Difference between revisions of "Character Background Generator"

From The Authentic D&D Wiki
Jump to navigationJump to search
(329 intermediate revisions by 2 users not shown)
Line 1: Line 1:
[[File:Character-background.jpg|thumb|440px|]]
+
[[File:Character-background.jpg|right|525px|thumb]]
The '''character background generator''' is a series of random rolls designed to outline a new [[Player Characters|player character's]] basic characteristics and idiosyncracies resulting from cultural heritage, race, [[Aging|age]], [[Ability Stats|ability stats]] and chance events happening during the individual in the time prior to joining the game.  The generator concentrates on social relationships and skills ''that originate with the game world'' and do not, therefore, come within the player's sphere of control.  For example, the player isn't given the choice of deciding whether or not his or her parents are alive, whom he was raised by, what generational skills he or she was taught, into what social class the character was born, what others who have known the character for years think, how much money he or she has with which to start the game and so on.
+
The '''Character Background Generator''' is a series of random rolls designed to outline a new [[Player Characters|player character's]] basic characteristics and idiosyncracies resulting from cultural heritage, race, [[Aging|age]], [[Ability Stats|ability stats]] and chance events happening during the individual in the time prior to joining the game.  The Generator concentrates on social relationships and skills ''that originate with the game world'' and do not, therefore, come within the player's sphere of control.  A chararacter's background provides insight into who the individual is, defining his or her culture — but it's important to remember that no one chooses what culture into which we'll be born.  Therefore, the Generator rolls this background randomly.
 
__TOC__
 
__TOC__
It's standard in many games to allow the player to invent an entirely fictional "background" that serves their personal needs; this system sets out, instead, to create a completely RANDOM background, over which neither the character nor the DM has control.  Players may, after the fact, choose to lie about their background; they may make up a background that suits them; but they cannot change the actual fact of what their background was, a fact that's known to the other players and the DM as a matter of game play.
 
  
The generator includes a considerable number of both elaborate and simple tables that strives to offer so many possibilities that the generation of two identical characters would be next to impossibleNormally, these tables are incorporated into an excel file for random generation, but for the wiki I have chosen to include all results as a series of open tables for readers to examine.
+
= Introduction =
 +
Backgrounds should be deep and complex.  When a character joins the campaign, it's assumed that character is a mature adult, perhaps young, perhaps old, depending upon their class and race.  Training has taken place in the use of weapons, magic and other skills.  The Generator imagines that this training began some 5 to 10 years before the character becomes 1st level.  During to this training, the character has been a young adult, with a teenager's drives, outlooks and willingness to test the boundaries that culture sets.  Before then, the character was a child, and before that an infant.  Each of these periods provide a rich opportunity to define what makes a character's background ... mostly in ways that don't exist to serve what the player wishes to do right now when approaching the game.
 +
 
 +
This is important.  It's not the character that bends it's will to the player.  That's not how games work.  It's the player who must accept the circumstances of the character, and then show an ability to PLAY that character effectively.  Too often, the opposite is promoted — and even treated as the point of the game.  This makes no sense.
 +
 
 +
The Generator has been divised to provide basic characteristics and idiosyncracies for any character, as life might provide.  The Generator itself consists of many tables, intended to define the character's appearance, origin, skill-set, social relevance, health and so on.  Some of these results may come as very good news to the player, giving wonderful benefits to be used freely without restraint.  Other results won't be so wonderful.  That is how the game works.  Players cannot always have their way.  This is not a bad thing.
 +
 
 +
Each part of the generator is based upon a new character's rolled ability statistics, the player's choice of biological sex and race, and that is all.  From very little information, a tremendous range of details and ideas are brought into existence.  As you read through the Generator, you'll see how this is done.
 +
 
 +
=== Application to Games ===
 +
How these results are applied are left to the imagination of the Game Master.  While this system very definitely arises from the sensibilities provided by a singular well-known role-playing game, the practicality and extent of the information provided can undoubtedly be applied to a host of other games, as well as the creation of characters by fiction authors.  There are eleven character classes that are addressed in the Generator, and seven character races.  No effort is made to explain what these classes or races are.  They might be exchanged for any other race, as desired.
 +
 
 +
In addition, certain tenets have been accepted, such as limitations to a given race's choice of class, which may mystify some players.  This is not explained.  Additionally, it's taken for granted that every race included enjoys a similar lifespan, so that a 70-year-old elf is exactly comparable with a 70-year-old human.  This provides the best possible understanding where results between characters are compared.
 +
 
 +
Because the backgrounds are frankly random, when a character is rolled, everyone round the table has reason to lean forward and eagerly discover what's been generated.  If a player rolls a terrific result, it's truly an act of luck and virtuously fair.  The player can be justly proud of the fact that no other player can simply "make up" the same result for their own character.  Every participant understands that this character came by these traits ''honestly'' – by a die roll, and not from ego or wish fulfillment.
 +
 
 +
If it happens that a player doesn't like his or her character's background ... well, it's acknowledged that the player can always lie to folks in the game world.  He or she may not really be a prince, or wealthy, or a close personal friend of the most powerful mage in the world ... but the player can still invent lies that create a better "back story" than the truth – that the character's merely a bumpkin from Podunkville.  Such shenanigans are completely permitted, though they won't change the facts ... those facts known to the DM and the party.  This is for the best.
 +
 
 +
Experience shows that when players lose to power to control their destiny, the process both fascinates and delights.  Players are often as excited about bad outcomes as good, as these outcomes define what a character ''is''.
 +
 
 +
=== Gender ===
 +
With the exception of childbearing, which may be relevant in a character's generation, and the height and weight of a character, no distinction is made throughout the system between female and male persons.  What one person can do, another person can do.
 +
 
 +
Despite what the Medieval-Renaissance culture might have believed, no position is taken on what roles or status that one character can achieve as compared ot another.  Each can be just as bad, just as good, just as powerful, just as weak, as the next person, regardless of biological sex or gender.
 +
 
 +
=== Ability Stats ===
 +
No rules are contained herein regarding how '''ability stats''' work, or what game actions they serve.  They are used here strictly as a number that's applied to aspects having nothing to do with any known role-playing game.  These numbers have tremendous significance in providing the Generator's results.  Each stat is compared with a rolled die to explain the character's traits and history – with differences of a single digit providing significantly different results.
 +
 
 +
Therefore, assigning a low score to a stat (however that's done) increases the probability that something very bad might result.  With the Generator in place, players ought to be careful thinking of any ability as a "dump stat."  Further, results have been tempered to ensure having a low intelligence, wisdom or charisma could have seriously dire consequences.
 +
 
 +
Conversely, while a high stat might offer an opposite, beneficial result, there's no promise that any roll made upon any stat won't be very ordinary.  Every roll has both good and bad possibilities ... it's only that "good" and "bad" move along a spectrum according to the character's ability stat numbers.
 +
 
 +
The placement of each stat is like playing a lottery, with the best players understanding there are always some "wins" and some "losses" in the process.  The end reward is a depth of characterisation and personality far beyond what a player can simply invent.  Don't be surprised when players eagerly reach for the dice to learn what their characters are about to become, forsaking the tedium of traditional character-creation policies.
 +
 
 +
=== The DM's Sphere of Influence ===
 +
Wherever possible, the Generator's purpose is to bind the hands of the Dungeon Master as much as the players.  The DM should never control the result of any die, and should be prepared to adapt to whatever results occur.  With the results occurring outside the DM's meddling, both good and bad results are also a function of the game itself ... a game originally founded on taking risks and playing the odds, as best players can.
 +
 
 +
Yes, occasionally this might require the DM to bend his or her campaign setting – particularly as the DM can bestow equipment, buildings, land, titles, supporting [[Soldier-at-Arms (profession)|soldiers]] ... and even the status of nobility or royaltyThese things can be had even if the character is only 1st level.  It's an assumption of the Generator that the character ''is'' 1st, freshly released from training and now ready to take on the world for the first time.  Thus the descriptions herein explains how these benefits are managed, what unusual circumstances arise around the character's past and all the shiny new things a character might gain.  In the bargain, a player may also find the character is saddled with unexpected responsibilities as well, owed to those denizens of the setting who now depend on the character's actions.
 +
 
 +
It's true that no generator can faithfully provide every detail in a given circumstance ... and players ''will'' seek to twist every situation in a manner that suits them personally.  It should always be remembered, however, that '''the setting is the DM's sole responsibility'''.  It's not in the power of the players to invent persons, circumstances or benefits within the game world, simply because it satisfies their imagination.  The details surrounding the character's background is still subject to the DM's concept of setting.
 +
 
 +
Therefore, while it's fine for players to invent the particulars of some crime they've committed, or why they're deeply liked by their families or even the whole village, remind them that they're allowed to describe their own feelings and actions – and not those of other persons!  The DM, and the DM alone, determines the setting.  Whenever possible, this should be done as empathically and supportively as possible, but it's the DM's right to put a hard line between what the player's want and what the players actually have.
 +
 
 +
=== Secondary Skills ===
 +
In places throughout the Generator, there are useful faculties and talents that occur as skills the characters have learned on account of their background.  These skills are not designed to grant bonuses to character rolls, but to state clearly things the character is able to do, or make, or things the character definitely knows.  These skills describe unquestionably dependable aspects of the character, which the player can rely upon when making choices in the game.  Thus, a character that's able o manage a team of horses, cook good food, construct a barrel from scratch, read & write, contact members of a specific guild, navigate a cave and so on, need not make any roll to see if they can make or know these things.  It's a fact that they can.
 +
 
 +
In nearly every case, the character's class has nothing to do with these skills.  In fact, they exist because the character's parent, or "progenitor," was a teamster, a cook, a cooper, a scribe, a political advisor or a tomb robber.  The character learns these skills as a child or young adult, helping mother and father to farm, manage [[Animal|animals]], work with stone, shelve books in a library, search for mushrooms, work a forge, perform services in a gypsy camp, bake bread, bind books, work backstage in a theatre or whatever, depending on what upbringing the character had before becoming a paladin, a druid, an assassin or a bard.
 +
 
 +
=== Additional Remarks ===
 +
I've created numerous, progressive iterations of the character Generator since 2004, as a compliment to character creation.  Over time, the system has grown and evolved,  producing more and more possible outcomes and unlikely additions.  Where possible, the generator makes the attempt to be all-inclusive, especially with regards to things like skin tone, eye colour and hair ... as these outer expressions of a character matter a great deal to players.
 +
 
 +
Naturally, these characteristics are based on Earth-models ... however, an inventive DM could easily expand the tables to suit his or her campaign.  There’s no reason to think this is the last incarnation of my background Generator.  This iteration is merely an expression of how far my ideas have expanded thus far, entirely from my imagination.
 +
 
 +
[[File:Character Background Generation Image 2.jpg|left|420px|thumb]]
  
 
= Physical Characteristics =
 
= Physical Characteristics =
 +
Before discussing other aspects of the character's background, it's necessary to generate the individual's physical characteristics.  These define the '''appearance''' of the character: his or her general shape, hair, eye colour and so on.  The creation of these depends somewhat on charisma, but not entirely.  A high charisma doesn't guarantee that a character will ''look'' pretty or handsome; nor is it impossible for a character of average charisma to possess characteristics associated with beauty.
 +
 +
In either case, the results in no way raises or lowers a character's charisma!  Beauty, as with all things, must be interpreted within other aspects of the character's presence and personality.
 +
 +
Although a limited collection of traditional races are provided, individual DMs should be able to create their own tables for any race that's desired, based on the templates provided.
 +
 
== Height & Weight ==
 
== Height & Weight ==
Initially, the character's physical creation requires the character's [[Height & Weight|height and weight]].  For this, height is [[Measurements|measured]] in feet and inches, while weight is measured in lbs.  These represent the character in the peak of condition, unless indicated otherwise elsewhere in the generator.  Base height depends upon the character's race and birth sex.  Base weight depends on the character's race and birth sex, and also upon results indicating [[Gluttony|gluttony]], agility and [[Lack of Balance|lack of balance]].
+
All must start somewhere, so we might as well learn how tall the character stands and how much he or she weighs.
  
=== Height Rolls ===
+
'''Weight''' describes the character's mass in imperial pound units.  Metric is not used because it's a late 18th-century creation ... and therefore [[Anachronism|anachronistic]] to the context of a Medieval or Renaissance fantasy realm.  Yes, other anachronistic things are embraced by the Generator, but it's believed that understanding the unpleasantnesxs of using imperial units can act to help player's understand the mindset of people in the game setting.  Imagine what it must have been like for people long ago, who had no choice in how to measure things.  Additional weight, if it exists, may be lost according to rules associated with kicking an [[Addiction (malady)|addiction]], but the weight loss will have no special effect upon the character’s strength or [[Constitution (ability stat)|constitution]] [at this time, as rules for this do not exist].
{| class="wikitable" style="float:left; margin-right: 20px; text-align: center; background-color:#d4f2f2; width=0%"
+
 
 +
Height is measured in feet and inches.  This describes the distance between the ball of the foot to the top of the character's head, when the individual is standing erect.  This is a factor in the character's reach, as well as the character's ability to employ certain weapons.  The practical length of a [[Pike (weapon)|pike]], for instance, is three times the character's height.  A [[Pole-arm (weapon)|pole-arm]], [[Spear (weapon)|spear]] or [[Javelin (weapon)|javelin]] can be up to 1½ times a person's height.  Most other weapons cannot be longer than a character is tall.
 +
 
 +
{| class="wikitable" style="float:left; margin-right: 80px; text-align: center; background-color:#d4f2f2; width=0%"
 +
|+Height Determination Table
 +
! rowspan="2"; border-right:solid 2px black; style=width: 95px"|'''roll 4d6''' !! colspan="2"|'''Dwarf''' !! colspan="2"|'''Elf''' !! colspan="2"|'''Gnome''' !! colspan="2"|'''Half-elf''' !! colspan="2"|'''Halfling''' !! colspan="2"|'''Half-orc''' !! colspan="2"|'''Human'''     
 
|-
 
|-
! rowspan="2"; style="border-right:solid 2px black; width: 60px|'''roll<br>4d6''' !! colspan="7"|'''FEMALE HEIGHT''' !! colspan="7"; style="border-left:solid 2px black|'''MALE HEIGHT'''
+
! style="width: 62px"|f. !! style="width: 62px"|m. !! style="width: 62px"|f. !! style="width: 62px"|m. !! style="width: 62px"|f. !! style="width: 62px"|m. !! style="width: 62px"|f. !! style="width: 62px"|m. !! style="width: 62px"|f. !! style="width: 62px"|m. !! style="width: 62px"|f. !! style="width: 62px"|m. !! style="width: 62px"|f. !! style="width: 62px"|m.
 
|-
 
|-
! dwarf !! elf !! gnome !! half-elf !! halfling !! half-orc !! human !! style="border-left:solid 2px black|dwarf !! elf !! gnome !! half-elf !! halfling !! half-orc !! human
+
| '''4''' || 3 ft. 3 in. || 3 ft. 5 in. || 3 ft. 10 in. || 4 ft. 3 in. || 2 ft. 9 in. || 3 ft. || 4 ft. 5 in. || 4 ft. 9 in. || 2 ft. 4 in. || 2 ft. 7 in. || 4 ft. 5 in. || 4 ft. 9 in. || 4 ft. 9 in. || 5 ft.
 
|-
 
|-
| style="border-right:solid 2px black|4 || 3 ft. 3 in. || 3 ft. 10 in.|| 2 ft. 9 in. || 4 ft. 5 in.|| 2 ft. 4 in.|| 4 ft. 5 in. || 4 ft. 9 in. || style="border-left:solid 2px black|3 ft. 5 in. || 4 ft. 3 in.|| 3 ft. || 4 ft. 9 in.|| 2 ft. 7 in.|| 4 ft. 9 in. || 5 ft.
+
| '''5''' || 3 ft. 4 in. || 3 ft. 6 in. || 3 ft. 11 in. || 4 ft. 4 in. || 2 ft. 10 in. || 3 ft. 1 in. || 4 ft. 6 in. || 4 ft. 9 in. || 2 ft. 5 in. || 2 ft. 7 in. || 4 ft. 6 in. || 4 ft. 10 in. || 4 ft. 10 in. || 5 ft. 1 in.
 
|-
 
|-
| style="border-right:solid 2px black|5 || 3 ft. 4 in.|| 3 ft. 11 in.|| 2 ft. 10 in. || 4 ft. 6 in.|| 2 ft. 5 in. || 4 ft. 6 in.|| 4 ft. 10 in. || style="border-left:solid 2px black|3 ft. 6 in.|| 4 ft. 4 in.|| 3 ft. 1 in. || 4 ft. 10 in.|| 2 ft. 7 in. || 4 ft. 10 in.|| 5 ft. 1 in.
+
| '''6''' || 3 ft. 5 in. || 3 ft. 7 in. || 4 ft. || 4 ft. 5 in. || 2 ft. 11 in. || 3 ft. 1 in. || 4 ft. 6 in. || 4 ft. 10 in. || 2 ft. 5 in. || 2 ft. 8 in. || 4 ft. 7 in. || 4 ft. 11 in. || 4 ft. 10 in. || 5 ft. 2 in.
 
|-
 
|-
| style="border-right:solid 2px black|6 || 3 ft. 5 in.|| 4 ft. || 2 ft. 11 in.|| 4 ft. 7 in.|| 2 ft. 5 in. || 4 ft. 7 in.|| 4 ft. 10 in. || style="border-left:solid 2px black|3 ft. 7 in.|| 4 ft. 5 in. || 3 ft. 1 in.|| 4 ft. 10 in.|| 2 ft. 8 in. || 4 ft. 10 in.|| 5 ft. 2 in.
+
| '''7''' || 3 ft. 5 in. || 3 ft. 7 in. || 4 ft. 1 in. || 4 ft. 6 in. || 2 ft. 11 in. || 3 ft. 2 in. || 4 ft. 7 in. || 4 ft. 10 in. || 2 ft. 6 in. || 2 ft. 8 in. || 4 ft. 8 in. || 5 ft. || 4 ft. 11 in. || 5 ft. 3 in.
 
|-
 
|-
| style="border-right:solid 2px black|7 || 3 ft. 5 in.|| 4 ft. 1 in.|| 2 ft. 11 in.|| 4 ft. 8 in.|| 2 ft. 6 in.|| 4 ft. 8 in.|| 4 ft. 11 in. || style="border-left:solid 2px black|3 ft. 7 in.|| 4 ft. 6 in.|| 3 ft. 2 in.|| 4 ft. 11 in.|| 2 ft. 8 in.|| 4 ft. 11 in.|| 5 ft. 3 in.
+
| '''8''' || 3 ft. 6 in. || 3 ft. 8 in. || 4 ft. 1 in. || 4 ft. 7 in. || 3 ft. || 3 ft. 2 in. || 4 ft. 8 in. || 4 ft. 11 in. || 2 ft. 6 in. || 2 ft. 9 in. || 4 ft. 9 in. || 5 ft. 1 in. || 5 ft. || 5 ft. 4 in.
 
|-
 
|-
| style="border-right:solid 2px black|8 || 3 ft. 6 in.|| 4 ft. 1 in.|| 3 ft.|| 4 ft. 9 in.|| 2 ft. 6 in.|| 4 ft. 9 in. || 5 ft. || style="border-left:solid 2px black|3 ft. 8 in.|| 4 ft. 7 in.|| 3 ft. 2 in.|| 5 ft.|| 2 ft. 9 in.|| 5 ft. || 5 ft. 4 in.
+
| '''9''' || 3 ft. 7 in. || 3 ft. 9 in. || 4 ft. 2 in. || 4 ft. 8 in. || 3 ft. || 3 ft. 3 in. || 4 ft. 9 in. || 5 ft. || 2 ft. 7 in. || 2 ft. 9 in. || 4 ft. 10 in. || 5 ft. 2 in. || 5 ft. 1 in. || 5 ft. 5 in.
 
|-
 
|-
| style="border-right:solid 2px black|9 || 3 ft. 7 in.|| 4 ft. 2 in.|| 3 ft.|| 4 ft. 10 in. || 2 ft. 7 in.|| 4 ft. 10 in.|| 5 ft. 1 in. || style="border-left:solid 2px black|3 ft. 9 in.|| 4 ft. 8 in.|| 3 ft. 3 in.|| 5 ft. 1 in. || 2 ft. 9 in.|| 5 ft. 1 in.|| 5 ft. 5 in.
+
| '''10''' || 3 ft. 7 in. || 3 ft. 9 in. || 4 ft. 3 in. || 4 ft. 9 in. || 3 ft. 1 in. || 3 ft. 4 in. || 4 ft. 9 in. || 5 ft. 1 in. || 2 ft. 7 in. || 2 ft. 10 in. || 4 ft. 10 in. || 5 ft. 3 in. || 5 ft. 2 in. || 5 ft. 6 in.
 
|-
 
|-
| style="border-right:solid 2px black|10 || 3 ft. 7 in.|| 4 ft. 3 in.|| 3 ft. 1 in.|| 4 ft. 10 in. || 2 ft. 7 in.|| 4 ft. 10 in.|| 5 ft. 2 in. || style="border-left:solid 2px black|3 ft. 9 in.|| 4 ft. 9 in.|| 3 ft. 4 in.|| 5 ft. 2 in. || 2 ft. 10 in.|| 5 ft. 2 in.|| 5 ft. 6 in.
+
| '''11''' || 3 ft. 8 in. || 3 ft. 10 in. || 4 ft. 4 in. || 4 ft. 9 in. || 3 ft. 1 in. || 3 ft. 4 in. || 4 ft. 10 in. || 5 ft. 2 in. || 2 ft. 8 in. || 2 ft. 10 in. || 4 ft. 11 in. || 5 ft. 4 in. || 5 ft. 3 in. || 5 ft. 7 in.
 
|-
 
|-
| style="border-right:solid 2px black|11 || 3 ft. 8 in.|| 4 ft. 4 in.|| 3 ft. 1 in.|| 4 ft. 11 in. || 2 ft. 8 in.|| 4 ft. 11 in.|| 5 ft. 3 in. || style="border-left:solid 2px black|3 ft. 10 in.|| 4 ft. 9 in.|| 3 ft. 4 in.|| 5 ft. 3 in. || 2 ft. 10 in.|| 5 ft. 3 in.|| 5 ft. 7 in.
+
| '''12''' || 3 ft. 9 in. || 3 ft. 11 in. || 4 ft. 4 in. || 4 ft. 10 in. || 3 ft. 2 in. || 3 ft. 5 in. || 4 ft. 11 in. || 5 ft. 3 in. || 2 ft. 8 in. || 2 ft. 11 in. || 5 ft. || 5 ft. 5 in. || 5 ft. 4 in. || 5 ft. 8 in.
 
|-
 
|-
| style="border-right:solid 2px black|12 || 3 ft. 9 in.|| 4 ft. 4 in. || 3 ft. 2 in.|| 5 ft. || 2 ft. 8 in.|| 5 ft.|| 5 ft. 4 in. || style="border-left:solid 2px black|3 ft. 11 in.|| 4 ft. 10 in. || 3 ft. 5 in.|| 5 ft. 4 in. || 2 ft. 11 in.|| 5 ft. 4 in.|| 5 ft. 8 in.
+
| '''13''' || 3 ft. 9 in. || 3 ft. 11 in. || 4 ft. 5 in. || 4 ft. 11 in. || 3 ft. 2 in. || 3 ft. 5 in. || 5 ft. || 5 ft. 4 in. || 2 ft. 9 in. || 2 ft. 11 in. || 5 ft. 1 in. || 5 ft. 7 in. || 5 ft. 5 in. || 5 ft. 9 in.
 
|-
 
|-
| style="border-right:solid 2px black|13 || 3 ft. 9 in.|| 4 ft. 5 in.|| 3 ft. 2 in.|| 5 ft. 1 in. || 2 ft. 9 in.|| 5 ft. 1 in.|| 5 ft. 5 in. || style="border-left:solid 2px black|3 ft. 11 in.|| 4 ft. 11 in.|| 3 ft. 5 in.|| 5 ft. 5 in. || 2 ft. 11 in.|| 5 ft. 5 in.|| 5 ft. 9 in.
+
| '''14''' || 3 ft. 10 in. || 4 ft. || 4 ft. 6 in. || 5 ft. || 3 ft. 3 in. || 3 ft. 6 in. || 5 ft. 1 in. || 5 ft. 5 in. || 2 ft. 9 in. || 3 ft. || 5 ft. 2 in. || 5 ft. 8 in. || 5 ft. 6 in. || 5 ft. 10 in.
 
|-
 
|-
| style="border-right:solid 2px black|14 || 3 ft. 10 in.|| 4 ft. 6 in.|| 3 ft. 3 in.|| 5 ft. 2 in. || 2 ft. 9 in.|| 5 ft. 2 in.|| 5 ft. 6 in. || style="border-left:solid 2px black|4 ft.|| 5 ft.|| 3 ft. 6 in.|| 5 ft. 6 in. || 3 ft.|| 5 ft. 6 in.|| 5 ft. 10 in.
+
| '''15''' || 3 ft. 11 in. || 4 ft. 1 in. || 4 ft. 7 in. || 5 ft. 1 in. || 3 ft. 4 in. || 3 ft. 7 in. || 5 ft. 1 in. || 5 ft. 6 in. || 2 ft. 9 in. || 3 ft. 1 in. || 5 ft. 3 in. || 5 ft. 9 in. || 5 ft. 7 in. || 5 ft. 11 in.
 
|-
 
|-
| style="border-right:solid 2px black|15 || 3 ft. 11 in. || 4 ft. 7 in.|| 3 ft. 4 in.|| 5 ft. 3 in. || 2 ft. 9 in. || 5 ft. 3 in.|| 5 ft. 7 in. || style="border-left:solid 2px black|4 ft. 1 in. || 5 ft. 1 in.|| 3 ft. 7 in.|| 5 ft. 7 in. || 3 ft. 1 in. || 5 ft. 7 in.|| 5 ft. 11 in.
+
| '''16''' || 3 ft. 11 in. || 4 ft. 1 in. || 4 ft. 8 in. || 5 ft. 2 in. || 3 ft. 4 in. || 3 ft. 7 in. || 5 ft. 2 in. || 5 ft. 6 in. || 2 ft. 10 in. || 3 ft. 1 in. || 5 ft. 4 in. || 5 ft. 10 in. || 5 ft. 8 in. || 6 ft.
 
|-
 
|-
| style="border-right:solid 2px black|16 || 3 ft. 11 in.|| 4 ft. 8 in.|| 3 ft. 4 in.|| 5 ft. 4 in. || 2 ft. 10 in. || 5 ft. 4 in.|| 5 ft. 8 in. || style="border-left:solid 2px black|4 ft. 1 in.|| 5 ft. 2 in.|| 3 ft. 7 in.|| 5 ft. 8 in. || 3 ft. 1 in. || 5 ft. 8 in.|| 6 ft.
+
| '''17''' || 4 ft. || 4 ft. 2 in. || 4 ft. 8 in. || 5 ft. 3 in. || 3 ft. 5 in. || 3 ft. 8 in. || 5 ft. 3 in. || 5 ft. 7 in. || 2 ft. 10 in. || 3 ft. 2 in. || 5 ft. 5 in. || 5 ft. 11 in. || 5 ft. 9 in. || 6 ft. 1 in.
 
|-
 
|-
| style="border-right:solid 2px black|17 || 4 ft.|| 4 ft. 8 in.|| 3 ft. 5 in.|| 5 ft. 5 in. || 2 ft. 10 in.|| 5 ft. 5 in.|| 5 ft. 9 in. || style="border-left:solid 2px black|4 ft. 2 in.|| 5 ft. 3 in.|| 3 ft. 8 in.|| 5 ft. 9 in. || 3 ft. 2 in.|| 5 ft. 9 in.|| 6 ft. 1 in.
+
| '''18''' || 4 ft. 1 in. || 4 ft. 3 in. || 4 ft. 9 in. || 5 ft. 3 in. || 3 ft. 5 in. || 3 ft. 8 in. || 5 ft. 4 in. || 5 ft. 8 in. || 2 ft. 11 in. || 3 ft. 2 in. || 5 ft. 6 in. || 6 ft. || 5 ft. 10 in. || 6 ft. 2 in.
 
|-
 
|-
| style="border-right:solid 2px black|18 || 4 ft. 1 in.|| 4 ft. 9 in.|| 3 ft. 5 in.|| 5 ft. 6 in. || 2 ft. 11 in.|| 5 ft. 6 in.|| 5 ft. 10 in. || style="border-left:solid 2px black|4 ft. 3 in.|| 5 ft. 3 in.|| 3 ft. 8 in.|| 5 ft. 10 in. || 3 ft. 2 in.|| 5 ft. 10 in.|| 6 ft. 2 in.
+
| '''19''' || 4 ft. 1 in. || 4 ft. 3 in. || 4 ft. 10 in. || 5 ft. 4 in. || 3 ft. 6 in. || 3 ft. 9 in. || 5 ft. 4 in. || 5 ft. 9 in. || 2 ft. 11 in. || 3 ft. 3 in. || 5 ft. 6 in. || 6 ft. 1 in. || 5 ft. 11 in. || 6 ft. 3 in.
 
|-
 
|-
| style="border-right:solid 2px black|19 || 4 ft. 1 in.|| 4 ft. 10 in.|| 3 ft. 6 in.|| 5 ft. 6 in. || 2 ft. 11 in.|| 5 ft. 6 in.|| 5 ft. 11 in. || style="border-left:solid 2px black|4 ft. 3 in.|| 5 ft. 4 in.|| 3 ft. 9 in.|| 5 ft. 11 in. || 3 ft. 3 in.|| 5 ft. 11 in.|| 6 ft. 3 in.
+
| '''20''' || 4 ft. 2 in. || 4 ft. 4 in. || 4 ft. 11 in. || 5 ft. 5 in. || 3 ft. 6 in. || 3 ft. 10 in. || 5 ft. 5 in. || 5 ft. 10 in. || 3 ft. || 3 ft. 3 in. || 5 ft. 7 in. || 6 ft. 2 in. || 6 ft. || 6 ft. 4 in.
 
|-
 
|-
| style="border-right:solid 2px black|20 || 4 ft. 2 in.|| 4 ft. 11 in.|| 3 ft. 6 in.|| 5 ft. 7 in. || 3 ft.|| 5 ft. 7 in.|| 6 ft. || style="border-left:solid 2px black|4 ft. 4 in.|| 5 ft. 5 in.|| 3 ft. 10 in.|| 6 ft. || 3 ft. 3 in.|| 6 ft. || 6 ft. 4 in.
+
| '''21''' || 4 ft. 3 in. || 4 ft. 5 in. || 4 ft. 11 in. || 5 ft. 6 in. || 3 ft. 7 in. || 3 ft. 10 in. || 5 ft. 6 in. || 5 ft. 11 in. || 3 ft. || 3 ft. 4 in. || 5 ft. 8 in. || 6 ft. 3 in. || 6 ft. 1 in. || 6 ft. 5 in.
 
|-
 
|-
| style="border-right:solid 2px black|21 || 4 ft. 3 in.|| 4 ft. 11 in.|| 3 ft. 7 in.|| 5 ft. 8 in. || 3 ft.|| 5 ft. 8 in.|| 6 ft. 1 in. || style="border-left:solid 2px black|4 ft. 5 in.|| 5 ft. 6 in.|| 3 ft. 10 in.|| 6 ft. 1 in. || 3 ft. 4 in.|| 6 ft. 1 in.|| 6 ft. 5 in.
+
| '''22''' || 4 ft. 3 in. || 4 ft. 5 in. || 5 ft. || 5 ft. 7 in. || 3 ft. 7 in. || 3 ft. 11 in. || 5 ft. 7 in. || 6 ft. || 3 ft. 1 in. || 3 ft. 4 in. || 5 ft. 9 in. || 6 ft. 4 in. || 6 ft. 2 in. || 6 ft. 6 in.
 
|-
 
|-
| style="border-right:solid 2px black|22 || 4 ft. 3 in.|| 5 ft. || 3 ft. 7 in.|| 5 ft. 9 in.|| 3 ft. 1 in.|| 5 ft. 9 in.|| 6 ft. 2 in. || style="border-left:solid 2px black|4 ft. 5 in.|| 5 ft. 7 in. || 3 ft. 11 in.|| 6 ft. 2 in.|| 3 ft. 4 in.|| 6 ft. 2 in.|| 6 ft. 6 in.
+
| '''23''' || 4 ft. 4 in. || 4 ft. 6 in. || 5 ft. 1 in. || 5 ft. 8 in. || 3 ft. 8 in. || 3 ft. 11 in. || 5 ft. 8 in. || 6 ft. || 3 ft. 1 in. || 3 ft. 5 in. || 5 ft. 10 in. || 6 ft. 5 in. || 6 ft. 2 in. || 6 ft. 7 in.
 
|-
 
|-
| style="border-right:solid 2px black|23 || 4 ft. 4 in.|| 5 ft. 1 in.|| 3 ft. 8 in.|| 5 ft. 10 in.|| 3 ft. 1 in.|| 5 ft. 10 in.|| 6 ft. 2 in. || style="border-left:solid 2px black|4 ft. 6 in.|| 5 ft. 8 in.|| 3 ft. 11 in.|| 6 ft. 2 in.|| 3 ft. 5 in.|| 6 ft. 3 in.|| 6 ft. 7 in.
+
| '''24''' || 4 ft. 5 in. || 4 ft. 7 in. || 5 ft. 2 in. || 5 ft. 9 in. || 3 ft. 9 in. || 4 ft. || 5 ft. 9 in. || 6 ft. 1 in. || 3 ft. 2 in. || 3 ft. 6 in. || 5 ft. 11 in. || 6 ft. 6 in. || 6 ft. 3 in. || 6 ft. 8 in.
|-
 
| style="border-right:solid 2px black|24 || 4 ft. 5 in.|| 5 ft. 2 in.|| 3 ft. 9 in.|| 5 ft. 11 in.|| 3 ft. 2 in.|| 5 ft. 11 in.|| 6 ft. 3 in. || style="border-left:solid 2px black|4 ft. 7 in.|| 5 ft. 9 in.|| 4 ft.|| 6 ft. 3 in.|| 3 ft. 5 in.|| 6 ft. 3 in.|| 6 ft. 8 in.
 
 
|}
 
|}
<br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br>
 
  
=== Weight Rolls ===
+
{| class="wikitable" style="float:left; margin-right: 80px; text-align: center; background-color:#d4f2f2; width=0%"
{| class="wikitable" style="float:left; margin-right: 20px; text-align: center; background-color:#d4f2f2;"
+
|+Weight Determination Table
 +
! rowspan="2"; border-right:solid 2px black; style=width: 95px"|'''roll 4d6''' !! colspan="2"|'''Dwarf''' !! colspan="2"|'''Elf''' !! colspan="2"|'''Gnome''' !! colspan="2"|'''Half-elf''' !! colspan="2"|'''Halfling''' !! colspan="2"|'''Half-orc''' !! colspan="2"|'''Human'''     
 
|-
 
|-
! rowspan="2"; style="border-right:solid 2px black; width: 60px|'''roll<br>4d6''' !! colspan="7"|'''FEMALE WEIGHT (lbs.)''' !! colspan="7"; style="border-left:solid 2px black|'''MALE WEIGHT (lbs.)'''
+
! style="width: 62px"|f. !! style="width: 62px"|m. !! style="width: 62px"|f. !! style="width: 62px"|m. !! style="width: 62px"|f. !! style="width: 62px"|m. !! style="width: 62px"|f. !! style="width: 62px"|m. !! style="width: 62px"|f. !! style="width: 62px"|m. !! style="width: 62px"|f. !! style="width: 62px"|m. !! style="width: 62px"|f. !! style="width: 62px"|m.
 
