Human: Difference between revisions
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* '''Bonus Feat:''' A human can choose any feat that they qualify for at level 1 as a bonus feat. | * '''Bonus Feat:''' A human can choose any feat that they qualify for at level 1 as a bonus feat. | ||
* '''Culture Bonus:''' All Humans receive a Culture Bonus. See their Species page for brief suggestions and their Lore page for more information. | * '''Culture Bonus:''' All Humans receive a Culture Bonus. See their Species page for brief suggestions and their Lore page for more information. | ||
* '''Terran Alliance Citizenship:''' Provided the character has not lost their Terran Alliance Citizenship for some reason, they receive a 1500 credit monthly income which is supposed to go towards basic living expenses such as housing and lifestyle. | |||
* '''Automatic Language:''' Terran Standard, plus an additional one dependent on origin location (see Species page). | * '''Automatic Language:''' Terran Standard, plus an additional one dependent on origin location (see Species page). | ||
* Origin Locations: | * Origin Locations: | ||
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**VATICAN (OR MONASTIC/PRIESTLY UPBRINGING)<br>Bonus Language: Latin<br>RECOMMENDED CULTURE OPTIONS: Good Listener, Historian, or Religious Influence | **VATICAN (OR MONASTIC/PRIESTLY UPBRINGING)<br>Bonus Language: Latin<br>RECOMMENDED CULTURE OPTIONS: Good Listener, Historian, or Religious Influence | ||
**WELSH<br>Bonus Language: Welsh<br>RECOMMENDED CULTURE OPTIONS: Jack-of-All-Trades or Specialist | **WELSH<br>Bonus Language: Welsh<br>RECOMMENDED CULTURE OPTIONS: Jack-of-All-Trades or Specialist | ||
== Backgrounds == | == Backgrounds == | ||
===HOMELAND=== | ===HOMELAND=== | ||
| Line 132: | Line 134: | ||
|} | |} | ||
===PARENTS' PROFESSIONS=== | ===PARENTS' PROFESSIONS (WIP)=== | ||
Roll twice, once for each parent | Roll twice, once for each parent | ||
{| class="wikitable" | {| class="wikitable" | ||
| Line 168: | Line 170: | ||
| 96–100 | | 96–100 | ||
| Clergy: You gain access to the Focused Training skill trait. | | Clergy: You gain access to the Focused Training skill trait. | ||
|} | |||
===MAJOR CHILDHOOD EVENT (WIP)=== | |||
{| class="wikitable" | |||
|- | |||
! d% | |||
! RESULT | |||
|- | |||
| 01-05 | |||
| Private Academy: You attended a private academy (possibly a Military Academy) where you studied a number of skills and gained training in your current profession. Whether you were a brilliant student or a dropout, the university-like environment was your home for a good portion of your formative years. You gain access to the Focused Training skill trait. | |||
|- | |||
| 06-10 | |||
| Betrayal: A friend or family member whom you trusted more than anyone else betrayed you. You have never fully trusted anyone since and prefer to rely on your own abilities rather than place your trust in others. You gain access to the Suspicious social trait. | |||
|- | |||
| 11-15 | |||
| Bullied: In your early life, you were a victim— easy prey for those stronger or cleverer than yourself. They beat you when they could, using you for their sport. This abuse nursed a powerful flame of vengeance. You gain access to the Bullied combat trait. | |||
|- | |||
| 16-20 | |||
| Competition Champion: You distinguished yourself at an early age when you won a competition. This might have been a sports tournament, a science fair, high stakes gambling, or something mundane like an eating championship. You gain access to the Influence social trait and the Champion story feat. | |||
|- | |||
| 21-25 | |||
| Death in the Family: You were profoundly affected by the death of someone close to you—a parent, grandparent, sibling, aunt, uncle, or cousin, or a close friend. This death affected you profoundly, and you’ve never been able to let go of it. You gain access to the Reactionary combat trait and the Deny the Reaper story feat. | |||
|- | |||
| 26-35 | |||
| Fall of a Major Power: In your early years, an old power with far-reaching influence fell into decline. This could have been an empire, a major organization or gang, or a person such as a benevolent leader or evil dictator. Your early memories were founded in a world where this great power affected your region for good or ill. You gain access to the Worldly social trait. | |||
|- | |||
| 36-40 | |||
| Fell in With a Bad Crowd: In your youth, you ran with a brutal, evil, or sadistic crowd. You might have belonged to a gang or some other nefarious organization. It was easy to cave in to pressure and do whatever they told you to do, and your outlook is colored by moral ambiguity. You gain access to the Child of the Streets social trait. | |||
