SPELLS & SWORDS CHARACTER BACKGROUND
BACKGROUND EVENTS
Roll or Pick one or more events from the Table.
Players are encouraged to really dive in and flesh out
Their characters Background Story. The GM needs to
Approve of the story. The GM may want to change or
Add details to better fit his campaign.
BACKGROUND EVENTS TABLE
1D100 Event:
1 Your Village was killed off by Marauders
2 Birthmark Indicates an Important Destiny
3 Born During Major Astronomical Conjunction
4 Escaped Slave
5 Witness to or Subject of a Powerful Omen
6 Raised by Gypsies
7 Family Member or Best Friend Disappeared
8 Raised by Thieves Guild to be a Pick Pocket
9 Parents are Exiled Nobility
10 Family Member or Friend Imprisoned
11 Family Member has become a Vampire
12 True Love Abducted
13 Raised by Pirates or Bandits
14 Raised by Animals or Monsters
15 Shipwreck Survivor
16 Raised by Monks in a Monastery
17 Parents Murdered by Evil Sorcerer
18 Made Discovery as Apprentice. Master Took Credit
19 Last Surviving Heir
20 Subject of Prophesy
21 Suffering from Tragedy. Drink to Forget
22 Raised by Humanoids or Demi-Humans
23 Family Curse
24 Entered this World through one way Portal
25 Mentor was a Great Master
26 Reincarnation of a Legendary Hero
27 Homeland Conquered
28 Forbidden Love
29 Haunted by Ghost
30 Found or Inherited Important Relic
31 Price on your Head
32 Father is a God. Pawn of the Gods
33 Trained to a High Degree
34 Last Members of a Dying Race
35 Cursed by a Witch
36 Raised by Fey
37 Refugee
38 Lycanthrope or Under Enchantment
39 Special Companion
40 Evil Stepmother
41 Little Brother Taken by Goblins
42 Illegitimate Birth
43 Raised by Aunt/Uncle/Grandparents
44 Orphan. Raised by Guardian/Foster Parents
45 Inherited a Mansion/Castle/Inn
46 Unusual Birthplace or Birth Circumstances
47 Identical or Fraternal Twin
48 Many Siblings
49 Received Major Blessing
50 Family Legacy: Guardians
51 Raised by Cult to be an Assassin
52 Traumatic Event
53 Guardian Angel or Fairy Godmother
54 Grandfather was a Treasure Hunter
55 Betrothed at a Young Age
56 Mysterious Benefactor
57 Secret Identity. In Hiding
58 Bound Demon in Tattoo Seal
59 Sibling in league with Evil Spell Caster
60 Friends or Family Members are Rebels
61 Unleashed a Great Evil
62 Joined the Circus
63 Religious Experience
64 Childhood Friend became Nemesis
65 Self or Family or Cause Betrayed
66 Dormant or Manifest Magical Power
67 Family Social Class Increased/Decreased
68 Travelled Widely
69 Witness to a Crime
70 Know an Important Secret
71 Befriended a Noble
72 Accused of a Crime
73 Honorable or Dishonorable Military Service
74 Visited by Planar Entity
75 Life Changing Romantic Encounter
76 Saved Somebodies Life
77 Organized Crime, Underworld Contacts
78 Owe Someone a lot of Money
79 Marriage Proposal
80 Minor or Major Fame or Parents Famous
81 Green Thumb. Eagle Eye. Special Talent. Gifted
82 Terrible Accident
83 Disowned by Parents
84 Unusual Pet
85 Sibling Rivalry
86 Kissing Cousin. Unusual Suitors
87 Immigrant Story
88 Self or Family Blackmailed
89 Lived on the City Streets. Criminal Activity
90 Owe Allegiance a Guild Faction
91 Actually a Creature polymorphed into Human Form
92 Battle Scars
93 Unrequited Love
94 Circle of Friends
95 Possessed by a Demon
96 Lost for a Long Time
97 Heroic Action
98 Business Experience
99 Tortured
00 Physical or Medical Condition
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PERSONALITY TRAITS
The player should pick one or more off the List.
