Beruflich Dokumente
Kultur Dokumente
Race:
(1d2)
1
Race
Human
Culture Min/Max
1/10
(1d2)
2
Race
Metahuman
Culture Min/Max
4/8
Culture Status:
(1d10)
1
2
3
4
5
6
7
8
9
10
Result
Primitive (Poor)
Primitive
Nomad
Civilized (Urchin)
Civilized (Poor)
Civilized (Lower-Class)
Civilized (Middle-Class)
Civilized (Middle-Class)
Civilized (Upper-Class)
Civilized (Nobleman)
CulMod
-3
-2
-1
-1
0
0
1
1
2
3
Social Status:
(1d6)
1
2
3
4
5
6
Result
Petty
Lesser
Below Average
Above Average
Greater
Important
Wealth
100%
120%
140%
160%
180%
200%
Wealth
3 Scrap
5 Scrap
10 Scrap
25 Scrap
40 Scrap
60 Scrap
80 Scrap
80 Scrap
110 Scrap
150 Scrap
Family:
1d8 Guardians
1d8 Guardians
1
No one
1
Mom
2
Another Family
2
Dad
3
Relative
3
Both Mom and Dad
4
Grandparents
4
Mom, Dad and 1 other Adult
Also, you have 1d6 2 (Minimum 0) Siblings. For each, roll 1d2 (1: Male / 2: Female)
Birth Order:
1d6
1
2
3
1d6
4
5
6+
Birth Date:
Your birth date is usually found by rolling your month (1d12), date (1d10 +(1d3 -1 +10)), time
(1d2 (1: 1d12 hours (am) / 2: 1d12 hours (pm))
Birth Place:
(1d20)
1
2-4
5-10
10-11
12-15
16
17
18
19
20
Place
In a strangers home or an alley.
In the characters family home.
In a hospital or medical clinic.
In a vehicle while travelling.
In an abandoned building.
In the wilderness.
In a hideout.
In a hotel.
In a religious temple.
In a palace.
BiMod
Birth Occurrence(s):
Roll 1d4 and subtract 2. This is how many birth occurrences happened. Then, roll on this table
for the birth occurrences:
1d20 Occurrence
1
Mother Died in Childbirth
2
A person in the vicinity of the
characters birth place died at that
moment.
3
Wolves and dogs howled as that
moment.
4
All glassware and windows suddenly
shattered.
5
All milk soured at that moment.
6
Water froze or boiled by itself.
7
Seasonally unnatural weather
occurred.
8
Unnaturally potent storms raged.
9
Born at exactly midnight
1d20 Occurrence
11
The sky darkened.
12
A seer declares the child afflicted by
an ancient family curse. Roll on the
Curses table to see its effects.
13
The birth attracted magical beings.
10
20
14
15
16
17
18
19
Noteworthy Traits:
1d8
1
2
3
4
Item
Devotes time to a hobby.
Possesses an unusual item. Roll on
the Heirlooms table.
Character is creative, inventive or
artistic.
Character is a military veteran.
1d8
5
6
7
8
Item
Character is very religious.
Character was part of a cult that was
eradicated.
Character is from a foreign land.
Character was once horribly
wounded.
4
5
6
7
9
10
1d20 Event
11
2 more events occur during this time.
(Roll on this table or the special
events table (your choice) twice
more.)
A wizard taught the character a spell
12
Character becomes cursed. Roll on
(Give your character a power).
the Curses table.
Character and her friends are involved 13
Character runs away from home.
in illegal activities. Roll on the
Underworld Experience table.
Learn an extra skill at rank 3.
14
Character adds 2 ranks to one of his
skills.
A tragedy occurs. Roll on the
15
A special tutor teaches a character a
Tragedies table.
special ability. Roll on the Abilities
table.
Something Wonderful occurs. Roll on 16
Character realizes they have a special
the Wonderful Events table.
gift. Roll on the Gifts table.
Character has a religious experience.
17
Character causes (or is believed to
Roll on the Religious Events table.
have caused) a miracle. Roll on the
Wonderful Events table.
Roll on the special events table.
18
Character exhibits another trait. Roll
again on the Noteworthy Traits table,
rerolling duplicates.
The character survived an encounter
19
Family gives the character a house.
with a monster.
The character gains a contact.
20
Roll twice on the special events table.
Generate a contact from the Others
table.
Special Events:
Only roll on this table if you are sent here.
1d20 Event
1
You became an outlaw for a crime.
Now you have a bounty on your head
(1d100 x 10 scrap).
2
3
5
6
10
1d20 Event
11
One of the characters relatives dies
of a natural cause in the presence of
the character. Before they die, the
relative tells the character a closely
guarded secret.
12
The character makes a powerful ally.
15
16
17
18
Adult Events:
Subtract 20 from your age then divide it by 10 (rounding down). Roll on this table that many
times.
1d20 Event
1
While hunting, a character saves a
trapped beast. Later, the character is
attacked and the beast saves him.
2
3
4
5
6
7
8
9
10
1d20 Event
11
The character becomes renowned for
his skill in a weapon. Choose a
weapon skill. It becomes 8, or if it is
higher it has no change.
Character is made a close advisor to
12
Character becomes addicted to
an important individual.
something.
By insulting an old woman, she puts a 13
To earn a living, the character learns a
curse on you. Roll on the Curses table.
new skill at rank 3.
A tragedy occurs. Roll on the
14
Something wonderful occurs. Roll on
Tragedies table.
the Wonderful Events table.
Character becomes involved in illegal 15
Family sends the character a personal
activities. Roll on the Underworld
butler that will not leave the
Experience table.
characters side.