|- | |||
| 41-50 | |||
| Troubled First Love: Your first love was everything you imagined it would be. That is, until you were separated from your beloved. This may have been the result of distance, changing perspectives, death, or differences in class or think it has granted you insight on how the world really works. You gain access to the Worldly social trait and you roll a d12 instead of a d20 on the Romantic Relationships table below. | |||
|- | |||
| 51-55 | |||
| Imprisoned: Your criminal record began when you were young. You were imprisoned and punished for a crime. Whether or not you committed the crime, the experience has stayed with you. You gain access to the Criminal social trait. You also gain access to the Liberator story feat. | |||
|- | |||
| 56-60 | |||
| Inheritance: A great sum of wealth or property was bequeathed to you at an early age, providing you with extraordinary means. Daily costs of living have ceased to concern you, and you’ve learned that there is little that money cannot buy. You gain access to the Rich Parents social trait. | |||
|- | |||
| 61-65 | |||
| Kidnapped: You were kidnapped at some point in your childhood. The kidnappers might have been pirates, slavers, thieves looking for ransom, a powerful organization seeking to blackmail your parents, a cult, and so on else. Before you were released, were ransomed, or escaped, you picked up on various aspects of the criminal underworld. You gain access to the Canter social trait. | |||
|- | |||
| 66-67 | |||
| Magical Gift: You had an encounter with some form of magic as a child, whether you realized it at the time or not (most likely not, unless you already were magically inclined). You gain access to the Magical Talent magic trait. | |||
|- | |||
| 68-75 | |||
| Major Disaster: You witnessed – and survived – a major disaster in your childhood years, such as a great fire, flood, earthquake, volcano, or storm. It obliterated the settlement where you lived, whether a small village, large city, or entire island. You gain access to the Resilient combat trait and the Unforgotten story feat. | |||
|- | |||
| 76-80 | |||
| Mentorship/Patronage: A mentor or patron took an interest in your development and volunteered to train or sponsor you. Their motives might not be entirely clear, but without their influence you would not be who you are today. You gain access to the Mentored social trait. | |||
|- | |||
| 81-82 | |||
| Met a Spirit: When you were only a child, you made contact with a spirit, possibly even before the masses knew about these creatures. You learned a powerful lesson or a magic trick from your ‘invisible friend’, which never seemed to work when they weren’t around. You gain access to the Gifted Adept magic trait. For psionically-talented characters, reroll if you generate this event. | |||
|- | |||
| 83-85 | |||
| Ordinary Childhood: Your childhood was fairly ordinary, with no major blessing or catastrophe—a stark contrast to an current life. You lived your life in anticipation of growing up so you could affect the dull backdrop upon which your mundane life was painted. Now that you’ve grown, it’s easy to miss those tranquil days where nothing ever seemed to happen. You gain access to the Ordinary social trait. | |||
|- | |||
| 86-100 | |||
| The War: You grew up against the backdrop of a major military conflict that affected much of your childhood world. You became accustomed to a short food supply, living in occupied territory, and moving from place to place. Several of the people you knew in your childhood were lost in the war, including members of your family. You gain access to the Vagabond Child regional trait and the Deny the Reaper story feat. | |||
|} | |||
===ROMANTIC RELATIONSHIPS=== | |||
If you really want to roll it... | |||
{| class="wikitable" | |||
|- | |||
! D20 | |||
! RESULT | |||
|- | |||
| 1-2 | |||
| One Significant Relationship: You had a true love once, but that time has passed. | |||
|- | |||
| 3-6 | |||
| A Few Significant Relationships: You’ve tried to make deep connections with individuals on several occasions, but it’s never worked out. | |||
|- | |||
| 7-9 | |||
| Several Significant Relationships: You’ve engaged in a number of partnerships, but for some reason or another your relationships always fail. | |||
|- | |||
| 10-12 | |||
| Current Lover: You are currently involved in a romantic relationship. You gain access to the True Love story feat. Generate the details of your romantic partner by rolling on the Contacts table on the Contacts page. | |||
|- | |||
| 13-16 | |||
| Several Inconsequential Relationships: You have had many lovers but no long-lasting, meaningful relationships. | |||
|- | |||
| 17-18 | |||