PERSONALITY TRAITS LIST
Abrasive, Addict, Aesthetic, Affectionate, Aggressive,
Aloof, Altruist, Amoral, Anarchic, Angry, Antagonistic, Anxious,
Apathetic, Argumentative, Arrogant, Assertive, Avaricious,
Barbaric, Blaming, Blustering, Bold, Brave, Callous,
Calm, Careful, Cautious, Chaste, Cheat, Cheerful, Chivalrous,
Clean, Clever, Comforting, Compassionate, Confident,
Conservative, Conscientious, Considerate, Courageous,
Courteous, Cowardly, Craven, Creative,
Cruel, Curious, Day-Dreamer, Deceitful, Dependable,
Dependent, Depraved, Depressed, Deviant, Diabolical,
Diplomatic, Disciplined, Disrespectful, Driven, Drunkard, Dullard,
Earnest, Easy-Going, Egalitarian, Egotistical,
Emotional, Emotionless, Energetic, Enthusiastic,
Envious, Ethical, Even-Tempered, Exacting, Extrovert,
Fanatical, Fearless, Filthy, Flighty, Flippant, Follower,
Foolhardy, Foolish, Foppish, Forceful, Forgiving, Foul,
Friendly, Frivolous, Fun-Loving, Generous, Gentle, Gloomy,
Greedy, Grim, Happy, Hard-Hearted, Harsh, Hateful,
Haughty, Hedonist, Helpful, Honest, Honorable,
Hostile, Hot-Tempered, Humble, Humorous,
Iconoclastic, Illogical, Imaginative, Immaculate, Immature,
Immoral, Impatient, Impure, Inquisitive, Insane, Insecure,
Insensitive, Intellectual, Intolerant, Introvert, Irreverent,
Jealous, Jolly, Judgmental, Kind, Lazy, Leader, Lecherous, Liar,
Liberal, Logical, Loving, Lustful, Malevolent, Maniacal,
Manipulating, Martyr, Materialistic, Miserly, Mean, Modest,
Moody, Morbid, Morose, Mysterious, Neurotic,
Obsequious, Obsessive, Obstructive, Opinionated,
Optimist, Organized, Overbearing, Passive, Patient,
Peacemaker, Perfectionist, Perverted, Pessimist, Pious,
Prankster, Pretentious, Psychopath, Punctual, Pure,
Rash, Reliable, Reserved, Respectful, Responsible, Restrained,
Retiring, Reverent, Romantic, Rough, Rude, Sadistic,
Saintly, Scheming, Scrupulous, Secretive, Self-Centered,
Self-Sufficient, Selfish, Selfless, Sensitive, Serene, Serious,
Servile, Skeptic, Slothful, Slovenly, Sober, Sociopath, Soft,
Solitary, Spendthrift, Stern, Studious, Suave, Superstitious,
Suspicious, Taciturn, Tactful, Tactless, Talkative, Tardy, Tolerant,
Thoughtless, Thrifty, Trusting, Truthful, Undisciplined, Unforgiving,
Unfriendly, Unrefined, Unscrupulous, Untrustworthy, Vain,
Vengeful, Violent, Virtuous, Vivacious, Warlike, Warmhearted,
Wastrel, Well-Mannered, Wise, Worrying, Zealot
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MOTIVATIONS
Why you do the things you do. This needs to answer the Question:
Why did you become an Adventurer? If what you roll does not
work simply pick one that does.
Similar to Personality Traits but not exactly.
For example you may have a Friendly Personality,
but Friendship is not your main Motivation.
MOTIVATION TABLE
1D100 Motivation:
1 Practicality, Common Sense
2 Social Climbing, Socializing
3 Creation, Craftsmanship, Artistry
4 Find Fame, Bards Tale, Notoriety
5 Purity, Uncorrupted, Self-Control, Virtue
6 Competition, Struggle, Conflict
7 Responsibility, Seriousness
8 Romantic Love. Looking for Love
9 Knowledge, Lore
10 Teaching, Sharing
11 Community Involvement
12 Performance, Storytelling
13 Freedom
14 Travel, Exploration, Exotic Locations
15 New Experiences, Adventure
16 Curiosity, Mystery, Strangeness
17 Domination, Control, Political Authority
18 Desire, Lust, Passion
19 Anarchy, Chaos, Disruption
20 Law and Order
21 Greed, Treasure, Fortune, Profit
22 Work, Dream Job
23 Family Ties
24 Friendship, Comradeship
25 Revenge, Vengeance
26 Extremist, Fanaticism
27 Being the Best, Ambition, Something to Prove
28 Simple Life, Comforts, Normalcy
29 Safety, Security
30 Food, Gluttony, Eating
31 Collecting, Gotta Catch em All
32 Raw Power, Magical Power, Acquisition
33 Self-Importance, Ego, Pride
34 Self Degradation
35 Amusement, Humor, Comedy
36 Defending, Protecting, Savior
37 Destruction, Murder, Killing
38 Honor, Family Honor, Chivalry
39 Cunning, Ingenuity
40 Stealing, Thievery, Making a Score
41 Gossip, Drama, Unpredictability
42 Rebellion, Social or Political Change
43 Hatred, Contempt
44 Disgust, Horror, Macabre, Dark Secrets
45 Rank, Social Class
46 Affinity for Nature, Animals
47 Mastery
48 Wisdom, Insight, Find the Truth
49 Morals, Ethics, Advocacy