|-
 
|-
! dwarf !! elf !! gnome !! half-elf !! halfling !! half-orc !! human !! style="border-left:solid 2px black|dwarf !! elf !! gnome !! half-elf !! halfling !! half-orc !! human
+
| '''4''' || 99 || 124 || 66 || 83 || 62 || 66 || 83 || 107 || 41 || 50 || 107 || 124 || 116 || 144
 
|-
 
|-
| style="border-right:solid 2px black| 4 || 99 || 66 || 62 || 83 || 41 || 107 || 116 || style="border-left:solid 2px black|124 || 83 || 66 || 107 || 50 || 124 || 144
+
| '''5''' || 102 || 127 || 68 || 85 || 64 || 68 || 85 || 110 || 42 || 51 || 111 || 128 || 118 || 148
 
|-
 
|-
| style="border-right:solid 2px black | 5 || 102 || 68 || 64 || 85 || 42 || 110 || 119 || style="border-left:solid 2px black|127 || 85 || 68 || 110 || 51 || 127 || 148
+
| '''6''' || 105 || 131 || 70 || 87 || 65 || 70 || 87 || 113 || 44 || 52 || 114 || 133 || 122 || 153
 
|-
 
|-
| style="border-right:solid 2px black | 6 || 105 || 70 || 65 || 87 || 44 || 113 || 122 || style="border-left:solid 2px black|131 || 87 || 70 || 113 || 52 || 131 || 153
+
| '''7''' || 107 || 134 || 72 || 90 || 67 || 72 || 90 || 116 || 45 || 54 || 118 || 137 || 125 || 157
 
|-
 
|-
| style="border-right:solid 2px black | 7 || 107 || 72 || 67 || 90 || 45 || 116 || 125 || style="border-left:solid 2px black|134 || 90 || 72 || 116 || 54 || 134 || 157
+
| '''8''' || 110 || 138 || 74 || 92 || 69 || 74 || 92 || 120 || 46 || 55 || 123 || 142 || 129 || 161
 
|-
 
|-
| style="border-right:solid 2px black | 8 || 110 || 74 || 69 || 92 || 46 || 120 || 129 || style="border-left:solid 2px black|138 || 92 || 74 || 120 || 55 || 138 || 161
+
| '''9''' || 113 || 142 || 75 || 94 || 71 || 75 || 94 || 123 || 47 || 57 || 127 || 147 || 132 || 165
 
|-
 
|-
| style="border-right:solid 2px black | 9 || 113 || 75 || 71 || 94 || 47 || 123 || 132 || style="border-left:solid 2px black|142 || 94 || 75 || 123 || 57 || 142 || 165
+
| '''10''' || 116 || 145 || 77 || 97 || 73 || 77 || 97 || 126 || 48 || 58 || 131 || 153 || 136 || 169
 
|-
 
|-
| style="border-right:solid 2px black | 10 || 116 || 77 || 73 || 97 || 48 || 126 || 136 || style="border-left:solid 2px black|145 || 97 || 77 || 126 || 58 || 145 || 169
+
| '''11''' || 119 || 149 || 79 || 99 || 74 || 79 || 99 || 129 || 50 || 60 || 135 || 158 || 139 || 174
 
|-
 
|-
| style="border-right:solid 2px black | 11 || 119 || 79 || 74 || 99 || 50 || 129 || 139 || style="border-left:solid 2px black|149 || 99 || 79 || 129 || 60 || 149 || 174
+
| '''12''' || 122 || 153 || 81 || 102 || 76 || 81 || 102 || 132 || 51 || 61 || 139 || 163 || 143 || 178
 
|-
 
|-
| style="border-right:solid 2px black | 12 || 122 || 81 || 76 || 102 || 51 || 132 || 143 || style="border-left:solid 2px black|153 || 102 || 81 || 132 || 61 || 153 || 178
+
| '''13''' || 125 || 157 || 84 || 104 || 78 || 84 || 104 || 136 || 52 || 63 || 144 || 168 || 146 || 183
 
|-
 
|-
| style="border-right:solid 2px black | 13 || 125 || 84 || 78 || 104 || 52 || 136 || 146 || style="border-left:solid 2px black|157 || 104 || 84 || 136 || 63 || 157 || 183
+
| '''14''' || 128 || 160 || 86 || 107 || 80 || 86 || 107 || 139 || 53 || 64 || 148 || 172 || 150 || 187
 
|-
 
|-
| style="border-right:solid 2px black | 14 || 128 || 86 || 80 || 107 || 53 || 139 || 150 || style="border-left:solid 2px black|160 || 107 || 86 || 139 || 64 || 160 || 187
+
| '''15''' || 133 || 166 || 89 || 111 || 83 || 89 || 111 || 144 || 55 || 66 || 154 || 179 || 155 || 194
 
|-
 
|-
| style="border-right:solid 2px black | 15 || 133 || 89 || 83 || 111 || 55 || 144 || 155 || style="border-left:solid 2px black|166 || 111 || 89 || 144 || 66 || 166 || 194
+
| '''16''' || 137 || 172 || 92 || 114 || 86 || 92 || 114 || 149 || 57 || 69 || 160 || 186 || 160 || 200
 
|-
 
|-
| style="border-right:solid 2px black | 16 || 137 || 92 || 86 || 114 || 57 || 149 || 160 || style="border-left:solid 2px black|172 || 114 || 92 || 149 || 69 || 172 || 200
+
| '''17''' || 142 || 177 || 95 || 118 || 89 || 95 || 118 || 154 || 59 || 71 || 166 || 166 || 166 || 207
 
|-
 
|-
| style="border-right:solid 2px black | 17 || 142 || 95 || 89 || 118 || 59 || 154 || 166 || style="border-left:solid 2px black|177 || 118 || 95 || 154 || 71 || 177 || 207
+
| '''18''' || 147 || 183 || 98 || 122 || 92 || 98 || 122 || 159 || 61 || 73 || 172 || 199 || 171 || 214
 
|-
 
|-
| style="border-right:solid 2px black | 18 || 147 || 98 || 92 || 122 || 61 || 159 || 171 || style="border-left:solid 2px black|183 || 122 || 98 || 159 || 73 || 183 || 214
+
| '''19''' || 151 || 189 || 101 || 126 || 95 || 101 || 126 || 164 || 63 || 76 || 178 || 206 || 177 || 221
 
|-
 
|-
| style="border-right:solid 2px black | 19 || 151 || 101 || 95 || 126 || 63 || 164 || 177 || style="border-left:solid 2px black|189 || 126 || 101 || 164 || 76 || 189 || 221
+
| '''20''' || 156 || 195 || 104 || 130 || 98 || 104 || 130 || 169 || 65 || 78 || 184 || 214 || 182 || 228
 
|-
 
|-
| style="border-right:solid 2px black | 20 || 156 || 104 || 98 || 130 || 65 || 169 || 182 || style="border-left:solid 2px black|195 || 130 || 104 || 169 || 78 || 195 || 228
+
| '''21''' || 161 || 201 || 107 || 134 || 101 || 107 || 134 || 174 || 67 || 80 || 190 || 221 || 188 || 235
 
|-
 
|-
| style="border-right:solid 2px black | 21 || 161 || 107 || 101 || 134 || 67 || 174 || 188 || style="border-left:solid 2px black|201 || 134 || 107 || 174 || 80 || 201 || 235
+
| '''22''' || 166 || 207 || 111 || 138 || 104 || 111 || 138 || 180 || 69 || 83 || 197 || 228 || 194 || 242
 
|-
 
|-
| style="border-right:solid 2px black | 22 || 166 || 111 || 104 || 138 || 69 || 180 || 194 || style="border-left:solid 2px black|207 || 138 || 111 || 180 || 83 || 207 || 242
+
| '''23''' || 171 || 214 || 114 || 142 || 107 || 114 || 142 || 185 || 71 || 85 || 203 || 236 || 199 || 249
 
|-
 
|-
| style="border-right:solid 2px black | 23 || 171 || 114 || 107 || 142 || 71 || 185 || 199 || style="border-left:solid 2px black|214 || 142 || 114 || 185 || 85 || 214 || 249
+
| '''24''' || 176 || 220 || 117 || 147 || 110 || 117 || 147 || 191 || 73 || 88 || 210 || 243 || 205 || 257
|-
 
| style="border-right:solid 2px black | 24 || 176 || 117 || 110 || 147 || 73 || 191 || 205 || style="border-left:solid 2px black|220 || 147 || 117 || 191 || 88 || 220 || 257
 
 
|}
 
|}
<br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br>
+
 
 +
The heights and weights obtained from these tables are subject to alteration by other rolls produced elsewhere in the Generator.  Thus, the above should be viewed as ''base numbers'' only.  Weight has a higher likelihood of being altered than does height, due to [[Addiction (malady)|addiction]], [[Gluttony|gluttony]], the qualities of being robust ... or if the character has wasted away due to a hard life.  Otherwise, if not altered, the numbers describe the character in the peak of condition.
 +
 
 +
During play, participants tend to skip over height and weight in their imaginations.  While understandable, as getting past our self-perception and those of the other players can be a stretch, the DM should counsel the players towards truly embracing the character's real semblance.  Artworks can help, if any player has that talent, as can repeating the character's gender and size as often as possible, until it's clear everyone around the table – including the DM – has a firm image of how the party looks to others.
  
 
== Age ==
 
== Age ==
{| class="wikitable" style="float:right; margin-left: 20px; text-align: center; background-color:#d4f2f2;"
+
[[Aging|Age]] is an important detail that helps players envision their alter-egos.  After all, we have a at least some idea of what older persons are like, compared to their younger selves.  That said, players shouldn't indulge in stereotypes!  Not all older characters are automatically grumpy or wise, just as many young people are not revolutionary or gullible.  To create a whole personality, age is an important facet, but it's not the whole person.
 +
 
 +
{| class="wikitable" style="float:right; margin-left: 25px; text-align: center; background-color:#d4f2f2;"
 +
|+Starting Age for Character Classes by Race
 +
! style="width: 75px|Class !! style="width: 65px|[[Dwarf Race & Physiology|Dwarf]] !! style="width: 65px|[[Elf Race & Physiology|Elf]] !! style="width: 65px|[[Gnome Race & Physiology|Gnome]] !! style="width: 65px|[[Half-elf Race & Physiology|Half-elf]] !! style="width: 65px|[[Halfling Race & Physiology|Halfling]] !! style="width: 65px|[[Half-orc Race & Physiology|Half-orc]] !! style="width: 65px|[[Human Race & Physiology|Human]]
 
|-
 
|-
! style="width: 75px|Class !! style="width: 65px|[[Dwarf Race & Physiology|Dwarf]] !! style="width: 65px|[[Elf Race & Physiology|Elf]] !! style="width: 65px|[[Gnome Race & Physiology|Gnome]] !! style="width: 65px|[[Half-elf Race & Physiology|Half-elf]] !! style="width: 65px|[[Halfling Race & Physiology|Halfling]] !! style="width: 65px|[[Half-orc Race & Physiology|Half-orc]] !! style="width: 65px|[[Human Race & Physiology|Human]]
 
|+Starting Age for Character Classes by Race
 
 
| '''[[Assassin (class)|Assassin]]''' || 27+1d4 || 14+2d4 || 20+1d4 || 16+2d4 || na || 37+1d6 || 20+1d4
 
| '''[[Assassin (class)|Assassin]]''' || 27+1d4 || 14+2d4 || 20+1d4 || 16+2d4 || na || 37+1d6 || 20+1d4
 
|-
 
|-
Line 140: Line 204:
 
|}
 
|}
  
Next comes the calculation of age according to [[Character Class|class]] and race.  My game doesn't recognize the extended lifespans given to non-human characters in AD&D, so my character races are adjusted to fit the traditional human lifespan. This translates to some characters being unusually old (dwarf and gnome clerics) or atypically young (elven assassins and thieves).  My feeling is the disparity reflects some races resistance against training individuals until they've reached a certain age — or that youth indicates how much faster some races master a character class compared to others.
+
The number produced by the '''Age Generation Table''' indicates how old the individual is upon entering the campaign as a 1st level character.  Like with height and weight, this number can be altered by other results in the Generator.  The space of years gives time for the character to learn since being born.  Children gather [[Sage Ability|knowledge and skills]] from family members or from a mentor (if the character lacked a traditional family) as they age – for example, learning how to [[Sailing (sage ability)|sail]] from the age of six or how to [[Horse Handling I (sage ability)|ride a horse]] at five. With regards to more sagacious skills, such as [[Architecture (sage field)|architecture]] or [[Politics (sage study)|politics]], the character began his or her education in this things at a later time – but still within the passing years indicatedWhatever skills have been gained, its always assumed these were gained prior to the character entering the campaign.
  
[[Multi-class Characters|Multi-classed]] characters begin with the highest base number of all classes possessed; the total modifiers for all classes is addedFor example, a half-elven fighter/mage would have a base age of "23," adding "2d6 + 1d4" to that baseThis makes the multi-classed half-elven's age an average of 32-33.
+
Some classes, particularly spellcasters whose training demands the learning of a magical language, the time needed is more than classes like fighter or mageTo calculate how many years are needed for a given character to achieve their "higher education," assume that he or she began studying between the ages of 9 and 11 ... when they were young, impressionable and quicker to learn than adultsIt can be seen at once that even a fighter needs 5-9 years of hard training.
  
=== Further Age Details ===
+
In cases where a particular race tends to take excessively longer than others to learn the same class, we should assume that character lived a life practicing their secondary skill before initiating their education as a cleric, druid or whatever.
The character's age as determined at this point describes the time needed to complete his or her training; however, there are other things that can happen to the character that arise from other tables in the generator.  For example, the character might have spent time in jail, or might have lost time due to a family tragedy or due to laziness.  So this is only tentatively the character's final age.
 
  
Counting backwards, we determine the character's year of birthIf the year is 1650 and the character is 32 years old, then he or she was born in 1618We determine the exact date of the year by rolling randomly against every day of the calendar, taking note whether the birth year was a leap year.
+
=== Lifespan ===
 +
In a departure from traditional assumptions about non-human ages, I've chosen to present every character rade within the same familiar lifespan associated with humans.  With regards to maturity, a 60-year-old elf has the same relative maturity as a similarly aged human.  This may take away some mystique from non-human races, but it makes it easier for the player to relate to the character, which is more important.  Those who feel this is wrong may devise numbers that suit their campaign's needs.
 +
 
 +
=== Age Calculation ===
 +
To calculate age, the first number is a base to which is added a number generated by dice: '''2d4''', as an example, being two 4-sided dice.  Thus, a half-elven mage's age, shown as 23+2d6, is 23 plus two 6-sided dice.
 +
 
 +
[[Multi-class Characters|Multi-classed]] characters begin with the highest base number of all the classes the character hasThis total is increased by the collective random dice of all possessed classes.  For example, a halfling fighter/thief begins with a base age of 29 years.  This is increased by one 4-sided die for the fighter side and one 6-sided die for a thief, resulting in an age between 31 and 39.
 +
 
 +
Where "n/a" appears on the table, this indicates the class is not available to that race.
 +
 
 +
Other results occurring through the Generator may extend this number or shorten it.  It might be that the character has spent time in jail, or was interrupted in his or her studies by a family tragedy.  It's also possible that the character's abilities as a student has shortened the time needed to acquire his or her class skills.  Or those studies may be lengthened because the character was lazy or irresponsible.  The number generated here, therefore, is only a base number.
 +
 
 +
=== Race/Class Limitations ===
 +
There are no starting ages for dwarven bards, half-elven illusionist or elven paladins because I have a personal belief that not every character race should be allowed to be every character class.  This may disappoint some.  It's always possible to create numbers to fill in these gaps as desired for one's personal campaign.
 +
 
 +
=== Non-player Character Ages ===
 +
Recall that the numbers on the age generation table are meant for new characters that have only just achieved 1st level status.  Thus non-player characters, who've presumedly been fighters, clerics, mages and so on for some time before meeting the players, are certain to be older.  A general guideline of 1d4 years can be added per level of the NPC, indicating how much time they took to pass each level mark.
 +
 
 +
For example, a 5th level fighter would have spent 4d4 years earning the levels they've acquired since their education.  This is added to the generated age above, so that an average fighter of that experience would be 14+5d4 years of age.  Naturally, this proposed guideline can be ignored, since it's possible to earn those four levels in less than a year or two, while at the same time a 5th level fighter could easily be 70+ years old.
 +
 
 +
== Cultural Backgrounds ==
 +
A character's visual appearance depends on his or her origin.  There are 17 human cultures covered by the Generator's scope, and 7 non-human races, which are treated as each having one ethnicity in appearance.  Much simplification has gone towards creating this few groups – but practicality requires that there can only be so many templates.  A strong structure is provided by the Generator, however, so that if any individual wishes to expand a race, or the number of races, there's license to do so.
 +
 
 +
Alphabetically, these ethnic backgrounds include the '''Amerindian''', comprising those peoples who crossed into North and South America some 15,000 years ago.  '''East & South African''' counts the Congo jungles, as well as the savanna and veldt stretching from Somalia to the Cape of Good Hope.  This includes the Kalahari Desert, Madagascar and the Islands of the Indian Ocean.
 +
 
 +
'''East Asia''' takes in the regions of China, Korea and Japan, including parts to the north and west that were historically touched by the Han Dynasty more than two thousand years ago.  '''Germanic''' peoples dominate central Europe, whose ancestors account for many tribes beyond the Saxons and Goths.  '''Himalayan''' lands count the high elevation sub-cultures reaching from the Tien Shan to Bhutan, including Tibet.  The '''Indian Subcontinent''' includes the triangular plateau of Pakistan and India below the Himalayas, including the valleys of the Indus, Ganges and Brahmaputra.
 +
 
 +
'''Mediterranean''' groups include many with Latin and Hellenistic roots, from Portugal to Greece.  '''North African''' encompasses the southern shores of the Mediterranean Sea from Morocco to Egypt, reaching to the oases of the Sahara.  '''Persian''' describes those cultures dwelling in Iran, Afghanistan and adjacent parts, whose ancestors invaded the Fertile Crescent millennia ago.  '''Polynesian''' peoples occupy the islands of the Pacific, including Australia.
 +
 
 +
'''Scandinavian''' are peoples dwelling in Denmark and various lands north of the Baltic and North Seas, including Sweden, Finland, Iceland and Norway.  '''Slavic''' takes in many peoples dwelling in Eastern Europe and Russia'''Southeast Asia''' embraces the East Indies and the Philippines and the mainland peninsula south of China and east of Assam.
 +
 
 +
'''Sub-Saharan''' African includes regions south of the Sahara Desert – Gambia, Ghana and Sudan, consisting of savanna and jungle reaching from the [[Atlantic Ocean]] to the Nile.  '''Turkic''' accounts for a wide range of cultures who came from Ural-Altaic origins, whose tribes migrated from the steppes of high-central Asia and into Anatolia and parts of the Middle East.  '''Western European''' includes tribes from Britain and France, the genetics of which were influenced by tribes like the Franks, Saxons, Danes, Vandals and Visigoths.
 +
 
 +
Parts of the world that have experienced invasions and occupations by foreign groups, such as Europe and the Middle East, tend to have greater variation in their genetic make-up ... while other parts, like Polynesia and East Asia, have remained distinctly homogenous in appearance.  This accounts for the multiplicity of results among some humans as opposed to others.
 +
 
 +
The content that follows has tried to be accurate and fair in the presentation of human traits, with strong emphasis on how these people would have looked in a pre-17th century world, before the widespread use of ships and other forms of rapid travel.  Some license has been taken along these lines with non-human races, whose tables appear among those of human cultures.
 +
 
 +
Players are encouraged to roll randomly to learn what results they obtain, recognising once again that we don't choose the background we're born into – something that includes our skin tone, hair and eye colour.
  
 
== Skin Tone ==
 
== Skin Tone ==
 +
As the player's desire for individuality and unusualness is at a premium, an effort has been made to create varying tables for skin tone, hair and eye colour which are as detailed as possible.  Tables have also been added for dwarves, elves, gnomes and so on.  It helps that we have more examples for human appearance from cultures around the world, than we do for fanciful races that exist only in fiction.
 +
 +
For some, skin tone is a volatile subject.  Some DMs will shy away from dictating a character's skin tones for unspoken reasons – and therefore would prefer the players to choose their own, not speaking of the matter in any capacity.  However, because the Generator's ambition is to remove such choices from both the DM and the players, I don't believe this is an appropriate method.
 +
 
[[File:Character Skin Tone.png|right|630px|thumb]]
 
[[File:Character Skin Tone.png|right|630px|thumb]]
Though the player may wish otherwise, the character is not permitted to decide the colour of their skin, hair, eyes, or even the vitality of these thingsBecause a strong sentiment for individuality is preferable, the tables for skin-tone, hair and eye colour are extensive.  I've adopted a premise that [[Demi-human|demi-human]] races possess a greater homogeneity that human races — if only because we possess much more knowledge of individual humans living in different parts of the world than we have for dwarves, elves, gnomes, halflings or half-orcs.
+
Moreover, as with gender, I see no reason why any distinction should be made between the members of one culture vs. anotherTo hell with human history; all members of every ethnic background deserve to be treated equally by the game, with "colour" having no more relevance than it's role in describing which part of the globe a person might come from.
  
The image shown was found years ago on a cosmetic website for the purpose of explaining which foundation was best to wear with which colours.
+
=== Intensity of Tone ===
I don't know the source any more, but there are many similar images that can be found for this purpose, such as [https://www.allure.com/story/huda-beauty-faux-filter-foundation-inclusive-photo this one].
+
To reduce misunderstandings, the best approach is to use those labels provided by the cosmetics industry, as shown in the right-hand image. That industry has a vested interest in providing correct shades of make-up for persons of every background. An internet search of these tones, accompanied by the word "cosmetics," provides multiple visual examples of these same tones and words used to describe them.
  
For some, skin tone is a touchy subjectIt's fair to say that most would rather let the players choose their skin tone rather than assign it randomlyHowever, in keeping with the argument that the colour of one's skin is NOT something we get to choose about our coming into being, I don't believe it's appropriate for characters to have this as an option.
+
There are 24 distinct tones represented.  The darkest are ebony, sepia, earth and molassesThese are tones associated with sub-Saharan, eastern and southern Africa, although sepia tones can also be found in North Africa and PolynesiaSofter brown pigments include chocolate, cocoa, mocha and mahogany, colours we associate with tropical and sub-tropical regions around the globe.
  
Moreover, I believe that by embracing every kind of skin tone in our characters is mature and appropriateI would immediately boot any player who raised a conflict about their elf's colouring, or that their fighter or thief happened to originate in North Africa or the Middle East, and therefore had a sienna or sepia skin toneMy game world respects and appreciates persons of all races — though some villains in the game world do not — and as a DM I don't carry on vendettas against persons of any background or appearance.
+
Mid-tones include almond, caramel, cinnamon, bronze, olive and honey, which are so common as to exist in all but the most northern climatesWhere the sun's presence reduces human pigmentation, somewhat lighter skin tones occur, including sienna, tan, beige and caucasian, with a fair colour acting as a borderline between brownness and paleThe lightest human skin colours remaining are soft beige, cream, ivory, Nordic and alabaster.
  
It could be argued that my choices for non-human races deserve evaluation — but it should be understood that the choice, or belief in the "right" possibilities, is a personal matter.  Any DM could easily adjust the table to their liking.  A player might suggest my adding a choice prior to their generating a character.  But there cannot be a definite right or wrong list with regards to a fictional ideal: not even one that is strictly respectful towards Tolkein's work.  I don't run a version of Middle Earth.  I run my own world, with its own rules, substantively influenced by details I can find in the real world.
+
These tones apply to most non-human races, with the exception of half-orcs, who add two additional unnatural tones: dark honey and greenish walnut.
  
I have many tables for the distribution of skin tone — one for each demi-human race and one for different ethnic parts of the world.  The number of options means to reflect the stability of the culture and the variability of tribal movements dating back tens of thousands of years. 
+
{| class="wikitable" style="float:right; margin-left: 25px; text-align: center; background-color:#d4f2f2;"
 
+
|-
{| class="wikitable" style="float:right; margin-left: 20px; text-align: center; background-color:#d4f2f2;"
+
! colspan="8"|'''Amerindian Origin'''
 
|-
 
|-
! rowspan="2"; style="width: 35px|Roll !! colspan="6"|Demi-humans
+
! colspan="2"|'''Skin Tone''' !! colspan="2"|'''Hair Colour''' !! colspan="2"|'''Hair Texture''' !! colspan="2"|'''Eye Colour'''
 
|-  
 
|-  
! Dwarf !! Elf !! Gnome !! Half-elf !! Halfling !! Half-orc
+
| style="width: 15px|1. || style="width: 100px|beige || style="width: 45px|4 to 7 || style="width: 100px|iron grey || style="width: 15px|1. || style="width: 100px|stick-straight || style="width: 45px|4 to 21 || style="width: 100px|walnut brown
 +
|-
 +
| 2. || honey || 8 to 26 || sooty black || 2. || straight with slight wave || 22 to 29 || whiskey brown
 +
|-
 +
| 3. || olive || 27 to 33 || jet black || colspan="2"|– || 30 to 34 || topaz brown
 +
|-
 +
| colspan="2"|– || 34 to 38 || raven black || colspan="2"|– || 35 to 36 || amber
 +
|-
 +
| colspan="2"|– || colspan="2"|– || colspan="2"|– || 37 to 38 || golden brown
 +
|-
 +
! colspan="10"|'''Dwarvish Origin'''
 +
|-
 +
! colspan="2"|'''Skin Tone''' !! colspan="2"|'''Hair Colour''' !! colspan="2"|'''Hair Texture''' !! colspan="4"|'''Eye Colour'''
 +
|-
 +
| 1. || bronze || 4 to 7 || ash grey || 1. || spiral curls || 4 to 7 || moss green || 30 || emerald green
 +
|-
 +
| 2. || olive || 8 to 26 || ash brown || 2. || s-waves || 8 to 14 || coal black || 31 || jet black
 
|-
 
|-
| 1 || bronze || ivory || bronze || alabaster || bronze || bronze
+
| 3. || sepia || 27 to 30 || copper red || colspan="2"||| 15 to 20 || graphite || 32 || obsidian
 
|-
 
|-
| 2 || olive || nordic || olive || cream || honey || dark honey
+
| colspan="2"||| 31 to 33 || ginger || colspan="2"|– || 21 || pewter || 33 to 34 || topaz brown
 
|-
 
|-
| 3 || sepia || – || tan || soft beige || || greenish walnut
+
| colspan="2"|– || 34 to 35 || bronze || colspan="2"|– || 22 to 24 || cloud grey || 35 || amber
|}
+
|-
 
+
| colspan="2"|– || 36 to 38 || flaming red || colspan="2"|– || 25 to 27 || ebony black || 36 || charcoal grey
=== Demi-humans ===
+
|-
Elves in my game world live in the north, so most half-elves to as well, though there is more mixing of races with human stock.  Dwarves, gnomes and halflings dwell in mid-to-high temperate climates; some dwarves and gnomes spend most of their lives underground; halflings do not.  Half-orcs come from the Asian steppelands.  My world's history explains that all these races originated in ways very different from humans, primarily from off-world and arriving through [[Planar Travel & Gating (sage study)|planar gates]] tens of thousands of years ago.  For much of their history they occupied lands devoid of human culture until only 7,000 years ago ... so that their genetic heritage is abnormally stable compared to humans.  That is why so few choices for skin tone are given.
+
| colspan="2"|– || colspan="2"|– || colspan="2"|– || 28 to 29 || slate grey || 37 || golden brown
 
+
|-
"Dark honey" and "greenish walnut" are not shown on the foundation chart, and reflect my conception for what colours a half-orc would possess, coming as they do from a humanoid race not of the earth and related to [[Ogre|ogres]] and [[Haruchai|haruchai]].
+
| colspan="2"|– || colspan="2"|– || colspan="2"|– || 38|| silver grey
 
 
To determine the character's skin tone, we choose the column and roll against it.  '''For example''', an elven character rolls 1-2 to determine tone; a "1" indicates the character has ivory skin; a "2" indicates nordic.
 
 
 
{| class="wikitable" style="float:right; margin-left: 20px; text-align: center; background-color:#d4f2f2;"
 
 
|-
 
|-
! rowspan="2"; style="width: 35px|Roll !! colspan="3"|African humans !! colspan="5"|Asian humans !! colspan="2"|Proto-asian humans
+
! colspan="8"|'''East & South African Origin'''
|-
 
! Sub-saharan<br>Africa !! East &<br>South Africa !! North Africa !! East Asia !! Himalayan !! India Sub-<br>continent !! Southeast<br>Asia !! Turkestan !! Polynesian !! Amerindian
 
 
|-
 
|-
| 1 || chocolate || almond || almond || caucasian || almond || almond || honey || beige || earth || beige
+
! colspan="2"|'''Skin Tone''' !! colspan="2"|'''Hair Colour''' !! colspan="2"|'''Hair Texture''' !! colspan="2"|'''Eye Colour'''
 
|-
 
|-
| 2 || earth || bronze || bronze || honey || bronze || beige || olive || bronze || ebony || honey
+
| 1. || almond || 4 to 6 || iron grey || 1. || kinked || 4 to 11 || walnut brown
 
|-
 
|-
| 3 || ebony || caramel || caramel || olive || sepia  || caramel || sienna || honey || molasses || olive
+
| 2. || bronze || 8 to 17 || flat black || 2. || tightly coiled || 12 to 17 || chocolate brown
 
|-
 
|-
| 4 || mocha || chocolate || honey || sienna || || chocolate || – || olive || sepia || –
+
| 3. || caramel || 18 to 26 || salt & pepper grey || 3. || tight corkscrews || 18 to 20 || faded blue
 
|-
 
|-
| 5 || molasses || cocoa || olive || soft beige || – || cocoa || – || sepia || – || –
+
| 4. || chocolate || 27 to 29 || jet black || colspan="2"|– || 21 to 22 || graphite
 
|-
 
|-
| 6 || sepia || earth || sepia || – || – || sienna || – || – || ||
+
| 5. || cocoa || 30 to 33 || tawny || colspan="2"|– || 23 to 25 || chestnut brown
 
|-
 
|-
| 7 || – || ebony || tan  || – || || || – || – || ||
+
| 6. || earth || 34 to 38 || raven black || colspan="2"|– || 26 to 29 || whiskey brown
 
|-
 
|-
| 8 || – || mahogany || || – || – || – || || – || – || –
+
| 7. || ebony || colspan="2"|– || colspan="2"|– || 30 to 34 || russet brown
 
|-
 
|-
| 9 || – || mocha || || – || – || – || || – || – || –
+
| 8. || mahogany || colspan="2"|– || colspan="2"|– || 35 to 38 || champagne brown
 
|-
 
|-
| 10 || – || molasses || || – || – || – || – || – || – || –
+
| 9. || mocha || colspan="2"|– || colspan="2"|– || colspan="2"|–
 
|-
 
|-
| 11 || || sepia || – || – || – || – || – || – || – || –
+
| 10. || molasses || colspan="2"|– || colspan="2"|– || colspan="2"|–
|}
 
 
 
=== African & Asian Humans ===
 
Sub-sahara includes regions south of the Sahara Desert, the Gambia, Ghana and Sudan, reaching from the Atlantic to the Nile — lands of savanna and jungle.  East and South Africa includes the Congo jungles and the savanna vegetations reaching from Somalia to the Cape of Good Hope, including the Kalahari, Madagascar and islands in the Indian Ocean.  North Africa includes lands between the south coast of the Mediterranean well into the Sahara oases, Berbers, Libyans and Egyptians.
 
 
 
East Asia describes Japan and China, including those parts to the north and west touched by the Han Dynasty.  Himalayan lands include Tibet, the Takla Makan and the sweeping ranges from the Tian Shan to Bhutan.  The India Subcontinent counts the lowlands lands from Assam and the Ganges-Brahmaputra Delta reaching west to the Indus, and south to the tip of India.  Southeast asia includes the East Indies and the Philippines, but not the Pacific or Australian continent.  Turkestan includes the high country west of the Himalayas and north of Persia, between the Tien Shan and the Caspian/Aral seas and south of the Siberian forest.
 
 
 
Polynesian peoples occupy the islands of the Pacific and include Australia.  Amerindians include all the humans who came to the Americas some fifteen thousand years ago.
 
 
 
The plethora of possibilities in East and South Asia reflects the origin of the human race, for research into skin tone indicates that at the source there are the greatest number of unique and individual persons ... all of them with pigmentation that reflects an Equatorial environment.  In comparison, the Himalayas represent the least interactive genetic pool on the list, so naturally it produces the most homogeneous colours.
 
 
 
The Middle and Near East regions appear on the next table, with European humans.
 
 
 
{| class="wikitable" style="float:right; margin-left: 20px; text-align: center; background-color:#d4f2f2;"
 
 
|-
 
|-
! rowspan="2"; style="width: 35px|Roll !! colspan="5"|European humans !! colspan="2"|Middle East humans
+
| 11. || sepia || colspan="2"|– || colspan="2"|– || colspan="2"|
|-
 
! West<br>Europe !! Scandinavia !! Germanic !! Slavic<br>Lands !! Mediterranean !! Turkic !! Persian
 
 
|-
 
|-
| 1 || alabaster || alabaster || caucasian || alabaster || almond || beige || beige
+
! colspan="8"|'''East Asian Origin'''
 
|-
 
|-
| 2 || cream || fair || cream || cream || beige || bronze || caucasian
+
! colspan="2"|'''Skin Tone''' !! colspan="2"|'''Hair Colour''' !! colspan="2"|'''Hair Texture''' !! colspan="2"|'''Eye Colour'''
 
|-
 
|-
| 3 || nordic || ivory || fair || fair || fair || honey || fair
+
| 1. || caucasian || 4 to 7 || iron grey || 1. || stick-straight || 4 to 14 || walnut brown
 
|-
 
|-
| 4 || soft beige || nordic || nordic || ivory || honey || olive || honey
+
| 2. || honey || 8 to 12 || flat black || colspan="2"||| 15 to 21 || chocolate brown
 
|-
 
|-
| 5 || || soft beige || sienna || nordic || olive || sienna ||
+
| 3. || olive || 13 to 26 || flat black || colspan="2"||| 22 to 25 || chestnut brown
 
|-
 
|-
| 6 || || || soft beige || soft beige || tan || tan || –
+
| 4. || sienna || 27 to 33 || flat black || colspan="2"||| 26 to 29 || whiskey brown
 
|-
 
|-
| 7 || || || tan || – || – || ||
+
| 5. || soft beige || 34 to 38 || flat black || colspan="2"|– || 30 to 32 || russet brown
|}
 
 
 
=== Europe & the Middle East ===
 
West Europe include Britain and France, whose genetics are influenced by many tribes, including the Franks, Saxons, Danes, Vandals and Visigoths.  Scandinavia include Denmark and the lands above the North and Baltic seas.  Germanic includes the greatly mixed peoples north of the Alps.  Slavic Lands are a mixture of westward moving tribes and the Rus peoples from the north, from the Carpathians to the Urals.  Mediterranean humans include those on the north side of the Mediterranean Sea, from Greece to Spain.
 
 
 
The Middle East represents a complex heritage; both "Turkic" and "Persian" peoples represent groups created by the mixture of Semetic peoples from the south mixed with incoming tribes from Turkestan.  Thus, although people of the Arabian Peninsula are distinctly not Turkic, their genetic heritage includes much Turkish-and-north-Asian heritage.  The same can be said for the peoples of Afghanistan and Iran with respect to the Persians.  Both headings aren't meant to describe the many, many social groups within the lands between the Aegean and the Himalayas, but rather to describe genetic traits related to those areas.
 
 
 
== Hair ==
 
Determining the colour and vitality of a character's hair is much more complex than skin tone, as besides regional factors there are real matters of the character's physical beauty and '''charisma''' to consider.  Certain hair colours and characteristics are recognised as ''more attractive'' than others ... and so the generator must take this into account.  In keeping with the uncertainty of all things, not every charismatic character has "great hair" — rather, we want a system that favours it, rather than dictates.
 
 
 
Additionally, the generator defines a difference of even 1 point of charisma with regards to the likelihood of a vivacious, luscious head of hair.  And so the character's specific charisma, whether it's 8, 9 or 10, matters!  Finally, with regards to hair, some randomness is also a factor.  Together, these conditions offer a considerable variation of appearance based on the character's real ability stats.
 
 
 
The method requires two d20 rolls.  The first roll subtracts charisma to produce a number between 17 and -17, determining the character's hair "colour."  The second roll subtracts charisma to determine the hair's "condition."  These numbers are called "adjusted charisma."
 
 
 
: '''For example''', if a character's charisma were 3 and the die roll produced a "20", the result would be '''17''' (20-17=3) — the maximum possible result and therefore the worst result.  This same character might get a result anywhere from 17 to -2 ... but could not get a better result than -2.
 
 
 
: At the same time, a different character with a charisma of 17 would, rolling a natural "20," get a result of '''3''', whereas if they rolled a "1," the result would be '''-17'''.  There are many cases throughout the generator where the character's ability stats are calculated in this way.
 
 
 
This may seem like a lot of effort to make just to determine a character's hair, but I feel these details provide depth and feel to the overall character generation.
 