| Experience but No Substantial Relationships: You’ve had a fling or two, but have so far shied away from any ties or commitments. | |||
|- | |||
| 19-20 | |||
| No Experience: You have never experienced any kind of romantic connection whatsoever. | |||
|} | |||
===CAREER HISTORY (WIP)=== | |||
====Background (TAAF)==== | |||
Why did you join the Terran Alliance Armed Forces? Some families have a long tradition of military service, dating back decades or even centuries, so joining a unified Earth military just seemed like the right thing to do to carry on the tradition. Other soldiers joined against the wishes of their family, to see the sights, or because it was the only career open to them. | |||
{| class="wikitable" | |||
|- | |||
! Roll | |||
! Background | |||
|- | |||
| 1-2 | |||
| Anti-Military: The character’s family is opposed to the military for some reason, and joining it caused a rift that has gone unhealed. | |||
|- | |||
| 3-4 | |||
| Second Chance: The character joined the military to escape an unhappy or painful life, a criminal past, or some other tragedy. | |||
|- | |||
| 5-8 | |||
| Career: The character joined up because of the training and salary offered by a military career. | |||
|- | |||
| 9-12 | |||
| Curiosity: The character wants to see the sights. | |||
|- | |||
| 13-14 | |||
| Veteran: The character was a member of his home nation’s armed forces prior to (or joined during) World War Three. They might have continued their service after the war by joining the TAAF, but more likely they left and then re-enlisted at some later point. | |||
|- | |||
| 15-18 | |||
| Patriotism: The character joined to defend and serve the Terran Alliance. | |||
|- | |||
| 19-20 | |||
| A Tradition of Service: The character’s family has a long tradition of serving in the military, and they might have several relatives in positions throughout the armed forces. You gain [[Military Man]] as a bonus feat. | |||
|} | |||
====Background (SDA)==== | |||
Some families have a long tradition of magical talent, dating back decades or even centuries. Others, such as all psions, have no history of such power at all, and can face persecution from loved ones. | |||
{| class="wikitable" | |||
|- | |||
! Roll | |||
! Background | |||
|- | |||
| 1-2 | |||
| Anti-Supernatural – The character’s family is among those who campaign against rights for psions and mages for some reason, and the character’s supernatural abilities have caused a rift that has gone unhealed. | |||
|- | |||
| 3-4 | |||
| Second Chance – The character was caught abusing their abilities for criminal gain, and chose to pursue a career as an active SDA agent as opposed to going to jail. Or, perhaps they took place in the shadow wars that happened during the Third World War, and now seek to atone for their actions. | |||
|- | |||
| 5-8 | |||
| Career – The character joined up because of the training and salary offered by service in the SDA. | |||
|- | |||
| 9-12 | |||
| Curiosity – The character wants to learn more about magic or psionics. | |||
|- | |||
| 13-14 | |||
| Veteran – The character was a member of his home nation’s armed forces prior to (or joined during) World War Three. They might have taken part in the shadow wars of the War, and chose to join the SDA because it was the logical career change for them. '''SPECIAL:''' Use the TAAF Career History page for this character until 2019, when the SDA is founded. Roll twice for the year of 2019, once for the TAAF and once for the SDA. | |||
|- | |||
| 15-17 | |||
| Patriotism – The character joined to defend the planet from the rampaging spirit beats seeking vengeance against Humanity. | |||
|- | |||
| 18-20 | |||
| A Tradition of Magic- The character’s family was a part of the underground magical community long before the events of the Third World War brought the magical community closer to the surface, and long before the public outing of magical forces after the war. You chose to join the SDA because it was the outgrowth of the underground communities. You gain [[Magic Family]] as a bonus feat. | |||
|} | |} | ||
Latest revision as of 17:11, 13 September 2023
Game Statistics
- Bonus Feat: A human can choose any feat that they qualify for at level 1 as a bonus feat.
- Culture Bonus: All Humans receive a Culture Bonus. See their Species page for brief suggestions and their Lore page for more information.
- Terran Alliance Citizenship: Provided the character has not lost their Terran Alliance Citizenship for some reason, they receive a 1500 credit monthly income which is supposed to go towards basic living expenses such as housing and lifestyle.
- Automatic Language: Terran Standard, plus an additional one dependent on origin location (see Species page).
