weight of deciding why a gift INSTRUCTIONS
a gift or inheritance from a relative, a friend, a is important. Gifts should be designed in such
mentor or a benefactor. The exact nature of a way that they serve as a motivation for a great
these items should be determined by the Game quest, or at least as an interesting adventure.
Master. They may be magic items (even if not Instructions: Roll a d20 and match the
rolled as such), artifacts, heirlooms or pieces of result against the table below to determine the
mysterious junk. They can be shrouded in nature of the special gift or legacy.
legend or merely annoying pieces of trash that
etc.) 9 A shield.
2 The guardianship of a young ward. 10 A sealed bottle (determine contents).
3 An unusual pet. Roll type of pet on 14 A deed to a property. Make a d20 roll
752 Unusual Pets. This pet will sur on the subtable below to determine
vive at least until the character starts what the deed is to.
This table is used when an exotic color is saturated, but modify this as necessary. INFORMATION &
required for a physical attribute or object. Colors Instructions: Roll a d20 to determine the
are generally assumed to be rich, bright and color. INSTRUCTIONS
10 Blue-Violet (also Royal Blue) result is Lo, the color is mixed with
151
"What are you looking at?" the captain of the guard growls, but you
860 can't take your eyes off of the spider web-shaped birthmark on his left
cheek.
"What is it? Are you looking at my mark?" the captain demands. You
INFORMATION & If a character is determined to have an mark possessed by the character. Then roll a
unusual birthmark (or tattoo!), that birthmark d10. If the d10 result is a 10, then the birthmark
INSTRUCTIONS will generally be brown or red (on humans is a color other than normal. Select the color
nonhumans may be different), unless another with 859 Colors. In addition, the body location
color is indicated. of the birthmark must be determined with
Instructions: Roll a d20 on the table section 861 Body Locations.
below to determine the type of unusual birth
This table determines the body locations Instructions: Roll a d20 to determine INFORMATION &
of physical features, such as birthmarks, tattoos, body location.
wounds, afflictions, etc. on a humanoid body. INSTRUCTIONS
862 Exotic
approaches you like a tiger stalking its prey, and she begins to wring her
hands and mutter, perhaps to herself, though the words ring out clearly
in your ears, "From this time forward, let the beasts of ethereal darkness
Features
know your scent and drape about your neck the lingering death of their
continual presence. Let it be so."
A horrible chill descends on you....
INFORMATION &
Many characters of legend suffered under characters simply have other-than-normal attri
the burden of terrible curses or struggled to butes that set them apart from their fellows.
INSTRUCTIONS
overcome unusual physical afflictions. Others Instructions: The table which sent you
benefited from wondrous blessings or took here should have indicated which table to
advantage of unique physical mutations. Exotic consult: table 862a: Curses, table 862b: Bless
features such as these helped define these ings, or table 862d: Unique Physical Traits. Roll
characters, making them special, unique, and a d20 and consult the appropriate table.
adding to their legendary reputations. Role-play: Curses set characters apart
Characters generally suffer from curses from the rest of humanity in a rather unpleasant
unwillingly, sometimes acquiring the curses at manner. Obviously, the character or a relative
birth, perhaps as the result of someone growing has offended someone, and often the mere
angry with their parents. Later in life, curses knowledge that a character has been cursed
often repay characters for real or perceived may turn him into a pariah, a social outcast to be
wrongdoings. hated or feared by all, since the curser's wrath
Curses should not be easy to remove. A could fall on a friend of the cursed, too.
simple spell should NOT suffice, while a quest Blessings are special gifts for special peo
or a special, powerful hard-to-obtain spell might ple. However, like many gifts, there may be a
do the trick. price tag attached to the gifta quest or a curse
Though characters with horrible curses to balance the scale. Additionally, while cursed
generally get the most attention, there are those characters may be ostracized out of fear, blessed
who receive wondrous blessings. When given characters may be shunned due to jealousy.
at birth, these blessings may point towards the Whether an unusual physical trait provides
character's difficult future and aim to make the a character with benefits or liabilities, it will, in
character's way a bit easier. Later in life, bless all likelihood, be visible for all to see and will
ings often reward heroic or selfless acts. mark the character as obviously different. Even
Many other legendary heroes are noted a good, kind, loving character normal in all
for their unique physical traits. Sometimes other respects may be subject to whispers,
these traits are limitations which the characters strange looks, and curiosity seekers throughout
overcome to become heroic. Other times, life.