 
 
To determine the kind of hair a character has, both the color and the hair's condition must be calculated by first rolling two d20 and minusing the character's charisma from each, then comparing the first to the Hair Colour table and the second to the Hair Condition table.
 
 
 
{| class="wikitable" style="float:right; margin-left: 20px; text-align: center; background-color:#d4f2f2;"
 
 
|-
 
|-
! rowspan="2"; style="width: 65px|Adj.<br>Charisma !! colspan="6"|Demi-humans
+
| colspan="2"|– || colspan="2"||| colspan="2"||| 33 to 34 || topaz brown
|-
 
! style="width: 55px|Dwarf !! style="width: 55px|Elf !! style="width: 55px|Gnome !! style="width: 55px|Half-elf !! style="width: 55px|Halfling !! style="width: 55px|Half-orc
 
 
|-
 
|-
| +17 to +14 || ash grey || sooty black || ash grey || ginger || salt & pepper grey || rowspan="3"|sooty black
+
| colspan="2"||| colspan="2"||| colspan="2"||| 35 to 36 || amber
 
|-
 
|-
| +13 to +4 || rowspan="2"|ash brown || rowspan="2"|russet brown || rowspan="2"|tawny || rowspan="2"|russet brown || ash brown
+
| colspan="2"||| colspan="2"||| colspan="2"||| 37 to 38 || golden brown
 
|-
 
|-
| +3 to -5 || tawny
+
! colspan="10"|'''Elvish Origin'''
 
|-
 
|-
| -6 to -9 || copper red || rowspan="2"|wheaten || ginger || jet black || rowspan="2"|ginger || rowspan="2"|jet black
+
! colspan="2"|'''Skin Tone''' !! colspan="2"|'''Hair Colour''' !! colspan="2"|'''Hair Texture''' !! colspan="4"|'''Eye Colour'''
 
|-
 
|-
| -10 to -12 || ginger || jet black || wheaten
+
| 1. || ivory || 4 to 7 || sooty black || 1. || stick-straight || 4 to 11 || china blue || 32 || ice blue
 
|-
 
|-
| -13 to -14 || bronze || flat white || bronze || flat white || rowspan="3"|flaming red || rowspan="3"|bluish black
+
| 2. || nordic || 8 to 26 || russet brown || 2. || straight with slight wave || 12 to 14 || cornflower blue || 33 || sapphire blue
 
|-
 
|-
| -15 to -16 || rowspan="2"|flaming red || platinum blonde || rowspan="2"|flaming red || rowspan="2"|platinum blonde
+
| colspan="2"||| 27 to 33 || wheaten || colspan="2"|– || 15 to 21 || sky blue || 34 || amethyst
 
|-
 
|-
| -17 || silver grey
+
| colspan="2"||| 34 to 35 || flat white || colspan="2"|– || 22 to 24 || sea green || 35 || aquamarine
|}
 
 
 
Ethnic regions conform to those described under [[Character Background Generator#Skin Tone|skin tone]].
 
 
 
=== Hair Colour ===
 
The lower colours at the bottom, where the adjusted charisma is in the negatives, are considered most attractive to members of that race.  When determining the individual character's colour where more than one option exists, the options are wholly determined randomly.
 
 
 
: '''For example''', Lillith has a charisma of 16 and rolls a "2" on a d20, giving her an adjusted charisma of -14.  This puts her result between "-13 to -17," where it gives three possible colours: flat white, platinum blonde and silver grey.  Lillith simply rolls a d3 to determine which.
 
 
 
Overall, the emphasis for aesthetic is to suggest rich colours are more attractive than drab, so that less charismatic characters tend towards early greying while beautiful people are blessed with unusual hues like "flaming red" or "bluish black."  With some peoples, such as half-orcs, the overall distribution is very narrow, even when the adjusted charisma roll improves.
 
 
 
{| class="wikitable" style="float:right; margin-left: 20px; text-align: center; background-color:#d4f2f2;"
 
 
|-
 
|-
! rowspan="2"; style="width: 65px|Adj.<br>Charisma !! colspan="3"|African humans !! colspan="5"|Asian humans !! colspan="2"|Proto-asian humans
+
| colspan="2"|– || 36 to 37 || platinum blonde || colspan="2"||| 25 to 27 || steel blue || 36 || indigo
|-
 
! style="width: 55px|Sub-saharan Africa !! style="width: 55px|East & South Africa !! style="width: 55px|North Africa !! style="width: 55px|East Asia !! style="width: 55px|Himalayan !! style="width: 55px|India Sub-continent !! style="width: 55px|Southeast Asia !! style="width: 55px|Turkestan !! style="width: 55px|Polynesian !! style="width: 55px|Amerindian
 
 
|-
 
|-
| +17 to +14 || iron grey || iron grey || iron grey || iron grey || ash grey || iron grey || iron grey || steel grey || iron grey || iron grey
+
| colspan="2"||| 38 || silver grey || colspan="2"||| 28 to 29 || crystal blue || 37 || ultramarine
 
|-
 
|-
| +13 to +9 || rowspan="2"|flat black || rowspan="2"|flat black || ash brown || rowspan="2"|flat black || flat black || rowspan="4"|flat black || rowspan="4"|flat black || russet brown || rowspan="4"|flat black || rowspan="4"|sooty black
+
| colspan="2"||| colspan="2"||| colspan="2"||| 30 || electric blue || 38 || violet
 
|-
 
|-
| +8 to +4 || russet brown || salt & pepper grey || salt & pepper grey
+
| colspan="2"||| colspan="2"||| colspan="2"|– || 31 || emerald green
 
|-
 
|-
| +3 to -1 || rowspan="2"|salt & pepper grey || rowspan="2"|salt & pepper grey || sandy brown || rowspan="2"|salt & pepper grey || silver grey || sandy brown
+
! colspan="10"|'''Germanic Origin'''
 
|-
 
|-
| -2 to -5 || sooty black || sooty black || sooty black
+
! colspan="2"|'''Skin Tone''' !! colspan="2"|'''Hair Colour''' !! colspan="2"|'''Hair Texture''' !! colspan="4"|'''Eye Colour'''
 
|-
 
|-
| -6 || rowspan="2"|jet black || rowspan="2"|jet black || rowspan="2"|chestnut brown || rowspan="4"|jet black || rowspan="4"|jet black || rowspan="4"|jet black || rowspan="4"|jet black || chestnut brown || rowspan="4"|jet black || rowspan="4"|jet black
+
| 1. || caucasian || 4 || ash grey || 1. || ringlets || 4 to 5 || walnut brown || 25 || crystal blue
 
|-
 
|-
| -7 to -8 || honey blonde
+
| 2. || cream || 5 || iron grey || 2. || spiral curls || 6 to 8 || faded blue || 26 || electric blue
 
|-
 
|-
| -9 to -10 || rowspan="2"|tawny || rowspan="2"|tawny || rowspan="2"|jet black || jet black
+
| 3. || fair || 6 to 7 || steel grey || 3. || stick-straight || 9 || china blue || 27 || emerald green
 
|-
 
|-
| -11 to -12 || tawny
+
| 4. || nordic || 8 to 11 || ash brown || 4. || straight with body wave || 10 to 11 || cornflower blue || 28 || forest green
 
|-
 
|-
| -13 to -15 || rowspan="2"|raven black || rowspan="2"|raven black || rowspan="2"|raven black || rowspan="2"|raven black || golden blonde || rowspan="2"|raven black || rowspan="2"|raven black || bronze || rowspan="2"|raven black || rowspan="2"|raven black
+
| 5. || sienna || 12 to 14 || salt & pepper grey || 5. || s-waves || 12 || hazel || 29 || honey brown
 
|-
 
|-
| -16 to -17 || raven black || raven black
+
| 6. || soft beige || 15 to 17 || sandy brown || colspan="2"|– || 13 to 14 || jade green || 30 || ice blue
|}
 
 
 
With many human races, hair colour is nearly always uniformly black — although the lustre improves attractiveness. 
 
 
 
What follows is a description of each type for aiding characters in understanding what the words mean:
 
* '''ash blonde''': blonde with dark roots and a hint of grey
 
* '''ash brown''': brunette hair blended with cool grey tones; sometimes called "mushroom brown"
 
{| class="wikitable" style="float:right; margin-left: 20px; text-align: center; background-color:#d4f2f2;"
 
 
|-
 
|-
! rowspan="2"; style="width: 65px|Adj.<br>Charisma !! colspan="5"|European humans !! colspan="2"|Middle East humans
+
| 7. || tan || 18 to 20 || sooty black || colspan="2"||| 15 to 16 || sky blue || 31 || russet brown
|-
 
! style="width: 55px|West Europe !! style="width: 55px|Scandinavia !! style="width: 55px|Germanic !! style="width: 55px|Slavic Lands !! style="width: 55px|Mediterranean !! style="width: 55px|Turkic !! style="width: 55px|Persian
 
 
|-
 
|-
| +17 || ash grey || ash grey || ash grey || rowspan="3"|steel grey || rowspan="3"|steel grey || rowspan="3"|iron grey || rowspan="3"|iron grey
+
| colspan="2"||| 21 to 23 || strawberry blonde || colspan="2"||| 17 || chestnut brown || 32 || sapphire blue
 
|-
 
|-
| +16 || iron grey || rowspan="2"|sooty grey || iron grey
+
| colspan="2"|– || 24 to 26 || russet brown || colspan="2"|– || 18 || cloud grey || 33 || amber
 
|-
 
|-
| +15 to +14 || steel grey || steel grey
+
| colspan="2"|– || 27 to 28 || ash blonde || colspan="2"|– || 19 || sea green || 34 || aquamarine
 
|-
 
|-
| +13 to +10 || ash brown || rowspan="2"|ash brown || ash brown || ash brown || ash brown ||rowspan="3"|sooty black || rowspan="3"|sooty black
+
| colspan="2"|– || 29 to 30 || auburn || colspan="2"||| 20 || steel blue || 35 || champagne brown
 
|-
 
|-
| +9 to +7 || rowspan="2"|salt & pepper grey || salt & pepper grey || salt & pepper grey || rowspan="2"|sandy brown
+
| colspan="2"||| 31 to 32 || chestnut brown || colspan="2"|– || 21 || whiskey brown || 36 || grass green
 
|-
 
|-
| +6 to +4 || sandy brown || sandy brown || rowspan="2"|sandy brown
+
| colspan="2"||| 33 || jet black || colspan="2"|– || 22 || baby blue || 37 || indigo
 
|-
 
|-
| +3 to +1 || sandy brown || wheaten || sooty black || rowspan="2"|sooty || rowspan="3"|russet brown || rowspan="3"|russet brown
+
| colspan="2"||| 34 to 36 || flaxen || colspan="2"||| 23 || cat's eye green || 38 || bottle green
 
|-
 
|-
| 0 to -2 || strawberry blonde || russet brown || strawberry blonde || sooty black
+
| colspan="2"|– || 37 to 38 || platinum blonde || colspan="2"|– || 24 || chartreuse
 
|-
 
|-
| -3 to -5 || russet brown || ash blonde || russet brown || russet brown || russet brown
+
! colspan="10"|'''Gnomish Origin'''
 
|-
 
|-
| -6 || rowspan="2"|ash blonde || auburn || rowspan="2"|ash blonde || auburn || auburn || rowspan="3"|chestnut brown || rowspan="3"|chestnut brown
+
! colspan="2"|'''Skin Tone''' !! colspan="2"|'''Hair Colour''' !! colspan="2"|'''Hair Texture''' !! colspan="4"|'''Eye Colour'''
 
|-
 
|-
| -7 || chestnut brown || chestnut brown || chestnut brown
+
| 1. || bronze || 4 to 7 || ash grey || 1. || straight with slight wave || 4 to 7 || seaweed green || 32 || russet brown
 
|-
 
|-
| -8 to -9 || auburn || ginger || auburn || rowspan="2"|jet black || honey blonde
+
| 2. || olive || 8 to 26 || tawny || 2. || s-waves || 8 to 11 || hazel || 33 || tawny brown
 
|-
 
|-
| -10 to -11 || chestnut brown || tawny || chestnut brown || rowspan="2"|tawny || rowspan="2"|jet black || rowspan="2"|jet black
+
| 3. || tan || 27 to 30 || ginger || colspan="2"|– || 12 to 14 || moss green || 34 || bottle green
 
|-
 
|-
| -12 || jet black || flaxen || jet black || tawny
+
| colspan="2"|– || 31 to 33 || jet black || colspan="2"|– || 15 to 17 || pine green || 35 || grass green
 
|-
 
|-
| -13 || flaming red || bronze || rowspan="3"|flaxen || rowspan="6"|raven black || rowspan="3"|flaxen || rowspan="6"|raven black || rowspan="6"|raven black
+
| colspan="2"||| 34 to 35 || bronze || colspan="2"||| 15 to 17 || walnut green || 36 || midnight black
 
|-
 
|-
| -14 || flaxen || copper red
+
| colspan="2"||| 36 to 38 || flaming red || colspan="2"|– || 15 to 17 || fern green || 37 || ultramarine
 
|-
 
|-
| -15 || platinum blonde || flaming red
+
| colspan="2"||| colspan="2"|– || colspan="2"|– || 22 to 30 || forest green || 38 || ultraviolet
 
|-
 
|-
| -16 || rowspan="2"|raven black || platinum blonde || rowspan="3"|platinum blonde || rowspan="3"|raven black
+
| colspan="2"||| colspan="2"||| colspan="2"|– || 31 || cat's eye green
 
|-
 
|-
| -17 || raven black
+
! colspan="10"|'''Half-elven Origin'''
|}
 
 
 
* '''ash grey''': the darker end of the grey spectrum, with a smoky hue
 
* '''auburn''': reddish-brown, ranging from medium red to burgundy
 
* '''bluish black''': thick black hair with blue highlights, called "balayage"
 
* '''bronze''': brunette hair with notes of gold that look vibrant
 
* '''chestnut brown''': deep brown with reddish hues
 
* '''copper red''': dark, rich ginger hair blended with brunette
 
* '''flaming red''': shocking bright red with crimson and orange highlights
 
* '''flat black''': black hair without gloss or sheen, dull
 
* '''flat white''': eerily matte appearance with a velvety lustre
 
* '''flaxen''': pale yellow-grey, the colour of straw
 
* '''ginger''': burnt orange blended with pale reddish-brown
 
* '''golden blonde''': warm, rich yellowy colour
 
* '''honey blonde''': blend of blonde hair with a sheen of light brown
 
* '''honey brown''': warm brown colour with honey highlights
 
* '''iron grey''': dark, dull grey colour
 
* '''jet black''': intense black with a dramatic blue and purple undertone
 
* '''platinum blonde''': whitish blonde hair with an luscious metallic gloss
 
* '''raven black''': lustrous shimmering black with a softened tone
 
* '''russet brown''': hard reddish-brown blended with grey undertones
 
* '''salt & pepper grey''': mixture of black & grey with traces of white
 
* '''sandy brown''': soft light brown hair lacking shine
 
* '''silver grey''': shiny grey hair mingled with white strands
 
* '''sooty black''': dusky, dull-coloured black with hints of depth
 
* '''sooty grey''': uniform, flat grey colour lacking sheen
 
* '''steel grey''': distinctive bluish grey with a hard lustre
 
* '''strawberry blonde''': reddish blonde hair with an orange hue
 
* '''tawny''': pale brown with tan highlights and varying sheen
 
* '''wheaten''': soft brown-blonde hair with light brown highlights
 
 
 
On the whole, players tend to forget or ignore their assigned hair colour, inserting a "latent image" that corresponds to an impression of what they think their character ought to look like.  And usually it won't matter, because such players tend not to identify visually with their characters at all.  However, for players who are interested in exploring a unique appearance, who may even draw an image of the character for themselves, the random generation provides a baseline from which to design.
 
 
 
=== Hair Type ===
 
{| class="wikitable" style="float:right; margin-left: 25px; text-align: center; background-color:#d4f2f2;"
 
 
|-
 
|-
! rowspan="2"; style="width: 60px|Roll !! colspan="6"|Demi-humans !! colspan="2"|African humans !! colspan="4"|Asian humans
+
! colspan="2"|'''Skin Tone''' !! colspan="2"|'''Hair Colour''' !! colspan="2"|'''Hair Texture''' !! colspan="4"|'''Eye Colour'''
|-
 
! style="width: 50px|Dwarf !! style="width: 50px|Elf !! style="width: 50px|Gnome !! style="width: 50px|Half-elf !! style="width: 50px|Halfling !! style="width: 50px|Half-orc !! style="width: 50px|<small>Sub-saharan, East & South Africa</small> !! style="width: 50px|North Africa !! style="width: 50px|East & Southeast Asia !! style="width: 50px|Himalayan !! style="width: 50px|India Sub-continent !! style="width: 50px|Turkestan
 
 
|-
 
|-
| 1 || spiral curls || stick-straight || s-waves || stick-straight || spiral curls || kinked || kinked || kinked || stick-straight || straight w/slight wave || stick-straight || stick-straight
+
| 1. || alabaster || 4 to 7 || ginger || 1. || stick-straight || 4 to 10 || faded blue || 31 || emerald green
 
|-
 
|-
| 2 || s-waves || straight w/slight wave || straight w/slight wave || || s-waves || tightly coiled || tightly coiled || spiral curls || — || — || straight w/slight wave || straight w/slight wave
+
| 2. || cream || 8 to 26 || russet brown || colspan="2"||| 11 to 14 || cornflower blue || 32 || ice blue
 
|-
 
|-
| 3 || || straight w/body wave || || || || tight corkscrews || tight corkscrews || s-waves || — || — || — || s-waves
+
| 3. || soft beige || 27 to 30 || jet black || colspan="2"||| 15 to 20 || sky blue || 33 to 34 || sapphire blue
 
|-
 
|-
| 4 || || || || — || — || — || — || tightly coiled || || || ||
+
| colspan="2"||| 31 to 33 || wheaten || colspan="2"||| 21 || china blue || 35 || aquamarine
|}
 
 
 
{| class="wikitable" style="float:right; margin-left: 25px; text-align: center; background-color:#d4f2f2;"
 
 
|-
 
|-
! rowspan="2"; style="width: 60px|Roll !! colspan="2"|Proto-asian humans !! colspan="5"|European humans !! colspan="2"|Middle East humans
+
| colspan="2"|– || 34 to 35 || flat white || colspan="2"||| 22 to 24 || china blue || 36 to 37 || indigo
|-
 
! style="width: 50px|Polynesian !! style="width: 50px|Amerindian !! style="width: 50px|West Europe !! style="width: 50px|Scandinavia !! style="width: 50px|Germanic !! style="width: 50px|Slavic Lands !! style="width: 50px|Mediterranean !! style="width: 50px|Turkic !! style="width: 50px|Persian
 
 
|-
 
|-
| || tight corkscrews || stick-straight || spiral curls || stick-straight || ringlets || ringlets || spiral curls || spiral curls || spiral curls
+
| colspan="2"||| 36 to 38 || platinum blonde || colspan="2"||| 25 to 29 || steel blue || 38 || violet
 
|-
 
|-
| 2 || || straight w/slight wave || straight w/slight wave || straight w/slight wave || spiral curls || spiral curls || spiral curls || straight w/body wave || stick-straight
+
| colspan="2"||| colspan="2"||| colspan="2"||| 30 || baby blue
 
|-
 
|-
| 3 || — || — || s-waves || straight w/body wave || stick-straight || straight w/slight wave || s-waves || s-waves || straight w/body wave
+
! colspan="10"|'''Halfling'''
 
|-
 
|-
| 4 || — || — || — || — || straight w/body wave || s-waves || tightly coiled || tightly coiled || s-waves
+
! colspan="2"|'''Skin Tone''' !! colspan="2"|'''Hair Colour''' !! colspan="2"|'''Hair Texture''' !! colspan="4"|'''Eye Colour'''
 
|-
 
|-
| 5 || || || || || s-waves || — || — || || tightly coiled
+
| 1. || bronze || 4 to 7 || salt & pepper grey || 1. || spiral curls || 4 to 7 || umber brown || 30 to 31 || chartreuse
|}
 
 
 
Hair exists in a variety of textures, which exhibit themselves as curl pattern, volume and consistency.  Like colour, hair type is distinctive in different parts of the world, so this too becomes something that's added to the character's physical description.  In many parts of the world, hair tends towards a singular type — Asian hair, for example, is nearly always straight, growing perpendicularly from the scalp.  It also tends to grow faster than other types of hair.
 
 
 
The management of hair is part of the character's experience — for though a character cannot choose the type of hair they have, they can decide how it's worn.  Persons living in temperate climates, with wavy or curly hair, often choose to grow their hair out long as protection against the elements.  To manage this volume, hair is bound with cords or threads, or braided elaborately for comfort and convenience.  Further north, extensive beards are worn as well, as a beard helps keep the face warm in sub-polar weather.
 
 
 
Characters that are male may wish to experiment with the facial appearance of beards, creating a goatee or mustache.  These details can add verve to the character, and creates the need to carry a mirror so the appearance can be maintained.  In warmer climates, characters may wish to shave their heads.  In the case of African hair, which is characterised by tight curls and kinks, shaving the head or clipping hair close to the skull is often preferable — though growing out a single long braid, either large or small, occurs as a sign of manhood and breeding in many cultures.
 
 
 
How a character fixes or manipulates their hair is as important as the colour and type of hair itself.  However, a player may not have the opportunity to enjoy long, flowing tresses, as charisma also dictates the health and vitality of hair — and for characters who prefer to use charisma as a [[Dump Stat|dump stat]], they may find their hair is not all they hoped.
 
 
 
{| class="wikitable" style="float:right; margin-left: 20px; text-align: center; background-color:#d4f2f2;"
 
 
|-
 
|-
! Adj.<br>Charisma !! Hair's vitality & health !! style="border-left:solid 2px black|Adj.<br>Charisma !! Hair's vitality & health
+
| 2. || honey || 8 to 17 || ash brown || 2. || s-waves || 8 to 14 || chocolate brown || 32 to 34 || honey brown
|-
 
| +17 to +16 || thin, shedding hair with a scalp chronically<br>infected by a persistent fungus || style="border-left:solid 2px black|0 || somewhat dry, can be let alone
 
 
|-
 
|-
| +15 || thin, shedding hair with patches of baldness<br>throughout || style="border-left:solid 2px black|-1 to -2 || healthy but coarse to the touch
+
| colspan="2"|– || 18 to 26 || tawny || colspan="2"|– || 15 to 20 || walnut brown || 35 || champagne brown
 
|-
 
|-
| +14 to +13 || thin, showing mid-to-high frontal baldness || style="border-left:solid 2px black|-3 to -4 || healthy with a light natural bouyancy
+
| colspan="2"|– || 27 to 33 || ginger || colspan="2"|– || 21 || gingerbread brown || 36 to 37 || golden brown
 
|-
 
|-
| +13 || mid-to-high frontal baldness || style="border-left:solid 2px black|-5 || produces a natural rumpled, pleasant appearance
+
| colspan="2"||| 34 to 38 || flaming red || colspan="2"|– || 22 to 24 || chestnut brown || 38 || silver grey
 
|-
 
|-
| +12 || substantial bald spot above the forehead || style="border-left:solid 2px black|-6 to -7 || thick and full
+
| colspan="2"||| colspan="2"|– || colspan="2"|– || 25 to 29 || cinnamon brown
 
|-
 
|-
| +11 || some receding, with a recognisable bald patch at<br>the back || style="border-left:solid 2px black|-8 to -9 || full and downy to the touch
+
! colspan="8"|'''Half-orcish Origin'''
 
|-
 
|-
| +10 || fairly sparse hair all over, with a slight bald<br>patch at the back || style="border-left:solid 2px black|-10 || visibly silken in appearance, with sheen
+
! colspan="2"|'''Skin Tone''' !! colspan="2"|'''Hair Colour''' !! colspan="2"|'''Hair Texture''' !! colspan="2"|'''Eye Colour'''
 
|-
 
|-
| +9 || hair wispy and thin, but healthy || style="border-left:solid 2px black|-11 to -12 || glossy in light and lush
+
| 1. || bronze || 4 to 26 || sooty black || 1. || kinked || 4 to 7 || turquoise
 
|-
 
|-
| +8 || thin with a tendency towards being chronic<br>greasiness that never quite washes away || style="border-left:solid 2px black|-13 to -14 || sumptuous and positively glowing
+
| 2. || dark honey || 27 to 33 || jet black || 2. || tight corkscrews || 8 to 21 || hazel
 
|-
 
|-
| +7 to +6 || chronically greasy, requiring frequent<br>washing || style="border-left:solid 2px black|-15 to -16 || excessively luxuriant and exciting to<br>the touch
+
| 3. || green walnut || 34 to 38 || bluish black || 3. || tightly coiled || 22 to 29 || pink with green flecks
 
|-
 
|-
| +5 to +3 || frequently oily, though easily washed out || style="border-left:solid 2px black|-17 || superabundant in volume and exciting to touch
+
| colspan="2"|– || colspan="2"||| colspan="2"||| 30 to 34 || pink with grey flecks
 
|-
 
|-
| +2 to +1 || style="border-right:solid 2px black|chronically dry, needing treatment
+
| colspan="2"|– || colspan="2"|– || colspan="2"|– || 35 to 38 || pale pink
 
|}
 
|}
  
=== Hair Condition & Health ===
+
== Cultural Traits Tables ==
It may seem an absurdity of grittiness to have a player's character be concerned with the relative bounce and fullness of their hair and to be completely honest, players tend to ignore the information anyway, because they don't wish to acknowledge that their 7 charisma character is prematurely balding or has hair that's stringy and infectedNonetheless, experience demonstrates that rolling for this detail, and others, causes the player to ''think'' about his or her character in ways they would never have imaginedThis promotes a tactile, informative depth to the character creation process — so that even if the player fails to recognise the importance of "this" detail, the greater impact of so many details, of such variety and of more or less significance, builds a climate of concern and interest in the character's identity.
+
These tables are organised according to the ethnic background of each character origin.  Each allows the player to roll skin tone, hair features and eye colour.  As regards skin tone, there is an equal chance of each type occuring; the same is true of hair textureHair and eye colour, on the other hand, are rolledThe result is calculated by adding a d20 to the character's charisma, separately for each roll to be made.
  
To calculate the health of the character's hair, we use the 2nd charisma adjustment roll asked for aboveOnce again, we roll a d20 and subtract the character's charisma, producing a number between 17 and -17.  The result is then checked on a single table that affects all peoples and all races in the same mannerWith higher numbers, the individual's hair is scraggly and thin, suggestive of poor health, something that would be evident to anyone being met.
+
'''For example''', the dwarf Annabeth is rolling for her hair colour.  Her charisma equals 12Adding a d20, the worst result Annabeth can manage is a 13, which would make her hair ash brownIf she rolled a 19 or 20, her hair would be ginger.  Instead, she rolls a 16, making her hair copper red.
  
Lower numbers describe fullness and buoyancy, the sort of hair that attracts attention immediatelyA good player can make use of either of these characteristics to establish a greater feel for the persona being played.
+
== Hair ==
 +
Varieties of hair colour and vitality are more varied than skin tone.  In addition, the Generator takes the character's physical beauty and charisma into account, along with regional factors.  Richer hair colours are recognised as more attractive than drab alternatives, so that less charismatic characters tend toward early greying ... while beautiful people are often blessed with unusual huges like platinum blonde or bluish black.  Still, some ethnic groups have little variation, as these groups are strongly dominated by a single type.  With the uncertainty of all things, not all charismatic characters have "great hair" ... though more likely, nothing is certain. 
 +
 
 +
=== List of Hair Colours ===
 +
 
 +
Below is a complete list of the Generator's hair colours that appear on the table, with a description for each, aiding players to understand what the words mean:
 +
 
 +
* '''ash blonde''': blonde hair with dark roots and a hint of grey.
 +
* '''ash brown''': brunette hair blended with cool grey tones, sometimes called "mushroom brown."
 +
* '''ash grey''': found at the darker end of the grey spectrum, with a smoky hue.
 +
* '''auburn''': reddish-brown, ranging from medium-red to burgundy.
 +
* '''bluish black''': thick black hair with distinctive blue highlights, occurring as a natural "balayage."
 +
* '''bronze''': brunette hair with notes of gold, appearing especially vibrant.
 +
* '''chestnut brown''': deep brown with reddish hues.
 +
* '''copper red''': dark, rich ginger hair blended with brunette.
 +
* '''flaming red''': shocking bright red hair, with crimson and orange highlights.
 +
* '''flat black''': black hair without gloss or sheen, appearing dull in sunlight.
 +
* '''flat white''': giving an eerily matte appearance, with a nonetheless velvety lustre.
 +
* '''flaxen''': pale yellow-grey hair, the colour of straw.
 +
* '''ginger''': burnt orange colour blended with pale reddish-brown.
 +
* '''golden blonde''': warm, rich yellowy colour
 +
* '''honey blonde''': blend of blonde hair with a sheen of light brown.
 +
* '''honey brown''': warm brown colour with honey-toned highlights.
 +
* '''iron grey''': dark, dull grey hair.
 +
* '''jet black''': intense black hair with a dramatic blue and purple undertone.
 +
* '''platinum blonde''': whitish blonde hair with an luscious metallic gloss.
 +
* '''raven black''': lustrous shimmering black hair with softened tones.
 +
* '''russet brown''': hard, reddish-brown hair blended with grey undertones.
 +
* '''salt & pepper grey''': mixture of black and grey colouring, with inconsistent traces of white hair.
 +
* '''sandy brown''': soft light brown hair, lacking shine.
 +
* '''silver grey''': shiny grey hair mingled with white strands.
 +
* '''sooty black''': dusky, dull-coloured black hair, with hints of depth.
 +
* '''sooty grey''': uniform, matte grey colour lacking sheen.
 +
* '''steel grey''': distinctive bluish-grey hair with a hard lustre.
 +
* '''strawberry blonde''': reddish blonde hair with an orange hue.
 +
* '''tawny''': pale brown hair with tan highlights and varying sheen.
 +
* '''wheaten''': soft brown-blonde hair with light brown highlights.
 +
 
 +
=== Hair Texture ===
 +
In addition to colour, hair possesses many varieties of feel, appearance and thickness, evident in how curly hair is, it's volume and it's consistency.  Like colour, hair types are distinctive in different parts of the world – and so again, ethnic background is useful in determining a character's personal look.
 +
 
 +
In much of the world, hair tends towards certain singular types. Asian hair, for example, is nearly always straight, growing perpendicularly from the scalpAfrican varieties tend to be very tightly coiled and dense, while highly resistant to management with comb, as it grows in an angle-like helix shape.  This is commonly called "kinky."  The management of one's hair is paart of the character's experience – for though a player can't choose the character's hair texture, it is possible to decide how hair is worn.  How the character fixes or manipulates his or her hair is as important as the hair itself.
 +
 
 +
Those living in temperate climates, with wavy or curly hair, often choose to grow their hair out long as protection against the elements.  To manage a thick volume, hair is bound with cords and thongs; braided elaborately for comfort and convenience; or shaved, leaving a bald scalp.  In northerly climates, extensive beards are grown to give even more protection in sub-zero weather.  Players may want to experiment with the hair on the character's scalp and many varieties of facial hair.  Details like this can add verve, creating a need to carry around a mirror or other tools to address his or her coiffure.
 +
 
 +
Further, the character's constitution affects the healthiness and vitality of an individual's hair.  This is addressed further down, below the list of character ethnic origins.
 +
 
 +
=== List of Hair Textures ===
  
 
== Eye Colour ==
 
== Eye Colour ==
Line 489: Line 530:
 
There are other matters having to do with a character's eyes and hair that have yet to be addressed, namely the possibility of a character being an [[Character Background Generator#Albinism|albino]], or possessing [[Character Background Generator#Heterochromia|heterochromia]].  These things are dealt [[Character Background Generator#Strange Physical Results|with below]].
 
There are other matters having to do with a character's eyes and hair that have yet to be addressed, namely the possibility of a character being an [[Character Background Generator#Albinism|albino]], or possessing [[Character Background Generator#Heterochromia|heterochromia]].  These things are dealt [[Character Background Generator#Strange Physical Results|with below]].
  
