Character's Personal History

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The Character's Personal History is attached to the Character Background Generator, describing the individual's time between being trained to become a character class and learning the habits and skills of their progenitor's profession, characters have also had time of their own in which to build relationships, learn the ways of the world, get themselves into terrible trouble and win the hearts and minds of other persons in their orbit. For the most part, it's assumed the character has been a perfectly normal person in these things — neither special nor egregiously foolish in their day-to-day actions. Yet for each character, certain distinctive moments have occurred, relating to choices made by the character, their personal exceptional talents (or lack thereof), their tendencies and interests and finally, their interpersonal relationships.

Together, these impose four rolls on the character: two associated with intelligence and two associated with wisdom. Good rolls provide benefits for the character, reflecting a time well spent. Bad rolls, on the other hand, describe moments of imprudence, stubbornness, churlishness or wanton disregard for doing what's right.

Choices Made

d20 + Int. Consequences
4 Possesses only one sage study, "Puissance," with no possibility of knowledge points in any other study or sage ability; supercedes results from progenitors and elsewhere.
5 Possesses any two sage studies within the field of "Mastery of Arms," but no more than two, and no knowledge of any other study or any other field; singular sage abilities gain through progenitor are viable.
6 Possesses two fields, "Animal Training" and Mastery of Arms, and may choose any study from those; has no knowledge of any other field, except those possibly gained through progenitor.
7 Character must abandon one field permanently from their collection of sage studies; no other effects
8 to 9 Character has spent time in prison: [roll d20] one year (1-8), two to four years (9-15), five to eight years (16-19), nine to sixteen years (20); add intervening time to character's age; see Crime subtable
10 Character is a wanted criminal and is presently a fugitive from the law in another province, for actions taking place in the last [2-5] months; see Crime subtable
11 Gambling, waste and foolishness has caused the character to lose all but 20% of their rolled starting capital upon entering the campaign
12 Character's choice of associates was very poor; their betrayal has swindled the character out of his or her starting capital, leaving the character with nothing but a pair of breeches, shirt and a loin cloth.
13 Although already invested in a religion, the character's choices have led him or her to be excommunicated; which can be reversed through an act of faith
14 If the character is a male, he has fathered a child out of wedlock; if the character is female, then she is pregnant upon entering the campaign and due to give birth in [4-9] months.
15 Trust and generosity to the character's family members has reduced the character's rolled starting capital by [20-80%]
16 to 17 Character has acquired an addiction to a substance that requires a daily or weekly dose to maintain [see Addiction subtable]
18 to 20 Character had a mis-spent youth, so that it's taken [2-5] more years than ordinary to complete his or her training; add intervening time to character's age
21 Through an act of foolishness, the character has suffered a permanent malady of some sort, from mild to egregious [see Reckless Malady subtable]
22 A touch of luck has marginally increased the character's coin; add 10% to starting capital
23 The character performed a small act of heroism some [2-12] years ago; this has won the character a gold medallion from a squire, noble or royalty, whichever is one rank above the character.
24 Character has acquired the ability to play an instrument; player may choose any instrument light enough to be carried.
25 to 26 Mindful of the character's progenitors, the character has diligently saved their money to day; add 20% to starting capital
27 Fall in love; in the event of this roll, the feelings are returned and the would-be partner is merely waiting for the engagement to be declared
28 Character helps to recover a buried treasure, receives a reward of [100-600] g.p.; add to starting capital
29 Distinguished service on the character's part has secured him or her a writ of passage within the realm where entering the campaign
30 to 31 Character possesses credit, having proved their reliability and worth
32 Investments and support given to a venture has profoundly increased the character's wealth; double starting capital
33 to 35 Character is a born scholar, easily mastering his or her studies; improve all class sage studies by 2 pts. and subtract one year from the character's age.
36 to 37 Through favours, problem solving and cleverly manipulating the character's progenitor and instructive masters, the character begins the campaign with two potions; player's choice
38 Due to the character's diligence in studies and extracurricular efforts, the character is given an honourary title, in accordance with his or her character class

We begin by creating an adjusted intelligence number, rolling a d20 and adding the character's intelligence. This produces a number between 4 and 38, determining the result on the Choices table. Further notes on the table are as follows:

  • Depleted sage abilities (results 4 to 7): The player's decision to assign a 6 or less to a character's intelligence provokes a 20% chance that the character will lose most or some of his or her sage abilities. In most cases, the character's woeful intelligence with respect to education and knowledge can be overlooked, supposing the character is a natural savant of some kind that would enable a sufficient level of practical skill. But it must be acknowledged that there's a chance the character will be so dull-witted that only the bare minimum of special training will have taken hold.
Bear in mind that characters with an intelligence of 5 or less can only be fighters, which is why the sage studies and fields are described exactly for the first three results of this section. It isn't possible to get a 4 result unless the character's intelligence is 3; and none of these results can occur if the character has an intelligence greater than 6. It is therefore a rare non-fighter who would lose a sage study; and it is something that can never happen to assassins, bards, illusionists, mages, paladins, rangers or thieves, as all these classes require an intelligence higher than 6.
  • Criminal activities (results 8 to 10): For whatever reason, the character tried to improve his or her situation through breaking the law, which has not turned out so well to date. If the character has already been to prison, then the location of that prison will be the nearest settlement of more than 2,000 persons from where the character entered the campaign. If the character is on the run, then a random adjacent province to that where the character enters the campaign needs to be rolled — that province is where the character committed his or her crimes and is the one seeking the criminal character's recovery. In all cases, the character was definitely guilty — though there's no requirement on the character's part to admit it to anyone.
Crime
Roll Action
01-15 Murdered a peasant
16-20 Murdered a tradesperson
21-35 Committed assault against an official
36-70 Committed petty theft from a trading shop
71-80 Committed petty theft from a merchant's house
81-85 Expressed words of sedition against the monarchy
86-90 Expressed words of heresy against the religious establishment
91-00 Damaged and set fire to property
The chance of bounty hunters appearing to seize the character is a roll of 2 on 2d6; this roll should be made once per month. If the character moves one further province distant from the one where he or she pursued the crime, this chance drops to a 3 or 4 on 3d6. If the character moves further again, at least three provinces from the crime, this chance drops to effectively zero.
The Crime subtable gives a general description of the crime committed; sentences are utterly arbitrary, so the time spent in prison is irrelevant to the atrociousness of the crime. Thus the character may do 10 years or more for a relatively benign act, or receive only one year for murder. There is a small chance that the character may still possess the stolen goods, if he or she has the right progenitor. The actual words spoken against the monarchy or religious establishment are up to the player. The total property damage is limited to 500 g.p. The player may fill in further details as desired.
  • Gambling, et al (result 11): this reflects a combination between pursuing vices of varying kinds, the choice being left to the player, causing the character to lose much of their starting capital. Anyone might go through a time like this; it's meant to be something in the character's past, that's been overcome as the character gains wisdom, and not as a prescription for what the character is like now.
  • Choice of associates (result 12): like gambling above, the character has allowed his or her self to fall into a bad group of people, who succeeded in depleting nearly all of the character's resources. The character therefore begins the game in a position of want, being unable to buy so much as an apple to eat. Naturally, it's expected that the party should pity the character, giving over some starting capital and letting the players work out how the debt should be reasonable repaid.
  • Excommunication (result 13): while the character was raised in the local religion of his or her birth country, actions taken and mistakes made have led the character to be denied the privilege of taking part in the organised rituals of that faith. A sigil has been placed on the character that makes it possible for any leader of that religion to recognise the excommunication. The character can, if wished, choose another religion; or he or she can restore their privileges by participating in an "act of faith," which requires a sacrifice of a quest — the exact nature of which is left up to the non-player priest whom the character must apply for restoration to the faith. Circumstances are dependent on which religion has excommunicated the character.
  • Pregnancy (result 14): however unintentional, the character has been involved with creating a baby that's [4-9] months along at the time of the character's entry into the campaign. If the character is male, the mother is located in the nearest hamlet or village; the father knows the mother's name and knows of the pregnancy but has not made any declarations to marry. As such, he's not exactly welcome to those of the woman's family who may or may not know of the pregnancy. If the baby is more than 5 months along, then they certainly know; otherwise, there's a 70% chance they know if it's the pregnancy is in the 5th month and 25% if it's in the 4th. The choice of what the father is to do is left up to the player.
If the character is a woman, then it's she whose pregnant at the start of the campaign. She knows who the father is but has no expectations that there will be a declaration of marriage. It is up to the character to confront the father or decide to bear the child alone.
Unless the character is in the 9th month of pregnancy, nothing about the character's abilities is affected. In the last month, she suffers a -1 penalty to hit and -1 to all healing she receives. In the last two weeks, these adjustments are doubled to -2. If at any time the mother is wounded, then there is a 1 in 20 chance that she will miscarry. Upon giving birth, the mother must make a system shock survival roll according to her constitution, or die during the event. There is a 1 in 6 chance that the baby won't survive. There are means by which the character is able to abort the fetus, but the particulars are left up to the innovation of the character. Any attempt to abort will require a system shock roll with a -2 penalty to the character's constitution. Failure to succeed in this roll, just as in giving birth, will kill the character as well as the baby.
  • Trust and generosity (result 15): while the character has diligently maintained his or her studies and duties, the character's family members have not; this has caused relatives, fellow mates and other acquaintances to winnow away the character's gold, a choice the character has allowed to continue until entering the campaign. As such, the character only has 2d4 x10% of their rolled starting capital when entering the campaign. As it stands, the character has been paying 3 g.p. per month to maintain his or her relations and associates; this can stop now that the character has joined the party, or it can continue as the character wishes.
Addiction
Roll Addiction
01-71 [1-6] oz. tobacco daily
72-79 [1-4]+4 oz. hard liquor daily
80-96 [2-8]+4 oz. ale daily
97-00 1 oz. opium weekly
  • Addiction (results 16 to 17): the character has allowed his or her self to become addicted to one of four substances, which the character must make use of on a regular basis or suffer a -10% penalty to all of his or her ability stats — with resultant fractions being discarded. Thus, a character with a 9 intelligence would count as an 8, the 0.1 being dropped. However, so long as the character obtains their addiction, their abilities are unaffected.
The character has no special protection against intoxication or physical deterioration; failure to cease the addiction will double aging penalties to the character upon reaching middle-age and beyond. Nor can the character simply refuse the addition; detoxification is a difficult and lengthy process. The Addiction subtable indicates how much substance must be taken; the form that it's taken is left to the player. The character can smoke or use snuff. Hard liquors must be at least 6% [[Alcohol|alcohol]; ales must be at least 2%. Each of these can be consumed while the player is active. Opium requires a 12-18 hour period to smoke and recover from, during which time the character lacks all function or lucidity.
  • Mis-spent youth (results 18 to 20): reflects a common attitude in which the character failed to take his or her studies seriously, or showed any concern for the future. The time wasted may or may not be looked upon fondly; in any case, the only effect is that it's made the character older by [2-5] years when beginning the campaign than might have been if the character were more diligent as a youth.
Reckless Malady
Roll Damage or
Disability
Roll Damage or
Disability
01-45 Fierce scar upon the face or neck; -1 to charisma checks 88-90 Blinded in one eye; affects ranged weapons, surprised 4 in 6 from bad side
46-58 Accident has left the character with a permanent limp; -1 stride 91-96 Severe burn on one side of body; -2 to charisma checks
59-72 Loss of [1-3] toes; -1 to dexterity checks related to balance 97 Missing right or left hand; cannot use two-handed weapon; can opt for hook-hand as a proficiency
73-79 Loss of one finger; -1 to weapons used with that hand 98 Full loss of right or left arm; cannot use two-handed weapon or weapon & shield
80-82 Loss of two fingers; -2 to weapons used with that hand 99 Partial loss of right or left leg; character possesses peg leg; -2 stride
83 Loss of 3 fingers; -4 to weapons used with that hand 00 Loss of both eyes; character is blind; there's been time for the character to adapt to this malady.
84-87 Rendered deaf in one ear; surprised 3 in 6
  • Reckless malady (result 21): in a moment of folly and recklessness during the character's path, coupled with great misfortune, the character has suffered a lasting consequence as a result. The Reckless Malady subtable indicates the damage that's been done and its consequences. Some possibilities offer a grave concern for the character's wellbeing and comfort.
Which leg, arm, hand, foot, eye, ear, toe or finger is affected should be rolled randomly. Balance checks are those relating to the character falling or tumbling. Effects to stride are penalties against action points only when the character is walking, running or sprinting. A specially made shield can be used by a character with two arms but lacking a hand; but suiting into the shield and removing it requires twice as many action points than usual. One eye affects depth-perception; so missile ranges are normal at close range, but penalties are doubled at medium and long ranges. Extensive burns will reach from fingertip to [5-40]% of the character's face; these are healed and offer no special discomfort. The hook-hand causes 1-4 damage as a weapon. See blindness rules for special considerations. All lost body parts can be restored with regeneration if the character wishes. Scars, burns and a limp can be healed with the clerical 6th level heal spell. These may not be easily available when the character enters the campaign.
It's appreciated that many campaigns will resist the possibility of saddling a character with the loss of an arm, leg or their eyesight upon entering the game, especially if that character must start at 1st level. DMs anxious to mitigate this result may state that the malady happened in the past, with the character having been healed prior to their campaign entrance.
  • Touch of luck (result 22): this may be explained by the death of a relative, found money, an unexpected gift from a stranger or similar event.
  • Heroism (result 23): the heroic act can be invented by the player. Examples would include saving a child from drowning (if the character is able to swim), carrying an important message, putting out a fire in time, tackling a thief, giving warning of a disaster, etcetera. The medallion wouldn't be solid gold, but would be worth at least 100 g.p., and would have some role-playing value when establishing the character within the realm where the medal was awarded. Fame is fleeting, however, and NPCs in authority may not care much about a noble, village or child that was saved or given aid ten years ago.
  • Play an instrument (result 24): the character has in his or her spare time learned to play a musical instrument reasonably well, as an amateur with 10 knowledge points. This ability increases at d4-1 [0-3] per level. If the character already possesses this ability either due to being a Bard or through their progenitor, then the specific increase indicated here is added to that gained elsewhere. This bonus is only granted through this adjusted intelligence number.
  • Saved money (results 25 to 26): by dutifully following the advice of the character's elders or mentor, the character has laboured, practiced a life of moderation, resisted temptation and has wisely never borrowed or lent money to others. It can be surmised that this has made the character something of a serious-minded, unadventurous stick-in-the-mud, but once joining the campaign the character is under no obligation to keep from being a spendthrift.
  • Fall in love (result 27): this occurs with the appreciation that "love" is not a choice, and that every character has undoubtedly fallen in love prior to joining the campaign whether or not they've received this result. However, in this case the character has intelligently pursued the matter so that the perspective "amour" is waiting for "the day." The character may, therefore, propose, set an engagement or get married, as he or she will; or put off the engagement until having made his or her "fortune;" or decide they're not really ready for the commitment, as wished. The result merely states that the partner is definitely willing — and it may be assumed that whatever the player wishes the character to do, his or her NPC love will understand, as he or she is IN LOVE with the character, and will understand the character's motivations, whatever they are. It's possible, then, that the amour would come along adventuring, if asked; or help protect a home where equipment or treasure can be stored. This depends on the character's abilities and background.
For game purposes, roll a d20: commoner and untested (1-3), comrade (4-13), 1st level, of the character's own class (14-17), 1st level, random class (18-19), 2nd or 3rd level, random class (20). The amour's progenitor should be rolled, granting abilities of some kind. A "commoner" has no experience level. "Hardened" indicates they've been trained somewhat to fight. Amours of a "random class" are of some other class than the character.
  • Buried treasure (result 28): the character has taken part in a small expedition to a place within 100 to 600 miles from the place where the character enters the campaign, in order to recover a hidden treasure horde, a sunken ship or to secure a legacy on behalf of the expedition's leader. This experience gives the character some knowledge of that small part of the world along with the amount of gold pieces secured as a reward.
  • Distinguished service (result 29): the "service" performed will have much to do with the character's secondary profession gained from his or her progenitor. A farmer might be granted the benefit for helping quell a rebellion, while a guard might recieve it for capturing a dangerous criminal. The player is encouraged to use his or her imagination. The "writ of passage" 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. If the character already possesses this through another source, the character will instead receive a "merchant's charter," permitting the character to sell goods directly in the market place, having paid a nominal fee of 5 g.p.
  • Possess credit (results 30 to 31): the character has proven to be dependable and respectable, and is therefore permitted to obtain a loan up to 10 times his or her starting capital. Thus, if the character began the game 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 the future. If the character has already received this benefit from some other source, then the interest charged is lowered to 5%.
  • Investments (result 32): presumes the character has sold off his or her investments prior to entering the campaign. The character retains contacts with prospective developers, however, and may, if wished, choose to invest up to five times his or her starting capital in another venture. This opportunity exists for a year from the time when the character starts in the campaign, and must be undertaken in the province where the character's entry in the campaign occurred. The success of this investment is by no means guaranteed.
  • Born scholar (results 33 to 35): the character was a prodigy, enabling the completion of all studies in a shorter time — thus the character's age is reduced by one year when entering the campaign. The knowledge to sage studies and abilities is a one-time improvement.
  • Favours & problem solving (results 36 to 37): as implied, the character has cleverly manipulated the generosity of people within his or her orbit to grant the boon of two potions. As the character has the choice of which potions are gotten, since those were the ones the character vied for, these may be two uses of the same potion, or different ones, as wished. Only two uses of potion are gained.
  • Diligence in study (result 38): the title granted is of the professional sort, so this varies considerably with regards to the character's class. Assassins and thieves are "guildsmen" and "guildswomen." Bards are "collegiates." Clerics are "deacon," "father" or "mother," or possibly "master" in some religions. Druids are made a "member of the order," usually related to a tribe, plant or animal. Fighters are a "master-at-arms," even if they have no special fighting skills. Illusionists become a "professor," either of science or art, as the character wishes. Mages adopt the distinction of a "doctor of magic." A monk is a "master" or "guru," depending on the culture. Paladins become a "knight errant," which distinguishes him or her from those having a noble title; "errant" presumes the character is searching for this. Rangers receive the title of "curator," as an overseer or guardian of the natural environment.
Each title carries weight among members of the character's class and as a form of introduction to notable strangers, who are more apt to trust a character with such a title. In circumstances where trusting in the character's word prior to an adventure matters, the character receives a +2 bonus to charisma checks, supported by the character's 18 intelligence. This result cannot be achieved otherwise.

