Do you ever have a hard time thinking of a history for your character? Or maybe you are a GM needing a little help generating histories for your player's characters? If so, you can use this Character Origins Generator.

The Character Origins Generator is an optional part of your character creation process. Using it, you can determine a basic series of events that led to your character becoming who he or she is when you finally start playing your character. The events are very basic by default so that you or your GM can apply whatever story elements to the events as needed for the campaign. Each event also gives small bonuses or penalties to your character. The Character Origins Generator can only be used during character creation.

1. Instructions

Using the generator is easy, but you must use it one chart at a time. First you roll a set of percentile dice and check the number against Chart 1: Wealth. You pick the event that corresponds with the dice roll. For example, if you rolled a 24, your event would be "Family was wealthy" and apply the given benefit. You then roll the percentile dice again and check that number against Chart 2: Parental Influence. You will do this until you have rolled for every chart and that will complete the skeleton of your character's background. 

It is important to understand that this is just a working blueprint of your character's background and that the events are very basic and may be flushed out or even altered by your GM to fit the campaign. 

Rolling a 001 (Critical Success Roll) cancels out any penalties for that event. Also having Luckier than Most or Never Mishap remove any penalties from positive events (as judged by the GM).

2. Section 1: Family and Lineage

This section deals with your character's family, from wealth and prestige to how many siblings your character has.

2.1. Chart 1: Wealth

This chart deals with the wealth and wealth history of your character's family.

Dice RollResultBenefitsPenalties
1 - 10

Descend from a long line of nobles/aristocrats - Rolling a 1 makes you royalty or extremely famous.

+1 to currency multiplier roll, gain Luck x 10 shillings every game week. +5 to Influence (+10 if rolled 1). N/A
11 - 30 Family was wealthy 3 extra rolls when rolling for starting currency, Luck x 5 shillings every game week. +2 to Influence N/A
31 - 50 Family was well off but not wealthy 1 extra roll when rolling for starting currency. N/A
51 - 70 Family was a part of the working class + 5 Fortitude (as a modifier) N/A
71 - 95 Family was very poor and potentially homeless +3 to Fortitude and Strength (modifier) Starting currency decreased by 25%, cannot make a wealth check.
95 - 100 You have no idea of your family, skip to the next chart. Skip to next chart Skip to next chart
 

2.2. Chart 2: Parental Influence

This chart deals with the influence and fame your character's family had with society, which likely your character had experienced. The results may vary depending upon what you rolled for chart 1.

Dice RollResultBenefitsPenalties
1 - 10 Family is very influential in their current social class. Rolling a 1 ensures that your family is the top of their class. +5 to Influence (doubled if roll 1), 10% automatic discount on 1 armor or 1 weapon. Inns in home town are free. N/A
11 - 25 Second tier in their social class, fairly influential: perhaps a noble, a captain of the guard, manager of a factory, or so on. +3 to Influence. Inns in home town are free. N/A
26 - 40 Third tier in their social class, somewhat influential as they have good relationships with those who are more influential. +1 to Influence. Inns in home town are half off. N/A
41 - 60 Fourth tier in their social class, not very influential but they do know someone who knows someone who is very influential.  5% automatic discount on 1 armor or 1 weapon.  N/A
61 - 75 Fifth tier in their social class, they have no influence in their society. They are just there, the "average guy". N/A 10% chance of prices increased by 10%.
76 - 90 Sixth tier in their social class, they are often rejected and looked down upon but at least they aren't hated. N/A -2 to Influence. Prices increased by 20% in home town, 10% elsewhere.
91 - 100 Bottom of their social class, they are despised. Most avoid associating with them and some even try to run them out of town. Rolling a 100 adds an extra level of hate against your family and your character. N/A -5 to Influence, home town shops will refuse to sell (no starting goods), 20% price increase elsewhere

2.3. Chart 3: Siblings

This chart simply determines if your character has any brothers and/or sisters. The results may vary depending upon the results of the first two charts.

Dice RollResultBenefitsPenalties
1 Player Choice! You can choose the result you desire from this table and reap the benefits but not the penalties. Depends on what you pick N/A
2 - 20 Only Child Spoiled! +2 rolls for starting currency. N/A
21 - 40 You have one brother or sister - you choose which +1 roll for starting currency Decrease starting currency by 10%
41 - 60 Roll 1d3, the number rolled is the number of siblings you have + 1 roll for point pool for stats. -1 roll for starting currency
61 - 80 Roll 1d6, add 1 to the number rolled and that is how many siblings you have + 1 roll for point pool for stats -2 rolls for starting currency
81 -  99 Roll 1d10, add 2 to the number rolled and that is how many siblings you have N/A Can only roll 2d% for starting currency
100 You do not know. For whatever reason you have no idea how many siblings you have or if you have any. The GM will use this chart to determine the result in secret and keep the result secret for story purposes. Determined by GM Determined by GM
 

2.4. Chart 4: Estate

This chart determines the type of home and estate your character's family has. The results may vary depending upon the other results thus far. The GM can decide to let the player roll for this chart separately for the character's family and for the character.

