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 the first step in developing your character as it will allow you to determin your character's profession.
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. With each section 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 -1 from your Strength, Grip, and Critical. You'd then move on to Table Two: Parental Influence.
Remember that this only provides a basic skeleton to help you create your own character's back story. For that reason it uses vague results such as being a wealthy family. You would use that (or your GM would use that) to help decide just who your family was and fit it with the current campaign setting. Just because the chart says you descend from royalty it might not mean actual royalty but something similar to royalty for the setting that you are playing in. Just like the Kennedy's are considered American Royalty even though the US doesn't have actual royalty, your character's family might be considered with the same status despite the fact that royalty doesn't exist for your story's setting. Basically this is simply a guide to help you create your own backstory and give you the benefits and penalties that would apply. You still have to use it to come up with a story that fits.
2. Section One: Lineage
This section deals with your character's family and ancestors and how they might affect your character.
2.1. Table One: Ancestors
| Dice Roll |
Result |
Benefit |
Penalty |
| 1 |
You descend from Royalty or the most influential family in the region
|
- 3 rolls to currency roll
- luck chance to always "have just enough money hidden away"
- +2 to Influence and Persuade
- 1 Talent with no handicaps
|
N/A |
| 2 to 20 |
You come from a long line of nobles or "old money" |
- 2 rolls to currency roll
- +1 to Influence and Persuade
- 1 Talent with no handicaps
|
- "Spoiled" -2 from Strength
- -1 from Athletics, Grip, Critical, and Throw Range
|
| 21 to 40 |
Your family was always pretty wealthy |
- 1 rolls to currency roll
- increase currency multiplier by 0.5
- 1 talent with no handicaps
|
- -1 from Strength
- -1 from Grip and Critical
|
| 41 to 60 |
Typical Blue Collar |
- +2 to Strength and Fortitude
- +1 to Athletics, Grip, and Endure
|
-1 to Influence and Charm |
| 61 to 80 |
Your family was never special |
N/A |
N/A |
| 81 to 90 |
Your family has always been poor |
- +1 to Strength and Fortitude
- +1 to Survival and Endure
|
- -2 rolls during the currency chapter of character creation
- -1 to Influence and Charm
|
| 91 to 100 |
You never knew your family - doesn't mean you don't have one, you just don't know about them |
Lacking knowledge of your parents or family does not mean they do not exist. You continue to roll for the following tables. Until the Growing Up section, your character simply has no recollection as to the "why" for Parental Influence, Estate, and Siblings. Your character might have been adopted, or grew up in an orphanage, yet still the identity of your family would still have an affect on them. The story behind the "why" is one that gets to be written overtime. |
- -2 from Luck
- -1 to Influence
|
2.2. Table Two: Parental Influence
| Dice Roll |
Result |
Benefit |
Penalty |
| 1 |
Very influential in their current class. King/Queen, Duke, Chancellor, Head Potato farmer, etc. |
- +3 to Influence
- 10% discount on equipment and items acquired during Character Creation
- 1 talent with no handicaps
|
N/A |
| 2 to 20 |
Fairly influential. A noble, a Captain of the guard, Manager at a factory, etc |
- +2 to Influence
- 15% discount on one piece of equipment acquired during Character creation
- 1 talent with no handicaps
|
N/A |
| 21 to 40 |
Somewhat influential. They walk in the same circles as the Fairly Influential. |
- +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
- +1 to Luck
|
|
| 61 to 80 |
No influence in the community at all |
N/A |
|
| 81 to 99 |
Downtrodden, and dejected. |
|
- -1 to Influence
- -1 to Charm
|
| 100 |
Hated. Reviled by the community |
- +1 to Endure
- +1 to Survival
|
- -2 to Influence and Charm
- -1 Persuade
- prices increased by 20%
|
2.3. Table Three: Siblings
| Dice Roll |
Result |
Benefit |
Penalty |
| 1 |
Player Choice! |
Pick the result you would like out of any roll in this chart |
N/A |
| 2 to 20 |
Only Child |
- You are spoiled! +3 rolls to currency roll
- +1 talent with no handicaps
|
- -2 Modifier to Strength
- -1 to Grip, Athletics, Critical, and Throw Range