Once again, the character needs to roll a d20 and subtract his or her charisma.  This is then compared against the varying races and regions that have been used thus far for [[Character Background Generator#Skin Tone|skin tone]] and [[Character Background Generator#Hair Colour|hair colour]].  In addition, to give an impression of different eye colours, a description of each is included to aid characters in understanding what the words mean:
+
Once again, the character needs to roll a d20 and add his or her charisma.  This is then compared against the varying races and regions that have been used thus far for [[Character Background Generator#Skin Tone|skin tone]] and [[Character Background Generator#Hair Colour|hair colour]].  In addition, to give an impression of different eye colours, a description of each is included to aid characters in understanding what the words mean:
  
* '''Amber''': clear, luminous warm gold colour, warm and seductive
+
* '''Amber''': clear, luminous golden colour, both warm and seductive
 
* '''Amethyst''': very pale, clear, true-violet colour with no hint of blue
 
* '''Amethyst''': very pale, clear, true-violet colour with no hint of blue
 
* '''Amethyst blue''': like amethyst, but with sky-blue striations
 
* '''Amethyst blue''': like amethyst, but with sky-blue striations
Line 498: Line 539:
 
* '''Bottle green''': deep vivid green, luminous, with grey flecks or rays
 
* '''Bottle green''': deep vivid green, luminous, with grey flecks or rays
 
* '''Cat's eye green''': pale green with yellow undertones surrounding the iris
 
* '''Cat's eye green''': pale green with yellow undertones surrounding the iris
* '''Champagne brown''': pale orange-yellow to greyish yellow, sparkling and light-catching
+
* '''Champagne brown''': pale orange to greyish yellow, sparkling and light-catching
 
* '''Charcoal grey''': very dark grey, almost black
 
* '''Charcoal grey''': very dark grey, almost black
 
* '''Chartreuse''': a brilliant greenish yellow, backlit with a deep yellowish hue
 
* '''Chartreuse''': a brilliant greenish yellow, backlit with a deep yellowish hue
Line 511: Line 552:
 
* '''Ebony black''': flat black eyes with a soft and subdued beauty
 
* '''Ebony black''': flat black eyes with a soft and subdued beauty
  
{| class="wikitable" style="float:right; margin-left: 20px; text-align: center; background-color:#d4f2f2;"
 
|-
 
! rowspan="2"; style="width: 85px|Adj. Charisma !! colspan="6"|Demi-humans
 
|-
 
! style="width: 85px|Dwarf !! style="width: 85px|Elf !! style="width: 85px|Gnome !! style="width: 85px|Half-elf !! style="width: 85px|Halfling !! style="width: 85px|Half-orc
 
|-
 
| +17 to +14 || moss green || china blue || seaweed green || faded blue || umber brown || turquoise
 
|-
 
| +13 to +10 || rowspan="2"|coal black || china blue || hazel || cornflower blue || rowspan="2"|chocolate brown || rowspan="4"|hazel
 
|-
 
| +9 to +7 || cornflower blue || moss green || faded blue
 
|-
 
| +6 to +4 || rowspan="2"|graphite || rowspan="2"|sky blue || pine green || rowspan="2"|sky blue || rowspan="2"|walnut brown
 
|-
 
| +3 to +1 || walnut brown
 
|-
 
| 0 || pewter || china blue || fern green || china blue || gingerbread brown || hazel
 
|-
 
| -1 to -3 || cloud grey || sea green || rowspan="3"|forest green || fern green || chestnut brown || rowspan="3"|pink w/green flecks
 
|-
 
| -4 to -6 || ebony black || steel blue || rowspan="2"|steel blue || rowspan="2"|cinnamon brown
 
|-
 
| -7 to -8 || slate grey || crystal blue
 
|-
 
| -9  || emerald green || electric blue || cat's eye green || baby blue || rowspan="2"|chartreuse || rowspan="5"|pink w/grey flecks
 
|-
 
| -10 || jet black || emerald green || forest green || emerald green
 
|-
 
| -11 || obsidian || ice blue || russet brown || ice blue ||  rowspan="3"|honey brown
 
|-
 
| -12 || rowspan="2"|topaz brown || sapphire blue || tawny brown || rowspan="2"|sapphire blue
 
|-
 
| -13 || amethyst || bottle green
 
|-
 
| -14 || amber || aquamarine || grass green || aquamarine || champagne brown || rowspan="4"|pale pink
 
|-
 
| -15 || charcoal grey || indigo || midnight black || rowspan="2"|indigo || rowspan="2"|golden brown
 
|-
 
| -16 || golden brown || ultramarine || ultramarine
 
|-
 
| -17 || silver grey || violet || ultraviolet || violet || silver grey
 
|}
 
  
{| class="wikitable" style="float:right; margin-left: 20px; text-align: center; background-color:#d4f2f2;"
 
|-
 
! rowspan="2"; style="width: 85px|Adj. Charisma !! colspan="3"|African humans !! colspan="5"|Asian humans !! colspan="2"|Proto-asian humans
 
|-
 
! style="width: 75px|Sub-saharan Africa !! style="width: 75px|East & South Africa !! style="width: 75px|North Africa !! style="width: 75px|East Asia !! style="width: 75px|Himalayan !! style="width: 75px|India Sub-continent !! style="width: 75px|Southeast Asia !! style="width: 75px|Turkestan !! style="width: 75px|Polynesian !! style="width: 75px|Amerindian
 
|-
 
| +17 to +14 || rowspan="3"|walnut brown || rowspan="3"|walnut brown || walnut brown || rowspan="3"|walnut brown || rowspan="6"|walnut brown || rowspan="4"|walnut brown || rowspan="6"|walnut brown || rowspan="6"|walnut brown || rowspan="2"|walnut brown || rowspan="6"|walnut brown
 
|-
 
| +13 to +10 || rowspan="2"|chocolate brown
 
|-
 
| +9 to +7 || rowspan="4"|chocolate brown
 
|-
 
| +6 to +4 || rowspan="3"|chocolate brown || chocolate brown || china blue ||  rowspan="3"|chocolate brown
 
|-
 
| +3 to +1 || faded blue || rowspan="2"|jade green || rowspan="2"|chocolate brown
 
|-
 
| 0 || graphite
 
|-
 
| -1 to -2 || rowspan="2"|chestnut brown || rowspan="2"|chestnut brown || chestnut brown || rowspan="2"|chestnut brown || rowspan="4"|whiskey brown || rowspan="2"|chestnut brown || rowspan="2"|chestnut brown || rowspan="4"|whiskey brown || rowspan="2"|chestnut brown || rowspan="4"|whiskey brown
 
|-
 
| -3 to -4 || whiskey brown
 
|-
 
| -5 to -6 || rowspan="2"|whiskey brown || rowspan="2"|whiskey brown || cloud grey || rowspan="2"|whiskey brown || rowspan="2"|whiskey brown || rowspan="2"|whiskey brown || rowspan="2"|whiskey brown
 
|-
 
| -7 to -8 || slate grey
 
|-
 
| -9 || rowspan="5"|russet brown || rowspan="5"|russet brown || rowspan="2"|baby blue || rowspan="3"|russet brown || crystal blue || honey brown || rowspan="3"|russet brown || rowspan="5"|topaz brown || rowspan="5"|russet brown || rowspan="5"|topaz brown
 
|-
 
| -10 || honey brown || russet brown
 
|-
 
| -11 || rowspan="2"|crystal blue || ice blue || ice blue
 
|-
 
| -12 || rowspan="2"|topaz brown || tawny brown || tawny brown || rowspan="2"|topaz brown
 
|-
 
| -13 || russet brown || topaz brown || topaz brown
 
|-
 
| -14 || rowspan="4"|champagne brown || rowspan="4"|champagne brown || amber || rowspan="2"|amber || amber || amber || rowspan="2"|amber || rowspan="2"|amber || rowspan="4"|amber || rowspan="2"|amber
 
|-
 
| -15 || amethyst blue || amethyst blue || champagne brown
 
|-
 
| -16 || charcoal grey || rowspan="2"|golden brown || champagne brown || rowspan="2"|golden brown || rowspan="2"|golden brown || rowspan="2"|golden brown || rowspan="2"|golden brown
 
|-
 
| -17 || silver grey || golden brown
 
|}
 
  
{| class="wikitable" style="float:right; margin-left: 20px; text-align: center; background-color:#d4f2f2;"
 
|-
 
! rowspan="2"; style="width: 85px|Adj. Charisma !! colspan="5"|European humans !! colspan="2"|Middle East humans
 
|-
 
! style="width: 85px|West Europe !! style="width: 85px|Scandinavia !! style="width: 85px|Germanic !! style="width: 85px|Slavic Lands !! style="width: 85px|Mediterranean !! style="width: 85px|Turkic !! style="width: 85px|Persian
 
|-
 
| +17 to +16 || rowspan="10"|walnut brown || rowspan="2"|walnut brown || walnut brown || rowspan="6"|walnut brown || rowspan="9"|walnut brown || rowspan="3"|walnut brown || rowspan="3"|walnut brown
 
|-
 
| +15 || rowspan="3"|faded blue
 
|-
 
| +14 || rowspan="3"|faded blue
 
|-
 
| +13 || rowspan="5"|chocolate brown || rowspan="5"|chocolate brown
 
|-
 
| +12 || china blue
 
|-
 
| +11 || rowspan="3"|china blue || rowspan="2"|cornflower blue
 
|-
 
| +10 || rowspan="11"|hazel
 
|-
 
| +9 || hazel
 
|-
 
| +8 || rowspan="3"|cornflower blue || rowspan="2"|jade green || rowspan="9"|hazel || rowspan="5"|hazel
 
|-
 
| +7 || rowspan="8"|hazel
 
|-
 
| +6 || rowspan="7"|hazel || rowspan="2"|sky blue
 
|-
 
| +5 || rowspan="3"|jade green
 
|-
 
| +4 || chestnut brown
 
|-
 
| +3 || cloud grey || rowspan="3"|chestnut brown
 
|-
 
| +2 || rowspan="2"|sky blue || sea green
 
|-
 
| +1 || steel blue
 
|-
 
| 0 || baby blue || whiskey brown || rowspan="2"|whiskey brown
 
|-
 
| -1 || rowspan="3"|whiskey brown || cat's eye green || baby blue || rowspan="8"|whiskey brown || rowspan="4"|whiskey brown || rowspan="3"|chestnut brown
 
|-
 
| -2 || chartreuse || cat's eye green || cat's eye green
 
|-
 
| -3 || crystal blue || chartreuse || chartreuse
 
|-
 
| -4 || rowspan="3"|cloud grey || electric blue || crystal blue || rowspan="4"|whiskey brown || electric blue
 
|-
 
| -5 || emerald green || electric blue || cat's eye green || emerald green
 
|-
 
| -6 || forest green || emerald green || chartreuse || forest green
 
|-
 
| -7 || rowspan="2"|steel blue || tawny brown || forest green || emerald green || honey brown
 
|-
 
| -8 || ice blue || honey brown || forest green || cat's eye green || russet brown
 
|-
 
| -9 || rowspan="2"|honey brown || russet brown || ice blue || rowspan="2"|honey brown || honey brown || chartreuse || sapphire blue
 
|-
 
| -10 || sapphire blue || russet brown || sapphire blue || emerald green || topaz brown
 
|-
 
| -11 || rowspan="3"|tawny brown || amber || sapphire blue || rowspan="3"|tawny brown || tawny brown || forest green || amber
 
|-
 
| -12 || champagne brown || amber || amber || russet brown || amethyst blue
 
|-
 
| -13 || charcoal grey || aquamarine || aquamarine || topaz brown || bottle green
 
|-
 
| -14 || rowspan="2"|amber || grass green || champagne brown || rowspan="2"|amber || champagne brown || amber || champagne brown
 
|-
 
| -15 || indigo || grass green || grass green || golden brown || golden brown
 
|-
 
| -16 || rowspan="2"|champagne brown || bottle green || indigo || rowspan="2"|champagne brown || indigo || grass green || grass green
 
|-
 
| -17 || silver grey || bottle green || bottle green || bottle green || indigo
 
|}
 
  
 
* '''Electric blue''': pale to medium bright blue; bright, energetic and striking
 
* '''Electric blue''': pale to medium bright blue; bright, energetic and striking
Line 737: Line 618:
  
 
=== Family Table ===
 
=== Family Table ===
We begin by creating an '''adjusted strength number''', rolling a d20 and subtracting the character's strength.  This produces a number between 17 and -17, as explained [[Character Background Generator#Hair|in the determination of hair]].  By consulting the table, we can learn the extent of the character's living family.  Throughout the table, additional details need to be rolled here or on the subtable below.  Where it describes the character as "raised by," it should be understood that the named parents are still alive when the character enters the campaign.
+
We begin by creating an '''adjusted strength number''', rolling a d20 and adding it to the character's strength.  This produces a number between 4 and 38, as explained [[Character Background Generator#Hair|in the determination of hair]].  By consulting the table, we can learn the extent of the character's living family.  Throughout the table, additional details need to be rolled here or on the subtable below.  Where it describes the character as "raised by," it should be understood that the named parents are still alive when the character enters the campaign.
  
 
If there are parents, the first sibling is born into a family when the mother is between the age of 14 and 20.  Count the father's age as [3d4-4] added to the mother's age.  Additional children are born 1 to 3 years after the first (the time difference accounting for children who may have been lost between living siblings).   
 
If there are parents, the first sibling is born into a family when the mother is between the age of 14 and 20.  Count the father's age as [3d4-4] added to the mother's age.  Additional children are born 1 to 3 years after the first (the time difference accounting for children who may have been lost between living siblings).   
Line 743: Line 624:
 
{| class="wikitable" style="float:left; margin-right: 25px; text-align: left; background-color:#d4f2f2;"
 
{| class="wikitable" style="float:left; margin-right: 25px; text-align: left; background-color:#d4f2f2;"
 
|-
 
|-
! style="text-align: center"|Adj. Strength !! style="width: 350px"|Upbringing  
+
! style="text-align: center"|d20 + Str. !! style="width: 350px"|Upbringing  
 
|-  
 
|-  
| style="text-align: center"|+17 to +14 || Left on the doorstep of a cottage as a foundling; and thereafter adopted and given an education
+
| style="text-align: center"|4 to 7 || Left on the doorstep of a cottage as a foundling; and thereafter adopted and given an education
 
|-
 
|-
| style="text-align: center"|+13 || Born a slave and kept until freed, began working as an apprentice at the age of [6-9].
+
| style="text-align: center"|8 || Born a slave and kept until freed, began working as an apprentice at the age of [6-9].
 
|-
 
|-
| style="text-align: center"|+12 to +11 || Lost family at age [6-9], finding support from a mentor acting as a surrogate parent [+1 age for elf thieves]
+
| style="text-align: center"|9 to 10 || Lost family at age [6-9], finding support from a mentor acting as a surrogate parent [+1 age for elf thieves]
 
|-
 
|-
| style="text-align: center"|+10 to +9 || Lost family after beginning class-level training at age [10-14] [+2 age for elf thieves]; continued education with the help of mentor and institution; [see '''Institution subtable''']
+
| style="text-align: center"|11 to 12 || Lost family after beginning class-level training at age [10-14] [+2 age for elf thieves]; continued education with the help of mentor and institution; [see '''Institution subtable''']
 
|-
 
|-
| style="text-align: center"|+8 to +7 || Raised by [mother/father]'s [sister/brother] after [1-12] years of age; [see '''Sibling subtable''' for this entry and all entries downtable]
+
| style="text-align: center"|13 to 14 || Raised by [mother/father]'s [sister/brother] after [1-12] years of age; [see '''Sibling subtable''' for this entry and all entries downtable]
 
|-
 
|-
| style="text-align: center"|+6 to +4 || Raised by [mother/father]'s [sister/brother] after [1-12] years of age
+
| style="text-align: center"|15 to 17 || Raised by [mother/father]'s [sister/brother] after [1-12] years of age
 
|-
 
|-
| style="text-align: center"|+3 || Raised by an elder [sister/brother] after [3-12] years of age; sibling is [2-8] years older than the character
+
| style="text-align: center"|18 || Raised by an elder [sister/brother] after [3-12] years of age; sibling is [2-8] years older than the character
 
|-
 
|-
| style="text-align: center"|+2 || Lost family at age [6-9], finding support from a mentor acting as a surrogate parent [+1 age for elf thieves]
+
| style="text-align: center"|19 || Lost family at age [6-9], finding support from a mentor acting as a surrogate parent [+1 age for elf thieves]
 
|-
 
|-
| style="text-align: center"|+1 || Raised by both of [mother/father]'s parents after [2d4+5] years of age
+
| style="text-align: center"|20 || Raised by both of [mother/father]'s parents after [2d4+5] years of age
 
|-
 
|-
| style="text-align: center"|0 || Raised by single [mother/father]
+
| style="text-align: center"|21 || Raised by single [mother/father]
 
|-
 
|-
| style="text-align: center"|-1 to -2 || Raised by both parents
+
| style="text-align: center"|22 to 23 || Raised by both parents
 
|-
 
|-
| style="text-align: center"|-3 to -6 || Raised by both parents and [1-2] grandparents, elder either to [mother/father]
+
| style="text-align: center"|24 to 25 || Raised by both parents and [1-2] grandparents, elder either to [mother/father]
 
|-
 
|-
| style="text-align: center"|-7 to -12 || Raised by both parents and 3 grandparents
+
| style="text-align: center"|26 to 27 || Raised by both parents and 3 grandparents
 
|-
 
|-
| style="text-align: center"|-13 to -17 || Raised by both parents and all four grandparents
+
| style="text-align: center"|28 to 38 || Raised by both parents and all four grandparents
 
|}
 
|}
  
Line 781: Line 662:
 
A character's relationships with his or her siblings are discussed under [[Character Background Generator#Choices|Choices]] and [[Character Background Generator#Relationships|Relationships]].  It shouldn't be assumed that characters have a positive relationship to any member of their family.  With the table below, we're only concerned with the number of siblings, along with other odd matters.  '''The same adjusted strength roll''' should be used for the sibling table as it was for the main family table.
 
A character's relationships with his or her siblings are discussed under [[Character Background Generator#Choices|Choices]] and [[Character Background Generator#Relationships|Relationships]].  It shouldn't be assumed that characters have a positive relationship to any member of their family.  With the table below, we're only concerned with the number of siblings, along with other odd matters.  '''The same adjusted strength roll''' should be used for the sibling table as it was for the main family table.
  
Thus, if the character's adjusted strength was +8, indicating that "he" was raised by an "aunt," then the same +8 result would be used to determine the character's number of siblings.
+
Thus, if the character's adjusted strength was 13, indicating that "he" was raised by an "aunt," then the same 13 result would be used to determine the character's number of siblings.
  
Due to the circumstances of their birth, character with an adjusted strength of +17 to +9 have no known siblings.
+
Due to the circumstances of their birth, character with an adjusted strength of 4 to 12 have no known siblings.
  
 
Once the sex of each sibling has been determined, the character can be placed in the order of birth by simply rolling a random number of siblings who are either younger or older than the character.  For example, if the character were one of 8 children, a d8 could be used to indicate if the character where the 1st or the 5th born, or whatever.
 
Once the sex of each sibling has been determined, the character can be placed in the order of birth by simply rolling a random number of siblings who are either younger or older than the character.  For example, if the character were one of 8 children, a d8 could be used to indicate if the character where the 1st or the 5th born, or whatever.
Line 791: Line 672:
 
{| class="wikitable" style="float:right; margin-left: 25px; text-align: center; background-color:#d4f2f2;"
 
{| class="wikitable" style="float:right; margin-left: 25px; text-align: center; background-color:#d4f2f2;"
 
|-
 
|-
! Adj. Strength !! Number of Siblings !! Special
+
! d20 + Str. !! Number of Siblings !! Special
 
|-
 
|-
| +8 to +7 || [roll d20] none (1-14),<br>one (15-19) or two (20) || —
+
| 13 to 14 || [roll d20] none (1-14),<br>one (15-19) or two (20) || —
 
|-
 
|-
| +6 || [roll d20] none (1-9), one (10-17),<br>two (18-19) or three (20) || —
+
| 15 || [roll d20] none (1-9), one (10-17),<br>two (18-19) or three (20) || —
 
|-
 
|-
| +5 to +3 || 0-3 (d4-1) || —  
+
| 16 to 18 || 0-3 (d4-1) || —  
 
|-
 
|-
| +2 || 0 || —
+
| 19 || 0 || —
 
|-
 
|-
| +1 to -2 || 1-4 || —
+
| 20 to 23 || 1-4 || —
 
|-
 
|-
| -3 to -6 || 2-4 || —
+
| 24 to 27 || 2-4 || —
 
|-
 
|-
| -7 to -9 || 0-5 (d6-1) || style="text-align: left"|character had a fraternal twin that<br>died [roll d20] at birth (1-7), at the<br>age of [1-3] (8-17) or at the age of<br>[4-14] (18-20)
+
| 28 to 30 || 0-5 (d6-1) || style="text-align: left"|character had a fraternal twin that<br>died [roll d20] at birth (1-7), at the<br>age of [1-3] (8-17) or at the age of<br>[4-14] (18-20)
 
|-
 
|-
| -10 || 1-6 || style="text-align: left"|character has a living fraternal twin
+
| 31 || 1-6 || style="text-align: left"|character has a living fraternal twin
 
|-
 
|-
| -11 || 2-7 || style="text-align: left"|character has a living identical twin
+
| 32 || 2-7 || style="text-align: left"|character has a living identical twin
 
|-
 
|-
| -12 to -13 || 2-8 || style="text-align: left"|roll character had an identical twin<br>that died [roll d20] at birth (1-9), at the<br>age of [1-3] (10-17) or at the age of<br>[4-14] (18-20)
+
| 33 to 34 || 2-8 || style="text-align: left"|roll character had an identical twin<br>that died [roll d20] at birth (1-9), at the<br>age of [1-3] (10-17) or at the age of<br>[4-14] (18-20)
 
|-
 
|-
| -14 to -15 || 4-10 || —
+
| 35 to 36 || 4-10 || —
 
|-
 
|-
| -16 to -17 || 6-15 (3d4+3) || —
+
| 37 to 38 || 6-15 (3d4+3) || —
 
|}
 
|}
  
Line 870: Line 751:
 
* '''Church/Temple''': being taken in and given a place to sleep as an act of charity, the character would have spent their childhood cleaning the pews, carrying hymnals and other books, gardening, tending to animals kept to help support the clergy and carrying candles, flags and podiums during festivals.  After the character is given a place during services and shows his or her piety, the decision is made to send the character to a formal seminary on a stipend.
 
* '''Church/Temple''': being taken in and given a place to sleep as an act of charity, the character would have spent their childhood cleaning the pews, carrying hymnals and other books, gardening, tending to animals kept to help support the clergy and carrying candles, flags and podiums during festivals.  After the character is given a place during services and shows his or her piety, the decision is made to send the character to a formal seminary on a stipend.
  
* '''Guildhouse''': represents different possible organisations for different classes, but in all cases the characters would spend time acting as servants and participating in the backbreaking work of feeding and housing a large number of workers.  This means much laundering, kitchen duties and carrying much wood and water.  Bards are familiar with guilds related to ceramic, tailoring, woodworking guilds and other artisan examples.  Illusionists spend their time in bookbinding, print houses, scribners and university-supportive guilds.  In addition to these for the illusionist, a mage can include guilds dedicated towards alchemy, medicine and other sciences.  The guild for a thief is assuredly a thief's guild.  Each of these guilds would be responsible, through collections and donations, for the character receiving a formal education in their class.
+
* '''Guildhouse''': represents different possible organisations for different classes, but in all cases the characters would spend time acting as servants and participating in the backbreaking work of feeding and housing a large number of workers.  This means much laundering, kitchen duties and carrying much wood and water.  Bards are familiar with guilds related to ceramic, tailoring, woodworking guilds and other [[Artisan (profession)|artisan]] examples.  Illusionists spend their time in bookbinding, print houses, scribners and university-supportive guilds.  In addition to these for the illusionist, a mage can include guilds dedicated towards [[Alchemy (sage study)|alchemy]], medicine and other sciences.  The guild for a thief is assuredly a thief's guild.  Each of these guilds would be responsible, through collections and donations, for the character receiving a formal education in their class.
  
 
* '''Library''': the duties for children in these places are primarily cleaning, collecting and copying.  As illusionist and mages, they would have learned to read & write at the age of 8 to 9, when they were old enough to be trusted to spend endless hours writing copies as a scholar droned on and on.  Characters of this type would also have some experience with many possible educations; as "farmers" or "explorers," they may never have stood in a field or been aboard a ship.  Formal education begins when the character is paid for their ability to write, a task they perform all through their training.
 
* '''Library''': the duties for children in these places are primarily cleaning, collecting and copying.  As illusionist and mages, they would have learned to read & write at the age of 8 to 9, when they were old enough to be trusted to spend endless hours writing copies as a scholar droned on and on.  Characters of this type would also have some experience with many possible educations; as "farmers" or "explorers," they may never have stood in a field or been aboard a ship.  Formal education begins when the character is paid for their ability to write, a task they perform all through their training.
Line 878: Line 759:
 
* '''Monastery''': the culture here is not so different from that of a manor, with opportunities to learn about farming, animals and the making of various foodstuffs ... but the religious expectation encouraged the character to become a cleric or a monk — remaining to complete their training in the same institution they attended as young children.  Paladins growing up in a monastery remain affected by what they saw and the rituals they took part in, but by the age of 10 or 11 they head out, with a stipend, to get formal training in fighting.
 
* '''Monastery''': the culture here is not so different from that of a manor, with opportunities to learn about farming, animals and the making of various foodstuffs ... but the religious expectation encouraged the character to become a cleric or a monk — remaining to complete their training in the same institution they attended as young children.  Paladins growing up in a monastery remain affected by what they saw and the rituals they took part in, but by the age of 10 or 11 they head out, with a stipend, to get formal training in fighting.
  
* '''Performing troupe''': a fun and exciting life for a young future bard, full of helping to move and walk long distances beside wagons on their way to the next town ... but also opportunities to act on stage, walk through strange places shouting out the arrival of the troupe to outsiders, handling money and watching the players and performers hone their craft.  Many heartbreaking moments also, as a performer in a troupe can lose heart.  Such bards use what skills they can find in these places to audition their way into a college or guild to receive their formal training.
+
* '''Performing troupe''': a fun and exciting life for a young future bard, full of helping to move and walk long distances beside wagons on their way to the next town ... but also opportunities to act on stage, walk through strange places shouting out the arrival of the troupe to outsiders, handling money and watching the players and performers hone their craft.  Many heartbreaking moments also, as a performer in a troupe can lose heart.  Such bards use what skills they can find in these places to [[Audition (sage ability)|audition]] their way into a college or guild to receive their formal training.
  
* '''Shipboard''': life aboard ship includes many dangerous, unique ideas for the character to discover as a child, but it's hard, repetitive work also.  Decks must be scrubbed white, while learning to walk out on a mast or spar in a storm is also part of the character's education.  More than one lost friend, fellow child or adult alike, is remembered though they are long gone.  Shipboard also allows for long periods ashore, where a fellow seaman may take time to teach an assassin, fighter, ranger or thief a wide variety of secondary abilities.  Formal training is usually made possible by a long voyage at sea, where years of income are accumulated and paid out in a single day.
+
* '''Shipboard''': life aboard ship includes many dangerous, unique ideas for the character to discover as a child, but it's hard, repetitive work also.  Decks must be scrubbed white, while learning to walk out on a mast or spar in a storm is also part of the character's education.  More than one lost friend, fellow child or adult alike, is remembered though they are long gone.  Shipboard also allows for long periods ashore, where a fellow seaman may take time to teach an assassin, fighter, ranger or thief a wide variety of secondary abilities.  Formal training is usually made possible by a long voyage at sea, where years of income are accumulated and paid out in a single day.  +1-4 pts. [[Sailing (sage ability)|sailing]] knowledge.
  
 
* '''Whorehouse''': the most lurid of places where the assassin or thief character might spend their childhood.  Suffice to say that the duties may be of a kind that the character would never speak of, be they man or woman.  Certainly bathing the artists, cleaning, acting as servants and perpetually cleaning after the worst sort of visitors would make for unpleasant memories.  More likely as not, the character stole what they needed to get out and be long gone from such a place — though they could never admit it.
 
* '''Whorehouse''': the most lurid of places where the assassin or thief character might spend their childhood.  Suffice to say that the duties may be of a kind that the character would never speak of, be they man or woman.  Certainly bathing the artists, cleaning, acting as servants and perpetually cleaning after the worst sort of visitors would make for unpleasant memories.  More likely as not, the character stole what they needed to get out and be long gone from such a place — though they could never admit it.
  
 
== Progenitors ==
 
== Progenitors ==
'''Progenitor''' is a blanket term for the strongest person in the character's early life, who instigated or acted as the antecedent to the character's eventual career as a class-levelled person.  Most often, this is the character's father and mother, but it might be an uncle or a mentor, depending on the generated [[Character Background Generator#Family|family]] above.  This person's profession was experienced and lightly transferred to the character prior to advanced training as a fighter, mage, thief or whatever — and that profession forms the character's "secondary skill," or in terms of [[Knowledge Points|knowledge]], a "[[Sage Ability|sage ability]]."
+
Every levelled character is entitled to one [[Progenitor]], the individual responsible for raising them from a child and enabling their training as a character class.
 
 
In most cases, the happenstance of this relationship is simple.  Yet the determination of the character's progenitor also defines their starting capital, the social status of their birth and the possibility of other peculiar benefits and opportunities.
 
 
 
=== Progenitor Sources ===
 
So far, 112 progenitors have been added to the character's generation.  Like character classes, these are divided into six "source", each rated according to their "[[Primary Attributes|primary attribute]]" — [[Strength (ability stat)|strength]], [[Intelligence (ability stat)|intelligence]], [[Wisdom (ability stat)|wisdom]], [[Constitution (ability stat)|constitution]], [[Dexterity (ability stat)|dexterity]] or [[Charisma (ability stat)|charisma]].  Usually, a character gets only one progenitor; but there are exceptions that occur (dealt with on other tables).
 
 
 
To determine the character's secondary skills, we must first subtract 10 points from each of the character's ability stats.  If the character has less than 1 point in any of these, then secondary skills from that source are unavailable.  The remaining points are added together and used for weighting the roll to determine from which source the character's progenitor comes.
 
 
 
: '''For example''', Paul rolls his ability stats, ending with an 18 str, 12 int, 10 wis, 14 con, 8 dex and 13 chr.  Subtracting 10 from each and discarding wisdom and dexterity, Paul ends with 8 str, 2 int, 4 con and 3 chr; a total of 17.  He rolls a random number from 1 to 17: str (1-8); int (9-10); con (11-14) and chr (15-17).  Paul gets a "17."  The source for his secondary skill is found on the charisma table.
 
 
 
As will be seen, characters with insufficient strength have no chance to be a gladiator or guardsmen; those without enough intelligence cannot be a surgeon or a scribe; and those without enough charisma have no chance at all to be a military leader or royalty.  That's simply how the cards fall; not everyone can be everything.  Most of the time, we end up being a farmer, a potter, a rat catcher or a teamster.  The best the character can do is choose where to put his or her ability stats and hope for the best kind of luck.
 
 
 
Once we know the source, we can roll on that table.  Each table is organised for a d100 roll, with the commonest progenitors at the top and the rarest (and with the most status) at the top.  So a high roll on any of these tables is sure to produce good results.  Feel free to jump ahead if you know what table you want:
 
 
 
<div style="column-count:3;-moz-column-count:3;-webkit-column-count:3">
 
* [[Character Background Generator#Strength Source|Strength]]
 
* [[Character Background Generator#Intelligence Source|Intelligence]]
 
* [[Character Background Generator#Wisdom Source|Wisdom]]
 
* [[Character Background Generator#Constitution Source|Constitution]]
 
* [[Character Background Generator#Dexterity Source|Dexterity]]
 
* [[Character Background Generator#Charisma Source|Charisma]]
 
</div>
 
<br>
 
 
 
=== Skills & Knowledge Points ===
 
In all cases below, the skills gained from the progenitor are additional to those gained by the character due to his or her class — but the points for these skills are '''not added''' to the player's total that would be gained from a normal distribution of sage studies and abilities.
 
 
 
: '''For example''', if the character was a mage who chose alchemy as their study, AND also happened to have an alchemist as a progenitor, then the 10 points of knowledge gained from his or her progenitor would not be added to the knowledge the mage gained by choosing alchemy as a study.  In addition, if the character as heir to an alchemist gains 0-3 pts. of knowledge per level in alchemy, while the character as a mage class were to gain 1-12 pts. in that study, these numbers are NOT added together; only the 1-12 increase would count.  In all cases, the character uses the greatest amount of points, or the greatest speed at gaining points, but the knowledge itself is in no way combined.
 
<br>
 
 
 
[[File:Character Background Generator Image 2.jpg|center|960px|thumb]]
 
 
 
=== Strength Source ===
 
There are but 10 professions associated with the strength stat — these include possibilities that demand enormous stoicism and spirit of character, the sort of grit that provides a character with courage in the face of adversity.  Naturally, these are good professions for a fighter to have.
 
 
 
{| class="wikitable" style="float:right; margin-left: 25px; text-align: center; background-color:#d4f2f2;"
 
|-
 
! style="width: 65px"|Roll<br>(d100) || style="width: 275px"|Profession & Benefits || Starting<br>Capital (g.p.)
 
|-
 
| 01-21 || style="text-align: left"|Farmer: [[Farming (sage ability)|farming]]; +1 to [[Ability Checks|strength checks]] when outdoors || 6d10
 
|-
 
| 22-39 || style="text-align: left"|Fisherfolk: [[Fishing (sage ability)|fishing]]; [[Swimming (sage ability)|swimming]] || 7d10
 
|-
 
| 40-57 || style="text-align: left"|Sailor: [[Sailing (sage ability)|sailing]]; +2 to dexterity checks when shipboard || 7d12
 
|-
 
| 58-74 || style="text-align: left"|Teamster: [[Teamstering (sage ability)|teamstering]]; start with cart, no animals || 9d12
 
|-
 
| 75-85 || style="text-align: left"|Guard: [[On Guard (sage ability)|stand guard]]; +1 damage when [[Pummelling|pummelling]] or [[Grappling (hand-to-hand)|grappling]] || 5d6 x5
 
|-
 
| 86-92 || style="text-align: left"|Mercenary: [[Hereditary Weapon I (sage ability)|hereditary weapon I]]; bonus [[Weapon Proficiencies|proficiency]] in any weapon regardless of class || 7d6 x5
 
|-
 
| 93-96 || style="text-align: left"|Outrider: [[Horse Handling I (sage ability)|handle horse well]]; start with light [[Warhorse|warhorse]]; check height || 8d6 x5
 
|-
 
| 97-98 || style="text-align: left"|Bounty Hunter: [[Tracking (sage ability)|tracker]]; [[Strengthened Arm (sage ability)|strengthened arm]]; bonus proficiency in fired or hurled [[Missile Weapons|missile weapon]] || 9d6 x5
 
|-
 
| 99 || style="text-align: left"|Master-at-Arms: [[Hereditary Weapon II (sage ability)|hereditary weapon II]]; bonus two [[Weapon Proficiencies|proficiencies]] in any weapon regardless of class || 10d6 x5
 
|-
 
| 00 || style="text-align: left"|Gladiator: [[Shield as a Weapon (sage ability)|shield as a weapon]]; +1 damage in all melee attacks regardless of strength || 6d6 x10
 
|}
 
 
 
All sage abilities have 10 pts. of knowledge, except for the master-at-arms hereditary weapon II, which has 30.  Each increases at d4-1 (0-3) per level, unless superseded by the character's class.  These abilities/studies are possessed regardless of class.  Further notes on the strength source table are as follows:
 
 
 
* '''[[Bounty Hunter (profession)|Bounty Hunter]]''': the character has only participated in the bringing in of outlaws for pay; he or she has never actually hunted a bounty acting as hunt leader.  The "bonus proficiency" gained by the character must be a missile weapon (hurled or fired) and may be any weapon of this type, regardless of the character's class.  Strengthened arm improves missile ranges; tracking is the scouting sage ability.  The character has a legal right to collect prisoners and bounties and knows where and how to go about being assigned this duty.
 
 
 
* '''[[Farmer (profession)|Farmer]]''': character has spent at least two seasons farming; knows yearly cycle, knows planting time, can manage an ox & plow and may reliably choose good land to grow his or her own food.  If the character has living parents, presume the existence of a "family farm," one which the character may have future rights to, if he or she is the eldest living sibling.
 
 
 
* '''[[Fisherfolk (profession)|Fisherfolk]]''': character can manage a boat on still water or near shore fairly well, but has no sailing or river skills.  Has angling skill with rod & line, knows best places to cast for fish.  Cannot fish with a net.  Can clean and cook fish with passable efficiency.
 
 
 
* '''[[Gladiator (profession)|Gladiator]]''': the character's progenitor was a career gladiator, but the character has participated in 5-20 bouts personally, being personally responsible for the deaths of 2-5 persons.  A standing request exists asking the character to participate in additional bouts, at a price of 2 g.p. per appearance, with an 8 g.p. bonus for winning.  Since bouts can end when one of the participants is unconscious, not all combats are fought to the death.  The character personally knows 1-3 ex-gladiators willing to hire out as mercenaries.
 
 
 
* '''[[Guard (profession)|Guard]]''': the "on guard" sage ability ensures that when the character is actively taking a watch that he or she can only be surprised on a 1 in 6.  Gains +1 bonus damage when not using weapons; knows the ins and outs, and habits, of guards managing large facilities, towns or cities.  Has local knowledge of guards in nearest city, has friends there.
 
 
 
* '''[[Master-at-Arms (profession)|Master-at-arms]]''': this title describes the character's progenitor, the master instructor at the character's training school, who took a personal interest in the character.  This is how the character gains a better hereditary weapon and bonus two weapon proficiencies, because of the time spent training with the progenitor.  100 g.p. of the character's starting capital was given as a personal gift by the character's progenitor (thus 100 g.p. is the minimum sum that can be gotten).
 
 
 
* '''[[Mercenary (profession)|Mercenary]]''': character has participated in at least one campaign lasting two seasons, six or seven months, as a combatant; this should be somewhere that a war has taken place in the last 6 to 10 years.  This gives a fair knowledge of travel routes to and from that part of the world, along knowing that culture.  Character has killed a person in combat.  The character knows where to hire mercenaries and what to expect from them, but gives no special knowledge with regards to managing such persons.
 
 
 
* '''[[Outrider (profession)|Outrider]]''': an "outrider" is a cavalry scout or dispatch rider, and so the character will have months of experience acting and training in this duty.  "[[Horse Handling I (sage ability)|Horse Handling I]]" enables the character to direct the horse and ride at various gaits.  The horse that starts with the character will have been in his or her possession for 6-18 months; roll random for [[Horse Breeding (sage ability)#pedigree|pedigree]], with a minimum average and no result less than 10 (reroll lowest rolls until average is achieved).  If the character is shorter than 4 ft. 6 inches tall, treat result as "mercenary."
 
 
 
* '''[[Sailor (profession)|Sailor]]''': character has spent at least a year at sea and is capable of acting as a crew for any sort of ship.  This says only that the character is an able-bodied sailor and nothing more.  Can manage a single-person [[Catboat|sailboat]].  Has basic swimming skill.
 
 
 
* '''[[Teamster (profession)|Teamster]]''': can master a wagon or cart over most kinds of terrain, whether pulled by donkey, mule, horse or oxen, in teams of two or four; six-handed teams require 30 points of knowledge.  Has skill in loading and unloading, recognise health issues with draft animals and can clean hooves, can't shoe animals.  Has local knowledge of shippers, places to buy loads and warehouse overseers.
 
 
 
=== Intelligence Source ===
 
There are 15 professions associated with the intelligence stat — these include possibilities that demand complex thinking, memory, problem solving and application of design.  Occasionally, such pursuits lead characters into the strangest of places.
 