11 Character acts like a Bad Luck Talis friend and foe and has a 30% chance
man. Will cause friends to fumble to attack anyone in reach. The char
(klutz up seriously in combat or dur acter will also not use a shield to parry
ing skill use checks). Roll a d6 to find any incoming attacks (parries with
the character's Bad Luck rating. Roll weapon only) and will not use any
a d10 each time a friend misses a skill Dodging skills to avoid blows.
rating, the friend has a serious acci slips into beast form when berserk.
friend in combat, snapping a lock pick ring is as follows: Roll a d10. The
ness or a mental disorder. The occur the result is less than the affliction
rence chance is same as for night strength, the character goes berserk.
mares (see #10 above), but occurs at If the character fails to go berserk,
any time. Co to table 523b: Mental make subsequent checks during com
Afflictions to determine the nature of bat when any of the following occur:
14 1d4 Tragedies occur to the afflicted combat round after all foes (not
serker rage. When afflicted, the more than 50% of his normal ability.
863 Serious wind-lizard streaked by you on its lightning-fast attack run. There had
been a tugging, a pulling, then a cold sensation and a numbness in
youryour left hand is gone. Only a bloody stump remains.
Wounds Staring at your wound, you see the blood spurting from the torn
flesh. A strange, dual impression of awakening and dizzily losing
consciousness hinders your attempt to think about what steps you must
take nextthe necessary steps to save your life. You vaguely consider
applying a tourniquet, but cannot remember how to fashion one. As
blackness seeps into your vision, you realize that the wind-lizard must
be readying itself for another charge, but you cannot even remember
where you carry your spear....
INFORMATION & More than just a skinned knee, a broken more than one footnote follows, apply them all.
arm or a clean knife cutthese are injuries that Role-play: These injuries are physical re
INSTRUCTIONS leave lasting physical effects, visibly scar, re minders of something in the character's past
duce physical attributes, or permanently re a war wound, the by-product of torture, the
move a body part. These injuries are not fatal, end-result of a mugging, etc. Along with the
but they affect the character for the rest of his physical scars, there also may be mental and
days. emotional scars. Imagine how the character
Instructions: Roll a d20 and match the will react if once again confronted with the
result against the table below to select the person, creature or situation that caused the
injury that has occurred. Unique affects for the injury.
wound are included with the description. More Also imagine how others might react to the
common symptoms and effects are indicated character's injury. Is he outcast, pitied, or
by the footnotes following each table entry. If possibly now known as "Claw" or "Scar-face?"
determine the effects of the injury: Roll a d6 on the table below to deter
864 Psychic your innate psychic powers for a determination of her surface thoughts.
At first, you find yourself unable to make the connection. So much rides
on your success or failure in this venture that nervousness causes your
Powers concentration to falter, and the woman's thoughts slide by just out of
your reach. A second try, though, proves more rewarding. In one
moment you have nothing, then in the next you hear conscious thought
as if the woman spoke directly into your heart. You know her mind as
your own.
Without a doubt, the short-haired woman is bluffing. You can safely
see her bet and raise as much as you wish....
INFORMATION & Psychic abilities allow the character to the character must expend Strength attribute
manipulate the world through sheer mind power. points equal to the amount listed in brackets for
INSTRUCTIONS Traditionally "common" psychic abilities are the ability. At the GM's discretion, attempting
represented here (the GM may have to rule difficult feats burns off more Strength than the
whether or not these abilities are allowed into listed amount. Often, improving the ability's
the campaign). Skill Rank reduces a power's Strength cost.
Instructions: Roll a d20 and match the Expended Strength should be regained at
result against the table below to select a mental the rate of 1/4 of the character's total points per
power (or powers). Record relevant informa 6 hours of complete rest (sleep or bed rest).
tion on the Character History Worksheet. Active characters cannot regain Strength points
Using Psychic Abilities: If the game sys lost through psychic endeavors. If psychic
tem being used has rules for psychic abilities, power usage reduces a character to 0 (zero)
use the power or powers that most closely Strength, the character will collapse into uncon
match those selected from the table below. sciousness for 2d8 hours.
Otherwise, use the following guidelines. Role-play: Even in a fantasy world, psychic
Each psychic power should have a skill powers are considered weird, even evil, par
rating. Unless another table states otherwise, ticularly to the general populace. How will the
psychic abilities begin with a Rank 1 skill, and character deal with his new powers? Will the
psychic powers can be improved like other character try to hide them or flaunt them openly
skills. and fearlessly?