- Origin Locations:
- AMERICAN (Former USA, any of the current Coalition of America)
Bonus Language: English, French, German, Italian, Russian, Chinese, or Japanese
RECOMMENDED CULTURE OPTIONS: Adaptable, Cold Tolerance, Heat Tolerance, Jack-of-All-Trades, Vehicular Engineer, or Wealthy - ARABIAN (United Arab States [basically, any Middle Eastern nation not otherwise listed below])
Bonus Language: Arabic
RECOMMENDED CULTURE OPTIONS: Desert Dweller, Guerrilla Fighter, Militaristic, or Religious Influence - ARGENTINIAN
Bonus Language: Spanish
RECOMMENDED CULTURE OPTIONS: Adaptable, or Agricultural - AUSTRALIAN
Bonus Language: English
RECOMMENDED CULTURE OPTIONS: Adaptable, or Explorer - BALTIC (Estonia, Latvia, and Lithuania)
Bonus Language: Lithuanian, Latvian, Estonian, Belarusian, or Russian
RECOMMENDED CULTURE OPTIONS: Cold Tolerance, Militaristic, or Surgeon’s Touch - BRAZILIAN
Bonus Language: Portuguese
RECOMMENDED CULTURE OPTIONS: Gregarious, Militaristic, or Specialist - CANADIAN
Bonus Language: English or French
RECOMMENDED CULTURE OPTIONS: Cold Tolerance, Explorer, or Forester - CENTRAL AMERICAN (Anything south of Mexico and north of the border of South America)
Bonus Language: French or Spanish
RECOMMENDED CULTURE OPTIONS: Guerilla Fighter, or Jungle Dweller - CHILEAN
Bonus Language: Spanish
RECOMMENDED CULTURE OPTIONS: Militaristic, Mountaineer, or Trader - CHINESE
Bonus Language: Chinese [Mandarin] or Chinese [Cantonese]
RECOMMENDED CULTURE OPTIONS: Agricultural, Efficient, Industrious, Trader, or Wealthy - COLOMBIAN
Bonus Language: Spanish
RECOMMENDED CULTURE OPTIONS: Guerilla Fighter, or Jungle Dweller - EGYPTIAN
Bonus Language: Arabic
RECOMMENDED CULTURE OPTIONS: Desert Dweller, Historian, or Militaristic - ENGLISH
Bonus Language: English
RECOMMENDED CULTURE OPTIONS: Savoir-Faire, Unflappable, or Wealthy - FRENCH
Bonus Language: French
RECOMMENDED CULTURE OPTIONS: Charming, Connoisseur, Savoir-Faire, or Wealthy - GERMAN
Bonus Language: German or Hungarian
RECOMMENDED CULTURE OPTIONS: Industrious, Militaristic, or Wealthy - GREEK/BALKAN
Bonus Language: Greek, Albanian, Bosnian, Croatian, Serbian, Bulgarian, Romanian, Macedonian, Slovenian
RECOMMENDED CULTURE OPTIONS: Distrustful, Militaristic, Professional Sportsman, or Streetwise - INDIAN
Bonus Language: Hindi
RECOMMENDED CULTURE OPTIONS: Efficient, Industrious, Religious Influence, or Trader - INDONESIAN
Bonus Language: Bhasa
RECOMMENDED CULTURE OPTIONS: Guerilla Fighter, Jungle Dweller, Militaristic, Seagoing, or Streetwise - IRISH
Bonus Language: English or Gaelic
RECOMMENDED CULTURE OPTIONS: Gregarious, Specialist - ISRAELI
Bonus Language: Arabic AND Hebrew
RECOMMENDED CULTURE OPTIONS: Guerilla Fighter, Militaristic, or Religious Influence - ITALIAN
Bonus Language: Italian
RECOMMENDED CULTURE OPTIONS: Connoisseur or Professional Sportsman - JAPANESE
Bonus Language: Japanese
RECOMMENDED CULTURE OPTIONS: Efficient, Industrious, Level-headed, Light Sleeper, or Wealthy - LAUNCHED (Emigrated from Earth to Luna)
Bonus Language: Chinese, English, or Russian
RECOMMENDED CULTURE OPTIONS: Cold Tolerance, Low-G Tolerance, Miner, Tunnel Rat, or Vehicular Engineer - LUNITE (2nd-generation Luna resident, i.e. the child of someone who was born on Luna)
Bonus Language: Chinese, English, or Russian
RECOMMENDED CULTURE OPTIONS: Born Pilot, Cold Tolerance, Low-G Tolerance, Miner, Tunnel Rat, or Vehicular Engineer - MARSIE (1st-generation Mars resident, i.e. the first generation born on Mars)
Bonus Language: English or Russian
RECOMMENDED CULTURE OPTIONS: Born Pilot, Cold Tolerance, Explorer [Exotic only], Low-G Tolerance, Vehicular Engineer - MOONIE (1st-generation Luna resident, i.e. the first generation born on Luna)
Bonus Language: Chinese, English, or Russian
RECOMMENDED CULTURE OPTIONS: Born Pilot, Cold Tolerance, Low-G Tolerance, Miner, Tunnel Rat, or Vehicular Engineer - MEXICAN
Bonus Language: Spanish