 
 
{| class="wikitable" style="float:right; margin-left: 25px; text-align: center; background-color:#d4f2f2;"
 
|-
 
! style="width: 65px"|Roll<br>(d100) || style="width: 275px"|Profession & Benefits || Starting<br>Capital (g.p.)
 
|-
 
| 01-09 || style="text-align: left"|Trapper: [[Set Snares (sage ability)|set snares]]; [[Tanning (sage ability)|tan leather and furs]] || 3d10
 
|-
 
| 10 || style="text-align: left"|Hermit: [[Foraging (sage ability)|foraging]]; +2 constitution checks when outdoors || 1d10
 
|-
 
| 11-35 || style="text-align: left"|Scribe: [[Read & Write (sage ability)|read & write]]; add 5 pts. to character's chosen study, 1 pt. to all other studies || 6d10
 
|-
 
| 36-47 || style="text-align: left"|Carpenter: [[Carpentry (sage ability)|carpentry]]; [[Demolition (sage ability)#Wooden Defenses|attack wooden defenses]]; start with 15 ft. square one-story wooden house || 8d10
 
|-
 
| 48-59 || style="text-align: left"|Mason: [[Masonry (sage ability)|masonry]]; [[Demolition (sage ability)#Stone Defenses|attack stone defenses]]; start with 10 ft. square one-story stone house || 8d10
 
|-
 
| 60-65 || style="text-align: left"|Gamekeeper: [[Hunting (sage ability)|hunting]]; [[Pathfinding I (sage ability)|pathfinding I]] || 8d10
 
|-
 
| 66-70 || style="text-align: left"|Boathandler: [[Steershand (sage ability)|steershand]]; +2 to dexterity checks when shipboard; start with long boat || 8d10
 
|-
 
| 71-80 || style="text-align: left"|Alchemist: [[Read & Write (sage ability)|read & write]]; amateur [[Alchemy (sage study)|alchemist]] || 4d10 x5
 
|-
 
| 81-82 || style="text-align: left"|Tomb Robber: [[Caving I (sage ability)|caver]]; [see '''Robber Items subtable'''] || 6d10 x5
 
|-
 
| 83-85 || style="text-align: left"|Artillerist: [[Artillerist I (sage ability)|fire siege engines]]; start with [[Ballista (siege engine)|small ballista]] || 6d10 x5
 
|-
 
| 86-87 || style="text-align: left"|Veterinarian: amateur [[Animal Physiology (sage study)|animal physiologist]] || 7d10 x5
 
|-
 
| 88-90 || style="text-align: left"|Surgeon: [[Amputation (sage ability)|amputation]]; [[Bloodletting (sage ability)|bloodletting]]; +1 to hit with dagger || 4d10 x10
 
|-
 
| 91-94 || style="text-align: left"|Architect: [[Read & Write (sage ability)|read & write]]; amateur [[Construction (sage study)|construction designer]]; choice of one [[Tradecraft (sage ability)|tradecraft]] || 5d10 x10
 
|-
 
| 95-98 || style="text-align: left"|Lawyer: [[Read & Write (sage ability)|read & write]]; amateur [[Law & Policy (sage study)|practitioner of the law]] || 4d10 x20
 
|-
 
| 99-00 || style="text-align: left"|Political advisor: [[Read & Write (sage ability)|read & write]]; amateur [[Politics (sage study)|politician]] || 5d10 x20
 
|}
 
 
 
All sage abilities and studies have 10 pts. of knowledge; studies enable the possession of all amateur abilites therein.  Each ability or whole study increases at d4-1 (0-3) per level, unless superseded by the character's class.  These abilities/studies are possessed regardless of class.  Further notes on the intelligence source table are as follows:
 
 
 
* '''[[Alchemist (profession)|Alchemist]]''': character has multiple sage abilities associated to study of alchemy, knows how to set up a lab, has worked as an apprentice to his or her alchemist progenitor for two years.  Has 10 pts. of knowledge in full study.
 
 
 
* '''[[Architect (profession)|Architect]]''': character has multiple sage abilities associated to study of construction architecture, enabling simple builds and the ability to keep a crew of up to eight persons working.  He or she will have worked on many sites for a collective period of two years.  Trade gained may be carpetry, excavation, masonry, brickwork, tile work or thatching.  Has 10 pts. of knowledge in full study.
 
 
 
* '''[[Artillerist (profession)|Artillerist]]''': character has familiarity with loading and firing siege engines; effectively, has a "weapons proficiency" in it.  Has experience in at least one protracted siege; can act as a member of a battery; has no special skills for commanding one.  The small ballista in the character's possession is located on a friend's rural property near the character's entry into the campaign.
 
 
 
* '''[[Boathandler (profession)|Boathandler]]''': has skill as steering small and large river boats, as well as a barge, down river courses within the kingdom where the character joins the campaign.  Very much at ease on water.  Long boat has single stepped mast, 18 ft. long, 6 ft. beam, carries 2 tons, 9 in. draft.  Is docked at nearest docking post/dock/quay to the character upon entry into campaign.
 
 
 
* '''[[Carpenter (profession)|Carpenter]]''': character is able to construct or demolish wholly wooden structures with amateur proficiency, having spent at least two years on various sites and participating in numerous builds.  Wooden house's location is 2-5 miles from nearest large settlement, depending on where the character enters the game.  Includes one acre of land; finished with wooden/earth foundation, no furnishings.
 
 
 
* '''[[Gamekeeper (profession)|Gamekeeper]]''': character has been trained to watch over farmland, as a professional hunter of herbivores who would eat crops or predators that prey on livestock.  Has skill at locating the best routes through unknown wilderness.  Also has an excellent relationship with the lord of a estate nearby a medium/large village, upon whose land the character dwelt for periodically over a four year time period, while training.
 
 
 
* '''[[Hermit]]''': character has spent at least 2 years living in complete isolation, with long-time acquaintance with both starvation and extreme weather.  Can sleep comfortably without shelter in weather as cold as [[Frosty Conditions|frosty conditions]] (-6 C/20 F) without mishap, assuming proper clothing.
 
 
 
* '''[[Lawyer (profession)|Lawyer]]''': character has multiple sage abilities associated with law and social policy, having participated in organising a business, defending clients to judges and securing local permits.  Has 10 pts. of knowledge in full study.
 
 
 
* '''[[Mason (profession)|Mason]]''': character is able to construct or demolish wholly stone structures with amateur proficiency, having spent at least three years on various sites and participating in numerous builds.  Stone house's location is 2-5 miles from nearest large settlement, depending on where the character enters the game.  Includes one acre of land; finished with stone foundation, no furnishings.
 
 
 
{| class="wikitable" style="float:left; margin-right: 25px; text-align: center; background-color:#d4f2f2;"
 
|+Robber Items
 
! style="width: 65px"|Class || style="width: 420px"|Item (d20)
 
|-
 
| Assassin || dagger +1 (1-9), gaseous form potion (10-14), shield +1 (15-20)
 
|-
 
| Bard || dagger +1 (1-10), leather armour +1 (11), philter of love (12-16), scroll w/2nd level bardic spell (17-20)
 
|-
 
| Cleric || club +1 (1-7), healing potion (8-10), scroll w/2nd level clerical spell (11-14), shield +1 (15-20)
 
|-
 
| Druid || leather armour +1 (1-4), healing potion (6-10), scroll w/2nd level druidical spell (11-14), spear +1 (15-20)
 
|-
 
| Fighter || heroism potion (1-6), shield +1 (7-13), short sword +1 (14-20)
 
|-
 
| Illusionist || dagger +1 (1-8), healing potion (9-13), scroll w/2nd level illusionary spell (14-19), ring of protection +1 (20)
 
|-
 
| Mage || dagger +1 (1-7), healing potion (8-12), scroll w/2nd level magical spell (13-19), ring of protection +1 (20)
 
|-
 
| Monk || quarterstaff +1 (1-12), spear +1 (13-17), speed potion (18-20)
 
|-
 
| Paladin || invulnerability potion (1-4), long sword +1 (5-12), shield +1 (13-20)
 
|-
 
| Ranger || animal control potion (1-4), battle axe +1 (5-14), leather armour +1 (15-18), short bow +1 (19-20)
 
|-
 
| Thief || dagger +1 (1-8), invisibility potion (9-14), leather armour +1 (15-20)
 
|}
 
 
 
Because the items are awarded to the character as the result of plunder, with regards to scrolls allow the player to choose the single-use spell that's given.  All potions have 1 quaff.
 
 
 
* '''[[Political Advisor (profession)|Political Advisor]]''': character has multiple sage abilities associated with politics and the halls of power.  His or her progenitor was an important, elite voice, influencing the monarch and upper nobility in matters of finance, defense, preparations for war and foreign diplomacy.  The character may someday have like influence; even now, the character can expect to be recognised by numerous persons in court, enabling access to same.  Has 10 pts. of knowledge in full study.
 
 
 
* '''[[Scribe (profession)|Scribe]]''': character has worked at least 2 years in counting houses or other company establishments, gathering information on all manner of subjects.  The character is well-read and adds 5 pts. of knowledge to their starting chosen study, +1 pt. to all studies within their class sage abilities.
 
 
 
* '''[[Surgeon (profession)|Surgeon]]''': character has assisted in scores of operations, has 10 pts. of knowledge in amputation and bloodletting, but no skill in other medical procedures.  Has familiarity with surgical tools and a high tolerance for blood and gore.  When the character acquires 30 pts. of knowledge, he or she will gain the ability to perform [[Minor Invasive Surgery (sage ability)|minor invasive surgery]].  These numbers can be surpassed if the character is able to specialise in the whole study of [[Medicine (sage study)|medicine]].
 
 
 
* '''[[Tomb Robber (profession)|Tomb Robber]]''': character has plunged into many an underground environment; knows spelunking and navigating caves; has had one adventure with his or her progenitor that resulted in the character obtaining a [[Magic Items|magic item]], as indicated by the '''robber items subtable'''.  Roll for the character class the character has become; with multiclass characters, roll d40 or d60 enabling all possibilties.  For example, an assassin cleric would roll 1d40; for results of 1-20, consult the assassin-friendly items; for results of 21-40, consult those of the cleric.
 
 
 
* '''[[Trapper (profession)|Trapper]]''': has familiarity with animal traps, one-person watercraft.  Familiar with 3-6 nearest wilderness hexes (size [[20-mile Hex Map|20-mile]] diameter), knowing holes and other mysterious places that might exist there.  Can skin and clean animal carcasses, has some contacts with furriers willing to pay for obtained furs.  Progenitor was loner with even more experience of wilderness, with no outside world contacts.
 
 
 
* '''[[Veterinarian (profession)|Veterinarian]]''': has worked as an apprentice vet in area before joining campaign; has multiple sage abilities associated with animal physiology, is familiar with the care and treatment of most barnyard animals.  Has 10 points of knowledge in full study.  Add +1 morale for animals while in the veterinarian's care or possession.
 
 
 
=== Wisdom Source ===
 
There are 14 professions and personages associated with the wisdom stat — these relate to matters of pursuing education and the application of experience, ethics and knowledge of the greater good.  While on the surface this may suggest a staid, responsible member of society, often it's also the wisdom to recognise the culture's faults and reasons why it should fall.
 
 
 
{| class="wikitable" style="float:right; margin-left: 25px; text-align: center; background-color:#d4f2f2;"
 
|-
 
! style="width: 65px"|Roll<br>(d100) || style="width: 275px"|Profession & Benefits || Starting<br>Capital (g.p.)
 
|-
 
| 01-12 || style="text-align: left"|Prospector: [[Prospecting (sage ability)|prospecting]]; can [[Work Animals (sage ability)|manage donkeys and mules]], improving [[Encumbrance|encumbrance]] for each || 4d10
 
|-
 
| 13-38 || style="text-align: left"|Husbander: [[Domesticate Horses (sage ability)|domesticate horses]]; manage [[Work Animals (sage ability)|work animals]]; +2 saving throw for all animals in the husbander's care || 5d10
 
|-
 
| 39-52 || style="text-align: left"|Tutor: [[Read & Write (sage ability)|read & write]]; [[Instruction (sage study)|instruction]]; +1 pt. to all studies || 5d10
 
|-
 
| 53-63 || style="text-align: left"|Steward: [[Motivation (sage study)|motivation]]; has standing invitation to act as steward over a baronet's keep || 5d10 x5
 
|-
 
| 64-68 || style="text-align: left"|Physician: [[Read & Write (sage ability)|read & write]]; [[Medicine (sage study)|medicine]] || 4d10 x5
 
|-
 
| 69-76 || style="text-align: left"|Herbalist: [[Herbalist (sage ability)|identify herbs]]; [[Cultivate Mushrooms (sage ability)|cultivate mushroom]]; +3 save vs. poison || 4d10 x5
 
|-
 
| 77-82 || style="text-align: left"|Librarian: Tutor: [[Read & Write (sage ability)|read & write]]; +2 pts. to all studies; start with 3-12 [[Practical book|practical books]] || 4d10 x5
 
|-
 
| 83-86 || style="text-align: left"|Curate: perform [[Burial (sage ability)|burial]], [[Immersion (sage ability)|immersion]], [[Marriage (sage ability)|marriage]]; able to cast one clerical spell regardless of class: [see '''Bonus Spells subtable'''] || 5d10 x5
 
|-
 
| 87-90 || style="text-align: left"|Village witch: [[Carve Sigil (sage ability)|carve sigil]]; [[Make a Reading (sage ability)|make a reading]]; able to cast one magical spell regardless of class: [see '''Bonus Spells subtable'''] || 6d10 x5
 
|-
 
| 91-93 || style="text-align: left"|Priest: [[Read & Write (sage ability)|read & write]]; [[Faith (sage study)|faith]]; invitation to become a missionary || 6d10 x10
 
|-
 
| 94-96 || style="text-align: left"|Professor: [[Read & Write (sage ability)|read & write]]; [[Instruction (sage study)|instruction]]; +2 pts. to all studies; start with 3-12 practical books || 4d10 x10
 
|-
 
| 97-98 || style="text-align: left"|Mortician: [[Turn Undead (sage ability)|turn undead]]; +1 to saves, to hit and damage against [[Undead|undead]] || 5d10 x10
 
|-
 
| 99 || style="text-align: left"|Witchhunter: [[Make Salve (sage ability)|make salve]]; +3 saving throw vs. magic || 6d10 x10
 
|-
 
| 00 || style="text-align: left"|Sinecure: [[Read & Write (sage ability)|read & write]]; [[Writ of Passage|writ of passage]]; respect from a local noble; [[Town Status|seat in the town hall]] || 7d6 x25
 
|}
 
 
 
All sage abilities and studies have 10 pts. of knowledge; studies permit the possession of all amateur abilities therein.  Each ability or whole study increases at d4-1 (0-3) per level, unless superseded by the character's class.  These abilities/studies are possessed regardless of class.  Further notes on the wisdom source table are as follows:
 
 
 
* '''[[Curate (profession)|Curate]]''': able to perform minor ceremonies within the character's religion, the internment of a dead body, the welcoming of a new worshipper into the religion and the marriage between two believers.  This is possible regardless of the character's class, for he or she has demonstrated their piety sufficiently to maintain this right and ability; likewise, the character has also learned one additional clerical spell, which would be a bonus spell to a cleric and something a non-cleric is still able to cast.  The spell is indicated on the '''bonus spells subtable.'''
 
 
 
{| class="wikitable" style="float:left; margin-right: 25px; text-align: center; background-color:#d4f2f2;"
 
|+Bonus Spells
 
! style="width: 35px"|Roll || style="width: 125px"|Curate Spell || style="width: 125px"|Village Witch Spell
 
|-
 
| 1 || [[Create Water (spell)|create water]] || [[Dancing Lights (spell)|dancing lights]]
 
|-
 
| 2 || [[Detect Malevolence (spell)|detect malevolence]] || [[Erase (spell)|erase]]
 
|-
 
| 3 || [[Endure Cold & Heat (spell)|endure cold & heat]] || [[Feather Fall (spell)|feather fall]]
 
|-
 
| 4 || [[Invisibility to Undead (spell)|invisibility to undead]] || [[Grease (spell)|grease]]
 
|-
 
| 5 || [[Light (spell)|light]] || [[Identify (spell)|identify]]
 
|-
 
| 6 || [[Penetrate Disguise (spell)|penetrate disguise]] || [[Mending (spell)|mending]]
 
|-
 
| 7 || [[Precipitation (spell)|precipitation]] || [[Nystul's Magic Aura (spell)|Nystul's magic aura]]
 
|-
 
| 8 || [[Purify Food & Drink (spell)|purify food & drink]] || [[Taunt (spell)|taunt]]
 
|-
 
| 9 || [[Remove Fear (spell)|remove fear]] || [[Unseen Servant (spell)|unseen servant]]
 
|-
 
| 10 || [[Resist Cold (spell)|resist cold]] || [[Ventriloquism (spell)|ventriloquism]]
 
|}
 
 
 
 
 
: Characters won't gain further spells from this progenitor.  If the character is a cleric, the spell's effectiveness equals any other possessed spell; but for non-clerics, the spell always functions as though the character were 1st level.
 
 
 
* '''[[Herbalist (profession)|Herbalist]]''': has skill in the examination, recognition and administration of herbs and medicinal mushrooms, as well as experience raising the latter, having spent years observing plants in the wild and learning their medicinal qualities.  Character has an unusual skill at recognising the use of poison, with great respect for it, and so gains a +3 saving throw where poison is concerned.
 
 
 
* '''[[Husbander (profession)|Husbander]]''': character has herded and handled animals for at least two years on a farm, raising them for meat or using them as work animals; can manage sheepdogs, horses, mules, donkeys or oxen (and elephants if of Asian descent).  Keeps animals in good health, enabling them better saving throws.
 
 
 
* '''[[Librarian (profession)|Librarian]]''': since being a boy, the character has spent a hundred months perusing books, copying from them, reading, even gathering a few of his or her own.  All studies associated with the character's class gain +2 points of knowledge above normal.
 
 
 
:  In addition, the character gains [3-12] "practical books."  These are authority-status in value.  Authority-status books provide a +5 pt. benefit to an amateur's knowledge; thus, enabling a character with 26 knowledge points as an amateur to function as an "authority" as long as the character has the book and 10 minutes to study it — and the ability to continuously consult the book as needed.  If the character is an authority, then the book provides no special benefit; the character would need an expert-status book, which would grant +7 pts.  An amateur character cannot fully comprehend an expert-status book and gets no benefit from one.
 
 
 
: The character assigns each practical book to a study, one per study, from those studies associated with studies gained from the character's class (otherwise, the practical book would be useless).  '''For example''', if the character were a druid with only 3 books, then he or she might assign one to [[Sea Life (sage study)|sea life]], one to [[Natural Astronomy (sage study)|natural astronomy]] and one to [[Trees (sage study)|trees]].
 
 
 
* '''[[Physician (profession)|Physician]]''': character has multiple sage abilities in the study of medicine, the practice of healing without the use of magic.  Has spent at least two years working with diseased and injured persons and has overcome any feelings of doubt or distaste for the practice.  Has 10 pts. of knowledge in the full study.
 
 
 
* '''[[Priest (profession)|Priest]]''': character has spent two years steeped in religion and is able to both preach and proselytise, as well as practice other sage abilities associated with the study of faith.  Has 10 pts. of knowledge in the full study.  Is free to petition the appropriate religious clergy if the character wishes to be assigned to some part of the world as a missionary.  The posting comes with 1,500 g.p. and two servants, but the location of the posting is beyond the character's control.  Asking for a posting only to refuse on account of the location ensures no further missionary work will ever be offered to the player.
 
 
 
* '''[[Professor (profession)|Professor]]''': character has spent at least two years taking courses, arguing, reading and otherwise experiencing the scholarly life at a noted university; he or she has spoken in public and given official lectures, though never a full class.  All studies associated with the character's class gain +2 points of knowledge above normal.  As an instructor, the character can teach any skill they possess to any person able to learn, up to 5 less points than the character possesses, to a limit of 10 points.  See librarian for an explanation of practical books.
 
 
 
* '''[[Prospector (profession)|Prospector]]''': character has spent at least four seasons in summer and fall participating in panning for placer deposits and digging.  Has extensive knowledge of nearby mountains and hills, dangerous place.  Knowledge of working with donkeys and mules; encumbrance limit +10% for each.
 
 
 
* '''[[Sinecure (office)|Sinecure]]''': the character's progenitor held an office within his or her religion that paid [500-1500] g.p. yearly, with no responsibility, no asked for labour and no active service.  This was granted by one of the highest ranking clerics of the local continent where the character enters the game.  The character's high starting capital is a reflection of this sinecure; moreover, if the character's biological father or mother is the possessor of the sinecure, and the character is the eldest sibling, then the office becomes a legacy for the character when the requisite parent passes away.  Otherwise, as a child of the sinecure holder, the character enjoys the privilege of being treated as a person of importance and good reputation.
 
 
 
* '''[[Steward (profession)|Steward]]''': character has multiple sage abilities associated with the study of motivation.  His or her progenitor acted as an overseer of an estate in the owner's absence, teaching the character how to give orders and yield respect.  Has 10 pts. of knowledge in the full study.  A local baronet (minor baron), has asked the character to act as a steward for a year, so the baronet may pursue interests abroad; the character has not yet accepted, but the offer is open for 2-5 months.
 
 
 
* '''[[Tutor (profession)|Tutor]]''': character has been shown how to teach, and has instructed others through the time of his or her own training.  Has had opportunities to read and pursue knowledge.  All studies associated with the character's class gain +1 point of knowledge above normal.
 
 
 
* '''[[Village Witch]]''': traditionally, a paganist practitioner of black magic, dwelling in a hinterland and treated as an outsider; at the same time, this same person is surreptitiously approached by the desperate and unscrupulous, who will pay the witch for cast spells. The character spent at least to years in the company of such a witch, observing villagers who came in the dark of night to ask for healing, love potions, the casting of curses and foretellings using the occult.  This has taught the character some occultist skills and has — regardless of class — bestowed upon the character the ability to cast a single magic spell.  The spell is indicated on the '''bonus spells subtable''', above.  As with curate, characters won't gain further spells from this progenitor.  If the character is a mage, the spell's effectiveness equals any other possessed spell; but for non-mages, the spell always functions as though the character were 1st level.
 
 
 
* '''[[Mortician (profession)|Mortician]]''': character has aided in the embalming and internment of the dead, and has a time or two even encountered the undead in the flesh.  Possesses an ability to turn the undead, which may increase slowly as the character accumulates knowledge.  Character is also an effective fighter against the undead.
 
 
 
* '''[[Witchhunter (profession)|Witchhunter]]''': in a world of magic, there are spellcasters who use their powers against the good of society instead of for it; the character has accompanied his or her progenitor in the pursuit of the villains on many occasions, and as a result the character has been taught the secrets behind resisting magic, gaining a +3 bonus against saving throws.  In addition, the character has learned the art of making healing salve from scratch, a semi-magical ointment that heals 1-4 hit points.
 
 
 
=== Constitution Source ===
 
There are 12 professions and personages associated with the constitution stat, indicating professions that require considerable fortitude, good health, along with a willingness to do dirty and unpleasant work.  Here we speak of the worst sort of environments, where heat, confinement, isolation and grime are the order of the day.
 
 
 
{| class="wikitable" style="float:right; margin-left: 25px; text-align: center; background-color:#d4f2f2;"
 
|-
 
! style="width: 65px"|Roll<br>(d100) || style="width: 275px"|Profession & Benefits || Starting<br>Capital (g.p.)
 
|-
 
| 01-05 || style="text-align: left"|Rat catcher: +2 roll to hit against rats; +1 saving throw vs. poison; immune to disease from rats || 3d10
 
|-
 
| 06-07 || style="text-align: left"|Graverobber: [[Fence Stolen Goods (sage ability)|fence stolen goods]], [[Appraisal I (sage ability)|appraisal I]]; +2 armour class vs. undead || 4d10
 
|-
 
| 08-33 || style="text-align: left"|Labourer: +2 bonus when learning skills; +1 strength when calculating encumbrance || 4d10
 
|-
 
| 34-49 || style="text-align: left"|Porter: [[Stability (sage ability)|stability]]; +2 strength when calculating encumbrance || 5d10
 
|-
 
| 50-62 || style="text-align: left"|Miner: [[Mining (sage ability)|mining]], [[Prospecting (sage ability)|prospecting]]; constitution +1 when underground || 6d10
 
|-
 
| 63-69 || style="text-align: left"|Gypsy: [[Evil Eye (sage ability)|evil eye]], [[Prognostication (sage ability)|prognostication]]; +1 save vs. magic || 8d10
 
|-
 
| 70-76 || style="text-align: left"|Alchemist's apprentice: [[Distilling (sage ability)|distilling]], [[Identify Earths (sage ability)|identify earths]], [[Acid Use (sage ability)|acid use]]; -1 damage per die against acid, electricity and poison || 8d10
 
|-
 
| 77-89 || style="text-align: left"|Blacksmith: [[Forging (sage ability)|forging]]; -1 damage per die against fire; +1 to hit and damage with [[Short Hammer (weapon)|short hammer]] || 3d10 x5
 
|-
 
| 90-94 || style="text-align: left"|Armourer: [[Make Leather Armour (sage ability)|make leather]] and [[Make Metal Armour (sage ability)|metal armour]]; armour of the character and party saves at +2 || 5d10 x5
 
|-
 
| 95-97 || style="text-align: left"|Weaponsmith: [[Make Weapons (sage ability)|make weapons]]; weapons of the character and party save at +2 || 5d10 x5
 
|-
 
| 98 || style="text-align: left"|Executioner: [[Execution (sage ability)|perform execution]]; writ of passage; +1 to hit with axe || 6d10 x5
 
|-
 
| 99-00 || style="text-align: left"|Explorer: [[Read & Write (sage ability)|read & write]], [[Navigation (sage ability)|navigation]], [[Pathfinder I (sage ability)|pathfinder I]]; memory of distant land || 5d10 x10
 
|}
 
 
 
All sage abilities and studies have 10 pts. of knowledge; studies permit the possession of all amateur abilities therein.  Each ability or whole study increases at d4-1 (0-3) per level, unless superseded by the character's class.  These abilities/studies are possessed regardless of class.  Further notes on the constitution source table are as follows:
 
 
 
* '''[[Alchemist's apprentice]]''': unlike the "alchemist" progenitor found under intelligence, the character's progenitor never achieved even an amateur knowledge of the study.  The character can perform a few skills, as given.  Years of cleaning and serving in laboratories has quickened the character's reaction time to acid, electricity and poison, so that he or she subtracts 1 point of damage from attacks of those kinds.
 
 
 
* '''[[Armourer (profession)|Armourer]]''': character is an amateur maker of leather and metal non-magical armour, having spent 18 months learning the craft.  The character's present suit of armour is self-made and is considered a bonus over and above the character's starting capital — this is true whether or not the character is of a class permitted to wear armour.  The character may choose any armour type, and may adjust it for another character.  This requires only tongs and hammer, at a cost of one day per 10 lbs. weight difference plus one day per 1 in. height difference.  A smithy is required to make armour from scratch.  The character is assumed to be maintaining the party's armour continuously.
 
 
 
* '''[[Blacksmith (profession)|Blacksmith]]''': character is able to shape ordinary metal tools and ironmongery using a hammer, anvil and forge.  After a year of constant work in the field, the character is acclimatised to working with heat, molten metal and steam, so that he or she subtracts 1 point of damage from attacks with either [[Normal Fire|normal]] or [[Magical Fire|magical fire]].  A short hammer is a 14-inch long striking tool that normally causes 1-3 damage on a hit; the blacksmith is assumed to have the tool/weapon as a bonus weapons proficiency; the character must buy the tool.  A smithy is required to make metal objects.
 
 
 
* '''[[Executioner (profession)|Executioner]]''': character has performed [0-2 (d4-2)] official executions in his or her past.  If the character has committed an execution, it was sanctioned by a noble known only to the player, as the executioner character wore a hood in the act.  The character carries a writ of passage for free movement throughout the realm (no payment required for tolls or fees) and bears a tattooed mark that can be displayed if the character wishes to be known to the locals as a potential executioner for hire.  The character has learned a practiced indifference to death, which may or may not be embraced by the player.
 
 
 
* '''[[Explorer (profession)|Explorer]]''': character is able to read and study books, possesses skill at navigating by the stars and can locate the best routes while travelling through a wilderness.  The character spent [9-36] months journeying to a strange and largely unknown land, randomly determined, before returning to the place where he or she enters the campaign — much is known about this place and the character has [2-5] allies and potential followers who dwell there.  During the journey, the character was merely an attendant to his or her progenitor explorer ... but should the character wish to raise money for another expedition to the same land, a sum of [2-5] thousand gold pieces is available — provided the character can match that amount from his or her own pocket.  There's no time limit on this offer.
 
 
 
* '''[[Graverobber (profession)|Graverobber]]''': graverobbing is not a matter of digging up random graves; the character must pay attention to whom is being buried, the corpse's former wealthiness and the apparent willingness of the family to bury valuables with the body.  Graverobbers usually strike within a week of the internment, when the soil is still soft and easily dug.  They look over the body's trinkets with a keen eye, recognising what should be left behind and which should be taken.  Then the goods are carefully fenced, so as not to reappear in the same place where the corpses' family might recognize Uncle Julian's gold circlet or Aunt Maztah's necklace.  In addition, the character has dodged and undead or two in his or her day.
 
 
 
* '''[[Gypsy]]''': character has been raised by and with gypsies, most often in groups of more than 50 persons.  As such, the character identifies many persons as "family," beyond those to him he or she is biologically related.  The character has gifts in telling the near future and in delivering a specific form of curse to enemies, the "evil eye."  The character was born at least 200-500 miles from where their entry point into the campaign, and has knowledge of those places and cultures located in between.
 
 
 
* '''[[Labourer (hireling)|Labourer]]''': character has no real profession, having worked dozens, perhaps scores of jobs over the past three or four years, in between advancing his or her training.  As a candidate for training, however, with regards to instruction, the character adapts and learns more quickly than most.  In addition, having spent so much time with carrying and moving loads, the character's strength is counted one point higher when calculating encumbrance; this strength addition cannot be applied to other game circumstances.
 
 
 
* '''[[Miner (profession)|Miner]]''': character has spent two years of his or her life toiling in the underground, digging out valuable minerals, shovelling them to the surface and breaking stone apart to find its ores.  As such, the character has an amateur ability as a miner and a prospector (as the sage abilities), and exceptionally resilient when adventuring underground.  No special skill has been gained for seeing in the dark.
 
 
 
* '''[[Porter (hireling)|Porter]]''': character has spent many seasons acting as a mule through all sorts of climates and over every kind of terrain.  This has provided the character with unusual balance and stability.  Because of the time spent bearing one burden after another, the character's strength is counted as two points higher when calculating encumbrance; this strength addition cannot be applied to other game circumstances.
 
 
 
* '''[[Rat Catcher (profession)|Rat catcher]]''': character has caught and killed many hundreds of rats, and has wandered through city sewers, abandoned buildings and into the worst quarters for years in search of these vermin.  He or she has been sick many times of rat-borne diseases and is now completely immune; and has a heightened resistance against poison as well.  Likely the past was unpleasant, though the character's memory of these times may vary.
 
 
 
* '''[[Weaponsmith (profession)|Weaponsmith]]''': character is an amateur maker of weapons of all non-magical types, whether fashioned of wood, bone, metal or other hardened material.  He or she has spent two years learning the craft.  The character may count the cost of his or her proficient weapons as a bonus over and above the character's starting capital.  A smithy is required to make metal weapons from scratch.  The character is assumed to be maintaining the party's weapons continuously.
 
 
 
=== Dexterity Source ===
 
There are 42 professions and personages associated with the dexterity stat, the balance of which includes a wide range of artisans who have been trained to work with their hands to make practical objects.  Other progenitors associated with dexterity represent arts where nimble fingers, fast movements and sharp practice.  Many persons from these backgrounds treat the pursuit of an experience level and character class as an escape from the drugery of their rigorous family obligations.
 
 
 
{| class="wikitable" style="float:right; margin-left: 25px; text-align: center; background-color:#d4f2f2;"
 
|-
 
! style="width: 65px"|Roll<br>(d100) || style="width: 275px"|Profession & Benefits || Starting<br>Capital (g.p.)
 
|-
 
| 01-04 || style="text-align: left"|Brewer: [[Brewing (sage ability)|brewing]]; count character's weight at +50% when calculating [[Intoxication|intoxication]] || 2d10 x5
 
|-
 
| 05-08 || style="text-align: left"|Baker: [[Baking (sage ability)|baking]]; -1 damage per die against heat (not fire) || 3d10 x5
 
|-
 
| 09-12 || style="text-align: left"|Butcher: [[Butchering (sage ability)|butchering]]; +1 to hit and damage with cleaver || 3d10 x5
 
|-
 
| 13-15 || style="text-align: left"|Candlemaker: [[Chandler (sage ability)|chandler]]; -1 damage per die against boiling liquids || 4d10 x5
 
|-
 
| 15-18 || style="text-align: left"|Confectioner: [[Candy-making (sage ability)|candy-making]]; -1 damage per die against boiling liquids || 5d10 x5
 
|-
 
| 19-21 || style="text-align: left"|Cook: [[Cooking (sage ability)|cooking]]; +1 to hit and damage with short knife || 3d10 x5
 
|-
 
| 22-24 || style="text-align: left"|Fishmonger: [[Fishing (sage ability)|fishing]]; +3 save vs. nausea and odour-based attacks || 3d10 x5
 
|-
 
| 25-27 || style="text-align: left"|Tobacconist: [[Plantation Culture (sage ability)|plantation culture]]; resistance to addictive substances; +2 save vs. mind control liquids & gasses || 6d10 x5
 
|-
 
| 28-30 || style="text-align: left"|Woodcutter: [[Woodcutting (sage ability)|cut down trees]], [[Stability (sage ability)|stability]]; +1 to hit and damage with short axe || 5d10
 
|-
 
| 31-33 || style="text-align: left"|Vintner: [[Winemaking (sage ability)|winemaking]]; count character's weight at +50% when calculating [[Intoxication|intoxication]] || 5d10 x5
 
|-
 
| 34-36 || style="text-align: left"|Tailor: [[Tailoring (sage ability)|make clothing]]; start with suit of fine clothes; cloth items of the character and party save at +2 || 5d10 x5
 
|-
 
| 37-39 || style="text-align: left"|Furrier: [[Fur-maker (sage ability)|fur-maker]]; start with fur cloak; +1 to hit and damage with short knife, +2 to hit with short knife vs. rodents || 7d10 x5
 
|-
 
| 40-41 || style="text-align: left"|Draper: [[Draping & Canvassing (sage ability)|make canvas]]; [[Bargaining (sage ability)|bargaining]]; start with camp tent || 8d10 x5
 
|-
 
| 42-43 || style="text-align: left"|Fuller: [[Fulling (sage ability)|pound fibres to make cloth]]; +2 strength checks || 4d10 x5
 
|-
 
| 44-46 || style="text-align: left"|Weaver: [[Weaving (sage ability)|make cloth]]; start with two bolts of ready cloth; cloth items of the character and party save at +2 || 4d10 x5
 
|-
 
| 47-49 || style="text-align: left"|Tanner: [[Tanning (sage ability)|tan leather]]; +2 save vs. acid-based attacks; has skill at putting down animals for skinning || 5d10 x5
 
|-
 
| 50-53 || style="text-align: left"|Leather worker: [[Leatherwork (sage ability)|leatherworking]]; start with leather cloak and hat; leather items of the character and party save at +2 || 6d10 x5
 
|-
 
| 54-55 || style="text-align: left"|Cobbler: [[Cobbling (sage ability)|make shoes & boots]]; start with high boots; footwear of the character and party save at +2 || 3d10 x5
 
|-
 
| 56-57 || style="text-align: left"|Cooper: [[Barrel-making (sage ability)|barrel-making]]; start with 2 kegs and a barrel; +2 strength checks || 4d10 x5
 
|-
 
| 58-61 || style="text-align: left"|Wagoneer: [[Wagonwright (sage ability)|wagonwright]]; drive wagons & carts; start with wagon || 4d10 x5
 
|-
 
| 62-64 || style="text-align: left"|Shipwright: [[Shipwright (sage ability)|shipbuilding]], [[Sailing (sage ability)|sailing]]; +2 when keeping ships afloat; start with single-masted sloop || 5d10 x5
 
|-
 
| 65 || style="text-align: left"|Furniture-maker: [[Furniture-making (sage ability)|make furniture]]; dismantle doors, chests, other wooden objects; start with three-legged stool || 7d10 x5
 
|-
 
| 66-67 || style="text-align: left"|Instrument-maker: [[Instrument-making (sage ability)|make musical instruments]], [[Play Instrument (sage ability)|play instrument]]; start with musical instrument || 8d10 x5
 
|-
 
| 68 || style="text-align: left"|Papermaker: [[Papermaking (sage ability)|make paper]], [[Read & Write (sage ability)|read & write]]; resistance to disease || 2d10 x5
 
|-
 
| 69-70 || style="text-align: left"|Bookbinder: [[Bookbinding (sage ability)|make books]], [[Read & Write (sage ability)|read & write]]; start with 2-5 choice practical books || 3d10 x5
 
|-
 
| 71-74 || style="text-align: left"|Potter: [[Pottering (sage ability)|make pottery]]; flasks can be scored so for a +3 bonus to break if desired; otherwise, ceramic items of the character and party save at +3 || 5d10 x5
 
|-
 
| 75-77 || style="text-align: left"|Glassmaker: [[Glass-blowing (sage ability)|make glass objects]]; -1 damage per die against heat-based attacks; glass items of the character and party save at +3 || 6d10 x5
 
|-
 
| 78 || style="text-align: left"|Glazier: [[Glazing (sage ability)|make glass windows]], [[Break & Enter (sage ability)|breaking & entering]]; -1 damage per die against heat-based attacks || 6d10 x5
 
|-
 
| 79-80 || style="text-align: left"|Sculptor: [[Sculpt (sage ability)|sculpt objects]], [[Appraisal I (sage ability)|appraisal I]]; +1 to hit and damage with short knife || 3d10 x5
 
|-
 
| 81-82 || style="text-align: left"|Stonecutter: [[Stonecutting (sage ability)|cut stone]]; +3 bonus to strength checks || 4d10 x5
 
|-
 
| 83 || style="text-align: left"|Puddler: [[Puddling (sage ability)|found metals from ore]]; -2 damage per die against heat-based attacks || 6d10 x5
 
|-
 
| 84 || style="text-align: left"|Jeweller: [[Jewellery-making (sage ability)|make jewellery]], [[Appraisal I (sage ability)|appraisal I]] || 6d10 x10
 
|-
 
| 85 || style="text-align: left"|Lapidary: [[Lapidary (sage ability)|cut, polish and engrave gems]], [[Appraisal I (sage ability)|appraisal I]] || 6d10 x10
 
|-
 
| 86-87 || style="text-align: left"|Tinker: [[Tinkering (sage ability)|repair items]], [[Mechanical Repair I (sage ability)|repair tools & machines]]; +1 to hit and damage with short hammer || 5d10 x5
 
|-
 
| 88 || style="text-align: left"|Metallurgist: [[Allow Metal (sage ability)|make metal alloys]]; -1 damage per die against heat-based attacks || 8d10 x5
 
|-
 
| 89 || style="text-align: left"|Diemaker: [[Metal Carving I (sage ability)|carve metal]]; [[Appraisal I (sage ability)|appraisal I]]; [[Counterfeit I (sage ability)|counterfeit coins]] || 5d10 x5
 
|-
 
| 90 || style="text-align: left"|Engraver: [[Engraving I (sage ability)|engrave letters]]; [[Assay (sage ability)|assay metals]]; start with [6-72] engraved letters on owned items || 7d10 x5
 
|-
 
| 91 || style="text-align: left"|Juggler: [[Juggling (sage ability)|juggle objects]], [[Evade Missiles (sage ability)|evade missiles]]; +1 to hit with [[Missile Weapons|missile weapons]] || 2d10 x5
 
|-
 
| 92-93 || style="text-align: left"|Toll keeper: [[Bribery (sage ability)|bribe officials]]; +1 bonus to wisdom checks || 3d10 x5
 
|-
 
| 94 || style="text-align: left"|Forger: [[Forgery (sage ability)|forge documents]], [[Read & Write (sage ability)|read & write]]; legitimate writ of passage; false papers of ownership || 4d10x5
 
|-
 
| 95-99 || style="text-align: left"|Gambler: [[Gambling (sage ability)|gamble proficiently]]; start with shaved dice, fixed playing cards || 6d10 x5
 
|-
 
| 00 || style="text-align: left"|Monk: [[Correct Stance (sage ability)|improved armour class]], [[Fleetness (sage ability)|fleetness]], [[Snap Kick (sage ability)|perform snap kick]] || 5d10 x10
 
|}
 
 
 
All sage abilities and studies have 10 pts. of knowledge; studies permit the possession of all amateur abilities therein. Each ability or whole study increases at d4-1 (0-3) per level, unless superseded by the character's class. These abilities/studies are possessed regardless of class. Unless specified otherwise, most professions from the dexterity source assume the character has spent 2 to 3 years learning their craft; in each case, to make use of their craft to make items requires the proper space and tools.  Further notes are as follows:
 
 
 
: '''[[Baking (profession)|Baking]]''': baking can be performed in [[Nutrition & Preparation of Food|campfire or better standards]] of preparation, saving the party food costs while improving overall nutrition and character food quality.
 