To use a psychic ability in a simple manner,
865 Crimes beneath the sign bearing two open sacks of coins that advertises his
business. Your colleagues go inside to conduct their own "business."
Peeking inside to see why your friends are taking so long to get the
protection money and depart, you see all three of them bound, gagged
and lying on the floor surrounded by guards. One of the guards notices
your interest and starts to approach you....
INFORMATION &
When someone intentionally injures an the crime is Wealthy, reduce the length of the
other, takes or ruins their belongings, violates sentence by 1d4 years. If the character is
INSTRUCTIONS
their rights, or does anything that the main Extremely Wealthy, reduce the sentence by
power in society considers as wrong, that per 2d4 years. If the character is a Noble, and the
son has committed a crime. Society then takes crime was not committed against another Noble,
upon itself the burden of punishing the criminal, punishment is changed to a fine equal to the
normally fitting the punishment to the crime. number of years of imprisonment times 1,000
This table includes crimes common to worlds gold coins.
with a fantasy adventure setting. Role-play: The accusation or commission
Instructions: Go to 745 Others to deter of a crime can change a character's life forever.
mine against whom the crime was committed. If known, it brands the character as a criminal,
Select the victim's Social Status on 103 Social and he becomes known by the crime rather
Status, then return here. Roll a d20 and match than by his profession or other deeds. If pros
the result against the table below to select the ecuted, a character faces years of imprison
crime committed. The normal punishment for ment or even physical injury. Even after punish
each crime appears in footnote references after ment occurs, family, friends or allies of the
it; apply them all. If a character is imprisoned victim may seek compensation or revenge.
for a crime, determine the details with 638 Still, if a crime remains unknown it can gnaw at
Imprisoned! the character's conscience forever.
Notes: If the character who committed
866 take a likeness of me. I will pay handsomely for your work, unless I don't
like it, in which case I will have you put to death for spying and high
treason."
Unusual Eventually the Princess gives in to your insistence and agrees to sit
for you on the wide, open-air balcony adjoining her chambers. She
follows you outside and agrees that the lighting is "much improved" in
INFORMATION & Sometimes the skills one learns are not selected skill. If the d6 result is 6, the character
immediately applicable to the job of being a is Rank 4 with the skill.
INSTRUCTIONS legendary hero, but they do add dimension to The player and GM must decide and agree
a character. Who knows, maybe a warrior's upon the details regarding each skill. Be inven
skill at wine tasting may save his companions tive.
some day. Role-play: Use the unusual skill to add a bit
Instructions: Roll a d20 on the table of spice to the character's abilities. The charac
below to select the character's unusual skill. ter may never have to use his architectural
Then roll a d6 (for each skill, if additional skills design skills in a life or death setting, but then
are selected), if the d6 roll is less than six, the again, who knows?
character has a Rank 3 competency with the
867 matches the description given to you by the halfling peasant who
directed you into town. You have never seen another man so thin and
still alive. Additionally, he bears the tattoo of a rattler wound tightly
Appearance around his right arm with its mouth opening towards his bony fingers.
At your approach, the man turns and confronts you, dispelling all
doubt about his identity with a rasped, "Wasss iss it you wansss wiss
me?" This must be the man known as "Snake."
INFORMATION & Instructions: Roll a d3. The result is the tions that he has developed, his physique, how
number of items to select on this table. For each he dresses, and how he speaks, are building
INSTRUCTIONS item, roll a d4 and a d10. The d4 represents the blocks that you can use to develop unique
"10's" digit, and the d10 is the " 1's" digit. A d4 characterization. While a character's outward
result of 2 and a d10 result of 0 would be 20. appearance can be symbolic of his inward
Modify descriptions as needed to be more nature, it can just as easily be a mask, hiding the
appropriate for a nonhuman race. true character within. Remember, appearances
Role-play: A character's personal affecta can be deceiving.
If you are not a This heading contains information that may heading. The first section, 968 GM's Specials,
hold extra surprises for players, and it would be begins on page 169. It contains information
Game Master, inappropriate for this knowledge to be read by referred to directly by other tables in this book.
skip to page 176 anyone but a legitimate Game Master. Sur The final section, 969 GM's Additional
or go back to prises and unexpected occurrences provide Specials, provides an area for you, the GM, to
much of the fun in role playing. If you are a record additional special information and sur
where you came player, do not ruin it for yourself. Do not read prises. To integrate these additional specials
from. anything further under the Game Masters Only into Heroes of Legend's other tables, simply
heading. footnote each table entry which you want to
There are only two sections under this refer to this final section.