RECOMMENDED CULTURE OPTIONS: Desert Dweller, Heat Tolerance, Militaristic, or Streetwise - NIGERIAN
Bonus Languages: English, Hausa, Igbo, or Yoruba
RECOMMENDED CULTURE OPTIONS: Militaristic, Streetwise, Trader, or Wealthy (Nigeria controls the largest known deposit of Rigarium on Earth) - PALESTINIAN
Bonus Language: Arabic AND Hebrew
RECOMMENDED CULTURE OPTIONS: Guerilla Fighter, Militaristic, Religious Influence, or Streetwise - POLISH
Bonus Language: Polish
RECOMMENDED CULTURE OPTIONS: Repetitious or Team Player - REDDIE (Emigrated from Earth or Luna to Mars)
Bonus Language: English or Russian
RECOMMENDED CULTURE OPTIONS: Cold Tolerance, Explorer [Exotic only], Low-G Tolerance, or Vehicular Engineer - RUSSIAN
Bonus Language: Russian
RECOMMENDED CULTURE OPTIONS: Cold Tolerance, Industrious, Level-Headed, Militaristic, or Vehicular Engineer - SCANDINAVIAN (Denmark, Finland, Iceland, Norway, or Sweden)
Bonus Language: Norwegian, Swedish, Finnish, Icelandic, or Danish
RECOMMENDED CULTURE OPTIONS: Cold Tolerance, Forward Thinking, or Militaristic - SCOTTISH
Bonus Language: English, Gaelic, or Scottish
RECOMMENDED CULTURE OPTIONS: Explorer or Stubborn - SOUTH AFRICAN
Bonus Language: Afrikaans
RECOMMENDED CULTURE OPTIONS: Forward Thinking, Streetwise, or Trader - SPANISH
Bonus Language: Spanish, Portuguese
RECOMMENDED CULTURE OPTIONS: Glib Tongue or Open-Minded - SWISS
Bonus Language: Swiss
RECOMMENDED CULTURE OPTIONS: Cold Tolerance, Militaristic, or Mountaineer - TURKISH
Bonus Language: Turkish
RECOMMENDED CULTURE OPTIONS: Heat Tolerance or Militaristic - UKRANIAN
Bonus Language: Russian or Ukranian
RECOMMENDED CULTURE OPTIONS: Agricultural, Militaristic, or Vehicular Engineer - VATICAN (OR MONASTIC/PRIESTLY UPBRINGING)
Bonus Language: Latin
RECOMMENDED CULTURE OPTIONS: Good Listener, Historian, or Religious Influence - WELSH
Bonus Language: Welsh
RECOMMENDED CULTURE OPTIONS: Jack-of-All-Trades or Specialist
- AMERICAN (Former USA, any of the current Coalition of America)
Backgrounds
HOMELAND
Are you from Earth? If so, what nation? Did you grow up in a single place, or did you move around a lot? Are you from a metropolitan area, or did you live in a suburban or rural area? For the most part, Humans still identify themselves by what nation they are from, and old national rivalries still run deep. If you don’t have a nation in mind, use the table below to determine where you are from.
- CHARACTERS FROM EARTH: For characters old enough to have lived through (and remembered) World War 3 or even fought in the conflict, your choice of where you are from will play a large part into your perception of other people in the world. Europeans tend to not trust people from the southern parts of the former USA, Russians and Scandinavians do not get along, and Japan is wary of the continuing rise of China as a global power – just to give a few examples. Where you are from also determines what languages you know.
- CHARACTERS FROM LUNA: The Earth’s moon began to host full-time colonists in the early 1990s, when advancements in starship drive technologies made it easier to resupply lunar bases. If your character is from Luna, you should determine if you are a 1st-generation “Moonie” (20-40 years old), 2nd-generation “Lunite” (18-20 years old), or an immigrant from Earth (AKA “Launched”).
- Launched – The most freeform background. What brought you to the moon? Are you a first-waver and old, or a bright-eyed new immigrant?
- Lunites – Luna has been independent for the vast majority if your formative years - what does this mean to you?
- Moonies – You saw the fight for Lunar independence first-hand - how did it shape you?
- CHARACTERS FROM MARS: Mars didn’t see full-time colonists until the early 2000s, and didn’t see native-born children until 2010. If your character is from Mars, you should determine if you are a 1st-generation “Marsie” (18-20 years old), or an immigrant from Earth (AKA “Reddie”).