Talents

d20 + Int. Aversion or Aptitude
4 Character is an "idiot" and needs supervision to care for his or her self, fight or take other actions; lacks social comprehension and is unable to form relationships; other limitations
5 Character is an "imbecile," and while able to care for self and fight without supervision, needs some care from others; lacks social comprehension and is unable to form relationships; other limitations
6 Character is a "moron," and while able to grasp most simple concepts, lacks understanding of complex relationships or many social concepts; begins game with two less weapon proficiencies than normal; other limitations
7 Dense: begins game with one less weapon proficiency than normal; can be instructed in any ability up to authority status; limited to two henchfolk
8 to 9 Reckless: character's display poor judgment regularly, so that hirelings and followers begin with a morale of 11
10 Easily duped: character recieves a -4 penalty against charm effects
11 Slow learner: the character's inability to learn has added 2-8 years to the character's starting age
12 Incapable: character is all thumbs where it comes to objects with moving parts, denying the use of such items; worse, the character is also denies use of magical wands, rods or staves
13 Negligent: character's inattention to details frustrates others, so that hirelings and followers begin with a morale of 10
14 to 15 Illiterate: the character cannot read or write common language; spellcaster are still able to interpret magical writing.
16 Bad memory: the character has a tendency to forget important details about their abilities or possessions in times of stress; this is managed by restricting the player's access to information.
17 Moody: the character is a very impatient student and is subject to outbursts of temper that makes instruction difficult.
18 Speech impaired: character suffers from a random moderately debilitating speech characteristic
19 to 20 Forgetful: whenever travelling, the character makes a check if something has been forgotten and left behind
21 to 23 Literate: character is able to read & write; those formerly able to do so gain knowledge
24 to 25 Weaponmaster: character gains one additional weapon proficiency
26 Cook: character possesses the cooking sage ability
27 Bargainer: character possesses the bargaining sage ability
28 Natural combatant: character may choose two amateur sage abilities from the puissance sage study
29 to 30 Second progenitor: the character possesses a second influencing parent or mentor who also provided skills during the character's childhood; roll again on the progenitor determination tables
31 to 33 Gifted: the character may add a general field of study from any class and add it to their list of other sage studies
34 Hypersensitive: acute sensitivity to touch; causes an inability to take action in high stress situations
35 Photographic memory: the character is possessed with the ability to instantly memorise any image they see once, including text and images
36 Clairaudient: natural gift allows the character grasp hints of sound too far away to be ordinarily heard, so long as the character is within line-of-sight, once per day
37 Clairvoyant: natural gift allows the grasping of visions for brief flashes, once per day
38 Telepathic: natural gift allows the reading of thoughts for brief moments, once per day

As with Choices, above, a new adjusted intelligence number is created by rolling a d20 and adding the character's intelligence. All characters with an intelligence less than 6, whose adjusted number is higher than 7, are assigned to 7.

Otherwise, the adjusted intelligence number is applied to the Talents table. Further notes on the table are as follows:

  • Idiot (result 4): a character can only achieve this result if he or she possesses a 3 intelligence, which only fighters can have. Most of the time, a "3" can be treated as merely indicative of the character being dense, but with this result the character has a mental age of 2-4 years. This translates as a minimum of speech, a dependency on others to secure food and encourage the character to eat, lead the character around, occasionally calm the character down and so on. The character cannot make plans, solve puzzles or interact meaningfully with others; cannot use or understand money; and he or she cannot have followers. He or she may possess one henchfolk upon reaching 5th level. The character is assumed to have only one weapon proficiency and can never have another. Any non-physical skills gained through the progenitor are discarded. Sage abilities are also limited to physical skills only. The character cannot be instructed. The character can fight, gain levels and improve as a combatant, but must be told when to fight and when to stop fighting. Considerable latitude must be given to allow playability, but the above limitations should be observed generally.
6'Note': it's acknowledged that the obsolescent psychological definition used here would be offensive to some persons; however, an unenlightened Medieval/Renaissance world was extremely cruel to such members of society, much, much more so than the ill-use of a poorly chosen word; if the word captures by 1% of what it was like to be a "moron" in the 17th century and earlier, then it gives aid to understanding what the life of such disabled persons must have been like. DMs are free not to use the term, but should acknowledge that the condition is REAL, regardless of what it's called.
  • Imbecile (result 5): a character can only achieve this result if he or she possesses a 3 or 4 intelligence, which only fighters can have. Under other circumstances, these numbers can be treated as the character being dense, but with this result the character has a mental age of 6-7 years. This translates as remembering to eat, some resistance against sleep when it's needed, an ability to fight without supervision ... but much more requires the help of other persons. The character cannot make plans, solve puzzles or hold an adult conversation; he or she understands how to spend money, but doesn't know the value of money; and he or she cannot have followers. One henchfolk can be gotten upon reaching 5th level, but no more. The character is assumed to have up to two weapon proficiencies and can never have more. Any non-physical skills gained through the progenitor are discarded. Sage abilities are also limited to physical skills only. The character can be instructed in physical skills up to amateur-status. See note under "idiot," above.
  • Moron (result 6): a character can only achieve this result if he or she possesses a 3 to 5 intelligence, which only fighters can have. Under other circumstances, these numbers can be treated as the character being dense, , but with this result the character has a mental age of 11 to 12 years. The character can understand most matters, including the value of money, the necessity to eat and sleep, short-term planning and problem solving and the ability to act and fight without need of supervision. However, sophisticated matters and subjects are beyond the character's ability, such as a sexual relationship, position of responsibility or the nuances of long-term planning. The character can have non-levelled followers and up to two henchfolk, but no more. Character begins game with two less weapon proficiencies than normally indicated, even if this leaves them with none. The character can possess both physical and non-physical sage abilities, but with the latter is limited to amateur-status abilities only. Can be instructed in any ability up to amateur-status. See note under "idiot," above.
  • Dense (result 7): may include any character class; characters with an intelligence of less than 6 are assigned this result if their adjusted intelligence number is not between +15 and +17. Character begins game with one less weapon proficiency, even if this leaves them with none. The character can be instructed in sage abilities up to authority status and no better; the character is also limited so that non-physical skills cannot be gained at authority-status in the character's sage fields or studies. The character can have only non-levelled followers and up to two henchfolk, but no more.
  • Reckless (results 8 to 9): however careful the player may be with the character, the effect the character's nature has on others is that he or she appears to rush ahead without thinking, making rash judgments and often backbiting others for what seems like good reason to the character, but not to others. As a result, hirelings and followers may grudgingly perform duties or maintain the relationship, but they are mostly unwilling to risk themselves — which is reflected in their starting morale equalling 11 instead of the standard of 9.
  • Easily duped (result 10): however wise the character may be, this result indicates that intelligence regularly lets the character down when resisting the power of charm. This is simply a case that the character's scattered thoughts are easily mastered by a stronger mind or a dweomer that takes advantage of a weak mind.
  • Slow learner (result 11): training and school were very hard for the character, although he or she finally acquired their class and abilities with resolve or possibly great need. In either case, it took the character much longer than most to reach this goal, so the character's starting age is increased 2-8 years on account of this.
  • Incapable (result 12): when faced with objects that have moving parts, such as pieces of artillery, bows, crossbows and various magical items, the character is simply "all thumbs." However he or she tries, the actions needed to reproduce the dexterous movements necessary are outside the character's ken. Therefore, using these objects is prohibited, regardless of the character's supposed understanding of the device. Likewise, the character is also unable to create the movement that makes it possible to use wands, rods or staves.
  • Negligent (result 13): the character's inner frustrations, doubts and slow thinking causes him or her to fail in taking proper care of doing things, especially for other persons — such as forgetting to care for their things, pay them on time or otherwise take proper responsibility for his or her role. This results in hirelings and followers having a starting morale of 10 instead of the standard of 9.
  • Illiterate (results 14 to 15): this result supercedes the character's ability to read & write according to the progenitor's result or the character's class. For the most part, this can only marginally affect the character's sage abilities, but those which require writing must be discounted from the character's skills. If the character is a spellcaster, he or she can read the necessary symbols needed to memorise and cast those spells, but this is done despite the inability to read or write common. The character can be taught to read and write in the usual way, by finding an instructor and through practice.
  • Bad memory (result 16): in order to convey the character's difficulty in this regard, while the player is permitted to make notes regarding details about the game world, as well as his or her spells, these notes must be kept separate during ANY event in which the character is under pressure. Once a combat begins, or like situation, the player cannot review this material. He or she therefore must try to remember the character's spell list, available weapons, equipment list and so on. The player can ask another player for this information, and that player may provide one piece of information per action point — but doing so causes BOTH players to lose that action point as a part of that deliberation.
  • Moody (result 17): whenever the character is placed in a situation where he or she wishes to learn something from an instructor, all success rolls are performed with a penalty of -2. This reflects the tendency of the character to become infuriated at things that are difficult to learn, or which fail to make the right impression due to idiosyncracies within the instructor. This slows the learning process but doesn't deny the character the eventual ability to learn.
  • Speech impaired (result 18): the character has a biological disconnect in his or her thought process that makes it difficult to speak properly. To determine the nature of the impediment, the player rolls a d20 with the following results:
1-3: "cluttering," in which the character speaks too quickly and must be told to slow down; there is a 60% chance that anything said by the character must be repeated to be understood.
4: larynx impediment, which has no effect on the character's ability to speak clearly, but produces an unnatural sounding tone that cannot be corrected.
5: paralysis of speech, in which the character cannot speak at all for 1-4 action points, which must be spent attempting to enunciate words. If the character is a spellcaster, this disability has been overcome specifically due to casting times, but applies to all other speech.
6-20: stuttering, which extends the length of time to speak any specific sentence by 1 action point. Can be generally disregarded.
For game purposes, each of these impediments have no effect on the character's charisma. It's assumed that in the game world, such habits are much more common than might be imagined, in fact occurring in about 1 in 20 persons — and are therefore not less compromising than the presence would be to a present-day observer.
  • Forgetful (results 19 to 20): whenever the character heads out from a location, he or she must make an intelligence check 1-8 hours after leaving. If the check fails, it'll be discovered that the character has left 1 random item behind, having failed to pack them — even though at the time they'd intended to do so. These items cannot be the character's main clothing, nor body armour, nor items that would normally not be unpacked when camping for the night or resting at an inn. It would include the character's carried weapons, helmet, cap, gloves, belt pouch, a full sack, items of jewelry, magic items that might have been handled during the last stay (such as wands, rods or staves), a quiver, book, pole, cup, plate, cutlery, drinking flask, musical instrument and other items of this nature. Most often it should be something incidental and easily replaceable, but it's conceivable the character could have left their magic sword on the bed, or might even have left their dog chained to a stile somewhere.
Other characters in the party may take it upon themselves to help keep track of such items, although this must be limited to one designated person in the party that attends to this responsibility. He or she then rolls a wisdom check if an item is forgotten, effectively retconning the incident with the protecting character saying, "Oh, you forgot this." If both checks fail, the item is truly left behind. Obviously, the wisest person in the party should be the designated attendant. If the item is forgotten and the character goes back, there is an 80% chance that the item can be easily recovered, even if it's magical. Otherwise, it's disappearance may be overlooked or it may begin a minor quest to restore its possession to the character.
Because of the character's nature, forgetting something and recovering it has no effect on the character's resolve not to forget it in the future.
  • Literate (results 21 to 23): character is able to read & write, and make use of practical books, if he or she was unable to do so before. If the character already has this ability, then the character should add +2 knowledge points to each study in the character's chosen field at the start of the game.
  • Weaponmaster (results 24 to 25): character possesses a natural talent for one more weapon proficiency, which may be chosen from the weapons list as a whole, regardless of the character's class. The exception results because the character's ken is such that the weapon didn't need to be taught; the character simply had a natural gift for it's use.
  • Cook (result 26): character has a natural talent for the making of food, enabling them to prepare meals as a person with the amateur-status cooking sage ability. As this skill wasn't learned through practical training, the character's knowledge of cooking doesn't increase as he or she gains levels. Further knowledge of cooking can be obtained through instruction, however. If the character is already a cook through a progenitor or as a character class, add 2 pts. of knowledge to their total.
  • Bargainer (result 27): character has a natural talent for haggling when buying items, enabling them to buy items at a cheaper cost through negotiation. As this skill wasn't learned through practical training, the character's bargaining ability doesn't increase as he or she gains levels. Other ability related to business and merchant practices can be obtained through instruction. If the character already has the sage ability through a progenitor or as a character class, add 2 pts. of knowledge to their total.
  • Natural combatant (result 28): character has a natural talent and skill at combat, so that they possess two amateur sage abilities from the study of puissance, even if they are not a fighter. The abilities to choose from include close drop, gain proficiency, hereditary weapon I, shield as a weapon and strengthened arm. Any proficiency gained from this bonus must be one that the character's class permits. As this skill wasn't learned through practical training, further knowledge in fighting doesn't increase as he or she gains levels — unless the character's class indicates otherwise.
If the character is an assassin, fighter, ranger or paladin, and hasn't taken puissance as their chosen study upon entering the game, the two bonus abilities are given with the expectation that eventually the character will accumulate knowledge in puissance until such time as the other three unchosen abilities are also gained. If, however, the character HAS chosen puissance as their beginning study, then he or she may choose one authority-status sage ability in that study, to be had until such time as the character eventually becomes an authority in puissance.
  • Second progenitor (results 29 to 30): When raised as a child, the character had not only one, but two progenitors, perhaps a father and a mother, mother and a grandmother, father and a mentor, or whatever combination of aunts, uncles, parents, grandparents and mentors seems best. The character therefore goes back to the beginning of the progenitor table and rolls again, potentially gaining additional knowledge and ability. The starting capital from this and the character's original progenitor are ADDED together. It is conceivably possible the character could have what seems like conflicting results; it's up to the DM to make sense of this, ensuring the character gets all that he or she is owed from having this result.
  • Gifted (results 31 to 33): the extra field of study that's added cannot be chosen by the character at first level and is considered "out of fields" until the character is free to choose another field, usually at 7th level. Until it is chosen, studies in that field increase at d4-1 (0-3), even if the field is druidic (only druids gain a d6-1 out-of-fields increase, and only in their own fields). As stated, the field can be one from any class — it would not be from the character's own class, because the fields from that class are already in the character's possession.
  • Hypersensitive (result 34): it seems anathema that a negative result should arise for what should be a benefit, but this is a malady that affects those with pronounced intelligence. The character is unable to wear rough-hewn fibres or leathers for clothing; doing so reduces all ability stats by 2 pts. Stress should not be on expensive fabrics, but upon those that are soft: flannel, muslin, velvet or velour, and kidskin or sealskin leather.
If the character should fail a saving throw, cause friendly fire or break a weapon, the character suffers an intense moment of angst due to the perception of having "failed" something critical. The reaction is similar to being stunned, lasting one round. The character's inherent nature cannot abide failure, especially with small shortcomings that anyone might perform.
  • Photographic memory (result 35): although the use of "photograph" is an anachronism, the ability describes the character's ability to look at a scene or an image and retain a perfect memory of it, even years later. If the character is a spellcaster that would normally be dependent upon the images in a spellbook, the character does experience a period of discontinuity following a spell's casting — and therefore cannot cast spells more often than other characters. However, the character does not need a spellbook to memorise a spell; once the discontinuity passes, after a sufficient period of sleep, the character can merely close his or her eyes and visualise the original writing as if it being read in the present. This halves the amount of time it takes for the character to order his or her mind, so as to be ready to cast the spell again — that is, rather than needing 15 minutes per level of spell to memorise the text, they need only 7½. Other benefits of photographic memory can be surmised in the remembering of people and written materials. The memory does not extend to things that are heard, only that which is seen.
  • Clairaudient (result 36): this natural gift is very fleeting, lasting no more than three rounds — but so long as the character is within line-of-sight, they're able to hear the barest whisper upon concentrating, even if the whisper is spoken half a mile away. Furthermore, the character possesses an intuition that makes it possible to know exactly when they should concentrate in order to make the best of the moments they have, to learn something that's being said. Of course, if nothing is being said that might affect the character, the clairaudient can identify that by concentrating also. This ability can be employed but one time per day, as the end result is that it muddles the mind until the character can have a proper sleep of at least six hours.
  • Clairvoyant (result 37): as with the clairaudient above, this natural gift is also very fleeting, lasting no more than three rounds. However, it enables the character to "see" things that are wholly unseeable; the scene behind a door, the contents of a closed box, what's immediately around the corner and so on. The range of this ability is a mere 100 ft., only 20 combat hexes, but it can nevertheless be employed to great effect once per day. The ability can be used again when the character has had a proper sleep of at least six hours.
  • Telepathic (result 38): as with clairaudient and clairvoyant above, this natural gift is also very fleeting, lasting no more than three rounds. However, during that time, the character can read the thoughts of another individual within a range of 60 ft., or 12 combat hexes. This can be any creature with an intelligence of 5 or more, whether or not they are a humanoid. The only exception are creatures that have the power to influence the minds of others through ESP and mind control. The telepath cannot read the thoughts of these creatures, and attempting to use the ability will make the esper aware of the character's ability. This reading of thoughts permits obtaining knowledge that directly affects the character, as these thoughts will make themselves foremost in the target's mind, when the character attempts to read it. The ability can be employed one time a day, and requires two full rounds of rest to recover from its use; it will become available again when the character has had a proper sleep of at least six hours.

