Character Origins

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

 

1. How to Use Character Origins

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

 

For example, you start with Table One: Ancestors in Section One: Lineage. You roll a set of percentile dice, rolling a 23. That fits in the 21-40 roll meaning that your family was pretty wealthy so you get an extra roll to your currency rolls and increase the multiplier roll by 0.5, however you also lose -5 from your Strength. You'd then move on to Table Two: Parental Influence.

Remember that this only provides a basic skeleton to help you create your own character's back story. For that reason it uses vague results such as being a wealthy family. You would use that (or your GM would use that) to help decide just who your family was and fit it with the current campaign setting. Just because the chart says you descend from royalty it might not mean actual royalty but something similar to royalty for the setting that you are playing in. Just like the Kennedy's are considered American Royalty even though the US doesn't have actual royalty, your character's family might be considered with the same status despite the fact that royalty doesn't exist for your story's setting.

Basically this is simply a guide to help you create your own backstory and give you the benefits and penalties that would apply. You still have to use it to come up with a story that fits.

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2. Section One: Lineage

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

2.1. Table One: Ancestors

Dice Roll Result Benefit Penalty
1 You descend from Royalty or a very important family 3 rolls to currency roll; luck chance to always "have just enough money needed hidden away; +5 to Influence % N/A
2 to 20 You come from a long line of nobles or rich with old money. 2 rolls to currency roll; +5 to Influence % -10 from Strength
21 to 40 Your family was always pretty wealthy 1 rolls to currency roll increase currency multiplier by 0.5 -5 from Strength
41 to 60 Typical Blue Collar +10 to Strength and Fortitude N/A
61 to 80 According to the history books, your family was never special. N/A N/A
81 to 99 Your family has always been poor. +10 to Strength and Fortitude; 5% to Strength and Fortitude Race Max -2 rolls during the currency chapter of character creation
100 Family? What's that? Heck if you know skip to Growing Up section -5 from Luck

 

2.2. Table Two: Parental Influence

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

 

2.3. Table Three: Siblings

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

 

2.4. Table Four: Estate

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

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3. Section Two: Growing Up

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

3.1. Table One: Parents

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

 

3.2. Table Two: Childhood Events

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

 

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

This chart will determine the result from an 81 to 99 roll in the above chart. If your roll in the above chart was 80 or less than you may disregard this chart.

Dice Roll (1d6) Chart A Benefit Penalty
1,2 You lost a toe! N/A Battle and Area movement rates suffer a -1 penalty, -2 to Speed Checks for Agility
3,4 You lost a finger! N/A Can’t Dual Wield
5,6 You lost an eye! N/A -10 to Perception %

 

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

This chart will determine the result from a 100 roll in the above chart. If your roll in the above chart was 80 or less than you may disregard this chart.

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

 

3.3. Table Three: Friends & Enemies

Dice Roll Growing Up: Friends and Enemies Benefit Penalty
1 You have a very influential friend Favor: You may call in one favor per game week to your influential friend. The GM will determine if the favor is within reason and may grant your request. N/A
2 to 20 You have a trusted mentor Failure rate gains a permanent 1 N/A
21 to 40 You have a group of loyal friends +5 to Influence. +10 if you are within your home town. N/A
41 to 60 You have one very loyal friend/Business parter/Lover Small favor: Your friend can be called upon for the occasional small favor: a place to stay, loan some money etc. N/A
61 to 80 You have a Rival/Enemy Luck Chance in a life or death situation that your rival might actually intervene to save you. After all, challenging you is what your rival lives for. Occasional Challenge: Your rival/enemy will occasionally appear to get in your way, challenge you to a one on one duel etc.
81 to 99 You made an enemy of a group/gang N/A -5 to influence. -10 if you are within your hometown. Chance of battle encounter in the town the enemy group lives in.
100 You made a very powerful person very angry with you. N/A Called Hit: At some point in the campaign the GM may put a foe in the groups path that specifically has it out for you. This may happen multiple times depending on the plot, until your resolve whatever grudge your enemy has against you.
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4. Section Three: Psychology

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

4.1. Table One: Personality

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

 

4.2. Table Two: Philosophy on Life

Dice Roll Result Benefit Penalty
1 to 15 Honor is everything +2 Moral Point N/A
16 to 30 Money Money Money Increase Currency Roll total by 25% Will do anything for the right price
31 to 45 Life is fun, then you die +20 to Fortitude% rolls vs alcohol poisoning or getting drunk -5 to Influence %, - 1 Roll during the starting currency step
46 to 60 My weapon is my soul +5 to Melee, Bow, & Throw power; Start with a Weapon Mastery ability of your choice -5 to Magic Power
61 to 75 Power governs all +5 to Magic power -5 to Melee, Bow, and Throw power
76 to 90 Revenge is sweet Double Damage vs one creature type, selected at character creation. When encountering creature type of choice, you are inflicted with Berserk until the creature is dead and will only target said creature.
91 to 100 My word is my bond +10 to Influence% You believe everyone else lives by the same standards and therefore are easily lie to, -5 to Will.

