Roll |
Name |
Description |
Effects |
2 |
Monstrous Attack |
The character was attacked by some hideous beast, but was rescued or otherwise managed to escape. He was injured, and is still haunted by the memory. |
Constitution and Presence receive a -1. However, the character receives 2 NU/SP in a Lore or Knowledge skill relating to the creature that attacked him, and a +1 to Perception. In addition, the character receives a Phobia disadvantage for the creature or something that suggests it. Finally, the character receives what is effectively a Spirit Sense for the creature, and is able to feel when it (or other of its kind) is about. |
3 |
Brush with the Divine |
Perhaps you saw a manifestation, or had a dream where a god gave you a charge; perhaps you are simply chosen out for divine attention. Regardless, you are linked to a god in a fundamental way, whether you like it or not. |
Receive the Divine Connection advantage. This does not have to be for a deity you worship, although if the character is otherwise portraying a religious character it probably should be (deities don't often infringe on another god's territory in that way). |
4 |
Brush with Shadow |
The character had a run-in with undead, or otherwise was exposed to the anti-cosmos. |
You begin with 2 anti-Trait points (your choice which Traits). |
5 |
Mentor |
You met a learned or experienced person who decided, for their own reasons, to take you under their wing. |
Gain the Mentor advantage, but also take an Obligation disadvantage, either to your Mentor, or to a cause of his. In addition, your Mentor teaches you in his specialty, so you gain 1 NU/ 1 SP in that skill. |
6 |
Criminal |
You were once imprisoned, or have been exiled for some crime. |
You must either take a Dark Secret, Exiled, or Hunted disadvantage, or start with half normal funds. Note that you may take two of the above disadvantages at 1 each. However, prison or an exile's life has taught you and hardened you; receive 2 NU/ SP in any Hand or Athletic skill(s), or receive a +1 to a physical attribute. |
7 |
Companion |
Some other person, convinced of your coming greatness or perhaps just thinking you would make a good master, has entered your service. |
Receive the Henchman advantage. |
8 |
Veteran |
The character fought in a battle and was wounded. |
Receive 2 NU/SP towards a weapon skill, and 1 Advantage Point, but take the disadvantage Lingering Wound for your wound. |
9 |
Drafted |
The character was pressed into service as a soldier. |
Receive 1 NU/SP towards a weapon skill, and 1 NU/SP towards a Defense skill. |
10 |
Windfall |
You recently came into a bit of extra money in some way. |
|
11 |
Manual Labor |
You worked as a laborer of some sort, or faced a period of privation. |
You receive 1 NU/ 1 SP in a particularly physical skill. In addition, you can opt to receive the Untiring advantage twice or +1 Body or +1 Constitution. However, taking any of these requires you to start with only half normal funds. |
12 |
Religious Upbringing |
Your family was particularly devout. |
You receive 1 NU/ 1 SP in a Religion skill and the Member of the Flock advantage. However, you must take a Vow to uphold your religion. |
13 |
Family Tragedy |
Something happened to your family when you were younger - perhaps they were killed, perhaps enslaved, or perhaps they are simply missing. |
In addition to the obvious effects of not having a family, you may not take any upbringing advantages. However, you learned self-reliance early. Take 2 NU/ SP in one or two of the following: Combat Reflexes, Sneak, Hide, Legerdemain, Survival, Evade, Fishing, or Hunting. |
14 |
Extra Training |
Perhaps you were a failed apprentice, or were trained as part of a specific job. You have received some training in a skill not related to your path. |
Pick an Art, Craft, Social, Labor, or Wilderness skill not in your path. You receive 3 NU/ SP in that skill. |
15 |
Animal Companion |
You have a pet of some sort, that stays with you because you care for it, and out of mutual loyalty. |
Pick a small, tameable animal, such as a cat, dog, hawk, owl, rat, ferret, etc. The animal knows a few commands and can generally take care of itself. |
16 |
Cursed |
You angered someone who had more power than you knew, or perhaps who simply put more Ka behind their words than people normally do; whichever, you have been cursed. |
Take the Cursed disadvantage. |
17 |
Robbed |
You recently had most of your money and possessions stolen. |
The character begins with half normal starting funds. |
18 |
Refugee |
You, and perhaps your family, were turned into refugees by some war or natural disaster. |
The character begins with half normal funds. Also, you must select 2 points worth of disadvantages (you do not receive these points). You gain 1 Advantage Point, and also 1 NU/ 1 SP toward a Wilderness or Stealth skill. |
19 |
Inheritance |
You have inherited something of value from a relative. |
The inheritance can be virtually anything that makes sense for the character's background. A horse, a house, even just a sack of gold. |
20 |
Treasure |
You found something old and rare; perhaps a famous weapon, an enchanted item, a book of lost knowledge, or a map. |
You possess the item, although you may not be able to fully use it. The downside of this is that there are others who desire it. You receive the Hunted disadvantage. |