"Beneath this stone, Welmon the Swift. A step too slow, now six too deep."
Ignoring the warning sign placed above the door to this room, you
proceed to pick the lock and step within. Immediately, a booming voice
rings out all around you with deafening power and palpable anger.
"Who dares to trespass upon these grounds? Who dares to lay eyes
968 GM's
upon these treasures? Who dares to go against the edict and ignore the
curse that hides these secrets away until the proper moment of their
revelation?"
Specials
Almost in the same moment, your torches all extinguish, and as the
voice fades away, you find yourself falling through a fathomless void....
ONLY GM's may use this section, and only if directed to do so.
This table is for use by CAME MASTER'S instruct you to come here. Read only the entry INFORMATION &
ONLY! Players stop reading this IMMEDI- for your table and then return directly to that
ATELY! table. Be honest, or you may spoil a later INSTRUCTIONS
969 GM's
the hidden pouch along the hem of your cloak. With the first key, you
unlock the outer door to the mystic keep, simultaneously melting the
deadly magics that guard against forced entry. The second key raises
Additional
the cantilevered inner door, moving its massive stone face skyward and
at the same time drawing the outer door closed once more.
You climb your way skyward along the keep's central stairway, and
Specials
as you do so, door after door gives way before you and your collection
of keys. Only the final door, the one leading to the mystic keep's topmost
level, needs no physical key. Instead, as you approach, the door comes
to life. It animates of its own accord and opens wooden eyes to scan your
face. At last satisfied with your identity, the door leans itself backwards
to grant you admittance.
Within, you find your treasures waiting untouched and undis
turbed. You cannot help feeling a little smug in your wealth and your
accomplishments.
You voice your thoughts. "Such a fine collection!"
INFORMATION &
This final section is for you to do with as histories without the players of the game know-
you please. If possible, fill it up with the secret ing.
INSTRUCTIONS
details that you have added to your characters'
969: GM's
Additional
Specials
Create Those Quite often, the GM or even a player will Instructions: These guidelines assume
need to create a supporting character for a that you know what type of character you wish
Special NPCs game. If you have rolled up one or more player to create. Rather than describe each detail of
characters with Heroes of Legend, then you an NPCs life, focus on the things that are
know that a good character can take quite a bit different or outstanding, the features of his life
of time. But not every character encountered or appearance that make him memorable. Each
during a game deserves an in-depth background of the categories below outlines major aspects
and history description. Those should be re of the NPC that could be different from other
served for player characters and major nonplayer NPCs.
characters (NPCs). Follow the steps below to create your
This section contains a set of suggestions NPC.
for quickly creating NPC backgrounds, focus First, select an archetype (a basic state
ing on "stock players" and "bit parts," the ment of who or what the character will be) from
almost stereotypical characters that one might the list of archetypes on pages 1 77-1 79, or,
expect to find in many fantasy role playing better yet, create your own archetype to fit your
games, regardless of their specific focus. particular needs or situation.
Remember, when creating quick charac Second, use table 107b: items of Note to
ters, shorter is better (not height, length of select some details about the NPC
description). Define only as much as is needed Third, review the suggestions below under
to give a good picture of the NPC. For example, NPC Special Features to jog your imagination
the full life story of the local hardware merchant with ideas for customizing the NPCs you create
may not be necessary, only that he has a glass with Heroes of Legend.
eye and tells stories of a ruined temple he saw Fourth, role-play your NPC to the max!
briefly while fighting in a border war. Make him memorable to the other players!
Country of Origin. Assume that 75% of all Remember, most people who perform an occu
NPCs encountered will be native to the setting pation fall into the low middle Rank values
NPC Special in which they are encountered. For the other (Rank 3-6). Use the guidelines found on page
Features 25%, choose a native land in your world that 9 regarding skill Rankings to select an appropri
corresponds to the NPCs Cultural and Racial ate skill Ranking.
background (as determined under sections 101 Culture. A typical NPC will be from the
and 102). culture in which he is encountered. Do you
Age. How old is the character? Be cre want the NPCs culture to be different? Use
ative. Not every ship captain is a wizened 102 Culture to guide you in your selections.