The character acquires a hobby.
16
Character grows really tall.
An old man the character rescues
17
The character finds a dust covered
blesses him. Roll on the Gifts table.
box in the attic. Roll on the Heirlooms
table.
One of the characters contacts dies.
18
The character adopts or has 1d3 kids.
The character marries someone and
19
The character becomes immortal, and
they move to another city.
never ages.
The character befriends a begger.
20
Character adopts a non-human child.
Heirlooms:
Only roll on this table for an item your character has if you are sent here. Also, roll 1d20. On a
16+ the item is magical.
1d12
1
2
3
4
5
6
Item
An ornate dagger.
An amulet.
An ornate pistol.
An insignia to a secret organization.
A bottle with a strange liquid
(determine contents).
A riding animal (horse or something
else).
1d12
7
8
9
10
11
Item
A deed to an apartment building.
A musical instrument.
A belt.
A pouch with a map.
A hat they always wear.
12
Underworld Experience:
Roll on the Criminal Reason table for an event in your characters life if you are sent here. Then,
roll on the Event table (rerolling duplicates) until you get an event that ends their life of crime.
1d12 Reason
1
The character is bored one day and
causes some mischief.
2
The character succumbs to peer
pressure.
3
The character has a constant urge to
do wrong.
4
The character wants to defy
authority.
5
The character seeks control power in
the criminal world.
6
The character needs money to live a
lifestyle they want.
1d12 Reason
7
The character seeks a life of
dangerous thrills and excitement.
8
The character is blackmailed by
criminals to do wrong.
9
The characters family are criminals
themselves.
10
The character needs to pay off a debt
they owe.
11
The character needs to escape from a
powerful individual.
12
The character is a rebel seeking goals
against those of a leader in their area.
1d12 Event
1
The character becomes the leader of
a gang. You may want to think of a
name for the gang.
2
The character is jailed for a crime that
they committed and loses an eye in a
prison knife fight.
1d12 Event
7
The character learns all the secret
passages and hidden entrances in 1d3
important buildings.
8
Whenever a crime is committed in a
city the character is automatically
considered not a suspect because of
how she looks.
9
The character realizes a high-ranking
official leads a crime ring. Roll 1d6. On
a 5 or higher the person knows of the
characters knowledge.
10
The characters thieving skills all
improve by 1 rank and then they end
their life of crime.
11
The character develops 1d4 contacts
in the criminal world and then ends
their life of crime.
12
1d8
1
2
Crime
Breaking and entering.
Running organized crime operations.
1d8
5
6
Murder.
Crime
Selling drugs.
Picking pockets, stealing from a shop,
etc.
Character was in the wrong place at
the wrong time.
Treason against the leader of the
area.
Gifts:
Roll on this table if you were sent here.
1d8
1
Gift
Character is immune to diseases.
1d8
5
Gift
Telekinesis The character can move
small objects with her mind.
Stasis The character enters a trance
that allows them to last without food,
water or sleep for 2 days.
Blink The character has a 5 foot
teleportation.
1d8
5
Ability
Inventing Making all sorts of unique
contraptions.
Great at grasping peoples attention.
Extraordinary at public speaking.
Very lucky at gambling.
Abilities:
Roll on this table if you were sent here.
1d8
1
2
3
4
Ability
A natural at riding creatures of any
kind.
Has a knack for telling lies.
Very good at deceiving others.
Can tell the future of people.
6
7
8
Tragedies
Roll on this table if you were sent here.
1d10 Event
1
Wild monsters attack and the
character receives several injuries.
2
A characters treasured relative dies
in a fire.
3
The characters home town is
destroyed by a deadly disease.
4
Character is orphaned.
5
Character is left to die in the wild.
1d10 Event
6
The characters former lover is killed
by a wild animal.
7
A disease almost kills the character
and leaves them with scars.
8
The character goes bankrupt and you
lose half its starting scrap.
9
Character is jailed and tortured.
10
The character is blackmailed.
Wonderful Events
Roll on this table if you were sent here.
1d10 Event
1
Wild beasts attack the characters
home. During this time, the character
learns she can control them.
2
The character is renowned for her
occupation.
3
The character is saves someones life.
4
The character loses a limb and its
replaced with a cybernetic version.
5
The character becomes immune to
disease.
1d10 Event
6
Slavery is outlawed and all slaves are
freed, including someone special.
7
8
9
10
Curses
Roll on this table if you were sent here.
1d10 Curse
1
Character becomes a werewolf.
2
3
4
5
1d10 Curse
6
Born with bat wings. The character
can fly at a speed of 2.
7
The character goes into a berserk rage
whenever a companion is harmed.
8
Can never stay in one place for longer
than a few days.
9
Extra eye in the middle of the
forehead that can see through walls.
10
Character has scaly skin. +2 armor to
the character.
Pets
Roll on this table if you were sent here.
1d10
1
2
3
4
5
Creature
A dog.
A cat.
A wolf.
A demon.
A golem.
1d10
6
7
8
9
10
Creature
An invisible creature.
A bear.
An Extrofiend (xenomorph).
A bird, such as a falcon.
A young dragon.
1d20
11
12
13
14
15
16
17
18
19
20
Person
Begger
Drug dealer
Mugger
Con Artist
Bandit
The characters future self
The ghost of a dead relative.
A wizard
A minstrel
A warrior
Others:
Roll on this table if you were sent here.
1d20
1
2
3
4
5
6
7
8
9
10
Person
Judge
Sheriff
Spy
Guard Captain
An outcast
An anthropomorphic wild animal
An invader
A common soldier
A rival
Area/Faction leader