Dice RollResultsBenefitsPenalties
1 Your family has the best estate/living area in their social class. This could mean having a vast castle with lots of land or being the only one in the very poor class to have a home in a nicer part of town. Influence + 5, +2 rolls for starting currency N/A
2 - 20 Your family is considered extravagant for your social class. Influence +2, +1 roll for starting currency N/A
21 - 40 For your social class you have a spacious and large home. + 25 to starting currency N/A
41 - 60 Your home is considered average for your social class. N/A N/A
61 - 80 You live in what might be considered below average conditions for your social class. Storage supplies provide +10% more space N/A
81 - 99 Your home is considered ran down among your social class. N/A -2 to Influence
100 For whatever reason, you  or your family are homeless.  N/A -5 to Influence

3. Section 2: Growing Up

This section deals with events related to your character's childhood. 

3.1. Chart 1: Parents

This chart deals with whether or not your parents were a part of your childhood. If you rolled a 95 - 100 on Section 1: Chart 1, skip this chart.

Dice RollResultBenefitsPenalties
1 - 20 Both of your parents are alive.  +10 to Luck, +1 roll for point pool creation N/A
21 - 40 Both of your parents are alive but some tragedy has driven them apart. +1 roll for point pool creation N/A
41 - 60 One of your parents has died sometime in the past, the other has moved on in life. +25 for point pool, + 10 to Will N/A
61 - 70 One of your parents has died sometime in the past, the other has been emotionally scared by this and has great difficulty moving on.  +5 to Will N/A
71 - 80 Both of your parents have died in the past (this can be fact or simply believed to have happened). They died as heroes. +5 to Influence, +1 piece armor or weapon of choice (GM discretion) N/A
81 - 90 Both of your parents have died in the past (this can be fact or simply believed to have happened). They died as despised by society for one reason or another. N/A -5 to Influence
91 - 100 The fate of your parents is unknown to you. The GM may decide to roll again in this chart in secret. Determined by GM Determined by GM

3.2. Chart 2: Childhood Events

This chart deals with any events that took place during your formative years.

Dice RollResultBenefitsPenalties
1 As a child you either found or inherited a great artifact. Consult with GM N/A
2 - 10 You inherited money as a child, some of which you've already spent. +1 roll for starting currency, +1 free weapon or armor from core list N/A
11 - 35 You did something great as a child that everyone still remembers to this day.  +1 roll for point pool N/A
36 - 60 Your childhood was boring and uneventful. N/A N/A
61 - 80 You were faced with terrible emotional trauma. Roll a 1d6. If you don't roll a 6, +5 to Fortitude -5 to Will, if roll a 6 then blocked out childhood
81 - 99 You suffered an injury from a childhood accident. Roll a 1d3: 1 = losing a toe, 2 = losing a finger, and 3 = losing an eye. N/A N/A
100 You suffered a major injury from a childhood accident. Roll a 1d3: 1 = losing a limb of your choice, 2 = becoming horribly disfigured, and 3 = a head injury N/A roll 1: decrease Speed Race Max by 20%,
roll 2: -5 to Influence,
roll 3: Success/Fail Rates - 1, skill mastery rates -1 per tier

3.3. Chart 3: Friends and Enemies

This chart deals with the friends and enemies your character made growing up.

Title1Title2Title3Title4
1 You have a very influential friend May request favors allowed by GM N/A
2 - 20 You have a trusted mentor Success and Failure Rates +1 N/A
21 - 40 You have a group of loyal friends +5 to Influence, +10 if in home town N/A
41 - 60 You have one very loyal friend May request 1 favor per every game month N/A
61 - 80 You have a rival/enemy N/A Occasional challenges, duels, and fights
81 - 99 You made an enemy of a group/gang N/A -2 to Influence, -5 in home town
100 You made a very powerful enemy N/A GM Determined

4. Section 3: Psychology

This section deals with your character's mental well-being.

4.1. Chart 1: Personality

This chart deals with your characters personality. The GM can elect for you to skip this chart if you wish to determine your character's personality, however you won't receive any benefits (or penalties) from doing so. This chart doesn't determine your character's entire personality, just the dominant feature.

Dice RollResultBenefitsPenalties
1 - 10 Quiet/Shy +1 Mental -1 Influence
11 - 20 Easy Going +1 Luck -1 Will
21 - 30 Adventurous +1 Fortitude -1 Luck
31 - 40 Obsessive +1 Will -1 Influence
41 - 50 Prim and Proper +1 Influence -1 Will
51 - 60 Impulsive +1 Speed -1 Luck
61 - 70 Aloof +1 Mental -1 Influence
71 - 80 Paranoid +2 Perception -2 Will
81 - 90 Short Tempered +10 Offensive Stats -1 Will, Mental, Influence
91 - 100 Coward +2 Evade -2 Strength, -1 Will

4.2. Chart 2: Life Philosophy

This chart deals with your character's highest and deepest held beliefs.