veteran nor is every serving wench young (or Social Status. A typical NPC could blend
beautiful). Use the suggestions on page 10 to into his surroundings. In a bad part of the city,
adjust the character's attributes for the effects he might be Destitute or Poor. In the profitable
of age. Consider giving older characters better merchant's quarters he might be at a Comfort
skill Rankingsabout one additional Rank of able or Well-to-Do level. Decide whether or
skill for each group of 10 years by which the not the character would be a part of his sur
character's age exceeds 20. roundings. Use 103 Social Status to guide your
Occupation. What does the NPC do to selections.
put food (or whatever) on the table? Use table Appearance. A typical NPC will have a
309a: Occupation on page 45 to guide you in face or clothing you could easily forget. Lose
selecting an occupation for an NPC who may sight of him for an instant and he could be lost
not already have one. in the crowd forever. A memorable NPC will
Professional Competence. How good is have an appearance that sets him apart from
the character at his primary occupation? De others. Use 867 Appearance to select unusual
cide whether or not your NPC exceeds his features for the NPC. To make him more
peers or is a poor example of his profession. unusual, select more appearance features.
Personality. An unexciting NPC will have to discover these.
a bland demeanor. His personality will do little Alignment. Most folk fall into one of the
to color his way of speaking or acting. A Neutral alignments. Choose an alignment if
memorable NPC will have at least one strong you think it might aid in role-playing the NPC.
personality feature that figures prominently in Use 521 Alignment & Attitude to help you
his words and deeds. Use table 521b: Random make your choice.
Personality Trait to randomly select a character's Naming Names. How is the character
most prominent personality trait, or choose called? It is possible that you may never need
one (or more!) from 522 Personality Traits. to know more about a character than his profes
Remember, the more traits you give to a char sion. You can call him the "bartender" or
acter (within reason of course), the more memo maybe he is just known as "the grizzled old
rable he will become. Try choosing a trait prospector," but many NPCs, particularly well-
strength as found on table 523g: Trait Strength known ones, will be known by their names. Be
to further adjust the character's personality. creative when giving NPCs names, but try to
Quirky Personality. In a typical NPC, even avoid giving them inappropriate or "joke" names.
one with a strong personality, these oddities of Background. Some NPCs are known by
behavior will stand out. An unusual character the things that they have done or experienced.
might have an equally unusual personality trait Use 107 Parents & NPCs to select additional
or two. If you want a character to be a bit quirky items from the NPCs past, particularly table
or be known as an "odd bird" or even a real 107b: Items of Note.
wacko, give him one or more traits from 523 Some NPCs will fall into general classes
Exotic Personality Traits. Again, try choosing a that have nothing to do with their archetypes.
trait strength as found on table 523g: Trait An old prospector or a frontier soldier can be a
Strength to further adjust the personality. good guy just as easily as he can a villain
Values. Everyone assigns some kind of (though the lawman may not be quite so open
value to things in their lives. What does the about his evil ways).
NPC consider to be important? Use 520 Values
Good Guys. These are NPCs that the Leaders. These characters lead or rule
player characters should be able to trust. They over others of their race, community, nation, General Types of
do not have to be saints or nobly heroic, but etc. They may be military leaders, Nobles,
they should stress their Lightside personality religious, political or business leaders. They NPCs
traits over Darkside or Neutral ones. may be villains, good guys or more likely just
Villains. These are the bad guys. They folks somewhere in the vast gray area in be
may appear to be allies at first, but their evil tween good and evil. To design a leader, you
nature eventually shows through. They never will need to know whom he leads and how
have the PCs' best interests (or anyone else's great his area of influence (for the latter, use
for that matter) at heart. They are typically table 755d on page 144 for some guidance).
followers of Darkside alignments, though char Decide whether his followers are especially
acters who follow some of the more selfish loyal or disloyal. For the most part, give the
Neutral alignments can easily be villains. De leader better attributes or skills than his follow
cide on the scope of their villainy. Are they ers, unless it would be reasonable for them to
small-time hoods or evil dark lords bent on be lower (as in the case with some hereditary
world domination? Also, use 755 Villains. leaders). Make leaders memorable. Decide
The more powerful a villain is, the greater whether or not the leader has some secret, a
will be his aspirations and evil goals (small-time "skeleton in his closet," that he may wish kept
hoods rarely dream of world conquest unless a secret. If the leader is a Noble, select his title
they have the power to obtain it). NPC villains (if you have not already done so) with 748
should generally have stronger Darkside traits Nobles.
than Lightside ones.
* If necessary.
Life Story