Backgrounds
Information for adding extra information to a player's character.
| 1 - Family Status and starting wealth | |
| 01-10 | No background, either an outcast or a person suffering from amnesia; Start with D100 sestertii. |
| 11-65 | Roll on Lower Class Table; start with only simple possessions: the clothes on your back and the tools necessary to your profession. Note that this doesn't mean that a warrior-type has a full arsenal of weapons and equipment, rather a single weapon and perhaps a shield (all non-magical). |
| 66-95 | Roll on Middle Class Table; start with better clothes, and more than one outfit, and tools that fit all of your skills (such as a weapon for each weapon proficiency). |
| 96-00 | Roll on Upper Class Table; start with multiple outfits of fine clothing for different occasions, quality weapons and arms, and a mount with gear to carry you around. |
| 1A - Lower Class Table | |
| 01-50 | Poor background; farmer, fisherman, trapper etc. Lowest social status; a beggar or peasant with no resources whatsoever. Start with D10 x 5 sestertii. |
| 51-75 | Organized crime family. 25% chance of father being head of a thief's guild or 5% chance of father being the head of an assassin's guild. D10 major enemies, D8 rivals, D8 major allies. Start with D10 x 10 sestertii. |
| 76-00 | A member of a high-treason family. An outlaw that may be attacked on sight.2D20 major enemies, 3D20 rivals, 1 ally. Start with D10 x 10 sestertii. |
| 1B- Middle Class Table | |
| 01-50 | A mere peasant farmer or labourer who has been nobled. Family is considered noble farmers/labourers who have earned a tiny portion of land. This noble character may be looked down upon by arrogant aristocrats, while others look upon him/her with great respect because he/she is living proof that nobility /knighthood and honour are not a birthright but a virtue that can be acquired from any station in life. Start with D10 x 20 sestertii. |
| 51-75 | A member of new nobility and wealthy landowners with a background in farming and raising cattle. The family is quickly making a name for itself. Start with D10 x 50 sestertii. |
| 76-00 | A member of a noble family which is a minor landowner with a background in farming. Start with D10 x 100 sestertii. |
| 1C - Upper Class Table | |
| 01-50 | A member of an old and respected family with a very long line of valiant knights, warriors, explorers and noble patriots. Family is either a minor political force or minor landowners. Your family's been around for D6 x 100 years. 1 major enemy, D4 rivals, 1 major ally. Start with D10 x 250 sestertii. |
| 51-75 | Old Nobility; a member of the ruling class dating back D10 x 100 years. The family is well known in home country and may be recognized by foreign nobles. The family is either a major political force or a large landowning family. D8 major enemies, D12 rivals, 2D6 major allies. Start with D10 x 500 sestertii. |
| 76-00 | Royal Nobility; a member of the highest class( if not the ruling class itself!), fantastically rich family. 60 % chance of belonging to the royal bloodline. D4 major enemies, D6 rivals, D6 major allies. Your character owns either a large townhouse, a mansion, a ranch, a vast unpopulated land area or a mine. The deeds of your family dates back D20 x 100 years, family is either a major political force or a large land owning family. Start with D10 x 1000 sestertii. |
| 2 - Siblings | |
| Does your character have any family? | |
| 01-30 | Only child |
| 31-55 | One sibling |
| 56-75 | D4 siblings |
| 76-90 | D6 siblings |
| 91-00 | D8 siblings |
| For each sibling roll for their gender; | |
| 01-50 | Brother |
| 51-00 | Sister |
| For each parent and sibling roll to see whether they are alive or dead; | |
| 01-50 | Alive |
| 51-00 | Dead |
| If a parent or sibling is dead roll to determine cause of death; | |
| 01-50 | Accident |
| 51-85 | Disease |
| 86-00 | Murdered |
| For each parent or sibling roll to determine their feelings to you; | |
| 01-25 | Wants nothing to do with you |
| 26-50 | Lost contact with him/her D10 years ago |
| 51-75 | Standard relationship |
| 76-00 | Close relationship |
Each time you roll on the Life Advantage table you also have to roll a corresponding amount of times on the Life Disadvantage table.
| 3A- Life Advantage | |
| 01-08 | You have a Contact in either the underworld, law, government or some major organisation. |
| 09-16 | Lottery win. You get an extra D100 x 100 sestertii. |
| 17-24 | Good Schooling. You have a far better than average education. A one off +1 bonus to all skills. |
| 25-32 | Gifted Learner. +1 additional skill. |
| 33-40 | Nominated for Membership. Use this to gain membership with any special club. |
| 41-48 | Natural combat ability. Gain +1 on all combat rolls. |
| 49-56 | You find a Sensei. +1 level with your chosen Martial Art. He can teach you any martial art not normally available. |
| 57-64 | Accustomed to Cold. You were exposed to chilly environments enough that you aren't as affected by them. Each level of this background grants you a +5% cold resistance. You generally don't notice when the temperature drops. |
| 65-72 | Accustomed to Heat. You are more used to hot weather, both dry and humid. Each level of this background gives you a +5% heat resistance. Until the sweat drips into your eyes, you probably won't notice the heat. |
| 73-80 | Gift. Someone has given you a special item. It could be magical in nature, the exact nature of the item is up to the GM. |
| 81-90 | Less Sleep. You don't sleep much. Subtract 1 hour from the time you need to sleep, minus 10 additional minutes per level. |
| 91-00 | Innate magical ability. Start with one additional spell or +10 mana. If not a spellcaster then roll again. |
| 3B - Life Disadvantage | |
| 01-10 | You were set up and made a scapegoat. Hunted by the law or underworld (can be in another state or country). |
| 11-20 | Falsely imprisoned for D10 months. |
| 31-40 | Betrayed. You were betrayed by a friend or loved one. |
| 41-50 | Major Debt of D100 x 1000 sestertii or you owe someone a Favour. |
| 51-60 | Comatose for D10 months. You have no memory of how or why. |
| 61-70 | Mental breakdown. Take an Insanity. |
| 71-80 | You cause an accident that kills others or are responsible for the death of your team or squadron. |
| 81-90 | Gain an enemy. Either an old friend who knows your secrets or someone with a lot of power. |
| 91-95 | Unsanitary. Your foul habits and lack of personal hygiene have left you unsuited for situations involving other people: -1 to CHA. However, the constant exposure to dirty conditions has strengthened your immune system: +2 to saving throws against disease, poison, and paralysis. +1 CON. |
| 96-00 | Incurable Disease. May or may not be incapacitating. |
| 4 - Background Career | |
| What did you character do before he became an adventurer? | |
| 01-30 | Fisherman; |
| 31-55 | Sailor; |
| 56-75 | D4 siblings |
| 76-90 | D6 siblings |
| 91-00 | D8 siblings |
| For each sibling roll for their gender; | |
| 01-50 | Brother |
| 51-00 | Sister |
| For each parent and sibling roll to see whether they are alive or dead; | |
| 01-50 | Alive |
| 51-00 | Dead |
| If a parent or sibling is dead roll to determine cause of death; | |
| 01-50 | Accident |
| 51-85 | Disease |
| 86-00 | Murdered |
| For each parent or sibling roll to determine their feelings to you; | |
| 01-25 | Wants nothing to do with you |
| 26-50 | Lost contact with him/her D10 years ago |
| 51-75 | Standard relationship |
| 76-00 | Close relationship |