|
| 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 to Endure
|
- -1 roll to currency roll
- -2 Modifier to Main Stat of Choice
|
| 81 to 99 |
1d8+2 Siblings |
The sheer amount of kids in your family causes too much stress on your family. +2 to Endure |
- -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 |
Result |
Benefit |
Penalty |
| 1 |
For your social class your family has a vast amount of riches and land. This could mean a vast castle, or a Luxurious suite in the slums. |
- +2 to Influence and Persuade
- +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 extravagant. |
- +2 to Influence
- +1 to Persuade
- +1 to Currency Roll
|
N/A |
| 21 to 40 |
For your social class your home is considered to be spacious |
|
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
- +1 to Insight and Endure
|
|
| 81 to 99 |
Your home is considered to be "run down" by your peers. |
- +1 to Endure and Survival
|
|
| 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. |
- +1 to Fortitude
- +2 to Survival
- +1 to Endure and Nature
|
- -2 to influence and Persuade
- -2 to Luck
- Decrease Currency Roll Total by 10%
|
3. Section Two: Growing Up
This section has to deal with your character's childhood and how it might affect your character. If in the Lineage section it was determined that you don't know about your ancestry then your GM can determine that you should not roll in this chart.
3.1. Table One: Parents
| Dice Roll |
Result |
Benefit |
Penalty |
| 1 to 15 |
Both your parents are alive! All is well with them |
- +5 to Luck! It's not often in this cruel world that people are so fortunate
- 1 talent with no handicaps
|
N/A |
| 16 to 30 |
Both your parents are alive! But some form of tragedy/pain has driven them apart |
+1 roll to point pool creation. Tragedy builds character |
N/A |
| 31 to 45 |
One of your parents is no longer in this world. The other has moved on in life trying to make the best of things. |
+1 roll to point pool creation. Tragedy builds character |
N/A |
| 46 to 60 |
One of your parents is no longer in this world. The other has been scarred by this loss and has difficulty moving on. |
+2 to Mental Balance and Endure. 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
- +2 to Influence - it pays to be the child of heroes.
|
N/A |
| 76 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. |
- +2 to Survival
- +1 to Endure
|
-2 to Influence because it is hard to be influential when people view you as the spawn of traitors. |
| 91 to 100 |
The fate of your parents is unknown to you. The GM may roll again for you in this chart and may reveal the result later. |
|
-2 to Mental Balance due to the strain of not knowing the fate of your parents and clinging to any news and rumors of their fate. |
3.2. Table Two: Childhood Events
| Dice Roll |
Result |
Benefit |
Penalty |
| 1 |
You found a treasure! |
Consult with the GM to start with a relic. |
N/A |
| 2 to 20 |
You gained an inheritance/found a valuable item worth money! |
- Get +2 rolls to currency roll
- increase currency roll total by 10%
|
N/A |
| 21 to 40 |
You saved someone's life! |
+1 roll to Point Pool Creation |
N/A |
| 41 to 60 |
You led an uneventful childhood |
N/A |
N/A |
| 61 to 80 |
You suffered a terrible emotional loss |
+2 to Endure and Suvival |
- -2 to Mental Balance
- -1 to Spiritual Balance
|
| 81 to 99 |
You suffered an injury in an accident |
Roll in chart A below |
Roll in chart A below |
| 100 |
You suffered a major injury in an accident |
Roll in chart B below |
Roll in chart B below |
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 (roll 1d6) |
Result |
Benefit |
Penalty |
| 1 or 2 |
You lost a toe! |
You've learned how to balance yourself better and became more agile as a result: +1 Acrobatics |
Battle and Area movement rates suffer a -1 penalty, -1 to Brace |
| 3 or 4 |
You lost a finger! |
Having lost a finger that could have been your whole hand or worse has made you more quick to react to danger: +1 to React |
Can’t Dual Wield |
| 5 or 6 |
You lost an eye! |
You've learned how to pick up on subtle cues better: +1 Insight |
-2 to Perceive due to loss of depth perception (does not affect hearing) |
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 (roll 1d8) |
Result |
Benefit |
Penalty |
| 1 or 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. |
Having to endure losing a limb grants you +1 to Endure and +2 to Fortitude |