- Marsies – Marsies tend to have a lower STR score then people from Earth. Marsies also operate off a 24-hour, 40-minute circadian rhythm, which can lead to some weirdness when comparing them with Earth-dwellers.
- Reddies – Reddies adapt to the 24-hour, 40-minute day/night cycle on Mars after a few months of using light-therapy.
- CHARACTERS FROM ALPHA CENTAURI (ALPHA PRIME COLONY): If you’re from Alpha Centauri, then you originate from either Earth, Luna, or Mars (or you’re too young to be a player character in 2031). See those respective sections above. Living in Alpha Centauri means you have greater exposure to Proximans, due to the proximity between the Centauri systems. Proximan would be a logical language choice for you, if you can meet the requirements to speak it (DEX of 14 or higher) and understand it (INT of 14 or higher).
- CHARACTERS FROM BARNARD’S STAR: Theoretically, your character could have been a Barnard’s Star colonist or colonial officer, or military personnel stationed in Barnard’s Star when the Dweller attack took place. If this is the case, you were either not home when it happened, or managed to flee the assault as one of the survivors. You would originate from either Earth, Luna, or Mars, so see those respective sections above. How did you get away? How has the attack on Barnard's Star shaped your worldview?
PARENTS
What is the status of your parents?
| d% | RESULT |
|---|---|
| 01-50 | Both of your parents are alive. |
| 51-70 | Only your father is alive. |
| 71-90 | Only your mother is alive. |
| 91-100 | Both of your parents are dead. |
SIBLINGS
Were you an only child, or were you one of 2.5 children, or did you have many siblings?
| d% | RESULT |
|---|---|
| 01-60 | 1d2 siblings. With two siblings, you gain access to the Kin Guardian title. |
| 61-70 | 1d2 siblings and 1d2 half-siblings. You gain access to the Kin Guardian title. |
| 71-80 | 2d4 siblings. You gain access to the Kin Guardian title. |
| 81-100 | No siblings. |
CIRCUMSTANCES OF BIRTH (WIP)
| d% | RESULT |
|---|---|
| 01-30 | Blue-Collar Birth: Your parents were blue-collar workers. They instilled in you the value of a hard day’s work. You gain access to the Blue-Collar Background social trait. When determining your parents’ professions, Roll 2d20 on Table: Parents’ Profession to determine your parents’ occupations, instead of rolling d%. |
| 31-60 | White-Collar Birth: Your parents were white-collar workers. They got you the best education that they could, and you picked up bits and pieces of their trades as well. You gain access to the Merchant social trait. |
| 60-65 | Upper-Class Birth: You were born with a silver spoon in your mouth, to a wealthy family that catered to your every need. You gain access to the Influence social trait and the Rich Parents social trait. |
| 66-75 | Adopted: You were not raised by your birth family, but taken in by another family within your race or culture. Roll four times instead of twice when determining your parents’ professions —twice for your birth family and a twice for your adoptive family. You gain access to traits granted by both sets of parents. |
| 76-77 | Born of Violence: Your birth was caused by violent, unwilling means. You have one parent, and the other likely remains unknown. You gain access to the Axe to Grind combat trait. |
| 78-88 | Dishonored Family: You were born into a family that once was honored among your society but has since fallen into disgrace. Perhaps one of your relatives committed atrocities during the Third World War. Regardless of the reason, your family name is now loathed and maligned by those who know it, putting you on your guard. You gain access to the Reactionary combat trait, the Lost Legacy story feat, and the Redemption story feat. |
| 89-91 | Heir to a Legacy: You are the heir to a family with an old name and a distinguished past. Your family might be wealthy or middle class, but your name itself is worth twice your fortunes. You gain access to the Influence social trait and the Rich Parents social trait. |
| 92-96 | Progeny of Power: You were born during a particularly significant magical event, or possibly spirits had something to do with you being born. You gain access to the Magical Talent magic trait, and the Charming social trait. |
| 97-100 | Reincarnated: You have been reborn in many cycles, and may be reborn in many more until you accomplish the ultimate task for which you are destined. You gain access to the Reincarnated faith trait, and the Forgotten Past story feat. |
PARENTS' PROFESSIONS (WIP)
Roll twice, once for each parent
| d% | RESULT |
|---|---|
| 01–25 | Blue-Collar Laborer: You gain access to the Blue-Collar Background social trait. |
| 26–30 | Entertainers: You gain access to the Talented social trait. |
| 31–34 | Soldiers: You gain access to the Tactician combat trait. If you are in the military, you gain Military Man as a bonus feat. |
| 35–37 | Travelers: You gain access to the Worldly social trait. |
| 38–40 | Streetwise: You gain access to the Child of the Streets social trait. |
| 41–55 | Nature-Wise: You gain access to the Nature Watcher social trait. |
| 56–70 | Tradespeople: You gain access to the Life of Toil social trait. |
| 71–85 | Artisans: You gain access to the Life of Toil social trait. |
| 86–95 | Merchants: You gain access to the Merchant social trait. |
| 96–100 | Clergy: You gain access to the Focused Training skill trait. |
MAJOR CHILDHOOD EVENT (WIP)
| d% | RESULT |
|---|---|
| 01-05 | Private Academy: You attended a private academy (possibly a Military Academy) where you studied a number of skills and gained training in your current profession. Whether you were a brilliant student or a dropout, the university-like environment was your home for a good portion of your formative years. You gain access to the Focused Training skill trait. |