 
 
: '''[[Bookbinder (profession)|Bookbinder]]''': familiar with a printing press, setting type and binding books between leather, requiring a workshop, the character is also able to read and write.  See librarian, under [[Character Background Generator#Wisdom Source|wisdom source]], for an explanation of practical books.
 
 
 
: '''[[Brewer (profession)|Brewer]]''': character can brew, strain and cask his or her own lager beer, though this will be of middling quality as the character begins as an amateur.  Intoxication is calculated according to how much a character weighs, the character's race and the amount of alcohol inbibed.  A greater relative weight would mean the character has more difficulty becoming intoxicated.
 
 
 
: '''[[Butcher (profession)|Butcher]]''': character can make better use of hunted or live animal foods, since the character is adept at getting all meat from the bone.  The cleaver is a highly sharpened 12-inch long cutting tool that normally causes 1-4 damage on a hit; the butcher is assumed to have the tool/weapon as a bonus weapon proficiency; the character must buy the tool.
 
 
 
: '''[[Candlemaker (profession)|Candlemaker]]''': character can render fat to make candles and oil, saving on the cost of illumination.  Has ample experience working with boiling liquids, so that he or she subtracts 1 point of damage from such attacks.  This includes burning oil, boiling water or steam.  A pint of prepared bubbling wax can be thrown for 1 to 4 damage by any character, similar to throwing [[Acid (substance)#Throwing Acid & Damage|acid]].
 
 
 
: '''[[Confectioner (profession)|Confectioner]]''': character can make candy, glazed fruit and other dessert vittles, soothing the sweet tooth of others.  Like the candlemaker, has ample experience working with boiling liquids, also subtracting damage from these attacks.
 
 
 
: '''[[Cobbler (profession)|Cobbler]]''': with a bone needle, materials and cobbler's bench, the character can make footwear of all kinds.  Starts with high boots, either hard or soft, made of cowhide, horsehide, sheepskin or kid leather, as wished.  These are in addition to the rolled capital.  The character is assumed to be mending and maintaining the party's footwear continuously.
 
 
 
: '''[[Cook (profession)|Cook]]''': character has an amateur experience with the preparation of food in any setting, increasing its nutritional quality.  The short knife is a 10-inch blade that normally causes 0-2 damage on a hit.  The character is assumed to have the tool/weapon as a bonus weapon proficiency; begins the game with his or her own knife.
 
 
 
: '''[[Cooper (profession)|Cooper]]''': enables the character to make wooden slats and forge iron bands so as to make barrels, kegs, buckets and so on.  Starts with two empty kegs, 5 gallon capacity, and one empty barrel, 63 gallon capacity, in addition to starting capital.  These are located at a place safely nearby the character's entry in the campaign.
 
 
 
: '''[[Diemaker (profession)|Diemaker]]''': character has skill at carving for the purpose of creating crests, buttons and cameos — and also for minting coins.  The sage ability to counterfeit coins enables the amateur to make low grade pieces of exchange that can be identified by workmanship and composition of the metallic content; however, for most persons dwelling in mere villages and other backward areas, the nature of these coins is nearly certain to go unchallenged.  Character has the ability to identify other false coins of the same workmanship instantly.
 
 
 
: '''[[Draper (profession)|Draper]]''': a draper is a cloth wholesaler, so the character has experience at buying and selling cloth, which provides the bargaining skill linked on the table.  Start with a camp tent with one centerpole, 8 ft. square with 6 ft. ceiling, with room for 11¾ tons [[Storage Space|storage]]; putting up time, 1 hr; pack time, ½ hr; made of canvas.  This in addition to starting capital.
 
 
 
: '''[[Engraver (profession)|Engraver]]''': character is able to carve metal to produce lettering, and recognise the nature and quality of metal for what it is.  He or she begins the game having inscribed 6d12 letters on objects of the character's desire.  Further use of the skill requires tools and a workbench; the ability, "Engraver I," does not allow the engraving of pictures or the use of chemicals; but these are skills the character may acquire later with an accumulation of knowledge.
 
 
 
: '''[[Fishmonger (profession)|Fishmonger]]''': character has cleaned and gutted thousands of fish and is highly resistant to the sight of blood, bad odours or the effects from same.  He or she may be considered a "cook" with respect to the preparation of fish, but no other sort of food.
 
 
 
: '''[[Forger (profession)|Forger]]''': apart from being able to read & write and forge documents. The character starts with a legitimate "writ of passage," which exempts the character from paying road and bridge tolls, or fees to enter a walled town or city, within the realm where the character enters the campaign.  It's possible for the character to use this writ to forge others.  The character also has false papers for the ownership of a "[[Measurements#Land|carucate]]," equal to 120 acres of productive land, a quarter of a square mile; these are made for a village in the realm at least 24 miles away; the player is free to choose which village.  It's possible to secure a loan against this land, or sell the land to someone else, provided efforts aren't made to [[Know Intent (spell)|detect the veracity]] of the documents.  The false papers can also be used as a template to create more false papers.
 
 
 
: '''[[Fuller (profession)|Fuller]]''': "fulling" is the process of scouring and pounding raw fibre, making the cloth ready for spinning; the process required moving and stretching the heavy fibre mass on great frames called "tenters," while the fibre was sopping wet.  This accounts for the +2 bonus to all strength checks the character gains.  The character is comfortable performing hard labour for ten or more hours at a time.
 
 
 
: '''[[Furniture-maker (profession)|Furniture-maker]]''': character can build items of furniture and decor, requiring a workshop.  Knowledge of how wood is put together enables skill at pulling apart doors and opening chests by circumventing the lid; however, further knowledge of this kind isn't possessed.  Character starts with a three-legged camp stool of his or her own making, along with bed, armoire, desk, two chairs and a large chest, in addition to starting capital.  These objects, made of fir, spruce or oak, are in the care of a friend at the nearest village upon the character entering the campaign.
 
 
 
: '''[[Furrier (profession)|Furrier]]''': with a bone needle & thread, a table, pelts and a knife, the character can make fur clothing; includes skinning of fur-bearing animals.  Character begins with an ordinary quality cloak made of red fox or silver wolf fur, in addition to starting capital.  The short knife is a 10-inch blade that normally causes 0-2 damage on a hit.  The character is assumed to have the tool/weapon as a bonus weapon proficiency; begins the game with his or her own knife.
 
 
 
: '''[[Gambler]]''': although the character has gambled extensively in the past, and has used this to build a stake, the character is under no obligation to continue gambling if that pattern of behaviour is unwished.  That said, the character is a proficient gambler, and proficient at cheating (if he or she so chooses), having been taught how by his or her progenitor.
 
 
 
: '''[[Glassmaker (profession)|Glassmaker]]''': character is able to "blow" glassware to make objects.  Long experience standing in front of a forge enables the character to subtract 1 point of damage from heat-based attacks.  The character is assumed to be mending and maintaining the party's glassware continuously.
 
 
 
: '''[[Glazier (profession)|Glazier]]''': describes the making and installation of windows made of framed glass.  This skill gives an additional aid to the character in removing a window so that a place can be entered for burglary purposes.  The character's familiarity with heating and pouring liquid glass subtracts 1 point of damage from heat-based attacks.
 
 
 
: '''[[Instrument-maker (profession)|Instrument-maker]]''': refers to the making of musical instruments; the character may choose the instrument with which he or she is familiar and can play.  Start with one musical instrument of choice, of his or her own making, in addition to starting capital.
 
 
 
: '''[[Jeweller (profession)|Jeweller]]''': character has the ability to identify the value of jewellery and to make it from materials, requiring a small forge, precision tools and workshop; the character is equally capable of taking jewellery apart without innately spoiling its value.  As the character accumulates knowledge, the practice can become time-consuming and lucrative.
 
 
 
: '''[[Juggler]]''': character is able to perform and busk for income, and has spent most of their life practicing the ability.  If the character makes a saving throw, he or she can avoid being struck by missiles.  The bonus for missile weapons may be applied to hurled or fired weapons alike.
 
 
 
: '''[[Lapidary (profession)|Lapidary]]''': character is able to identify the value of gems; he or she may transform rough crytals into polished stones, which can be cut to make gems.  This requires tools and a workshop.  The character can also set stones and gems into existing objects.  Like with the jeweller, the practice can become time-consuming and lucrative.
 
 
 
: '''[[Leather Worker (profession)|Leather worker]]''': with a bone needle, knife, wooden mallet and short hammer, table and small workshop, the character can make leather items of all kinds.  Starts with a leather cloak and hat, made of cowhide, horsehide or sheepskin, as wished; either can be waterproofed if so desired and of a style the player chooses.  These are in addition to starting capital.  The character is assumed to be mending and maintaining the party's leather goods continuously.
 
 
 
: '''[[Metallurgist (profession)|Metallurgist]]''': similar to a puddler, except that the emphasis is upon creating various alloys from founded metals, both valuable like pewter or white gold, or functional like steel, brass or bronze.  Time spent adjacent to a forge allows the character to subtract 1 point of damage from heat-based attacks, including fire, boiling water and steam.
 
 
 
: '''[[Monk]]''': the character has spent several years acquiring the habit of meditation, self-denial and the pursuit of physical and mental acuity.  This has given the character a natural armour class of 9 rather than 10, prior to the application of dexterity bonuses; fleetness of speed that allows one additional [[Action Points|action point]] when moving; and the ability to perform a "snap kick," similar to savate and other martial skills, that delivers 2-5 damage on a hit.  Through asceticism and abstention from all forms of indulgence, the character has accumulated an unusual sum of money to begin; but the character is under no obligation to practice this self-discipline further.
 
 
 
: '''[[Papermaker (profession)|Papermaker]]''': able to make paper from scratch, requiring a workshop, as well as read and write.  As the practice of making affordable paper involves the processing of worn and discarded linen and other materials, much of the product is filthy and disease-ridden; this has granted the character a strong resistance against disease, reducing both the nature and degree by -1 when rolling on a d8.
 
 
 
: '''[[Potter (profession)|Potter]]''': character is able to "throw" pottery with a wheel and sufficient preparation requiring a workshop.  Ceramics can be strengthened and cared for so as to grant them a +3 saving throw; the character is assumed to be mending and maintaining the party's ceramics continuously.  Flasks for throwing oil, where breaking is desirable, can be carefully altered so they save at -3, improving their chance of breaking and causing burning oil to splash.
 
 
 
: '''[[Puddler (profession)|Puddler]]''': time spent in close proximity to a forge and liquid metals, inside a foundry, has given the character a rough, leathery skin from the constant heat.  Therefore, he or she subtracts 2 points of damage from heat-based attacks, including fire, boiling water and steam.
 
 
 
: '''[[Sculptor (profession)|Sculptor]]''': apart from being able to sculpt objects made of stone, wood or other materials, the sculptor has spent an enormous amount of time with knife in hand.  The short knife is a 10-inch blade that normally causes 0-2 damage on a hit. The character is assumed to have the tool/weapon as a bonus weapon proficiency; begins the game with his or her own knife.
 
 
 
: '''[[Shipwright (profession)|Shipwright]]''': able to build or oversee small lake and ocean-going craft; the character has no knowledge of making a boat able to endure the rigours of river travel.  Eventually, the character may be skilled enough to design and build crafts of any size.  Bonus applies to situations where a craft is sinking and requires a roll to see if it does within a given time.  Start with a single-masted gaff-rigged sloop, safely harboured at nearest stillwater location in the care of a friend; 33 ft. length, 7.9 tons cargo, 2 ft. draft, 1-4 crew, needs sailcloth.  This in addition to starting capital.
 
 
 
: '''[[Stonecutter (profession)|Stonecutter]]''': character has considerable experience with cutting, transporting and readying stone-blocks for use in masonry, a series of processes that requires both steady endurance and precise dexterity when landing blows.  Even if the character's strength isn't up to the task, he or she gains a +3 bonus to all strength checks.
 
 
 
: '''[[Tailor (profession)|Tailor]]''': with a needle & thread, a table, cloth and a knife, the character can make clothing, saving on the cost of livery for the party and hirelings.  Starts with high soft boots, breeches, shirt, doublet, robe and cloak made of either wool or linen fabric, worth 2.3 times their ordinary cost, in addition to starting capital.  The character is assumed to be mending and maintaining the party's clothing continuously.
 
 
 
: '''[[Tanner (profession)|Tanner]]''': includes skinning and drying of animal skins, including fur-bearing animals, as well as putting down such animals prior to skinning.  Regular use of chemicals has made the character wary and uncommonly protective against the use of acid.  Causes +10% damage when attacking [[Helpless Defenders|helpless defenders]], including animals and beasts, with a +2 to hit such creatures after the initial attack.
 
 
 
: '''[[Tinker (profession)|Tinker]]''': discarding notions that a tinker is necessarily an inventor, the profession involves the fabrication of tin and brass precision tools, repairing tools and machines and generally adjusting and maintaining mechanical objects made of metal.  This can be applied to invention but it most often isn't by tinkers.  A short hammer is a 14-inch long striking tool that normally causes 1-3 damage on a hit; the blacksmith is assumed to have the tool/weapon as a bonus weapons proficiency; the character must buy the tool.
 
 
 
: '''[[Tobacconist (profession)|Tobacconist]]''': character can grow, harvest, dry and smoke tobacco leaves, rolling them for smoking or powdering them for use as [[Snuff (substance)|snuff]].  Having been addicted to numerous associated smoked substances, the character has tremendous resistance to the effects of [[Narcotics|narcotics]], as a liquid or a [[Gas-based attacks|gas]], including magical substances such as a [[Philter of Love|philter of love]] or eating food that's able to [[Charm|charm]].
 
 
 
: '''[[Toll Keeper (profession)|Toll keeper]]''': character has spent much time in obscure hinterlands with only the solace of a companion animal, most likely a dog.  Familiar with the pattern and effectiveness of bribes, the character knows how to make them as well as exploit them; he or she gains +1 to wisdom checks in most situations.
 
 
 
: '''[[Vintner (profession)|Vintner]]''': character can grow, harvest and press grapes into wine, though the latter will be of a middling quality, as the character begins as an amateur.  Intoxication is calculated according to how much a character weighs, the character's race and the amount of alcohol inbibed.  A greater relative weight would mean the character has more difficulty becoming intoxicated.
 
 
 
: '''[[Wagoneer (profession)|Wagoneer]]''': character is able build wagons and carts, as well as driving same; however, the character is not a teamster and therefore lacks any special knowledge of loading and unloading, the health of draft animals, or the location of shippers, places to buy loads, nor familiarity with warehouse overseers.  Start with a wagon for haulage, durable and sprung for loading; heavy construction, flat platform and strong wheels, carries 8 tons.  This in addition to starting capital.
 
 
 
: '''[[Weaver (profession)|Weaver]]''': includes the process of transforming cleaned fibre tufts into cloth that can be made into objects; includes the ability to spin and use a loom.  Start with two bolts of cloth, each 39 yards of material; character may choose from burlap, calico, cambric, canvas, cotton, flannel, linen, muslin or wool.  The character is assumed to be mending and maintaining the party's clothing continuously.
 
 
 
: '''[[Woodcutter (profession)|Woodcutter]]''': able to choose the best wood from a standing forest and practice selective cutting of trees.  Time spent avoiding felled trees and riding logs on water has increased the character's balance.  The short axe is a 15-inch tool with handle and metal axe-head that normally causes 1-4 damage on a hit; the woodcutter is assumed to have the tool/weapon as a bonus weapon proficiency; begins the game with his or her own axe.
 
 
 
=== Charisma Source ===
 
There are 27 professions and personages associated with the charisma stat, with most of these possessing status, fame or recognition of like sort.  It's argued that persons who rise to the heights of notariety do so in large part because of their ability to relate positively to others; and in the case of some, because they are trained from an early age to see their life as an obligation towards the greater good of their family and the realm as a whole.
 
 
 
{| class="wikitable" style="float:right; margin-left: 25px; text-align: center; background-color:#d4f2f2;"
 
|-
 
! style="width: 65px"|Roll<br>(d100) || style="width: 275px"|Profession & Benefits || Starting<br>Capital (g.p.)
 
|-
 
| 01-02 || style="text-align: left"|Painter: amateur [[Painting (sage study)|painter]], [[Bartering (sage ability)|bartering]]; +1 bonus to dexterity checks || 4d10
 
|-
 
| 03 || style="text-align: left"|Poet: amateur [[Poetry (sage study)|poet]], [[Busking (sage ability)|busking]]; +1 bonus to intelligence checks || 3d10
 
|-
 
| 04 || style="text-align: left"|Sculptor: amateur [[Sculpture (sage study)|sculptor]], [[Bartering (sage ability)|bartering]]; +1 bonus to strength checks || 5d10
 
|-
 
| 05 || style="text-align: left"|Writer: amateur [[Prose (sage study)|writer]], [[Bargaining (sage ability)|bargaining]]; +1 bonus to wisdom checks || 6d10
 
|-
 
| 06 || style="text-align: left"|Jester: amateur [[Clowning (sage study)|clown]]; +2 to charisma checks || 5d10
 
|-
 
| 07 || style="text-align: left"|Dancer: amateur [[Folk Dance (sage study)|folk dancer]]; +1 to both strength and dexterity checks || 4d10
 
|-
 
| 08 || style="text-align: left"|Actor: amateur [[Acting (sage study)|actor]]; +2 to charisma checks || 3d10
 
|-
 
| 09 || style="text-align: left"|Singer: amateur [[Folk Music (sage study)|folk singing]]; +2 to charisma checks || 4d10
 
|-
 
| 10-11 || style="text-align: left"|Musician: amateur [[Folk Music (sage study)|folk musician]]; +1 to both intelligence and wisdom checks || 5d10
 
|-
 
| 12 || style="text-align: left"|Puppeteer: amateur [[Puppeteering (sage study)|puppeteer]]; +2 to dexterity checks; start with puppet || 5d10
 
|-
 
| 13-28 || style="text-align: left"|Landlord: own property; receive rents; permission to build || 5d10 x5
 
|-
 
| 29-38 || style="text-align: left"|Innkeeper: [[Bookkeeping (sage ability)|bookkeeping]]; gain credit; [see '''Innkeeper subtable'''] || 6d10 x5
 
|-
 
| 39-44 || style="text-align: left"|Tavern keeper: [[Bookkeeping (sage ability)|bookkeeping]]; gain credit; [see '''Tavern keeper subtable'''] || 7d10 x5
 
|-
 
| 45-50 || style="text-align: left"|Buccaneer: [[Sailing (sage ability)|sailing]], [[Swimming (sage ability)|swimming]]; start with two-masted ketch; possess opportunity for contract || 4d10 x10
 
|-
 
| 51-53 || style="text-align: left"|Usurer: [[Bargaining (sage ability)|bargaining]], [[Lending (sage ability)|lend money]], [[Read & Write (sage ability)|read & write]]; gain credit || 5d10 x10
 
|-
 
| 54 || style="text-align: left"|Fence: [[Fence Goods (sage ability)|fence goods]]; start with stolen goods safely hidden: [see '''Stolen Goods subtable'''] || 3d10 x5
 
|-
 
| 55 || style="text-align: left"|Assassin: [[Assassination (sage ability)|assassination]], [[Hereditary Weapon I (sage ability)|hereditary weapon]]; [[Jack-of-all-trades (sage study)|jack-of-all-trades]] || 5d10 x5
 
|-
 
| 56 || style="text-align: left"|Banker: [[Bookkeeping (sage ability)|bookkeeping]], [[Lending (sage ability)|lend money]], [[Bookkeeping (sage ability)|bookkeeping]], [[Read & Write (sage ability)|read & write]]; gain credit; writ of passage || 7d10 x15
 
|-
 
| 57-75 || style="text-align: left"|Squire: start with [[Heraldic Crest|heraldic crest]] and bequest from one's progenitor of [[80-480]] acres of land: own property || 8d10 x10
 
|-
 
| 76-82 || style="text-align: left"|Landed Knight: [[Hereditary Weapon I (sage ability)|hereditary weapon]], [[Improve Morale (sage ability)|improve morale]]; invested as knight, regardless of class; permitted to use the title, "Sir" or "Dame"; start with heraldic crest; knight's fee; commitment to take part in wars || 9d10 x10
 
|-
 
| 83-84 || style="text-align: left"|Guildmaster: amateur [[Mercantilism (sage study)|mercantilism]]; see '''Guildmaster subtable''' to learn the type of guild; invitation to court; gain credit || 5d10 x20
 
|-
 
| 85-86 || style="text-align: left"|Dispossessed noble: [[Hereditary Weapon I (sage ability)|hereditary weapon]], [[Read & Write (sage ability)|read & write]]; invitation to court; permitted to use the title, "Sir" or "Dame"; start with heraldic crest; +2 pts. to all studies || 6d10 x20
 
|-
 
| 87-95 || style="text-align: left"|Crusader: amateur [[Puissance (sage study)|puissance]]; member of a [[Knight Order|knight order]]; +1 bonus to charisma checks || 7d10 x20
 
|-
 
| 96-97 || style="text-align: left"|Marshal: amateur [[Puissance (sage study)|puissance]], amateur [[Motivation (sage study)|motivation]], [[Read & Write (sage ability)|read & write]]; own property; invitation to court || 8d10 x20
 
|-
 
| 98 || style="text-align: left"|Nobility: amateur [[Motivation (sage study)|motivation]]; heir to the jurisdiction over a province; +2 bonus to charisma checks; +2 pts. to all studies || 8d10 x25
 
|-
 
| 99 || style="text-align: left"|Royalty: amateur [[Motivation (sage study)|motivation]]; member of the royal family, not legally in line for a throne; permitted to use the title, "Prince" or "Princess;" +3 bonus to charisma checks; +2 pts. to all studies || 8d10 x30
 
|-
 
| 00 || style="text-align: left"|Ruling Monarch: amateur [[Motivation (sage study)|motivation]]; potentially in line as ruler of a realm; permitted to use the title, "Prince" or "Princess;" +4 bonus to charisma checks; +2 pts. to all studies || 8d10 x40
 
|}
 
 
 
All sage abilities and studies have 10 pts. of knowledge; studies permit the possession of all amateur abilities therein. Each ability or whole study increases at d4-1 (0-3) per level, unless superseded by the character's class. These abilities/studies are possessed regardless of class.  Further notes on the charisma source are as follows:
 
 
 
: '''[[Actor (profession)|Actor]]''': character followed around a troupe of performers with his or her progenitor from a very young age, performing in front of an audience before the age of 7.  As such, the character is very comfortable speaking in public.  Has multiple sage abilities associated with the study of acting, with 10 points of knowledge in the full study.
 
 
 
: '''[[Assassin (profession)|Assassin]]''': character has learned the art of assassination, regardless of class, this being directly taught to the character at a young age.  The character has also been trained in a weapon preferred among his or her culture and race, according to the hereditary weapon page (see link on table).  This weapon should be treated as a bonus proficiency, though the character must purchase the weapon.  Finally, as a jack-of-all-trades, the player is entitled to choose ANY two '''amateur abilities''' from any class or study for the character, other than those in the character's own class.  These abilities increase from 0-3 points like any other ability gained from a progenitor.  Character has committed murder anywhere from [1-4] times before entering the campaign, perhaps without desire, while pressured by his or her progenitor.
 
 
 
: '''[[Banker (profession)|Banker]]''': character has personal experience with matters of banking and disbursement of capital, though with a limited amateur perspective.  Would recognise a good risk, can make interest loans to whomever he or she wishes from own money supply.  The character starts with a legitimate "writ of passage," which exempts the character from paying road and bridge tolls, or fees to enter a walled town or city, within the realm where the character enters the campaign.
 
 
 
: The character is also permitted to obtain a loan through '''credit''' up to 10 times his or her own starting capital; thus if the character began the campaign with 100 g.p., he or she could take out a loan up to 1,000 g.p.  This loan must be paid back within a year at 6% interest; making good on the loan increases the character's credit in future.
 
 
 
: '''[[Buccaneer (profession)|Buccaneer]]''':  Able to sail and swim, the character begins the game with a two-masted ketch without head or staysails, harboured at nearest lacke or sea location in care of a friend; 75 ft. length, 77 tons cargo, 8 ft. draft, 5-14 crew, needs sailcloth.  Character has offer to take one full load of goods to be shipped on contract, sailing time three weeks, with crew and captain to be paid 7 shares of 22 for the privilege; money to be paid by writ, reimbursed through a bank of the shipper's choosing.  Goods at loading dock to be worth 700 to 1200 g.p., at least, exact number to be determined; value at destination estimated to be +50%.  Further arrangements possible if job done well.
 
 
 
: '''[[Crusader]]''': character has personally fought in a foreign land against members of another religion, having returned to the place where he or she enters the campaign.  While the character has been taught that this is for the greater good, the character is free to make up his or her own mind; however, the character HAS been invested in a religion and MUST choose a religion to which he or she is permanently attached.  Character has multiple sage abilities associated with the study of puissance, with 10 pts. of knowledge in the full study.
 
 
 
: As a member of a knight order (to be determined within the campaign), the former crusader and party have access to freely given [[Healing|healing]], [[Raise Dead (spell)|raise dead]] and [[Resurrection (spell)|resurrection]] in any city of more than 16,000 persons within the geographical distribution of that order.  The order provides a heraldic crest; while there are dictates inherent in the order's philosophy, the character has free will regarding whether or not to follow them.
 
 
 
: '''[[Dancer (profession)|Dancer]]''': character has performed dancing before an audience since being a child; has multiple sage abilities associated with the study of folk dancing, with 10 pts. of knowledge in the the full study.  This has built up the character's dexterity and strength, enabling bonuses to ability checks for those stats without raising the actual number for each.
 
 
 
: '''[[Dispossessed Noble]]''': character's progenitor has lost his or her lands due to debts, disgrace or disfavour, with an even chance for each; as such, even though the character has been raised as a member of the nobility, and still is one in name, he or she has no land, no responsibilities and no official place in the social order — nor does there exist a legal path by which the lost property can EVER be regained.  To be readmitted to the social order, the character must perform new deeds to win favour.
 
 
 
: Until that time, the dispossessed noble has been rigorously educated and therefore all studies associated with the character's class gain +2 points of knowledge above normal.  He or she is entitled to use the apellation "Sir" or "Dame" with reference to his or her self in the presence of legitimate power; the character possesses a heraldic crest that demonstrates this right.  The character's hereditary weapon must be chosen with respect to their normal number of weapon proficiencies.  A standing invitation to court (within the kingdom of the character's entry into the campaign) enables the character to communicate with other nobles and persons attached to the monarchy, with but gives no right to directly address members of the royal family.
 
 
 
: '''[[Fence (profession)|Fence]]''': character has connections with the underworld that can be exploited if the player wishes to continue the player's former activities: buying stolen goods and selling them.  Some danger is inherent in continuing illegal activities.  The character begins with a collection of stolen goods when entering the campaign, as shown on the '''stolen goods subtable'''.
 
 
 
{| class="wikitable" style="float:left; margin-right: 25px; text-align: center; background-color:#d4f2f2;"
 
|+Stolen Goods
 
! style="width: 45px"|Roll || style="width: 140px"|Form
 
|-
 
| 01-14 || style="text-align: left"|kegs of lager or stout
 
|-
 
| 15-17 || style="text-align: left"|religious candles
 
|-
 
| 18-26 || style="text-align: left"|dried fish in barrels
 
|-
 
| 27-35 || style="text-align: left"|wooden boxes of snuff
 
|-
 
| 36-49 || style="text-align: left"|bottles of rare wine
 
|-
 
| 50-56 || style="text-align: left"|bound heretical books
 
|-
 
| 57-70 || style="text-align: left"|jewellery pieces
 
|-
 
| 71-82 || style="text-align: left"|ornamental and fancy gems in pouches
 
|-
 
| 83-00 || style="text-align: left"|bars of pure silver or gold
 
|}
 
 
 
: The total value of these goods equals [80-480] g.p. (6d8 x10).  Where two things are indicated, a 50/50 chance of each should be rolled. Knowledge of the amount stolen is known to the local constabulary.  The goods are conveniently hidden in a safe place for the character to collect at a convenient time.  Character has every expection, however, that the stash will be found within [5-12] months (d4 +8) if they're not moved and sold.
 
 
 
{| class="wikitable" style="float:right; margin-left: 20px; text-align: center; background-color:#d4f2f2;"
 
|+Guildmaster
 
! style="width: 45px"|Roll !! style="width: 105px"|Guild !! style="border-left:solid 2px black; width: 45px|Roll !! style="width: 105px"|Guild
 
|-
 
| 01-02 || style="text-align: left"|architect || style="border-left:solid 2px black|52-53 || style="text-align: left"|jeweller
 
|-
 
| 03-06 || style="text-align: left"|armourer || style="border-left:solid 2px black|54-55 || style="text-align: left"|lawyer
 
|-
 
| 07-09 || style="text-align: left"|artillerist || style="border-left:solid 2px black|56-60 || style="text-align: left"|leather worker
 
|-
 
| 10 || style="text-align: left"|assassin || style="border-left:solid 2px black|61-66 || style="text-align: left"|mason
 
|-
 
| 11-15 || style="text-align: left"|baker || style="border-left:solid 2px black|67-71 || style="text-align: left"|physician
 
|-
 
| 16-22 || style="text-align: left"|blacksmith || style="border-left:solid 2px black|72-75 || style="text-align: left"|potter
 
|-
 
| 23-25 || style="text-align: left"|boathandler || style="border-left:solid 2px black|76-78 || style="text-align: left"|puddler
 
|-
 
| 26-30 || style="text-align: left"|brewer || style="border-left:solid 2px black|79-81 || style="text-align: left"|shipwright
 
|-
 
| 31-35 || style="text-align: left"|butcher || style="border-left:solid 2px black|82-88 || style="text-align: left"|tailor
 
|-
 
| 36-42 || style="text-align: left"|carpenter || style="border-left:solid 2px black|89 || style="text-align: left"|thief
 
|-
 
| 43-46 || style="text-align: left"|chandler || style="border-left:solid 2px black|90-92 || style="text-align: left"|vintner
 
|-
 
| 47-49 || style="text-align: left"|confectioner || style="border-left:solid 2px black|93-95 || style="text-align: left"|weaponsmith
 
|-
 
| 50-51 || style="text-align: left"|glassblower || style="border-left:solid 2px black|96-00 || style="text-align: left"|woodworker
 
|}
 
 
 
: '''[[Guildmaster (rank)|Guildmaster]]''': character is not a guildmaster, but was raised by one, such that he or she grew closely acquainted with the management of a large workforce possessing both political and economic influence.  Has multiple sage abilities associated with the study of mercantilism, with 10 pts. of knowledge in the full study.  Character has no personal skill as a journeyman or master of the craft over which his or her progenitor controlled.
 
 
 
: A standing invitation to court enables the character to communicate with other nobles and persons attached to the monarchy, with but gives no right to directly address members of the royal family.
 
 
 
: The character also possesses a ring-seal that identifies him or her as a member of the guild; as such, products of that guild may be purchased for ⅔rds the usual cost, while services by that guild are guaranteed to the character should they be needed.  This seal is recognised throughout the culture in which the character was raised (but not necessarily the one in which the character enters the campaign).
 
 
 
: '''[[Innkeeper (profession)|Innkeeper]]''': character's family owns an inn of some type, as indicated on the '''Guest House subtable'''; the property is located in the nearest appropriate location when the character enters the campaign.  Character has spent many hundreds of hours serving customers, performing chores, witnessing the drama surrounding guests, directly attending to persons of high importance (as circumstances would suggest) or the worst level of criminal (if other circumstances result on the table shown).
 
 
 
: If the character is the eldest sibling, then he or she is set to inherit the property; if the character has no elder family member, and was raised as a mentor, then the character is considered the property owner when joining the party.  Residence at the inn comes at no cost to the character in any event.  See note for credit under "banker," above.
 