Interpersonal Relationships

d20 + Wis. Relationship
4 to 6 Character is actively hated and despised by all the character has known, including family, former friends and mentors
7 to 8 Relations with family and friends are strained at best; for a long time the character has been selfish about his or her need to train as a character class
9 Powerful enemies among the local elite have taken a dislike to the character, including squires and guild leaders; even persons of great importance are aware of the character's despised reputation
10 Character has been banned from acting in business within 60 miles from where he or she enters the campaign, due to the character's former bad behaviour
11 A sworn enemy has promised to kill the character over a dispute that has never been settled
12 Animals distrust the character, perhaps because they sniff something wrong or the character lacks the necessary empathy; all relations with creatures of less than 5 intelligence therefore arduous
13 to 14 Family treats the character with general contempt, taking every oppotunity to mock or deride the character, or otherwise to discourage the character from feeling supported
15 Persecuted by a local gang of toughs, numbering between 3 and 8. These openly taunt the character cruelly whenever he or she is present, with no one having any trouble with this
16 to 17 Character is heartily disliked by many people, so that whenever moving about, the character is subject to nasty looks, gossip and a strong desire to have him or her go away
18 Character has been shunned by a love interest that he or she yearned to engage
19 to 20 Family treats the character with indifference, barely acknowledging the character at all when he or she is around, asking if the character plans to move on in life
21 Ordinary upbringing; the character has had a "normal" life to date
22 to 23 Character is close with his or her family, who are friendly and supportive, willing to provide hospitality, make small loans and willing to do safe work
24 Character has a friendly, potentially serious relationship with a love interest
25 Character is well-liked in his or her place of origin, hailed as a good person and treated as a friend; news of the character is sincerely desired
26 Character's friends include two soldiers-at-arms who are ready to adventure with the character; see the Soldier-at-arms subtable
27 Character is treated as the family favorite, regularly receiving gifts from home; his or her family will look forward to visits and news. Friends of the character will be treated well
28 Character has popularity around the local town or village, getting a free drink once per day from the tavern, enjoying a 10% reduction in the cost of local goods and services
29 Character is friends with the local constabulary or military, such that he or she can obtain weapons up to 20 g.p. for free, once every six months; military hirelings start with an 8 morale
30 Character is well-liked with the local taverners and innkeepers that he or she lodges drinks for free every night, anywhere in the area
31 to 32 Character has contacts with a local guild; see the Local Guild subtable
33 An opportunity exists to ask a favour of a local noble, which the character has earned through acquaintance with the noble or with a member of the noble's kin
34 to 35 Character has gained the retinue of 3-6 soldiers with a morale of 8 each; they will cost the character 6 g.p. per month if he or she wishes to retain them
36 to 37 Character has an association with the Illuminati
38 An opportunity exists to ask a favour of the realm's monarch, which the character has earned through acquaintance with the monarch's family