| 06-10 | Betrayal: A friend or family member whom you trusted more than anyone else betrayed you. You have never fully trusted anyone since and prefer to rely on your own abilities rather than place your trust in others. You gain access to the Suspicious social trait. |
| 11-15 | Bullied: In your early life, you were a victim— easy prey for those stronger or cleverer than yourself. They beat you when they could, using you for their sport. This abuse nursed a powerful flame of vengeance. You gain access to the Bullied combat trait. |
| 16-20 | Competition Champion: You distinguished yourself at an early age when you won a competition. This might have been a sports tournament, a science fair, high stakes gambling, or something mundane like an eating championship. You gain access to the Influence social trait and the Champion story feat. |
| 21-25 | Death in the Family: You were profoundly affected by the death of someone close to you—a parent, grandparent, sibling, aunt, uncle, or cousin, or a close friend. This death affected you profoundly, and you’ve never been able to let go of it. You gain access to the Reactionary combat trait and the Deny the Reaper story feat. |
| 26-35 | Fall of a Major Power: In your early years, an old power with far-reaching influence fell into decline. This could have been an empire, a major organization or gang, or a person such as a benevolent leader or evil dictator. Your early memories were founded in a world where this great power affected your region for good or ill. You gain access to the Worldly social trait. |
| 36-40 | Fell in With a Bad Crowd: In your youth, you ran with a brutal, evil, or sadistic crowd. You might have belonged to a gang or some other nefarious organization. It was easy to cave in to pressure and do whatever they told you to do, and your outlook is colored by moral ambiguity. You gain access to the Child of the Streets social trait. |
| 41-50 | Troubled First Love: Your first love was everything you imagined it would be. That is, until you were separated from your beloved. This may have been the result of distance, changing perspectives, death, or differences in class or think it has granted you insight on how the world really works. You gain access to the Worldly social trait and you roll a d12 instead of a d20 on the Romantic Relationships table below. |
| 51-55 | Imprisoned: Your criminal record began when you were young. You were imprisoned and punished for a crime. Whether or not you committed the crime, the experience has stayed with you. You gain access to the Criminal social trait. You also gain access to the Liberator story feat. |
| 56-60 | Inheritance: A great sum of wealth or property was bequeathed to you at an early age, providing you with extraordinary means. Daily costs of living have ceased to concern you, and you’ve learned that there is little that money cannot buy. You gain access to the Rich Parents social trait. |
| 61-65 | Kidnapped: You were kidnapped at some point in your childhood. The kidnappers might have been pirates, slavers, thieves looking for ransom, a powerful organization seeking to blackmail your parents, a cult, and so on else. Before you were released, were ransomed, or escaped, you picked up on various aspects of the criminal underworld. You gain access to the Canter social trait. |
| 66-67 | Magical Gift: You had an encounter with some form of magic as a child, whether you realized it at the time or not (most likely not, unless you already were magically inclined). You gain access to the Magical Talent magic trait. |
| 68-75 | Major Disaster: You witnessed – and survived – a major disaster in your childhood years, such as a great fire, flood, earthquake, volcano, or storm. It obliterated the settlement where you lived, whether a small village, large city, or entire island. You gain access to the Resilient combat trait and the Unforgotten story feat. |
| 76-80 | Mentorship/Patronage: A mentor or patron took an interest in your development and volunteered to train or sponsor you. Their motives might not be entirely clear, but without their influence you would not be who you are today. You gain access to the Mentored social trait. |
| 81-82 | Met a Spirit: When you were only a child, you made contact with a spirit, possibly even before the masses knew about these creatures. You learned a powerful lesson or a magic trick from your ‘invisible friend’, which never seemed to work when they weren’t around. You gain access to the Gifted Adept magic trait. For psionically-talented characters, reroll if you generate this event. |
| 83-85 | Ordinary Childhood: Your childhood was fairly ordinary, with no major blessing or catastrophe—a stark contrast to an current life. You lived your life in anticipation of growing up so you could affect the dull backdrop upon which your mundane life was painted. Now that you’ve grown, it’s easy to miss those tranquil days where nothing ever seemed to happen. You gain access to the Ordinary social trait. |
| 86-100 | The War: You grew up against the backdrop of a major military conflict that affected much of your childhood world. You became accustomed to a short food supply, living in occupied territory, and moving from place to place. Several of the people you knew in your childhood were lost in the war, including members of your family. You gain access to the Vagabond Child regional trait and the Deny the Reaper story feat. |
ROMANTIC RELATIONSHIPS
If you really want to roll it...