 
 
{| class="wikitable" style="float:left; margin-right: 25px; text-align: center; background-color:#d4f2f2;"
 
|+Type of Guest House
 
! style="width: 45px"|Roll !! style="width: 385px"|Form !! style="width: 55px"|Monthly<br>income†
 
|-
 
| 01-03 || style="text-align: left"|Avenue-front city inn: stone house, highest quality; [7-12] generations; [9-16] rooms; bathhouse, laundry, stable & open air paddock; prestigious members of society || 700 g.p.
 
|-
 
| 04-09 || style="text-align: left"|Back-lane hospice: decrepit former home; [1-4] rooms, [5-8] palettes for sleeping; no services; indigent & criminals || 140 s.p.
 
|-
 
| 10-31 || style="text-align: left"|City street inn: 4-story half-timbered house; [2-8] generations; [3-12] rooms & common room; bathhouse, laundry, stable; tradespeople & merchants || 225 g.p.
 
|-
 
| 32-42 || style="text-align: left"|Roadhouse: collected wooden buildings, room for tents; [1-2] generations; [5-8] rooms, outdoor bath; stable & open air paddock; travellers || 95 g.p.
 
|-
 
| 32-78 || style="text-align: left"|Town street inn: 3-story half-timbered house; [1-4] generations; [5-8] rooms; laundry, stable & open air paddock; travellers, tradespeople & merchants || 150 g.p.
 
|-
 
| 79-92 || style="text-align: left"|Village hostel: 1-story sprawling common house, room for tents; no services; travellers & soldiers || 40 g.p.
 
|-
 
| 93-00 || style="text-align: left"|Way station: large outer yard for wagons & tents; [1-3] generations; barn, kitchen house; travellers || 25 g.p.
 
|-
 
| colspan="3"; style="text-align: left"|†<small>''numbers are approximate''</small>
 
|}
 
 
 
: A single generation indicates the character's progenitors are the first owners of property.  Character is entitled to 5% of the monthly income as a stipend until ownership of the property falls to the next heir; this in addition to capital gained.  The owed money will be held until the character chooses to collect, or invested in the property as asked.
 
 
 
: '''[[Jester (profession)|Jester]]''': character possesses a plethora of songs, storytelling and anecdotes which pleases others; this should not be taken as permission for the PLAYER to derail the campaign with snark or mocking.  Nonetheless, in the campaign, though he or she starts with 10 pts. of knowledge as a jester, it's possible to accumulate 30 pts. and acquire the "[[Jester's Privilege (sage ability)|jester's privilege]]."  This allows the jokester to talk and mock freely without being punished.  Players unable to make a joke can stipulate that a joke is made, without needing to insert the real article.
 
 
 
: '''[[Landed Knight (title)|Landed knight]]''': character is a minor knight, invested as such regardless of class.  He or she is entitled to use the apellation "Sir" or "Dame" with reference to his or her self in the presence of legitimate power; the character possesses a heraldic crest that demonstrates this right. The character's hereditary weapon must be chosen with respect to their normal number of weapon proficiencies.  "Improve morale" is a sage ability that sets the [[Standard Morale|standard morale]] for hirelings and associate non-player characters at 8, while those standing within 30 ft. of the character are improved to 7.
 
 
 
: Character possesses a [[Knight's Fee|knight's fee]], an area of land consisting of 600 acres of marginal ploughland, good enough for planting only staple crops.  Includes [20-120] acres of non-arable land.  The fee is continuous, but snaking through a strategic valley or upon one side of a river upon a county or kingdom's border, depending on where the character enters the campaign.  Tenants are optional; one tenant family can be placed on each "virgate" of 30 acres, with rents set at 80 c.p. per month.  Character must personally collect rents or assign persons to do so.  Property taxes equal 14 c.p. per acre per year.
 
 
 
: Landed knights are required to maintain a retinue of 25 equipped soldiers, barracked on the property, out of their own pocket.  Additionally, in exchange for the knight's fee, the character is committed to take part in wars of the realm when called to serve.
 
 
 
: '''[[Landlord (profession)|Landlord]]''': Character owns [3-12] property lots in the nearest country town upon entering the campaign, with at least [1-8] of these lots being empty of development.  The remaining properties should be rolled individually with a [20/80] chance as a two-story [[Half-timbered House|half-timbered house]] or a one-story wattle & daub [[Hovel|hovel]].  Developed properties are rented, with houses renting at 5 g.p. and hovels at 14 s.p. per month.  Taxes per lot are 3 g.p. per year.  Character must personally collect rents or assign persons to do so.  Character has official permission to improve on lots as he or she wishes.
 
 
 
: '''[[Marshal (rank)|Marshal]]''': character is not a marshal, but was raised by one, such that he or she grew spent many years in military settings and following the character's progenitor on campaigns.  Character has multiple sage abilities associated with the study of puissance, with 10 pts. of knowledge in the full study.  Character possesses a knight's fee (see landed knight for details, above).  A standing invitation to court (within the kingdom of the character's entry into the campaign) enables the character to communicate with other nobles and persons attached to the monarchy, with moderate rights to seek a personal audience with the king or royal family in light of the progenitor's esteemed name in the realm.
 
 
 
{| class="wikitable" style="float:right; margin-left: 25px; text-align: left; background-color:#d4f2f2;"
 
|+Circumstances of Noble/Royal Birth
 
! style="width: 200px"|Character's Upbringing !! style="width: 350px"|Interpretation
 
|-
 
| Left on a doorstep as a foundling or "born a slave" || character is the eldest sibling and rightful heir to the title/throne, but has been deposed at a young age by a usurper, most likely an aunt or uncle with their own child
 
|-
 
| Lost family at any time prior to entering campaign || character has been raised in secrecy and told the lie of a "lost family," so that he or she, having reached the age of maturity, can step forward
 
|-
 
| Raised by an aunt/uncle || progenitor is regent; character is the rightful heir upon reaching the age of 18, depending on his or her [[Character Background Generator#Personal Relationships|personal relationships]] with family
 
|-
 
| Raised by elder sibling || character cannot be the eldest sibling and yet is in line for the title until the eldest begets a surviving child.
 
|-
 
| All other results || character's potential obtaining of the title depends on the character's age and that of his or her siblings.
 
|}
 
 
 
: '''[[Musician (profession)|Musician]]''': character has performed with music before an audience since being a child; has multiple abilities associated with the study of folk music, with 10 pts. of knowledge in the full study.  The study of music and emotional form has provided in the character with immoderate acuity on subjects related to intelligence and wisdom, enabling bonuses to ability checks for those stats without raising the actual number of each.
 
 
 
: '''[[Nobility (rank)|Nobility]]''': character is a member of the aristocracy and potential heir to the title over a provincial estate.  This circumstance may not correlate with the circumstances of the character's birth [see '''Circumstances of Noble/Royal Birth subtable''']. The character must be the eldest sibling to inherit the title; if not, the character may still rely upon the bequest of an estate within the province following the death of the progenitor.  It can be seen from the circumstances surrounding the character's birth that the player character doesn't begin the game as a reigning noble, but instead must take some steps to become one — either waiting for the progenitor's death or taking matters in hand to become a usurper.  In any case, the character may wait before deciding the time is right to possess the position.
 
 
 
: He or she is entitled to use the apellation "your grace," "my lord" or "my lady" with reference to his or her self in the presence of legitimate power; the character possesses a heraldic crest that demonstrates this right.  The noble has been rigorously educated and therefore all studies associated with the character's class gain +2 points of knowledge above normal.  "Improve morale" is a sage ability that sets the [[Standard Morale|standard morale]] for hirelings and associate non-player characters at 8, while those standing within 30 ft. of the character are improved to 7.
 
 
 
{| class="wikitable" style="float:left; margin-right: 25px; text-align: center; background-color:#d4f2f2;"
 
|+Province Size
 
! style="width: 45px"|Roll !! style="width: 100px"|Hexes
 
|-
 
| 01-13 || less than 2
 
|-
 
| 14-47 || 2 to 2.9
 
|-
 
| 48-68 || 3 to 4.9
 
|-
 
| 69-81 || 5 to 6.9
 
|-
 
| 82-89 || 7 to 9.9
 
|-
 
| 90-94 || 10 to 12.9
 
|-
 
| 95-97 || 13 to 15.9
 
|-
 
| 98-99 || 16 to 19.9
 
|-
 
| 00 || 20 to 29.9
 
|}
 
 
 
: The size of possession, determined by the '''Province Size subtable''', is measured in 20-mile hexes.  The character's will be the nearest province that fits the range indicated.  Noble characters are allowed a 1 in 10 chance of rolling twice on the province size table, adding the lowest number of the first roll to both numbers of the second.  Thus, if the character rolled "67" on the first roll and "82" on the second, their final result would be "10 to 12.9."  If "less than 2" is rolled on the first roll, count it as adding "1" to the second roll.
 
 
 
: There are more than 1,200 provinces in the game world, of differing sizes — the character's is that which conforms to the size indicated which is nearest to the point where the character enters the campaign.  The table is deliberately balanced so as to make inheriting a large province unlikely.  If the intervening distance between the character and his or her homeland seems excessive, the DM is free to create a sub-province from an existing province and award that to the player.
 
 
 
: '''[[Painter (profession)|Painter]]''': character has long dabbled in paint, having accumulated a reminiscent odour that even a [[Clean (cantrip)|cantrip]] can't eliminate — perhaps because the character would find the smell's absence abhorrent.  He or she has multiple abilities associated with the study of painting, with 10 pts. of knowledge in the full study.  The character has also spent much time trading paintings for food and other sundries, while the deliberate and precise application of paint to surfaces allows for a bonus to the character's dexterity checks.  Has connections with numerous merchants and professionals related to artwork and other painting that's been contracted for in the past.
 
 
 
: '''[[Poet (profession)|Poet]]''': character has scribbled in solitude for many years, occasionally presenting poems read aloud — occasionally in public to a general audience but more often to selective groups of the middle classes.  Character has multiple abilities associated with the study of poetry, with 10 pts. of knowledge in the full study.  Has perhaps written poems for the purpose of political commentary, religious zeal and the expression of love — certainly the last, however unsuccessful in all three categories.
 
 
 
: '''[[Puppeteer (profession)|Puppeteer]]''': character has performed many times in the public eye, but has also often encountered the religious belief that puppets are "works of evil."  When best manipulated, puppets demonstrate unnaturally believable characteristices, that are taken to be evidence by some religious types that the puppet has been possessed by a demon, and that the puppeteer is the demon's master.  Though almost always untrue — and a character entering the campaign with experience as a puppeteer certainly hasn't the skill necessary — the accusation pervades some cultures, so that a puppeteer must be careful before performing in publc.  Character has multiple abilities associated with the study of puppeteering, with 10 pts. of knowledge in the full study.  Starts game with a puppet 18 in. high and weighing 3 lbs., made of wood and shaped as the player wishes.
 
 
 
: '''[[Royalty (rank)|Royalty]]''': similar to nobility above, except that the character is a member of the realm's ruling family, though not one who's in line for the throne.  Instead, the character is the offspring of the monarch's sibling, and therefore 1st cousins with the monarch's children — if children exist.  If it should happen that the monarch's line ends, then it's possible the character's progenitor might become the reigning monarch, in which case the character would be in line for the monarchy if he or she were the eldest sibling.  Another possibility is that the character's progenitor seizes the throne, killing the ruling line.  Later, should the character ascend to the progenitor's rank, again through being the eldest sibling, then these circumstances may yet apply or present themselves as possibilities.
 
 
 
: The character's father or mother is the "Duke" or "Duchess;" the character must be the eldest sibling to inherit their estates and title.  If not, the character may still rely upon the bequest of an estate within the province following the death of the progenitor.  For circumstances where the character has no living family, see the '''Circumstances of Noble/Royal Birth subtable''' above.  The character is entitled to use the appellation "your highness," "prince" or "princess," as due his or her rank.  The character's heraldic crest is that of the realm.  As with the noble, the character has been rigorously educated (see Noble for details).  Character has multiple abilities associated with the study of motivation, with 10 pts. of knowledge in the full study.
 
 
 
: The character's progenitor does not rule over a province, but instead possesses large estates within the character's realm.  To determine the size of these estates, roll twice on the '''Province Size subtable''' above, adding the lowest number of the first roll to the highest number of the second.  These numbers combined indicate the number of 20-mile hexes comprising the estates controlled by the character's progenitor; the host realm for estates of this size will be the nearest that is at least double the size of estates indicated.  For example, the character rolls a total of 6.9 hexes with two dice; the nearest realm that is sufficient '''in size and population''' is the character's homeland (double the area of estates, at least double the population upon those estates).  The estates are more likely to be scattered throughout the realm rather than in one place; these estates will comprise between 200 and 1,200 "bovates," or 30-acre partitions, per 20-mile hex.  One bovate is occupied by one family, and so if the character's progenitor were to preside over estates this extensive, he or she would have some 5,000 families, or 25,000 persons, as tenants.  See "Landed knight," above, for details on rents and property taxes.
 
 
 
: '''[[Monarchy (rank)|Ruling Monarch]]''': similar to royalty, above, except that the character is potentially in line for the throne.  The character must be the eldest sibling to inherit; if not, the character will be named a "Duke" or "Duchess" upon the death of the progenitor, when his or her sibling ascends to the throne.  See Royalty for notes on a duke or duchess's estates, understanding that the size of estate given depends on the number of siblings ascending to the rank; siblings who are the fourth or more eldest are given titles in name only, without estates, but with a sinecure (see '''[[Character Background Generator#Wisdom Source|wisdom source]]''', above.
 
  
Until that time, the character is entitled to use the apellation "your royal highness," "prince" or "princess."  The character's heraldic crest is that of the realm. As with the noble, the character has been rigorously educated (see Noble for details). Character has multiple abilities associated with the study of motivation, with 10 pts. of knowledge in the full study.
+
== Ability Stat Background Links ==
 +
[[Character's Personal History]]

Revision as of 16:45, 21 July 2026

Character-background.jpg

The Character Background Generator is a series of random rolls designed to outline a new player character's basic characteristics and idiosyncracies resulting from cultural heritage, race, age, ability stats and chance events happening during the individual in the time prior to joining the game. The Generator concentrates on social relationships and skills that originate with the game world and do not, therefore, come within the player's sphere of control. A chararacter's background provides insight into who the individual is, defining his or her culture — but it's important to remember that no one chooses what culture into which we'll be born. Therefore, the Generator rolls this background randomly.

Introduction

Backgrounds should be deep and complex. When a character joins the campaign, it's assumed that character is a mature adult, perhaps young, perhaps old, depending upon their class and race. Training has taken place in the use of weapons, magic and other skills. The Generator imagines that this training began some 5 to 10 years before the character becomes 1st level. During to this training, the character has been a young adult, with a teenager's drives, outlooks and willingness to test the boundaries that culture sets. Before then, the character was a child, and before that an infant. Each of these periods provide a rich opportunity to define what makes a character's background ... mostly in ways that don't exist to serve what the player wishes to do right now when approaching the game.

This is important. It's not the character that bends it's will to the player. That's not how games work. It's the player who must accept the circumstances of the character, and then show an ability to PLAY that character effectively. Too often, the opposite is promoted — and even treated as the point of the game. This makes no sense.

The Generator has been divised to provide basic characteristics and idiosyncracies for any character, as life might provide. The Generator itself consists of many tables, intended to define the character's appearance, origin, skill-set, social relevance, health and so on. Some of these results may come as very good news to the player, giving wonderful benefits to be used freely without restraint. Other results won't be so wonderful. That is how the game works. Players cannot always have their way. This is not a bad thing.

Each part of the generator is based upon a new character's rolled ability statistics, the player's choice of biological sex and race, and that is all. From very little information, a tremendous range of details and ideas are brought into existence. As you read through the Generator, you'll see how this is done.

Application to Games

How these results are applied are left to the imagination of the Game Master. While this system very definitely arises from the sensibilities provided by a singular well-known role-playing game, the practicality and extent of the information provided can undoubtedly be applied to a host of other games, as well as the creation of characters by fiction authors. There are eleven character classes that are addressed in the Generator, and seven character races. No effort is made to explain what these classes or races are. They might be exchanged for any other race, as desired.

In addition, certain tenets have been accepted, such as limitations to a given race's choice of class, which may mystify some players. This is not explained. Additionally, it's taken for granted that every race included enjoys a similar lifespan, so that a 70-year-old elf is exactly comparable with a 70-year-old human. This provides the best possible understanding where results between characters are compared.

Because the backgrounds are frankly random, when a character is rolled, everyone round the table has reason to lean forward and eagerly discover what's been generated. If a player rolls a terrific result, it's truly an act of luck and virtuously fair. The player can be justly proud of the fact that no other player can simply "make up" the same result for their own character. Every participant understands that this character came by these traits honestly – by a die roll, and not from ego or wish fulfillment.

If it happens that a player doesn't like his or her character's background ... well, it's acknowledged that the player can always lie to folks in the game world. He or she may not really be a prince, or wealthy, or a close personal friend of the most powerful mage in the world ... but the player can still invent lies that create a better "back story" than the truth – that the character's merely a bumpkin from Podunkville. Such shenanigans are completely permitted, though they won't change the facts ... those facts known to the DM and the party. This is for the best.

Experience shows that when players lose to power to control their destiny, the process both fascinates and delights. Players are often as excited about bad outcomes as good, as these outcomes define what a character is.

Gender

With the exception of childbearing, which may be relevant in a character's generation, and the height and weight of a character, no distinction is made throughout the system between female and male persons. What one person can do, another person can do.

Despite what the Medieval-Renaissance culture might have believed, no position is taken on what roles or status that one character can achieve as compared ot another. Each can be just as bad, just as good, just as powerful, just as weak, as the next person, regardless of biological sex or gender.

Ability Stats

No rules are contained herein regarding how ability stats work, or what game actions they serve. They are used here strictly as a number that's applied to aspects having nothing to do with any known role-playing game. These numbers have tremendous significance in providing the Generator's results. Each stat is compared with a rolled die to explain the character's traits and history – with differences of a single digit providing significantly different results.

Therefore, assigning a low score to a stat (however that's done) increases the probability that something very bad might result. With the Generator in place, players ought to be careful thinking of any ability as a "dump stat." Further, results have been tempered to ensure having a low intelligence, wisdom or charisma could have seriously dire consequences.

Conversely, while a high stat might offer an opposite, beneficial result, there's no promise that any roll made upon any stat won't be very ordinary. Every roll has both good and bad possibilities ... it's only that "good" and "bad" move along a spectrum according to the character's ability stat numbers.

The placement of each stat is like playing a lottery, with the best players understanding there are always some "wins" and some "losses" in the process. The end reward is a depth of characterisation and personality far beyond what a player can simply invent. Don't be surprised when players eagerly reach for the dice to learn what their characters are about to become, forsaking the tedium of traditional character-creation policies.

The DM's Sphere of Influence

Wherever possible, the Generator's purpose is to bind the hands of the Dungeon Master as much as the players. The DM should never control the result of any die, and should be prepared to adapt to whatever results occur. With the results occurring outside the DM's meddling, both good and bad results are also a function of the game itself ... a game originally founded on taking risks and playing the odds, as best players can.

Yes, occasionally this might require the DM to bend his or her campaign setting – particularly as the DM can bestow equipment, buildings, land, titles, supporting soldiers ... and even the status of nobility or royalty. These things can be had even if the character is only 1st level. It's an assumption of the Generator that the character is 1st, freshly released from training and now ready to take on the world for the first time. Thus the descriptions herein explains how these benefits are managed, what unusual circumstances arise around the character's past and all the shiny new things a character might gain. In the bargain, a player may also find the character is saddled with unexpected responsibilities as well, owed to those denizens of the setting who now depend on the character's actions.

It's true that no generator can faithfully provide every detail in a given circumstance ... and players will seek to twist every situation in a manner that suits them personally. It should always be remembered, however, that the setting is the DM's sole responsibility. It's not in the power of the players to invent persons, circumstances or benefits within the game world, simply because it satisfies their imagination. The details surrounding the character's background is still subject to the DM's concept of setting.

Therefore, while it's fine for players to invent the particulars of some crime they've committed, or why they're deeply liked by their families or even the whole village, remind them that they're allowed to describe their own feelings and actions – and not those of other persons! The DM, and the DM alone, determines the setting. Whenever possible, this should be done as empathically and supportively as possible, but it's the DM's right to put a hard line between what the player's want and what the players actually have.

Secondary Skills

In places throughout the Generator, there are useful faculties and talents that occur as skills the characters have learned on account of their background. These skills are not designed to grant bonuses to character rolls, but to state clearly things the character is able to do, or make, or things the character definitely knows. These skills describe unquestionably dependable aspects of the character, which the player can rely upon when making choices in the game. Thus, a character that's able o manage a team of horses, cook good food, construct a barrel from scratch, read & write, contact members of a specific guild, navigate a cave and so on, need not make any roll to see if they can make or know these things. It's a fact that they can.

In nearly every case, the character's class has nothing to do with these skills. In fact, they exist because the character's parent, or "progenitor," was a teamster, a cook, a cooper, a scribe, a political advisor or a tomb robber. The character learns these skills as a child or young adult, helping mother and father to farm, manage animals, work with stone, shelve books in a library, search for mushrooms, work a forge, perform services in a gypsy camp, bake bread, bind books, work backstage in a theatre or whatever, depending on what upbringing the character had before becoming a paladin, a druid, an assassin or a bard.

Additional Remarks

I've created numerous, progressive iterations of the character Generator since 2004, as a compliment to character creation. Over time, the system has grown and evolved, producing more and more possible outcomes and unlikely additions. Where possible, the generator makes the attempt to be all-inclusive, especially with regards to things like skin tone, eye colour and hair ... as these outer expressions of a character matter a great deal to players.

Naturally, these characteristics are based on Earth-models ... however, an inventive DM could easily expand the tables to suit his or her campaign. There’s no reason to think this is the last incarnation of my background Generator. This iteration is merely an expression of how far my ideas have expanded thus far, entirely from my imagination.

Character Background Generation Image 2.jpg

Physical Characteristics

Before discussing other aspects of the character's background, it's necessary to generate the individual's physical characteristics. These define the appearance of the character: his or her general shape, hair, eye colour and so on. The creation of these depends somewhat on charisma, but not entirely. A high charisma doesn't guarantee that a character will look pretty or handsome; nor is it impossible for a character of average charisma to possess characteristics associated with beauty.

In either case, the results in no way raises or lowers a character's charisma! Beauty, as with all things, must be interpreted within other aspects of the character's presence and personality.

Although a limited collection of traditional races are provided, individual DMs should be able to create their own tables for any race that's desired, based on the templates provided.

Height & Weight

All must start somewhere, so we might as well learn how tall the character stands and how much he or she weighs.

Weight describes the character's mass in imperial pound units. Metric is not used because it's a late 18th-century creation ... and therefore anachronistic to the context of a Medieval or Renaissance fantasy realm. Yes, other anachronistic things are embraced by the Generator, but it's believed that understanding the unpleasantnesxs of using imperial units can act to help player's understand the mindset of people in the game setting. Imagine what it must have been like for people long ago, who had no choice in how to measure things. Additional weight, if it exists, may be lost according to rules associated with kicking an addiction, but the weight loss will have no special effect upon the character’s strength or constitution [at this time, as rules for this do not exist].

Height is measured in feet and inches. This describes the distance between the ball of the foot to the top of the character's head, when the individual is standing erect. This is a factor in the character's reach, as well as the character's ability to employ certain weapons. The practical length of a pike, for instance, is three times the character's height. A pole-arm, spear or javelin can be up to 1½ times a person's height. Most other weapons cannot be longer than a character is tall.

Height Determination Table
roll 4d6 Dwarf Elf Gnome Half-elf Halfling Half-orc Human
f. m. f. m. f. m. f. m. f. m. f. m. f. m.
4 3 ft. 3 in. 3 ft. 5 in. 3 ft. 10 in. 4 ft. 3 in. 2 ft. 9 in. 3 ft. 4 ft. 5 in. 4 ft. 9 in. 2 ft. 4 in. 2 ft. 7 in. 4 ft. 5 in. 4 ft. 9 in. 4 ft. 9 in. 5 ft.
5 3 ft. 4 in. 3 ft. 6 in. 3 ft. 11 in. 4 ft. 4 in. 2 ft. 10 in. 3 ft. 1 in. 4 ft. 6 in. 4 ft. 9 in. 2 ft. 5 in. 2 ft. 7 in. 4 ft. 6 in. 4 ft. 10 in. 4 ft. 10 in. 5 ft. 1 in.
6 3 ft. 5 in. 3 ft. 7 in. 4 ft. 4 ft. 5 in. 2 ft. 11 in. 3 ft. 1 in. 4 ft. 6 in. 4 ft. 10 in. 2 ft. 5 in. 2 ft. 8 in. 4 ft. 7 in. 4 ft. 11 in. 4 ft. 10 in. 5 ft. 2 in.
7 3 ft. 5 in. 3 ft. 7 in. 4 ft. 1 in. 4 ft. 6 in. 2 ft. 11 in. 3 ft. 2 in. 4 ft. 7 in. 4 ft. 10 in. 2 ft. 6 in. 2 ft. 8 in. 4 ft. 8 in. 5 ft. 4 ft. 11 in. 5 ft. 3 in.
8 3 ft. 6 in. 3 ft. 8 in. 4 ft. 1 in. 4 ft. 7 in. 3 ft. 3 ft. 2 in. 4 ft. 8 in. 4 ft. 11 in. 2 ft. 6 in. 2 ft. 9 in. 4 ft. 9 in. 5 ft. 1 in. 5 ft. 5 ft. 4 in.
9 3 ft. 7 in. 3 ft. 9 in. 4 ft. 2 in. 4 ft. 8 in. 3 ft. 3 ft. 3 in. 4 ft. 9 in. 5 ft. 2 ft. 7 in. 2 ft. 9 in. 4 ft. 10 in. 5 ft. 2 in. 5 ft. 1 in. 5 ft. 5 in.
10 3 ft. 7 in. 3 ft. 9 in. 4 ft. 3 in. 4 ft. 9 in. 3 ft. 1 in. 3 ft. 4 in. 4 ft. 9 in. 5 ft. 1 in. 2 ft. 7 in. 2 ft. 10 in. 4 ft. 10 in. 5 ft. 3 in. 5 ft. 2 in. 5 ft. 6 in.
11 3 ft. 8 in. 3 ft. 10 in. 4 ft. 4 in. 4 ft. 9 in. 3 ft. 1 in. 3 ft. 4 in. 4 ft. 10 in. 5 ft. 2 in. 2 ft. 8 in. 2 ft. 10 in. 4 ft. 11 in. 5 ft. 4 in. 5 ft. 3 in. 5 ft. 7 in.
12 3 ft. 9 in. 3 ft. 11 in. 4 ft. 4 in. 4 ft. 10 in. 3 ft. 2 in. 3 ft. 5 in. 4 ft. 11 in. 5 ft. 3 in. 2 ft. 8 in. 2 ft. 11 in. 5 ft. 5 ft. 5 in. 5 ft. 4 in. 5 ft. 8 in.
13 3 ft. 9 in. 3 ft. 11 in. 4 ft. 5 in. 4 ft. 11 in. 3 ft. 2 in. 3 ft. 5 in. 5 ft. 5 ft. 4 in. 2 ft. 9 in. 2 ft. 11 in. 5 ft. 1 in. 5 ft. 7 in. 5 ft. 5 in. 5 ft. 9 in.
14 3 ft. 10 in. 4 ft. 4 ft. 6 in. 5 ft. 3 ft. 3 in. 3 ft. 6 in. 5 ft. 1 in. 5 ft. 5 in. 2 ft. 9 in. 3 ft. 5 ft. 2 in. 5 ft. 8 in. 5 ft. 6 in. 5 ft. 10 in.
15 3 ft. 11 in. 4 ft. 1 in. 4 ft. 7 in. 5 ft. 1 in. 3 ft. 4 in. 3 ft. 7 in. 5 ft. 1 in. 5 ft. 6 in. 2 ft. 9 in. 3 ft. 1 in. 5 ft. 3 in. 5 ft. 9 in. 5 ft. 7 in. 5 ft. 11 in.
16 3 ft. 11 in. 4 ft. 1 in. 4 ft. 8 in. 5 ft. 2 in. 3 ft. 4 in. 3 ft. 7 in. 5 ft. 2 in. 5 ft. 6 in. 2 ft. 10 in. 3 ft. 1 in. 5 ft. 4 in. 5 ft. 10 in. 5 ft. 8 in. 6 ft.
17 4 ft. 4 ft. 2 in. 4 ft. 8 in. 5 ft. 3 in. 3 ft. 5 in. 3 ft. 8 in. 5 ft. 3 in. 5 ft. 7 in. 2 ft. 10 in. 3 ft. 2 in. 5 ft. 5 in. 5 ft. 11 in. 5 ft. 9 in. 6 ft. 1 in.
18 4 ft. 1 in. 4 ft. 3 in. 4 ft. 9 in. 5 ft. 3 in. 3 ft. 5 in. 3 ft. 8 in. 5 ft. 4 in. 5 ft. 8 in. 2 ft. 11 in. 3 ft. 2 in. 5 ft. 6 in. 6 ft. 5 ft. 10 in. 6 ft. 2 in.
19 4 ft. 1 in. 4 ft. 3 in. 4 ft. 10 in. 5 ft. 4 in. 3 ft. 6 in. 3 ft. 9 in. 5 ft. 4 in. 5 ft. 9 in. 2 ft. 11 in. 3 ft. 3 in. 5 ft. 6 in. 6 ft. 1 in. 5 ft. 11 in. 6 ft. 3 in.
20 4 ft. 2 in. 4 ft. 4 in. 4 ft. 11 in. 5 ft. 5 in. 3 ft. 6 in. 3 ft. 10 in. 5 ft. 5 in. 5 ft. 10 in. 3 ft. 3 ft. 3 in. 5 ft. 7 in. 6 ft. 2 in. 6 ft. 6 ft. 4 in.
21 4 ft. 3 in. 4 ft. 5 in. 4 ft. 11 in. 5 ft. 6 in. 3 ft. 7 in. 3 ft. 10 in. 5 ft. 6 in. 5 ft. 11 in. 3 ft. 3 ft. 4 in. 5 ft. 8 in. 6 ft. 3 in. 6 ft. 1 in. 6 ft. 5 in.
22 4 ft. 3 in. 4 ft. 5 in. 5 ft. 5 ft. 7 in. 3 ft. 7 in. 3 ft. 11 in. 5 ft. 7 in. 6 ft. 3 ft. 1 in. 3 ft. 4 in. 5 ft. 9 in. 6 ft. 4 in. 6 ft. 2 in. 6 ft. 6 in.
23 4 ft. 4 in. 4 ft. 6 in. 5 ft. 1 in. 5 ft. 8 in. 3 ft. 8 in. 3 ft. 11 in. 5 ft. 8 in. 6 ft. 3 ft. 1 in. 3 ft. 5 in. 5 ft. 10 in. 6 ft. 5 in. 6 ft. 2 in. 6 ft. 7 in.
24 4 ft. 5 in. 4 ft. 7 in. 5 ft. 2 in. 5 ft. 9 in. 3 ft. 9 in. 4 ft. 5 ft. 9 in. 6 ft. 1 in. 3 ft. 2 in. 3 ft. 6 in. 5 ft. 11 in. 6 ft. 6 in. 6 ft. 3 in. 6 ft. 8 in.
Weight Determination Table
roll 4d6 Dwarf Elf Gnome Half-elf Halfling Half-orc Human
f. m. f. m. f. m. f. m. f. m. f. m. f. m.
4 99 124 66 83 62 66 83 107 41 50 107 124 116 144
5 102 127 68 85 64 68 85 110 42 51 111 128 118 148
6 105 131 70 87 65 70 87 113 44 52 114 133 122 153
7 107 134 72 90 67 72 90 116 45 54 118 137 125 157
8 110 138 74 92 69 74 92 120 46 55 123 142 129 161
9 113 142 75 94 71 75 94 123 47 57 127 147 132 165
10 116 145 77 97 73 77 97 126 48 58 131 153 136 169
11 119 149 79 99 74 79 99 129 50 60 135 158 139 174
12 122 153 81 102 76 81 102 132 51 61 139 163 143 178
13 125 157 84 104 78 84 104 136 52 63 144 168 146 183
14 128 160 86 107 80 86 107 139 53 64 148 172 150 187
15 133 166 89 111 83 89 111 144 55 66 154 179 155 194
16 137 172 92 114 86 92 114 149 57 69 160 186 160 200
17 142 177 95 118 89 95 118 154 59 71 166 166 166 207
18 147 183 98 122 92 98 122 159 61 73 172 199 171 214
19 151 189 101 126 95 101 126 164 63 76 178 206 177 221
20 156 195 104 130 98 104 130 169 65 78 184 214 182 228
21 161 201 107 134 101 107 134 174 67 80 190 221 188 235
22 166 207 111 138 104 111 138 180 69 83 197 228 194 242
23 171 214 114 142 107 114 142 185 71 85 203 236 199 249
24 176 220 117 147 110 117 147 191 73 88 210 243 205 257

The heights and weights obtained from these tables are subject to alteration by other rolls produced elsewhere in the Generator. Thus, the above should be viewed as base numbers only. Weight has a higher likelihood of being altered than does height, due to addiction, gluttony, the qualities of being robust ... or if the character has wasted away due to a hard life. Otherwise, if not altered, the numbers describe the character in the peak of condition.

During play, participants tend to skip over height and weight in their imaginations. While understandable, as getting past our self-perception and those of the other players can be a stretch, the DM should counsel the players towards truly embracing the character's real semblance. Artworks can help, if any player has that talent, as can repeating the character's gender and size as often as possible, until it's clear everyone around the table – including the DM – has a firm image of how the party looks to others.

Age

Age is an important detail that helps players envision their alter-egos. After all, we have a at least some idea of what older persons are like, compared to their younger selves. That said, players shouldn't indulge in stereotypes! Not all older characters are automatically grumpy or wise, just as many young people are not revolutionary or gullible. To create a whole personality, age is an important facet, but it's not the whole person.

Starting Age for Character Classes by Race
Class Dwarf Elf Gnome Half-elf Halfling Half-orc Human
Assassin 27+1d4 14+2d4 20+1d4 16+2d4 na 37+1d6 20+1d4
Bard na na na 33+1d4 na na 25+1d4
Cleric 57+2d4 38+1d8 48+1d10 28+1d6 na 30+1d6 20+1d4
Druid na na na 30+1d6 36+1d8 na 22+1d4
Fighter 16+1d4 15+1d4 15+1d4 18+1d4 17+1d4 25+1d6 14+1d4
Illusionist na na 21+2d6 na na na 29+2d8
Mage na 22+2d4 na 23+2d6 na na 24+2d8
Monk na na na na na na 23+1d4
Paladin na na na na na na 19+1d4
Ranger na 18+1d4 na 21+1d4 na na 17+1d4
Thief 25+1d4 12+2d4 18+1d4 14+2d4 29+1d6 35+1d6 18+1d4

The number produced by the Age Generation Table indicates how old the individual is upon entering the campaign as a 1st level character. Like with height and weight, this number can be altered by other results in the Generator. The space of years gives time for the character to learn since being born. Children gather knowledge and skills from family members or from a mentor (if the character lacked a traditional family) as they age – for example, learning how to sail from the age of six or how to ride a horse at five. With regards to more sagacious skills, such as architecture or politics, the character began his or her education in this things at a later time – but still within the passing years indicated. Whatever skills have been gained, its always assumed these were gained prior to the character entering the campaign.

Some classes, particularly spellcasters whose training demands the learning of a magical language, the time needed is more than classes like fighter or mage. To calculate how many years are needed for a given character to achieve their "higher education," assume that he or she began studying between the ages of 9 and 11 ... when they were young, impressionable and quicker to learn than adults. It can be seen at once that even a fighter needs 5-9 years of hard training.

In cases where a particular race tends to take excessively longer than others to learn the same class, we should assume that character lived a life practicing their secondary skill before initiating their education as a cleric, druid or whatever.

Lifespan

In a departure from traditional assumptions about non-human ages, I've chosen to present every character rade within the same familiar lifespan associated with humans. With regards to maturity, a 60-year-old elf has the same relative maturity as a similarly aged human. This may take away some mystique from non-human races, but it makes it easier for the player to relate to the character, which is more important. Those who feel this is wrong may devise numbers that suit their campaign's needs.

Age Calculation

To calculate age, the first number is a base to which is added a number generated by dice: 2d4, as an example, being two 4-sided dice. Thus, a half-elven mage's age, shown as 23+2d6, is 23 plus two 6-sided dice.

Multi-classed characters begin with the highest base number of all the classes the character has. This total is increased by the collective random dice of all possessed classes. For example, a halfling fighter/thief begins with a base age of 29 years. This is increased by one 4-sided die for the fighter side and one 6-sided die for a thief, resulting in an age between 31 and 39.

Where "n/a" appears on the table, this indicates the class is not available to that race.