- Leg: Movement Rates decreased by half, -5 to Speed, -1 to Speed traits except Bow Power
- Arms: Can’t Dual Wield, can’t use 2 Handed Weapons
- Tail (if present): -2 to Brace; -1 to Acrobatics
- Wings (if present): Can’t Fly and loose any benefit of wings
|
| 3 or 4 |
You became horribly disfigured! |
Dealing with constant ridicule without falling into depression has made you more mentally stable: +1 Mental Balance |
Your influence and Charm suffers a -2 penalty. Attempts to use character skills that involve direct visible interaction suffer a -2 penalty as well. All skills or checks or actions dealing with persuading or charming are immediately hard checks or greater. |
| 5 or 6 |
You suffered a head wound! |
You weren't born with a head wound, something happened that could have killed you but didn't. Having now lived with this injury has increased your survivability: +1 to Vitality Save. |
Your mind doesn't work the same way it used to or should work, causing all checks you ever make to be increased by 1 difficulty level. "It is harder to evade when you are already distracted, it is harder to perceive when you can't focus."
|
| 7 or 8 |
Sensory Loss! You are either deaf or blind! |
- If deaf: you gain +1 to Focus and can use Focus instead of Perceive for Perception Checks.
- If blind: you have learned how to distinguish things around you, gaining you +1 to Insight and can use Insight for Perception Checks.
|
You suffered with a condition that made you blind or deaf, or were born that way. Roll a 1d4 (or the GM may allow you to choose).
- 1 or 2: Blind: you cannot see, failing any sight based perception check.
- 3 or 4: Deaf: you cannot hear, you fail any hearing perception check.
|
3.3. Table Three: Friends & Enemies
| Dice Roll |
Result |
Benefit |
Penalty |
| 1 |
You have a very influential friend |
- Favor: You may call in one favor per game week to your influential friend. The GM will determine if the favor is within reason and may grant your request
- 1 talent with no handicaps
|
N/A |
| 2 to 20 |
You have a trusted mentor |
- Gain 10% more experience points
- 1 talent with no handicaps
- Start with a free level 1 node of your choice for your main profession
|
N/A |
| 21 to 40 |
You have a group of loyal friends |
+2 to Influence. +3 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 |
- -2 to influence, -3 if you are within your hometown.
- Chance of battle encounter in the town the enemy group lives in.
|
| 100 |
You made a very powerful person very angry with you. |
N/A |
Called Hit: At some point in the campaign the GM may put a foe in the groups path that specifically has it out for you. This may happen multiple times depending on the plot, until your resolve whatever grudge your enemy has against you. |
4. Section Three: Psychology
This section deals with your character's view points and way of thinking.
4.1. Table One: Personality
You can purchase or roll for
one or two of the following
| Dice Roll |
Result |
Benefit |
Penalty |
| 1 to 10 |
Quiet / Shy |
+1 insight |
-1 influence |
| 11 to 20 |
Easy Going |
+1 luck |
-1 react |
| 21 to 30 |
Adventurous |
+1 survival |
-1 stealth |
| 31 to 40 |
Obsessive |
+1 intimidate |
-1 charm |
| 41 to 50 |
Prim and Proper |
+1 Influence |
-1 endure |
| 51 to 60 |
Impulsive |
+1 react |
-1 luck |
| 61 to 70 |
Aloof |
+1 arcana |
-1 critical |
| 71 to 80 |
Paranoid |
+1 perceive |
-1 mental balance |
| 81 t0 90 |
Short Tempered |
+1 critical |
-1 perform |
| 91 to 100 |
Coward |
+1 initiative |
-1 athletics |
4.2. Table Two: Philosophy on Life
| Dice Roll |
Result |
Benefit |
Penalty |
| 15 |
Every single person has value/serves a purpose |
+5 Light Moral Points |
N/A |
| 16 to 30 |
People all have the capacity to do good |
- +2 Light Moral Points
- +2 Order Moral Points
|
- You believe everyone else lives by the same standards and therefore are easily lied to
- -1 to Mental Balance
|
| 31 to 45 |
You're born, you live, you die |
+1 Vitality Save |
-1 to React |
| 46 to 60 |
Respect is earned |
+1 to Influence |
N/A |
| 61 to 75 |
No one in this world tells me what to do |
+1 to Persuade |
-1 to Charm |
| 76 to 90 |
People are sheep, born to be led |
- +2 Order Moral Points
- +1 Dark Moral Points
|
N/A |
| 91 to 100 |
People are scum, evil and untrustworthy |
- +3 Order Moral Points
- +3 Dark Moral Points
|
N/A |
5. Section Four: Profession
This section has to deal with any past training your character might have had as well as your character's current profession.