| D20 | RESULT |
|---|---|
| 1-2 | One Significant Relationship: You had a true love once, but that time has passed. |
| 3-6 | A Few Significant Relationships: You’ve tried to make deep connections with individuals on several occasions, but it’s never worked out. |
| 7-9 | Several Significant Relationships: You’ve engaged in a number of partnerships, but for some reason or another your relationships always fail. |
| 10-12 | Current Lover: You are currently involved in a romantic relationship. You gain access to the True Love story feat. Generate the details of your romantic partner by rolling on the Contacts table on the Contacts page. |
| 13-16 | Several Inconsequential Relationships: You have had many lovers but no long-lasting, meaningful relationships. |
| 17-18 | Experience but No Substantial Relationships: You’ve had a fling or two, but have so far shied away from any ties or commitments. |
| 19-20 | No Experience: You have never experienced any kind of romantic connection whatsoever. |
CAREER HISTORY (WIP)
Background (TAAF)
Why did you join the Terran Alliance Armed Forces? Some families have a long tradition of military service, dating back decades or even centuries, so joining a unified Earth military just seemed like the right thing to do to carry on the tradition. Other soldiers joined against the wishes of their family, to see the sights, or because it was the only career open to them.
| Roll | Background |
|---|---|
| 1-2 | Anti-Military: The character’s family is opposed to the military for some reason, and joining it caused a rift that has gone unhealed. |
| 3-4 | Second Chance: The character joined the military to escape an unhappy or painful life, a criminal past, or some other tragedy. |
| 5-8 | Career: The character joined up because of the training and salary offered by a military career. |
| 9-12 | Curiosity: The character wants to see the sights. |
| 13-14 | Veteran: The character was a member of his home nation’s armed forces prior to (or joined during) World War Three. They might have continued their service after the war by joining the TAAF, but more likely they left and then re-enlisted at some later point. |
| 15-18 | Patriotism: The character joined to defend and serve the Terran Alliance. |
| 19-20 | A Tradition of Service: The character’s family has a long tradition of serving in the military, and they might have several relatives in positions throughout the armed forces. You gain Military Man as a bonus feat. |
Background (SDA)
Some families have a long tradition of magical talent, dating back decades or even centuries. Others, such as all psions, have no history of such power at all, and can face persecution from loved ones.
| Roll | Background |
|---|---|
| 1-2 | Anti-Supernatural – The character’s family is among those who campaign against rights for psions and mages for some reason, and the character’s supernatural abilities have caused a rift that has gone unhealed. |
| 3-4 | Second Chance – The character was caught abusing their abilities for criminal gain, and chose to pursue a career as an active SDA agent as opposed to going to jail. Or, perhaps they took place in the shadow wars that happened during the Third World War, and now seek to atone for their actions. |
| 5-8 | Career – The character joined up because of the training and salary offered by service in the SDA. |
| 9-12 | Curiosity – The character wants to learn more about magic or psionics. |
| 13-14 | Veteran – The character was a member of his home nation’s armed forces prior to (or joined during) World War Three. They might have taken part in the shadow wars of the War, and chose to join the SDA because it was the logical career change for them. SPECIAL: Use the TAAF Career History page for this character until 2019, when the SDA is founded. Roll twice for the year of 2019, once for the TAAF and once for the SDA. |
| 15-17 | Patriotism – The character joined to defend the planet from the rampaging spirit beats seeking vengeance against Humanity. |
| 18-20 | A Tradition of Magic- The character’s family was a part of the underground magical community long before the events of the Third World War brought the magical community closer to the surface, and long before the public outing of magical forces after the war. You chose to join the SDA because it was the outgrowth of the underground communities. You gain Magic Family as a bonus feat. |