 

4.3. Table Three: World View

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

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5. Section Four: Profession

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

5.1. Table One: Skill-Set

This is the skill-set your character has developed naturally. In other words, this shows your character's natural strengths as they relate to professions.

Dice Roll 1d3 Result Benefit
1-10 Fighter +1 Success points for combat skills
11-20 Magician +1 Success points for magic Spells
21-30 Laborer +1 Success points for Crafting/Trade skills
31-40 Scholar +1 to Success and Failure Rates
41-50 Hunter +10 to Perception % and Aim %, start with Tracking and Hunting abilities
51-60 Blacksmith +1 to Success and Failure rates for crafting skills, start with basic crafting ability
61-70 Guard +1 to success rate for defense skills
71-80 Alchemist +1 to success rate for support skills, potions are 10% more effective
81-90 Bard +1 to success rate for character skills, +10 to Influence %, singing/dancing skills stat cost decreased by 10%
91-100 Jack of All Trades +1 to Skill Mastery for the Skill Point to Skill Mastery conversion rate for all skills

 

5.2. Table Two: Current Profession

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

Dice Roll Profession Type Effect
1-10 Merchant +200 shillings/week, +50 skill points at character creation
11-15 Mechanic or Smith +100 shillings/week, +100 skill points at character creation, +1 Support Action
16-20 Law Enforcement/Guard Company issued equipment, +25 stat points at character creation, +100 shillings/week, +1 Defense Action
21-30 Military or Warrior Company or Guild issued equipment, +25 stat points at character creation, +100 shillings/week, +1 Attack Action
31-35 Thief +80 shillings/week, +50 skill points at character creation, +25 stat points at character creation, a fence per city you can sell stolen goods to, +1 Support Action
36-40 Self Employed or Freelance +50 shillings/week, +100 skill points at character creation, +25 stat points at character creation
41-45 Bureaucrat/Noble +300 shillings/week, +1 Support Action
46-50 Researcher or Alchemist +100 shillings/week, +100 skill points at character creation, +1 Support Action
51-60 Farmer / Hunter +50 stat points at character creation, +50 skill points at character creation, +50 shillings per week, +1 Support Action
65-75 Scholar increase character points reward by x 1.5 but lose 25% of shillings per week. All currency must be converted to shillings by the end of the week.
76-85 Professional Bum Gain 1d% worth of shillings per day while in town from pan-handling
86-100 Magician +50 SA and +1 Magic Action

 

5.3. Table Three: Aspirations and Goals

This table deals with your character's life goals. Your GM could allow you to choose one or make you  roll for it.

Dice Roll Life Goal Effect
1-10 Gain a higher rank +1 to Skill Mastery for the Skill Point to Skill Mastery conversion rate for all skills
11-20 Become more skilled Increase initial skill points by x 1.5
21-30 Take on more responsibility +25 stat points to be used after character creation
31-40 Become an adventurer, see the world Start with Translation and Linguistic skills/abilities
41-50 Retire Early automatically decrease your currency by 10% each game week, that 10% goes into a special pool for your character that your character can’t touch except for once a month and that pool increases by 10% each week from interest
51-60 Invest all my money for future generations of my family to enjoy automatically decrease your currency by 10% each game week, that 10% goes into a special pool for your character that your character can’t touch to be given to your next character
61-70 Seek Vengeance Same as “Revenge is Sweet”
71-80 Become Famous +10 to Influence %, +10 character points gained every time your character does something remarkable, everyone knows your character
81-90 Become Infamous - 10 Moral Points, +10 to Influence %, 5 Character Points gained every time your character does something that would be remembered for good or bad.
91-100 Player Choice You set your own goal but gain no rewards for it.
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  • mythus
    mythus  3 weeks ago

    we can use the link i just shared to post and test and make sure everything works for us. We'll be usiing that link until everything is moved over. after that it will just be legendsofnorova.net

  • mythus
  • mythus
    mythus  3 weeks ago

    i notice that no one else has responded to the post

  • mythus
    mythus  4 weeks ago

    no not yet, however, yesterday we had thanksgiving at the kids birth mom's family. today shelly's mom is over with shelly doing thanksgiving prep, and so on. friday will be the last day of our thanksgiving with our famiily feast. I had to finish the upstairs rooms, the floorboards, light switches, and such.

  • DreamWriter05
    DreamWriter05  4 weeks ago

    It's not Thanksgiving yet.

  • mythus
  • mythus
    mythus  4 weeks ago

    sorry guys, been very busy with thanksgiving prep at home

  • Gryphon
    Gryphon  1 month ago

    That’s okay , I’ve got my hands working on making some polymer clay more pliable. I use FIMO and some colors are stiffer in nature than others. I’m working on my flowers of hope, since I’ve got the day off from work.

  • DreamWriter05
    DreamWriter05  1 month ago

    @Gryphon I'll post for Ruby soon. Just need to fuel up first. Be looking for a post either tonight or sometime tomorrow. :D

  • Gryphon
    Gryphon  1 month ago

    Ouch. Stupid bugs. Knowing you Mythus you’ll squash them. Where’s a can of raid when you need it?


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