Dice RollResultBenefitsPenalties
1 - 15 Honor is everything +2 Moral Points N/A
16 - 30 Money is everything +1 extra roll for starting currency -2 to Influence
31 - 45 Might as well party for tomorrow I might die +10 Fortitude Check vs intoxication -1 roll starting currency
46 - 60 My weapon is a part of me 1 weapon mastery ability per every 10 Mental N/A
61 - 75 Have power above all things +10 to Magic Power or Melee Power -1 to Speed
76 - 90 Why get mad when you can get revenge Start with Hunting Ability -2 to Will
91 - 100 My word is my bond +2 to Influence Easily conned

4.3. Chart 3: World View

This chart deals with how your character see's the world.

Dice RollResultBenefitsPenalties
1 - 15 Every single person has value or serves a purpose +4 Moral Points N/A
16 - 30 People all have the capacity to do good +2 Moral Points Easily tricked
31 - 45 You are born, you live, you die; nothing really matters +10 HP -2 Will
46 - 60 Respect is earned but once gained is never lost +1 Influence N/A
61 - 75 No one tells me what to do +1 Will -1 Influence
76 - 90 People are sheep, born to be led +1 Influence -2 Moral Points
91 - 100 People are scum, evil, and untrustworthy +1 Perception -2 Moral Points

5. Section 4: Profession

This section deals with your character's strengths, weaknesses, and careers.

5.1. Chart 1: Strengths

This chart deals with your character's strengths.

Dice RollResultBenefitsPenalties
1 - 14 A natural when it comes to combat +1 Success/Fail Rate for offensive skills 11 Success/Fail Rate for magic
15 - 29 A natural born genius +1 Success and Failure Rates N/A
30 - 44 Gifted with magic +1 Success/Fail Rate for magic -1 Success/Fail Rate for offensive skills
45 - 59 Born with a wrench and a screwdriver start with basic carpentry or basic metal smithing abilities -1 Success/Fail Rate for offensive skills
60 - 74 A voice from the gods +1 Success/Fail Rate for singing and character skills -1 Success/Fail Rate for offensive skills
75 - 99 Sold the nurse his or her umbilical cord when born start with Haggle mastered -1 Success/Fail Rate for offensive skills
100 All thumbs N/A -1 Success and Failure Rates

5.2. Chart 2: Past Work Experience

This chart deals with whether or not your character has had any work experience and how that has affected your character. These could also be skills your character was taught.

Dice RollResultBenefitsPenalties
1 - 14 Merchant/Banker 5% auto discount on all things N/A
15 - 29 Construction/Black Smith start with Material Identify N/A
30 - 44 Laborer/Farmer Lift/Carry limits x 1.5 -2 Mental
45 - 59 Military/Law Enforcement Influence and Strength +2 -2 Will
60 - 74 Thief/Con Artist +2 Luck and Influence -2 Moral Points
75 - 90 Bureaucrat/Noble +2 Will and Influence -2 Strength
91 - 100 No experience or education N/A N/A

5.3. Chart 3: Current Career

This chart deals with the current career your character is in and how that affects your character.

Dice RollResultBenefitsPenalties
1 - 14 Merchant/Banker 2d% shillings per week N/A
15 - 29 Construction/Black Smith 1d% + 2d20 shillings per week N/A
30 - 44 Laborer/Farmer 5d10 shillings per week N/A
45 - 59 Military/Law Enforcement company issued equiment + 4d20 shillings per week N/A
60 - 74 Thief/Con Artist steal Luck worth of shillings per town visit N/A
75 - 90 Bureaucrat/Noble 12d20 shillings per week N/A
91 - 100 Not employed N/A N/A

5.4. Chart 4: Career or Educational Goals

This chart deals with the goals your character has for his or her career or development.

Dice RollResultBenefitsPenalties
1 - 14 Promotion +1 Influence N/A
15 - 29 Training/Education +1 Success/Fail Rate -10% starting currency total
30 - 44 Become renown/respected +2 Influence -1 Will
45 - 59 Win the lottery +1 Luck -1 Mental
60 - 74 The Big Heist/Con +2 Luck -1 Moral Point
75 - 90 The Career-making Sale/Legacy Law passed +1 Influence, +1 Luck -1 Will
91 - 100 No career goals or aspirations N/A N/A

5.5. Chart 5: Life Goals

This chart deals with any life goals your character may have.

Dice RollResultBenefitsPenalties
1 - 14 Retire comfortably +10% Starting Currency Total per game session -5% current shillings per game session
15 - 29 Make the big discovery +10 Perception N/A
30 - 44 Invest for my family +1 Influence -10% current shillings per game session
45 - 59 Player Goal - player details what he/she would like as a life goal for their character determined by GM determined by GM
60 - 74 Vengeance +1 Success Rate for offensive skills -1 Moral Point
75 - 90 Regain what was lost sometime ago +2 Will N/A
91 - 100 No life goals N/A N/A

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