5.1. Table One: Skill-Set
This is the skill-set your character has developed naturally. In other words, this shows your character's natural strengths as they relate to professions.
| Dice Roll |
Result |
Benefit |
Penalty |
| 1 to 7 |
Fighter |
+1d4 Offensive Power |
-1d4 Runic Power |
| 8 to 14 |
Magician |
+1d4 Runic Power |
-1 Athletics |
| 15 to 21 |
Laborer |
Weight Limit +20%, +1d4 Power Gen Dice (creation and rest/level) |
-1 Influence |
| 22 to 28 |
Ranger |
+1d4 Bow Power, +1 Focus |
-1 Charm |
| 29 to 35 |
Archeologist |
start with Translate Skill and 1 free Adventurer node (level 1) |
-1 Endure |
| 36 to 42 |
Guard |
+1d4 Armor Defense and Vitality Gen Dice (creation and rest/level) |
-1 Acrobatics |
| 43 to 49 |
Bard / Dancer |
+1 Perform and Charm |
-1 Mental Balance |
| 50 to 56 |
Shaman |
Bonded Creatures (familiars) have their stats increased by 10%, +1 Nature |
-1 Influence |
| 57 to 63 |
Evangelical |
+1 Influence and Persuade, +2 Mental/Spiritual Balance |
-1 Deception |
| 64 to 70 |
Crafter |
Decrease Build Times by half, +1 Insight |
-1 Arcana |
| 71 to 77 |
Martial Artist |
+1 Focus, Defense, Spirit |
-1 Insight |
| 78 to 84 |
Scholar |
10% More experience points |
-1 Critical |
| 85 to 92 |
Pickpocket |
+1 Luck and Deception |
-1 Influence |
| 93 to 100 |
Sneak |
+1 Stealth and Acrobatics |
-1 Persuade |
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. This table will show you the list of professions with links to their pages, and what skill set from table 5.1 is best for them. 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 |
Basic Information |
| 1 to 9 |
Warrior |
Uses any melee weapon, wears any armor, specializes in offensive skills, best with fighter skillset |
| 10 to 19 |
Guard |
Wears any armor, specializes in defensive skills, best with guard skillset |
| 20 to 29 |
Ranger |
Uses projectile or thrown weapons, wears light armor, specializes in long range skills and tracking, best with ranger skillset |
| 30 to 39 |
Monk |
Wears light armor and specializes in unarmed combat, best with martial artist skillset |
| 40 to 49 |
Thief |
Wears light armor, uses knives and daggers, specializes in keeping hidden and moving quickly, best with either pickpocket or sneak skillset |
| 50 to 59 |
Runic Mage |
Wears light armor, uses staffs, specializes in magic, best with magician skillset |
| 60 to 69 |
Artificer |
Specializes in making things, including weapons and armor, best with crafter skillset |
| 70 to 79 |
Entertainer |
Wears light armor, specializes in powerful dances and songs, best with bard / dancer skillset |
| 80 to 89 |
Cleric |
Wears light armor, specializes in dealing with the divine and spirits, best with evangelical skillset |
| 90 to 100 |
Adventurer |
Wears light armor, specializes in exploration, best with either scholar or archeologist skillset |
This table deals with your character's life goals. Your GM could allow you to choose one or make you roll for it.