Whatever the character may wish to do with his or her life, time has passed and the character has either made the most of their interpersonal relationships. This table exists to show whether the character has been despised or well-liked, has made friends and if those and the character's family can be relied upon. It's possible the character has good reason to turn his or her back on home, and perhaps never go there again, given that those people were never really understanding of the character's nature and ambitions. When interpreting this table, it's important to understand that this is how the character has BEEN, and should have no direct influence on what the character wishes to become, or upon things the character wishes to do, now that he or she has entered the campaign.

Here, the player creates an adjusted wisdom number, by rolling a d20 and adding the character's wisdom. This adjusted number is then applied to the Relationship table. Further notes on the table are as follows:

  • Hatred (results 4 to 6): to obtain this result, the character must have a wisdom of 3 to 5 points, which means the character must be a thief, since only that class allows a wisdom less than 6. We may therefore assume the attitude towards the character is due to excessive thieving and other possible cruelties that have gone on for years. Importantly, the character has been dispossesed from his or her progenitor, who despite have taught the character how to be a thief, is displeased at the sort of thief the character has been. It must be understood that the bridge has been burned; these people who have known the character will never, ever find it in their hearts to forgive. That is how things are.
  • Strained relations (results 7 to 8): while the character still has "friends," and family too if the character's other background generator supports that, there has been a long period of dissatifaction on both parts. Much of this has been due to the character's focus on completing his or her training, but likely it's also that the character has simply taken most everyone he or she knows for granted. It would be possible to mend these bridges, but it would take much work. The character's family, such as they are, would accept support; and over time would recognise a change in the character. But for the present, it's best that the character first demonstrate that he or she is capable of improving their reputation through deeds, generosity and the assumption of responsibility.
The benefits of having a family in D&D may be overlooked; but a supportive family offers a place to rest and re-evaluate; they offer reliable knowledge and information. The progenitor in a family, along with the character's siblings, have the same skills the character does. Respected, they are reliable hirelings who work for free. And in their own actions, they will have the character's needs in mind, so that an unexpected boon may arrive at any time, as a result of the family working on the player's behalf. It's not something to be wholly disregarded.
  • Powerful enemies (result 9): one way or another, the character has earned the enmity of several powerful persons in the district where the character enters the campaign. This may be deserved or not; it could be the result of things the character has done unwise, or a case of mistaken identity based upon the character's relatively low wisdom (which cannot be higher than "8" for this result) and generally bad reputation. However it's happened, the guard has been warned to keep an eye out for the character, and to gaol him or her on any pretense that presents itself. It would be best if the character got out of the province, and probably the whole kingdom, as the character's name has also come to the attention of a lord whose standing is equal to that of a count or countess. Therefore, should the character fall into serious trouble anywhere within the kingdom — or perhaps within adjoined kingdoms, depending on the size of each — it's very possible the character could be executed or gaoled for life.
  • Banned (result 10): due to moments of bad behaviour and a growing distrust, the character is disallowed within 60 miles of the place where he or she has entered the campaign to invest in monetary ventures or sell goods of any kind, or hire persons for any purpose, on pain of being forced to spend 10 days in the stocks, and most likely a severe whipping besides. Perhaps the character has sold one too many lame mules, or passed around fool's gold a time too often, but in any event the character is not trusted in the neighbourhood. Even if the character convinces someone to do business, if this is discovered, pursuit and punishment is sure to follow. The character must, if he or she wishest to partake in business, seek another part of the world. In any case, the character is permitted to purchase goods at the market, but he or she must suffer to have a reliable local inspect the character's money, to see if it's fit to use.
  • Sworn enemy (result 11): the character knows the name and person of the enemy, and is well aware of the threat to kill and the reasons why. Possibilities might be that the character has slept with the enemy's daughter or sister, than he or she is accused of destroying something of value, or ruining a reputation, or is blamed for spoiling the enemy's chances for advancement. In any event, the enemy is beyond deliberance and is intractable on the matter. How the supposed murder will happen, if it will be a personal meeting or involve the hiring of an assassin, or even that it might come to nothing in the long run, is something the character cannot know.
  • Animal distrust (result 12): while the character retains his or her ability to make use of domesticated animals, riding animals cannot be mounted in a rushed manner, while directed animals have an effective "morale" of 9. This means the character must spend one full round plus the normal number of action points in order to mount an animal, so as not to appear threatening. Animals ordered across dangerous passages or directed to fight must make a morale check before obeying; and must again make a morale check if they are stunned in combat, just as any other combatant. A successful roll for a stunned animal lowers its morale by 1 pt., to a minimum of 3. Riding animals that have known the character every day for a year finally behave normally when mounted.
  • Family abuse (results 13 to 14): essentially, the character's family supposes that he or she will amount to very little or nothing, and as such they do not miss an opportunity to say so, or remark upon the character's ill luck. However, this is still the character's family, and are willing to provide lodging if the character needs it (though not for friends and others), provide a meal or lend up to 3-12 s.p. once per month. Despite this, however, there is very sign that these people like the character.
If the character has no family, as determined by the Family Table, then this behaviour applies to the character's mentor — who feels that although the character has completed his or her studies, the feeling remains that the character has done the bare minimum to succeed and therefore not deserving of the mentor's praise.
  • Persecution (result 15): The gang's actions are relatively benign, in that they may harass or bully the character, but never stoop to out-and-out fighting. The group is definitely stronger than the character at 1st level, being made up of more persons and having experience levels between 1 and 3. The overall party might be a match, or more than a match for them; but the gang isn't looking for a fight to the death and will give way if seriously confronted by a stronger party. They might even mend their ways. But so long as they can, the gang will enjoy being able to taunt the weaker character — a situation made somewhat worse by the locals not especially liking the character either.
The situation persists only as long as the character remains in the place, or nearest village, where the character enters the campaign. There's no need to resolve it; the character can just go elsewhere. But it can be stressed that the situation remains in the memory of the character, no matter where he or she goes, nor what's someday accomplished.
  • Hearty dislike (results 16 to 17): As with persecution, immediately above, the result displays a general sentiment towards the character and not the motivation to actively hurt or even drive out the character from wherever he or she has entered the campaign. Again, the problem can be resolved easily by the character leaving that village, town, or even part of the city, if the place is big enough. But so long as the character stays, the quiet resentment of others will be evident. What the character has done to possibly deserve this dislike is possibly a misunderstanding or possibly deserved; it's left up to the player to decide.
  • Shunned (result 18): the unrequited feelings of the character remain, as he or she still loves the individual who's refused the character's advances. This love interest, he or she, is nearby when the character enters the campaign; alive and active, and the character knows where to go if he or she wishes to see this person. But the love affair is definitely beyond reconciling; the character must live with the fact that he or she's been rejected. Reasonably, we may guess the status of the character's love is equal or one step above that of the character, as determined by the character's background so far.
  • Indifference (results 19 to 20): the character's progenitor and family are expressly self-involved, to the point where the character's importance is next to nothing; perhaps at some point, when the character proves his or her self, they might come around, but for the present they approach the character with the attitude of, "You've grown up now, we've done our jobs, it's time for you to move on." Importantly, there's no animosity present in this; only the feeling that the character is old enough to get on with his or her life, while the character's family or mentor gets on with theirs.
  • Ordinary upbringing (result 21): the situation at home is what might be called, "normal," with a family — or a mentor — that exhibit a modicrum of affection and love, with a somewhat reliable amount of support. The character may visit, but should not feel free to bring over friends for dinner or to stay the night. The character's family, and wider group of associates and acquaintances, have a general sense of the character being a worthy person who is owed a good life. Where other results fail to mention the character's family, this result is the default.
  • Close family (results 22 to 23): the character's progenitor and family are always happy to see the character, readily offering a meal to the character and up to five other player characters ... even offering places to sleep for the night for up to six people, provided they stay no more than three days. If requested, the family can make a loan up to one twentieth the character's starting capital, as often as once a year, with only nominal expectation that the loan will be paid back. Members of the family will work for the character for periods up to thirty days in their own home, or three days "on the road," so long as what's being asked is completely safe. Asking too much, too often could hurt the character's relationship with his or her family.
  • Friendly relationship (result 24): describes an ongoing amorous relationship with a potential partner that's been going on from 2-5 years. The co-partner is understanding of the character's adventuring interests and has agreed to wait for the day when the character may be ready to return and pledge to marry. Otherwise, the love interest is ready to part as friends with the character, if that's what's wanted.