Other results occurring through the Generator may extend this number or shorten it. It might be that the character has spent time in jail, or was interrupted in his or her studies by a family tragedy. It's also possible that the character's abilities as a student has shortened the time needed to acquire his or her class skills. Or those studies may be lengthened because the character was lazy or irresponsible. The number generated here, therefore, is only a base number.

Race/Class Limitations

There are no starting ages for dwarven bards, half-elven illusionist or elven paladins because I have a personal belief that not every character race should be allowed to be every character class. This may disappoint some. It's always possible to create numbers to fill in these gaps as desired for one's personal campaign.

Non-player Character Ages

Recall that the numbers on the age generation table are meant for new characters that have only just achieved 1st level status. Thus non-player characters, who've presumedly been fighters, clerics, mages and so on for some time before meeting the players, are certain to be older. A general guideline of 1d4 years can be added per level of the NPC, indicating how much time they took to pass each level mark.

For example, a 5th level fighter would have spent 4d4 years earning the levels they've acquired since their education. This is added to the generated age above, so that an average fighter of that experience would be 14+5d4 years of age. Naturally, this proposed guideline can be ignored, since it's possible to earn those four levels in less than a year or two, while at the same time a 5th level fighter could easily be 70+ years old.

Cultural Backgrounds

A character's visual appearance depends on his or her origin. There are 17 human cultures covered by the Generator's scope, and 7 non-human races, which are treated as each having one ethnicity in appearance. Much simplification has gone towards creating this few groups – but practicality requires that there can only be so many templates. A strong structure is provided by the Generator, however, so that if any individual wishes to expand a race, or the number of races, there's license to do so.

Alphabetically, these ethnic backgrounds include the Amerindian, comprising those peoples who crossed into North and South America some 15,000 years ago. East & South African counts the Congo jungles, as well as the savanna and veldt stretching from Somalia to the Cape of Good Hope. This includes the Kalahari Desert, Madagascar and the Islands of the Indian Ocean.

East Asia takes in the regions of China, Korea and Japan, including parts to the north and west that were historically touched by the Han Dynasty more than two thousand years ago. Germanic peoples dominate central Europe, whose ancestors account for many tribes beyond the Saxons and Goths. Himalayan lands count the high elevation sub-cultures reaching from the Tien Shan to Bhutan, including Tibet. The Indian Subcontinent includes the triangular plateau of Pakistan and India below the Himalayas, including the valleys of the Indus, Ganges and Brahmaputra.

Mediterranean groups include many with Latin and Hellenistic roots, from Portugal to Greece. North African encompasses the southern shores of the Mediterranean Sea from Morocco to Egypt, reaching to the oases of the Sahara. Persian describes those cultures dwelling in Iran, Afghanistan and adjacent parts, whose ancestors invaded the Fertile Crescent millennia ago. Polynesian peoples occupy the islands of the Pacific, including Australia.

Scandinavian are peoples dwelling in Denmark and various lands north of the Baltic and North Seas, including Sweden, Finland, Iceland and Norway. Slavic takes in many peoples dwelling in Eastern Europe and Russia. Southeast Asia embraces the East Indies and the Philippines and the mainland peninsula south of China and east of Assam.

Sub-Saharan African includes regions south of the Sahara Desert – Gambia, Ghana and Sudan, consisting of savanna and jungle reaching from the Atlantic Ocean to the Nile. Turkic accounts for a wide range of cultures who came from Ural-Altaic origins, whose tribes migrated from the steppes of high-central Asia and into Anatolia and parts of the Middle East. Western European includes tribes from Britain and France, the genetics of which were influenced by tribes like the Franks, Saxons, Danes, Vandals and Visigoths.

Parts of the world that have experienced invasions and occupations by foreign groups, such as Europe and the Middle East, tend to have greater variation in their genetic make-up ... while other parts, like Polynesia and East Asia, have remained distinctly homogenous in appearance. This accounts for the multiplicity of results among some humans as opposed to others.

The content that follows has tried to be accurate and fair in the presentation of human traits, with strong emphasis on how these people would have looked in a pre-17th century world, before the widespread use of ships and other forms of rapid travel. Some license has been taken along these lines with non-human races, whose tables appear among those of human cultures.

Players are encouraged to roll randomly to learn what results they obtain, recognising once again that we don't choose the background we're born into – something that includes our skin tone, hair and eye colour.

Skin Tone

As the player's desire for individuality and unusualness is at a premium, an effort has been made to create varying tables for skin tone, hair and eye colour which are as detailed as possible. Tables have also been added for dwarves, elves, gnomes and so on. It helps that we have more examples for human appearance from cultures around the world, than we do for fanciful races that exist only in fiction.

For some, skin tone is a volatile subject. Some DMs will shy away from dictating a character's skin tones for unspoken reasons – and therefore would prefer the players to choose their own, not speaking of the matter in any capacity. However, because the Generator's ambition is to remove such choices from both the DM and the players, I don't believe this is an appropriate method.

Character Skin Tone.png

Moreover, as with gender, I see no reason why any distinction should be made between the members of one culture vs. another. To hell with human history; all members of every ethnic background deserve to be treated equally by the game, with "colour" having no more relevance than it's role in describing which part of the globe a person might come from.

Intensity of Tone

To reduce misunderstandings, the best approach is to use those labels provided by the cosmetics industry, as shown in the right-hand image. That industry has a vested interest in providing correct shades of make-up for persons of every background. An internet search of these tones, accompanied by the word "cosmetics," provides multiple visual examples of these same tones and words used to describe them.

There are 24 distinct tones represented. The darkest are ebony, sepia, earth and molasses. These are tones associated with sub-Saharan, eastern and southern Africa, although sepia tones can also be found in North Africa and Polynesia. Softer brown pigments include chocolate, cocoa, mocha and mahogany, colours we associate with tropical and sub-tropical regions around the globe.

Mid-tones include almond, caramel, cinnamon, bronze, olive and honey, which are so common as to exist in all but the most northern climates. Where the sun's presence reduces human pigmentation, somewhat lighter skin tones occur, including sienna, tan, beige and caucasian, with a fair colour acting as a borderline between brownness and pale. The lightest human skin colours remaining are soft beige, cream, ivory, Nordic and alabaster.

These tones apply to most non-human races, with the exception of half-orcs, who add two additional unnatural tones: dark honey and greenish walnut.

Amerindian Origin
Skin Tone Hair Colour Hair Texture Eye Colour
1. beige 4 to 7 iron grey 1. stick-straight 4 to 21 walnut brown
2. honey 8 to 26 sooty black 2. straight with slight wave 22 to 29 whiskey brown
3. olive 27 to 33 jet black 30 to 34 topaz brown
34 to 38 raven black 35 to 36 amber
37 to 38 golden brown
Dwarvish Origin
Skin Tone Hair Colour Hair Texture Eye Colour
1. bronze 4 to 7 ash grey 1. spiral curls 4 to 7 moss green 30 emerald green
2. olive 8 to 26 ash brown 2. s-waves 8 to 14 coal black 31 jet black
3. sepia 27 to 30 copper red 15 to 20 graphite 32 obsidian
31 to 33 ginger 21 pewter 33 to 34 topaz brown
34 to 35 bronze 22 to 24 cloud grey 35 amber
36 to 38 flaming red 25 to 27 ebony black 36 charcoal grey
28 to 29 slate grey 37 golden brown
38 silver grey
East & South African Origin
Skin Tone Hair Colour Hair Texture Eye Colour
1. almond 4 to 6 iron grey 1. kinked 4 to 11 walnut brown
2. bronze 8 to 17 flat black 2. tightly coiled 12 to 17 chocolate brown
3. caramel 18 to 26 salt & pepper grey 3. tight corkscrews 18 to 20 faded blue
4. chocolate 27 to 29 jet black 21 to 22 graphite
5. cocoa 30 to 33 tawny 23 to 25 chestnut brown
6. earth 34 to 38 raven black 26 to 29 whiskey brown
7. ebony 30 to 34 russet brown
8. mahogany 35 to 38 champagne brown
9. mocha
10. molasses
11. sepia
East Asian Origin
Skin Tone Hair Colour Hair Texture Eye Colour
1. caucasian 4 to 7 iron grey 1. stick-straight 4 to 14 walnut brown
2. honey 8 to 12 flat black 15 to 21 chocolate brown
3. olive 13 to 26 flat black 22 to 25 chestnut brown
4. sienna 27 to 33 flat black 26 to 29 whiskey brown
5. soft beige 34 to 38 flat black 30 to 32 russet brown
33 to 34 topaz brown
35 to 36 amber
37 to 38 golden brown
Elvish Origin
Skin Tone Hair Colour Hair Texture Eye Colour
1. ivory 4 to 7 sooty black 1. stick-straight 4 to 11 china blue 32 ice blue
2. nordic 8 to 26 russet brown 2. straight with slight wave 12 to 14 cornflower blue 33 sapphire blue
27 to 33 wheaten 15 to 21 sky blue 34 amethyst
34 to 35 flat white 22 to 24 sea green 35 aquamarine
36 to 37 platinum blonde 25 to 27 steel blue 36 indigo
38 silver grey 28 to 29 crystal blue 37 ultramarine
30 electric blue 38 violet
31 emerald green
Germanic Origin
Skin Tone Hair Colour Hair Texture Eye Colour
1. caucasian 4 ash grey 1. ringlets 4 to 5 walnut brown 25 crystal blue
2. cream 5 iron grey 2. spiral curls 6 to 8 faded blue 26 electric blue
3. fair 6 to 7 steel grey 3. stick-straight 9 china blue 27 emerald green
4. nordic 8 to 11 ash brown 4. straight with body wave 10 to 11 cornflower blue 28 forest green
5. sienna 12 to 14 salt & pepper grey 5. s-waves 12 hazel 29 honey brown
6. soft beige 15 to 17 sandy brown 13 to 14 jade green 30 ice blue
7. tan 18 to 20 sooty black 15 to 16 sky blue 31 russet brown
21 to 23 strawberry blonde 17 chestnut brown 32 sapphire blue
24 to 26 russet brown 18 cloud grey 33 amber
27 to 28 ash blonde 19 sea green 34 aquamarine
29 to 30 auburn 20 steel blue 35 champagne brown
31 to 32 chestnut brown 21 whiskey brown 36 grass green
33 jet black 22 baby blue 37 indigo
34 to 36 flaxen 23 cat's eye green 38 bottle green
37 to 38 platinum blonde 24 chartreuse
Gnomish Origin
Skin Tone Hair Colour Hair Texture Eye Colour
1. bronze 4 to 7 ash grey 1. straight with slight wave 4 to 7 seaweed green 32 russet brown
2. olive 8 to 26 tawny 2. s-waves 8 to 11 hazel 33 tawny brown
3. tan 27 to 30 ginger 12 to 14 moss green 34 bottle green
31 to 33 jet black 15 to 17 pine green 35 grass green
34 to 35 bronze 15 to 17 walnut green 36 midnight black
36 to 38 flaming red 15 to 17 fern green 37 ultramarine
22 to 30 forest green 38 ultraviolet
31 cat's eye green
Half-elven Origin
Skin Tone Hair Colour Hair Texture Eye Colour
1. alabaster 4 to 7 ginger 1. stick-straight 4 to 10 faded blue 31 emerald green
2. cream 8 to 26 russet brown 11 to 14 cornflower blue 32 ice blue
3. soft beige 27 to 30 jet black 15 to 20 sky blue 33 to 34 sapphire blue
31 to 33 wheaten 21 china blue 35 aquamarine
34 to 35 flat white 22 to 24 china blue 36 to 37 indigo
36 to 38 platinum blonde 25 to 29 steel blue 38 violet
30 baby blue
Halfling
Skin Tone Hair Colour Hair Texture Eye Colour
1. bronze 4 to 7 salt & pepper grey 1. spiral curls 4 to 7 umber brown 30 to 31 chartreuse
2. honey 8 to 17 ash brown 2. s-waves 8 to 14 chocolate brown 32 to 34 honey brown
18 to 26 tawny 15 to 20 walnut brown 35 champagne brown
27 to 33 ginger 21 gingerbread brown 36 to 37 golden brown
34 to 38 flaming red 22 to 24 chestnut brown 38 silver grey
25 to 29 cinnamon brown
Half-orcish Origin
Skin Tone Hair Colour Hair Texture Eye Colour
1. bronze 4 to 26 sooty black 1. kinked 4 to 7 turquoise
2. dark honey 27 to 33 jet black 2. tight corkscrews 8 to 21 hazel
3. green walnut 34 to 38 bluish black 3. tightly coiled 22 to 29 pink with green flecks
30 to 34 pink with grey flecks
35 to 38 pale pink

Cultural Traits Tables

These tables are organised according to the ethnic background of each character origin. Each allows the player to roll skin tone, hair features and eye colour. As regards skin tone, there is an equal chance of each type occuring; the same is true of hair texture. Hair and eye colour, on the other hand, are rolled. The result is calculated by adding a d20 to the character's charisma, separately for each roll to be made.

For example, the dwarf Annabeth is rolling for her hair colour. Her charisma equals 12. Adding a d20, the worst result Annabeth can manage is a 13, which would make her hair ash brown. If she rolled a 19 or 20, her hair would be ginger. Instead, she rolls a 16, making her hair copper red.

Hair

Varieties of hair colour and vitality are more varied than skin tone. In addition, the Generator takes the character's physical beauty and charisma into account, along with regional factors. Richer hair colours are recognised as more attractive than drab alternatives, so that less charismatic characters tend toward early greying ... while beautiful people are often blessed with unusual huges like platinum blonde or bluish black. Still, some ethnic groups have little variation, as these groups are strongly dominated by a single type. With the uncertainty of all things, not all charismatic characters have "great hair" ... though more likely, nothing is certain.

List of Hair Colours

Below is a complete list of the Generator's hair colours that appear on the table, with a description for each, aiding players to understand what the words mean:

  • ash blonde: blonde hair with dark roots and a hint of grey.
  • ash brown: brunette hair blended with cool grey tones, sometimes called "mushroom brown."
  • ash grey: found at the darker end of the grey spectrum, with a smoky hue.
  • auburn: reddish-brown, ranging from medium-red to burgundy.
  • bluish black: thick black hair with distinctive blue highlights, occurring as a natural "balayage."
  • bronze: brunette hair with notes of gold, appearing especially vibrant.
  • chestnut brown: deep brown with reddish hues.
  • copper red: dark, rich ginger hair blended with brunette.
  • flaming red: shocking bright red hair, with crimson and orange highlights.
  • flat black: black hair without gloss or sheen, appearing dull in sunlight.
  • flat white: giving an eerily matte appearance, with a nonetheless velvety lustre.
  • flaxen: pale yellow-grey hair, the colour of straw.
  • ginger: burnt orange colour blended with pale reddish-brown.
  • golden blonde: warm, rich yellowy colour
  • honey blonde: blend of blonde hair with a sheen of light brown.
  • honey brown: warm brown colour with honey-toned highlights.
  • iron grey: dark, dull grey hair.
  • jet black: intense black hair with a dramatic blue and purple undertone.
  • platinum blonde: whitish blonde hair with an luscious metallic gloss.
  • raven black: lustrous shimmering black hair with softened tones.
  • russet brown: hard, reddish-brown hair blended with grey undertones.
  • salt & pepper grey: mixture of black and grey colouring, with inconsistent traces of white hair.
  • sandy brown: soft light brown hair, lacking shine.
  • silver grey: shiny grey hair mingled with white strands.
  • sooty black: dusky, dull-coloured black hair, with hints of depth.
  • sooty grey: uniform, matte grey colour lacking sheen.
  • steel grey: distinctive bluish-grey hair with a hard lustre.
  • strawberry blonde: reddish blonde hair with an orange hue.
  • tawny: pale brown hair with tan highlights and varying sheen.
  • wheaten: soft brown-blonde hair with light brown highlights.

Hair Texture

In addition to colour, hair possesses many varieties of feel, appearance and thickness, evident in how curly hair is, it's volume and it's consistency. Like colour, hair types are distinctive in different parts of the world – and so again, ethnic background is useful in determining a character's personal look.

In much of the world, hair tends towards certain singular types. Asian hair, for example, is nearly always straight, growing perpendicularly from the scalp. African varieties tend to be very tightly coiled and dense, while highly resistant to management with comb, as it grows in an angle-like helix shape. This is commonly called "kinky." The management of one's hair is paart of the character's experience – for though a player can't choose the character's hair texture, it is possible to decide how hair is worn. How the character fixes or manipulates his or her hair is as important as the hair itself.

Those living in temperate climates, with wavy or curly hair, often choose to grow their hair out long as protection against the elements. To manage a thick volume, hair is bound with cords and thongs; braided elaborately for comfort and convenience; or shaved, leaving a bald scalp. In northerly climates, extensive beards are grown to give even more protection in sub-zero weather. Players may want to experiment with the hair on the character's scalp and many varieties of facial hair. Details like this can add verve, creating a need to carry around a mirror or other tools to address his or her coiffure.

Further, the character's constitution affects the healthiness and vitality of an individual's hair. This is addressed further down, below the list of character ethnic origins.

List of Hair Textures

Eye Colour

Like hair, certain eye colours possess an unparalleled attractiveness, and so the character's charisma affects a luminosity and richness of colour in the character's eyes. Also, the presence of non-human races gives the opportunity for eye colours that don't exist in humans ... providing interesting opportunities in determining this physical characteristic. In general, fantastic colours are considered more appealing than brown eyes — though it can be recognised that there are many shades of brown, some of which are considered more attractive than others.

There are other matters having to do with a character's eyes and hair that have yet to be addressed, namely the possibility of a character being an albino, or possessing heterochromia. These things are dealt with below.

Once again, the character needs to roll a d20 and add his or her charisma. This is then compared against the varying races and regions that have been used thus far for skin tone and hair colour. In addition, to give an impression of different eye colours, a description of each is included to aid characters in understanding what the words mean:

  • Amber: clear, luminous golden colour, both warm and seductive
  • Amethyst: very pale, clear, true-violet colour with no hint of blue
  • Amethyst blue: like amethyst, but with sky-blue striations
  • Aquamarine: clear, piercing blue-green with a yellow hue
  • Baby blue: very light to very pale greenish or purplish blue
  • Bottle green: deep vivid green, luminous, with grey flecks or rays
  • Cat's eye green: pale green with yellow undertones surrounding the iris
  • Champagne brown: pale orange to greyish yellow, sparkling and light-catching
  • Charcoal grey: very dark grey, almost black
  • Chartreuse: a brilliant greenish yellow, backlit with a deep yellowish hue
  • Chestnut brown: greyish brown with a soft medium reddish hue and orangish rays
  • China blue: strikingly pure dark indigo with a luminous quality
  • Chocolate brown: medium true-brown, with elements of red and grey; sexy and decadent
  • Cinnamon brown: distinctive reddish eyes with warm brown undertone
  • Cloud grey: softly luminous pale grey with whitish tones and striations
  • Coal black: pure black eyes with a vague shininess or gleam
  • Cornflower blue: muted medium-blue with flecks of light blue and white
  • Crystal blue: extremely pale with white rays, clear and luminous
  • Ebony black: flat black eyes with a soft and subdued beauty



  • Electric blue: pale to medium bright blue; bright, energetic and striking
  • Emerald green: very dark, clear green with a gleaming radiance
  • Faded blue: dull pale blue with a homespun quality
  • Fern green: cool, flat green colour lacking in other colours
  • Forest green: soft, medium green with few flecks of brown, without a brown hue
  • Gingerbread brown: medium brown with a strong yellow hue and rays
  • Golden brown: medium warm brown with golden rays and gold circling around the iris
  • Graphite: medium true-grey, flat and dull but distinctively unusual
  • Grass green: medium true-green with equal ratio of blue and yellow rays
  • Hazel: strong greenish-brown with glints of many colours, with blue or yellow rays
  • Honey brown: pale brown with soft, light golden colour with a warm character
  • Ice blue: extremely pale blue eyes, nearly white, hard and unsettling
  • Indigo: warm, exotic dark blue that absorb light rather than reflect it
  • Jade green: pale greenish-white with soapy luminosity, occasionally with exotic black flecks
  • Jet black: a luxurious glossy black colour notorious for reflecting images
  • Midnight black: blue-black with an indigo underlay and flecks of white
  • Moss green: cool mid-tone greyish green with grey-blue undertones
  • Obsidian: hard, flinty black with elements of unsettling transparency
  • Pale pink: whitish-pink with yellow-grey flecks
  • Pewter: rich saturated dark grey with a hint of soft blue undertone
  • Pine green: deep, dark green colour with a slight black hue
  • Pink with green flecks: sickly-looking pink-orange hue with flinty dark green flecks
  • Pink w/grey flecks: deep pink color with grey flecks and striations
  • Russet brown: shimmering, glossy reddish-brown with deep blue undertones
  • Sapphire blue: deep, luminous medium-blue with a rich, luminous colour
  • Sea green: clear blue-green colour with darker outer blue rim
  • Seaweed green: flat dark green mixed with yellow and brown hues
  • Silver grey: Bright and shining glossy grey with metallic rays, very luminous
  • Sky blue: clear, light blue lacking highlights or balancing hues
  • Slate grey: medium grey with hints of blue with stony coolness and a matte appearance
  • Steel blue: hard iron grey-blue with light grey highlights, somewhat flat in colour
  • Steel green: hard iron grey-green with flecks of grey-white colour
  • Tawny brown: light brown to brownish orange, with yellow gold striations
  • Topaz brown: pale, clear gold colour that reflects and appears glowing or luminous
  • Turquoise: pale, milky blue-green colour with white hue and undertones
  • Ultramarine: vivid strong blue mixed with dense, dark violet; very luminous and beautiful
  • Umber brown: dark purplish-red colour mixed with deep brown, with violet ring around iris
  • Violet: light purplish colour, somewhat dull, with white and yellow flecks
  • Walnut brown: medium dull dark-brown, with lighter brown ring around the iris
  • Whiskey brown: watery, warm brown with a light orange hue and a reflective quality

Albinism

The chance of a character being an "albino" should be higher than the chance of a real person having this condition (between 1 in 3000 to 1 in 20000, depending on region). Albinism inspires a unique characteristic for a player to consider when having their character approach the game world. I suggest that the chances of the first albino occurring in the campaign should be 1 in 100; and the chance of a second like character being 1 in 400. Such characters possess a flat white hair colour and deep red eyes. They may also be partially or wholly blind, in which case they have adjusted somewhat to that condition; or the DM may rule that the character's condition has been cured and that only the appearance of albinism remains.

In either case, the presence of albinism supercedes the generation of hair and eye colour, and so this roll should be made first. Of course, some DMs may prefer greater odds against the condition, or the suspension of the condition in their campaign.

Heterochromia

This is the variation of colour between the character's two eyes. Less than 1% of the world's population possesses eyes of two different colours, so we may fairly institute a 1 in 100 chance of this occurring, without the odds against increasing. Simply roll twice on the tables given for the character, indicating the left eye and the right eye.

Body Type & Overall Appearance

While the main determination of the character's general semblance and quality of being pleasing or sexually alluring is determined primarily by the character's charisma, a potential exists for the character's appearance to also be affected by wisdom. Unwise characters may have experienced critical accidents through foolhardiness that resulted in the loss of a hand or limb, or even an eye. However, those effects by wisdom are dealt with elsewhere. Imagine, then, that the tables for physical appearance and features describe what the character would look like without such mishaps having occurred.

[further details to be added at a later time]

Origin

The character's origin addresses the circumstances of the character's birth and other matters relating to upbringing, family, early training in secondary skills and the character's starting wealth. Prior to that moment when the player first enters the game, all time that has passed and all things that have happened are out of the player's control. These things are determined randomly, influenced by the choices made in allocating their ability scores ... for this allocation may allow or disallow the occurrence of a wide range of chance events and possibilities.

Family

As we know from our own experience, no person chooses the family or social status into which he or she is born. We may wish to be born rich, or a member of the nobility, but the fact is that our fate is out of our hands. Some are lucky; some are not. A part of learning what the character is, or what opportunities exist to be had, we must first learn what family the character has. The attribute that determines this is strength, which dictates the overall survival and number of the character's living relations.

By extension, we may assume that if the character has living grandparents or parents, most likely there exists a corresponding extended family, dwelling around the area of the character's birthplace. If, on the other hand, it turns out the character was made an orphan in their youth — perhaps without any family relations at all — then the lack of family might be a motivating factor in the way the character sees the game world.

Family Table

We begin by creating an adjusted strength number, rolling a d20 and adding it to the character's strength. This produces a number between 4 and 38, as explained in the determination of hair. By consulting the table, we can learn the extent of the character's living family. Throughout the table, additional details need to be rolled here or on the subtable below. Where it describes the character as "raised by," it should be understood that the named parents are still alive when the character enters the campaign.

If there are parents, the first sibling is born into a family when the mother is between the age of 14 and 20. Count the father's age as [3d4-4] added to the mother's age. Additional children are born 1 to 3 years after the first (the time difference accounting for children who may have been lost between living siblings).

d20 + Str. Upbringing
4 to 7 Left on the doorstep of a cottage as a foundling; and thereafter adopted and given an education
8 Born a slave and kept until freed, began working as an apprentice at the age of [6-9].
9 to 10 Lost family at age [6-9], finding support from a mentor acting as a surrogate parent [+1 age for elf thieves]
11 to 12 Lost family after beginning class-level training at age [10-14] [+2 age for elf thieves]; continued education with the help of mentor and institution; [see Institution subtable]
13 to 14 Raised by [mother/father]'s [sister/brother] after [1-12] years of age; [see Sibling subtable for this entry and all entries downtable]
15 to 17 Raised by [mother/father]'s [sister/brother] after [1-12] years of age
18 Raised by an elder [sister/brother] after [3-12] years of age; sibling is [2-8] years older than the character
19 Lost family at age [6-9], finding support from a mentor acting as a surrogate parent [+1 age for elf thieves]
20 Raised by both of [mother/father]'s parents after [2d4+5] years of age
21 Raised by single [mother/father]
22 to 23 Raised by both parents
24 to 25 Raised by both parents and [1-2] grandparents, elder either to [mother/father]
26 to 27 Raised by both parents and 3 grandparents
28 to 38 Raised by both parents and all four grandparents

This should give the approximate age of the character's parents. If the placement of the character in the order of birth cannot be reconciled, then assume elder brothers and sisters are twins or triplets. Mentors will be [5d6+20] years older than the character.

From extrapolating the age of the parents and siblings, a character may take the time, if wished, to calculate their wider family tree by rolling the strength of each family member, rolling their own background on the family table — obviously discounting any results that can't fit with known details. At present, a true depiction would require another table for maladies and early deaths, which I don't intend to create at this time; but the reader could make up one of their own.

Sibling Subtable

A character's relationships with his or her siblings are discussed under Choices and Relationships. It shouldn't be assumed that characters have a positive relationship to any member of their family. With the table below, we're only concerned with the number of siblings, along with other odd matters. The same adjusted strength roll should be used for the sibling table as it was for the main family table.

Thus, if the character's adjusted strength was 13, indicating that "he" was raised by an "aunt," then the same 13 result would be used to determine the character's number of siblings.

Due to the circumstances of their birth, character with an adjusted strength of 4 to 12 have no known siblings.

Once the sex of each sibling has been determined, the character can be placed in the order of birth by simply rolling a random number of siblings who are either younger or older than the character. For example, if the character were one of 8 children, a d8 could be used to indicate if the character where the 1st or the 5th born, or whatever.

This particular fact can matter greatly where it comes to possibility of inheriting a rich parent's fortune, and is particularly crucial if the character turns out to be born a member of a region's nobility or of a kingdom's royal family.

d20 + Str. Number of Siblings Special
13 to 14 [roll d20] none (1-14),
one (15-19) or two (20)
15 [roll d20] none (1-9), one (10-17),
two (18-19) or three (20)
16 to 18 0-3 (d4-1)
19 0
20 to 23 1-4
24 to 27 2-4
28 to 30 0-5 (d6-1) character had a fraternal twin that
died [roll d20] at birth (1-7), at the
age of [1-3] (8-17) or at the age of
[4-14] (18-20)
31 1-6 character has a living fraternal twin
32 2-7 character has a living identical twin
33 to 34 2-8 roll character had an identical twin
that died [roll d20] at birth (1-9), at the
age of [1-3] (10-17) or at the age of
[4-14] (18-20)
35 to 36 4-10
37 to 38 6-15 (3d4+3)

Should it happen that the character has a fraternal or an identical twin, the DM may give the player the option of running both. In the case of fraternal twins, roll 2d8 for each of the original character's stats, subtracting 5, producing an adjustment between -3 and +3. For each of these rolls, there's a 10 in 16 chance that the adjusted stat for the twin would be the same or within 1 point of the originally rolled character. The chance is 15 in 16 that it'll be within 2 points. With identical twins, the twin's stats are exactly the same.

The table doesn't include the possibility of triplets or quadruplets, but the DM may allow a 1 in 100 chance of triplet fraternal twins — with an equal chance of quadruplets and quintuplets, following each roll of 1 in 100 (thus, quintuplets would occur with three rolls of double-zero) once the twin result shows. The chance of triplet identical twins might be rated at 1 in 400. The reason the chances are so low is that in a medieval or post-medieval setting, like as not all of three or more twins would be unlikely to survive the birth, or the mother either.

Institution Subtable

It should be noticed that character's with high strengths, like clerics, fighters, monks, paladins and rangers, are far more likely to have large families than are bards, illusionists or mages. This is intentional. Strength and bravery ask for a strong support network, encouragement and a belief in working together, the sort of thing that large families encourage. On the other hand, the unlikeliness of illusionists and mages suggest that many who come to profession come to it by chance, as self-reliant, even resentful persons isolated by their circumstances — for example, by being made an orphan.

Still, a line has been inserted into the Family Table to ensure there is at least some chance for every character to become an orphan. Some would certainly miss the possibility if this were entirely denied.

The sort of upbringing an individual is given has no influence at all on their ability as a class character. But it does suggest a view of the world; a history that can be played, for the player to find in his or herself when approaching the game.

Instititutions, foster parents and mentors are determined by the character's class. Normally, an individual starts training as a bard, cleric, druid and so on at the age of 8 to 10. A foundling or a young character forced to fend for themselves — who has clearly made something of themself, since we're looking back — relies upon whatever culture is willing to support them. Assassins thus come from cultures very different than an illusionist or a paladin.

Class Institution [d20]
assassin barracks (1-3), beggar's guild (4-16),
shipboard (17-19), whorehouse (20)
bard bard's college (1-14), guildhouse (15-16),
performing troupe (17-20)
cleric church/temple (1-14), monastery (15-20)
druid manor farm
fighter baggage train (1), barracks (2-13),
manor farm (14-16), shipboard (17-20)
illusionist guildhouse (1-9), library (10-20)
mage guildhouse (1-14), library (15-20)
monk monastery
paladin barracks (1-12), manor farm (13-19),
monastery (20)
ranger manor farm (1-9), shipboard (10-20)
thief beggar's guild (1-12), guildhouse (13),
shipboard (14-18), whorehouse (19-20)

Applicable discriptions for the different institutions are below. Remember that although a character may have spent time aboard ship or in a varying type of guild, this doesn't necessarily mean they learned how to swim or create an article of some sort; to learn precisely what sort of secondary knowledge the character accumulated in their youth, see Progenitors.

  • Baggage camp: the character spent their childhood following military camps through campaigns, helping to cook, launder clothes, make liquor, nurse soldiers, carry baggage and otherwise act as a servant to soldiers. Like as not, he or she began their training as a fighter while still on the move, as taught by the soldiers present, not actually being sent to a proper school to gain traditional fighting skills until the age of 13.
  • Bard's college: these are dramatic places of learning, often no more than a single sprawling structure, where the character was able to watch and listen to bards discuss and perform their arts. Much of the character's youth would have involved servant and cleaning duties, though as a bard they would have learned to read & write at an age of six or seven — as all bards have this ability. Practical, serious training would have started at the age of 10.
  • Barracks: these are long buildings used to house soldiers and labourers. Characters would have spent much time cleaning weapons, sharpening them, sewing arming gowns and flags, cleaning and attending livestock or acting as servants to the soldiers. Practical training for fighters and paladins would have started and been completed in rooms attached to the main barracks; assassins from a barracks have started this training until their mid-teens, before abandoning the traditional path to gain knowledge from tutors and masters in less savoury activities.
  • Beggar's guild: starting under the tutelage of a "kidsman," an organiser of begging and thieving children as depicted by Fagan, both assassins and thieves would have been stealing from the age of 6 or even earlier. Assassins, having shown a talent and interest in intimidation and confrontation, would have taken the skills learned as a child and maneuvered themselves into a proper barracks school to master fighting. Thieves, on the other hand, are likely to have reached the full skills of their class without any formal training at all, having started so young.
  • Church/Temple: being taken in and given a place to sleep as an act of charity, the character would have spent their childhood cleaning the pews, carrying hymnals and other books, gardening, tending to animals kept to help support the clergy and carrying candles, flags and podiums during festivals. After the character is given a place during services and shows his or her piety, the decision is made to send the character to a formal seminary on a stipend.
  • Guildhouse: represents different possible organisations for different classes, but in all cases the characters would spend time acting as servants and participating in the backbreaking work of feeding and housing a large number of workers. This means much laundering, kitchen duties and carrying much wood and water. Bards are familiar with guilds related to ceramic, tailoring, woodworking guilds and other artisan examples. Illusionists spend their time in bookbinding, print houses, scribners and university-supportive guilds. In addition to these for the illusionist, a mage can include guilds dedicated towards alchemy, medicine and other sciences. The guild for a thief is assuredly a thief's guild. Each of these guilds would be responsible, through collections and donations, for the character receiving a formal education in their class.
  • Library: the duties for children in these places are primarily cleaning, collecting and copying. As illusionist and mages, they would have learned to read & write at the age of 8 to 9, when they were old enough to be trusted to spend endless hours writing copies as a scholar droned on and on. Characters of this type would also have some experience with many possible educations; as "farmers" or "explorers," they may never have stood in a field or been aboard a ship. Formal education begins when the character is paid for their ability to write, a task they perform all through their training.
  • Manor farm: the character becomes a part of a squire or minor noble's household, working in a wide variety of possible tasks and places: in the stables, attending the reeve or hayward, farming, processing staples into foodstuffs, working as a servant in the house and like the guilds above, many hours of carrying wood and water. Future druids and rangers find themselves acting as a servant to the gameskeeper and manor shepherds, learning about the woods and animals. Paladins impress the manor owners so much that their way is to a formal education is paid, whereas fighters and others must beg, borrow or steal the money from the various overseers and friends they've made.
  • Monastery: the culture here is not so different from that of a manor, with opportunities to learn about farming, animals and the making of various foodstuffs ... but the religious expectation encouraged the character to become a cleric or a monk — remaining to complete their training in the same institution they attended as young children. Paladins growing up in a monastery remain affected by what they saw and the rituals they took part in, but by the age of 10 or 11 they head out, with a stipend, to get formal training in fighting.
  • Performing troupe: a fun and exciting life for a young future bard, full of helping to move and walk long distances beside wagons on their way to the next town ... but also opportunities to act on stage, walk through strange places shouting out the arrival of the troupe to outsiders, handling money and watching the players and performers hone their craft. Many heartbreaking moments also, as a performer in a troupe can lose heart. Such bards use what skills they can find in these places to audition their way into a college or guild to receive their formal training.
  • Shipboard: life aboard ship includes many dangerous, unique ideas for the character to discover as a child, but it's hard, repetitive work also. Decks must be scrubbed white, while learning to walk out on a mast or spar in a storm is also part of the character's education. More than one lost friend, fellow child or adult alike, is remembered though they are long gone. Shipboard also allows for long periods ashore, where a fellow seaman may take time to teach an assassin, fighter, ranger or thief a wide variety of secondary abilities. Formal training is usually made possible by a long voyage at sea, where years of income are accumulated and paid out in a single day. +1-4 pts. sailing knowledge.
  • Whorehouse: the most lurid of places where the assassin or thief character might spend their childhood. Suffice to say that the duties may be of a kind that the character would never speak of, be they man or woman. Certainly bathing the artists, cleaning, acting as servants and perpetually cleaning after the worst sort of visitors would make for unpleasant memories. More likely as not, the character stole what they needed to get out and be long gone from such a place — though they could never admit it.

Progenitors

Every levelled character is entitled to one Progenitor, the individual responsible for raising them from a child and enabling their training as a character class.

Ability Stat Background Links

Character's Personal History