  • Well-liked (result 25): not only the character's family, but persons from the character's village or town/city quarter view the character as an important member of their community. As a result, the character will be met with friendliness and varying kinds of support upon returning home, including free drinks, food and lodging, with a cheerful willingness to help the character establish a permanent residence. Should the character be mentioned, the community members will be eager to hear any news about the character, and will graciously agree to provide a fine place for the character to be buried within, when the character's day of death arrives.
Soldier-at-Arms
Roll
(d100)
Training Primary
weapon
Secondary
weapon (d10)
Armour (d10)
01-14 archer long bow short sword (1-4), club (5-10) ring mail (1-2), leather armour (3-7), none (8-10)
15-16 artillerist short sword dagger (1-9), club (10) scale mail (1), leather armour (2-5), none (6-10)
17-26 crossbowyer light crossbow mace (1-9), club (10) scale mail (1-2), leather armour (3-8), none (9-10)
27-45 footsoldier (heavy) long sword morning star & dagger (1-2), spear (3-9), dagger (10) splint mail (1), chain mail (2-5), scale mail (6-10)
46-72 footsoldier (light) short sword spear (1-7), dagger (8-10) ring mail (1), leather armour (2-10)
73-74 horse soldier (heavy) scimitar light crossbow (1), lance (2-4), horseman's flail/pick* (5-9), hand axe (10) chain mail (1-2), scale mail (3-5), ring mail (6-10)
75-80 horse soldier (light) horseman's flail/pick small bow (1-3), lance (4), hand axe (5-10) ring mail (1-4), leather armour (5-8), none (9-10)
81-91 horse soldier (medium) horseman's flail/pick small bow (1-2), lance (3-4), hand axe (5-10) scale mail (1-4), ring mail (4-10)
92-96 pike soldier pike short sword (1-9), club (10) leather armour (1-6), padded armour (7-10)
97-00 sapper dagger short sword (1-9), club (10) leather armour (1-2), none (3-10)
* roll 50/50 to determine which
  • Soldiers-at-arms (result 26): these are life-long friends of the character who haven't obtained level-status, but are hardened and willing to fight. They possess a morale of 7. As friends, they're entitled to a share of treasure rather than monthly pay, and will consider any other arrangement an insult, leading to a rift and hurt feelings. Names can be provided by the DM or the player, as the campaign warrants.
Type of training, weapons and armour are obtained from the Soldier-at-Arms Table provided. Horse soldiers will join in possession of appropriate light, medium or heavy warhorses. Soldiers will be proficient in their weapons and will possess the appropriate sage abilities for their profession.
  • Family favorite (result 27): Whenever the character should appear, his or her family will be very welcoming, not only of the character but of the character's friends also. All shall be met with free drinks, food and lodging, and an honest desire for the family to get to know these friends of their offspring. Family siblings as young as 10 will be happy to work for the character, starting with a morale of 3 and showing an eager desire to learn anything the character wishes to teach them.
  • Popular in town (result 28): Wherever the character happens to have entered the campaign, he or she will be treated as a very welcome person in the nearest town or village. If there is a tavern that exists, the character may count on recieving one drink a day there for free, as well as 50% off any meal. Local goods and services that are purchased by the character in this "home town" will cost 10% less than usual. If the character should decide to stay in some other town, and remain there, then regardless of the character's charisma, on account of his or her wisdom, the character will newly gain this popularity.
  • Friends with the constabulary (result 29): Through past associations and time spent drinking with many guards, town watch or military persons in the community nearest where the character enters the campaign, the character may rely upon gaining information and help from about a dozen persons ranging between non-levelled and 3rd level. Asking these persons to fail to do their job would end the friendship, but otherwise the character would be able to learn much of what the residents of a typical guard house or barracks would know. The character can easily find reliable persons who can be hired as mercenaries, with an 8 morale to start. In addition, the character can "borrow," without expectation of it needing to be returned, any weapon costing up to 20 g.p. every four months, no questions asked.
  • Well-liked by innkeepers (result 30): Because the character is so interesting to listen to, and makes the patrons feel more welcome, the character is free to lodge free in any inn, hostel or way station within 30 miles of the point where he or she enters the campaign; moreover, for taverns within the same range, the character is granted the first three drinks they'll have for free, provided the character doesn't abuse the privilege by always choosing the most expensive offerings on the menu. Once a week, the character can also eat for free at a tavern. Naturally, because the character is so popular, it's always especially favoured when the character spends a few hours visiting, before heading away for the night.
Known Guild
Roll
(d20)
Guild Benefits
01-03 alchemist's prices at provincial apothecaries are reduced by 20%
04 assassin's gives warning of any contract made against the character, while enabling the character to place contracts
05-09 freemason's reduces all construction prices in the province by 10%
10-19 merchant's allows the duty free transport of goods into provincial towns and cities
20 thieves' immunity from theft by any member of the guild, with the possibility of recovering goods stolen by non-guild members
  • Contacts with a local guild (results 31 to 32): while the character is not a member, he or she is acquainted with members of a special guild, as determined by the table shown. Each type of guild brings its own benefits. "Provincial" describes within the borders of a realm's subordinate administrative division and not the whole realm — unless the realm has no subdivisions. Contact with the assassin's guild assures the character will be given personal warning by a friend if the character is targeted by an assassin; prices for the character to hire an assassin are standard, but negotiations and fee are easily begun, since the character already has the trust of this guild. If the character has been robbed, the local thieves' guild will set out to recover the stolen property on the character's behalf — and the character also has access to purchase stolen goods from the thieves' guild, if wished. Other general benefits, such as hiring members of each guild for other purposes, or seeking advice or knowledge from members of these guilds, are also available to the character.
  • Noble's favour (result 33): at some point prior to joining the campaign, the character has done a service for a local ruler within the realm, of the rank of baron/baroness or count/countess, including all worldly equivalents. The choice of whom the service was done is left to the DM. It may be that the character attended training with the noble's offspring, or took part in a campaign led by the noble, or otherwise gave service in the form of advice or counselling (for, to receive this result, the character must have a wisdom of no less than 13). In return, the character may ask a favour of the noble that is within the noble's power to grant, which in no way diminishes the noble's power. Nor may a sum of more than 1,500 g.p. be asked for, whether in coin, goods or services.
If, for example, the character were to ask to be made a squire over land up to 1,500 g.p. in value, then he or she would have to pledge fealty to the noble, that the noble's authority over that land would not be lost. If the character were to ask for the hand of the noble's offspring, then the character would need standing equal to the noble, gained in some other manner, and a previous relationship with said offspring. If the character were to ask for legal immunity within the noble's province, this could be granted, but rescinded if the character became an outlaw. In any case, the DM should counsel the player to understand that the "favour" must be treated as an exchange, in which not only the character benefits, but the noble also.
  • Retinue (results 34 to 35): the character has acquired a collection of 3 to 6 retainers, who are ready to be completely loyal to the character, possessing a morale of 8. These individuals are non-levelled, but trained for combat, educated, deeply respectful of the character and willing to serve in any capacity recommended. Their progenitors should be rolled, to determine what additional abilities each has. They will be armed according to the soldiers-at-arms subtable. Each costs a fee of 6 g.p. per month; if the character is unable to pay, these retainers will return to their homes and live by their own means, but will always be available to return to the character when called for, no longer how much time has passed.
  • Illuminati (results 36 to 37): the character has acquaintances who are members of an extensive, secret cabal whose influence is said to be felt throughout the world. The Illuminati, it's believed, has members in every royal court, and in some cases, seated upon the throne, while the larger organisation controls scores of lesser associations and societies whose public works support the Illuminati's designs. It is sometimes believed that the Freemason's are a front for the Illuminati, but this may also be said of many other groups. The character's relationship to this cabal is obscure at best, in which the character has become acquainted with a cell of three individuals who are interested in the character's eventual joining of the Illuminati's number. This shall require the character to gain a legitimate title as an authority or societal head, and the donation of 50,000 g.p. to the Illuminati.
In the meantime, as proof this offer is not a fraud, the character is able to contact the Illuminati clandestinely, in a manner known only to the character (and which cannot be shared with others, as the Illuminati would surely know), to obtain special favours no closer than four months apart. These favours include arranging for an assassin; a raise dead, regeneration, restoration or resurrection spell; a letter introduction to a noble or monarch within three hundred miles of the character's present location; evacuation from a hostile state, even one that's under occupation from an enemy; a pardon from prison; or an opportunity to consult with any individual in the world whose location is known. Once arranged, these things will usually happen within a few days, signifying the power of the cabal ... but in some cases, where circumstances requires long travel, it may take weeks or even months to arrange a meeting. A message can be gotten to the Illuminati from any city in the world with more than 15,000 persons.
If the character becomes a member of the Illuminati, then he or she will be expected to use their influence to enable other members in the same manner as the above. For example, if the character were an assassin, every 2 to 5 months, the character would be asked to perform an assassination at no charge, without explanation given. If the character were a cleric of sufficient level, then he or she would be required to perform spells for chosen individuals, no questions asked. Once a member of the Illuminati, the character can ask a favour no closer than three months apart, instead of four.
  • Royal favour (result 38): Like the favour from a noble, but instead the favour may be asked of the monarch in the realm where the character enters the campaign. The value that's available to the character as a request is increased to 4,500 g.p. Moreover, the character can be asked to be named a landless knight, or dispossessed noble, which the monarch will be eager to grant, as this costs him or her nothing and saves a great deal of money.

Predispositions & Shortcomings

d20 + Wis. Predisposition
4 Character suffers from great ignorance and superstition; all saves vs. fear and mind control spells carry a -6 penalty against success
5 Character displays great foolishness and gullibility; all saves vs. mind control spells, perceiving disguises or illusions carry a -4 penalty against success
6 to 7 Character is cowardly and lacking in confidence; if stunned, the character must make a save vs. paralysation; if this fails, the character will flee the combat at stride-6 for one round, before restoring their courage
8 Character has an awful temper. While the character means well, set-backs have a tendency to cause the character to over-react in a manner that distracts the character's attention, while undermining his or her effectiveness
9 When competing against another character for a prize, such as a magic item, losing creates a wave of such envy in the character that for a full day his or her wisdom is reduced by 2 points
10 to 11 Character's gluttonous behaviour is so rife that the character must eat 50% more food than normal in order to feel "full"; moreover, the character's weight is increased by 10 to 25 per cent
12 Gullibility makes the character so impressionable that he or she is liable to spend money frivolously unless restrained by an ally or companion AND a saving throw is made
13 Character is so possessed with belief in the occult and necromancy that, if cursed or magically imprisoned, nothing less than an exorcism spell can restore his or her sensibilities
14 Being overly cautious, before entering a combat situation, or casting a spell against an enemy, the character must make a wisdom check first; this check may be repeated, with a +3 cumulative bonus each round
15 to 16 If an individual with 12 or greater charisma, who matches the character's sexual preference, attempts to seduce the character, the character must make a wisdom check with a -2 penalty to resist the attempt
17 to 18 Whatever the character's ability scores, the character is wrongheadedly incapable of gaining an experience bonus deriving from his or her stats. If the character was never able to receive such a bonus, then he or she enters the campaign with negative experience equal to 10% of the amount required for 2nd level
19 to 20 If sampling an addictive substance, the character must save vs. paralysation or become a regular user of that substance, requiring one ounce of material or 3 fluid ounces of liquid per day
21 Character reduces the penalty for using a non-proficient weapon by 1 point
22 to 23 Exhibiting bravery when fighting creatures up to twice or more the character's size, he or she receives a +1 armour class bonus
24 Character begins the game with bonus experience equal to 10% of the amount needed to reach 2nd level
25 to 26 Character receives a 10% bonus to all experience received, regardless of his or her ability stats; if the character already benefits from this, increase bonus to +12%.
27 Character cannot become addicted to any substance without actively wishing to do so
28 to 29 When faced with starvation, the character may choose to roll wisdom instead of either strength or constitution, should his or her wisdom be a higher number
30 When becoming intoxicated, the character receives no penalties towards his or her wisdom
31 or 32 Blessed with intuition and sagacity, the character gains an additional +2 saving throw against charm spells
33 The character's foresight enables the individual to retcon the purchase of a single item which the character may have forgotten to buy on their last visit to a market
34 If the character fails a save vs. poison, the character's willpower enables the character to roll again
35 to 36 Character is able to overcome being stunned during a combat, one time per day
37 Blessed with an immense sense of purpose, the character has a +3 saving throw against both natural petrification and breath weapons
38 Being inexplicably chosen by the gods, the character has a +4 saving throw against all magic.

Here the player rolls to determine the character's foibles or resilience where the character's self-control is concerned. Those will a low self-control will fall prey to superstition, weakness of character and addictions of the body, while those with discipline shall possess a spirit that enables their mind to overcome things that would otherwise destroy lesser persons.

Once again, the player creates an adjusted wisdom number by rolling a d20 and adding the character's wisdom. This number is then applied to the Predisposition table. Further notes on the table are as follows:

  • Superstition (result 4): characters are immediately made uncomfortable (wisdom check to overcome) by strange noises, old stories, curses, graveyards, ruins and masks; in play, the character is easily shaken (losing initiative or coming last in the party's movement order) in situations where the penalty even might be applied to a coming saving throw. An mitigation that lessens the effect can be obtained against fear and mind control spells if the character obtains a legitimately magical luck stone or talisman against evil; the object must be magical in nature. Players may wish to lean into the mindset so long as it does not affect the play of characters not belonging to the player.
  • Foolish & Gullible (result 5): mind control spells include those that charm, hold or otherwise remove each character's ability to think for themselves. Players may wish to intentionally play a more gullible character, so long as the behaviour, outside of a die roll, does not excessively put the party at risk.
  • Coward (result 6):