50 Beauty, Perfection
51 Pranks, Trickery
52 Unresolved Past Event, Clear Your Name
53 Faith, Religious Belief
54 Response to Mockery
55 Hedonism, Pleasure
56 Noble Goal, Personal Growth
57 Survival, Escape, Danger
58 Find Someone or Something
59 Service, Undying Loyalty
60 Heroics, Boldness, Courage, Audacity
61 Looking for a Purpose in Life
62 Correct an Early Mistake
63 Inferiority Complex
64 Acknowledgement from Parent, Rival
65 Wants to Fulfill a Destiny
66 Compulsion to Help Everybody
67 Protecting the Weak and Innocent
68 Find the Best Mate, Marriage Possible
69 Pay off or Settle a Debt, Repay a Kind Act
70 Conquest, Rulership, Leadership
71 Envy, Resentment
72 Demotivation, Disinterest, Apathy, Sloth
73 Create or Destroy a Dystopia
74 Embodiment of an Abstract Concept
75 Destroy Enemies, Triumph
76 Gambling, Addiction, Dependency, Insanity
77 Prudence, Forethought, Plans, Precautions
78 Clan, People, Place, Homeland
79 Justice Shall Prevail
80 Spread Joy, Cheer, Happiness
81 Guilt, Survivors Guilt, To Not Fail Again
82 Discovery, For Science
83 Evil for its own Sake. Playground of Evil
84 Freudian Excuse, Fulfil Hidden Desires
85 Glory Seeker, Glory Hound
86 Looking for a Cure, Heal, Help People
87 Hidden Agenda, Intrigue
88 Home Sweet Home
89 Rationality, Logic
90 Humble Goal
91 For Self: Immortality, Beauty, Strength
92 New Start, Start Over
93 Wants to be Special
94 Excitement, Adrenaline, Danger
95 Prove your Masculinity
96 Bring Someone Back. Regain something Lost
97 Fear, Anger, Rage, Wrath
98 Oath, Promise, Vow, Resolution
99 Boredom, Ennui
00 Want a Specific Artifact, Relic
DESTINY POINTS
Pick 5 Motivations from those listed above for your Character.
Fulfilling all Character Motivations gets you a Reward- get 1 Destiny point.
Fulfilment can either be by satisfying the Motivation or Eliminating it,
whichever is more appropriate. You may save up Destiny Points.
Use up a Destiny Point to pick the result of 1 Diceroll.
After you earn a Destiny Point pick 5 new Motivations.
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GODS WORSHIPPED
The Character may worship some, none, or all of the Gods.
Most characters will be assumed to be of the Good (Lawful) Alignment.
Players should ask the GM what Gods he is making available.
Worship may range from a token affinity to Priestly devotion.
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DEPENDANTS
These are living Friends and Relatives you still see on a regular basis and
Who depend on you in some way. You may be especially close. They may
Need financial Support. They may need Supervision or Protection. They
May be worried about you or expect you home for dinner. You are
Wanted and needed. You have both support and obligations.
Pick freely off this List and/or Roll 1D6 – 2 Times on the Table to
determine what dependents you have:
DEPENDENTS TABLE/LIST
1D30 Dependents
1 Parents
2 Mother
3 Father
4 Sibling(s)
5 Brother(s)
6 Sister(s)
7 Husband or Wife
8 Children
9 Grandparent(s)
10 Aunt and/or Uncle
11 Cousin(s)
12 Girlfriend/Boyfriend
13 Childhood Friend(s)
14 Drinking Buddies
15 Orphan(s) or Prostitutes
16 Villager(s) or Tribe
17 Substitute Family
18 Partner(s)
19 Pet or Monster Friend
20 Mentor
21-25 Small Family
26-30 Large Extended Family
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FAMILY/CLAN
What Family and/or Clan you belong to. This will also determine
other things like Social Class, Dependents, and Background Story.
a powerful family can mean that in addition to wealth and other
Resources, you have obligations and enemies as well. In real life
you can't pick your family, but in RPG's you can, so have fun with
it and be creative.
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SOCIAL CLASS
Every culture type will have its own set of Social Class Designations.
The Profession a player has chosen will limit his choices.
Once players start adventuring their social class will
often change dramatically according to their fortunes.
Adventurers are often considered outsiders and will be rejected by
parts of the existing social order.
Players are with the GM's permission free to choose any
starting Social class they like. The GM may have players pick a
result or simply roll on the Class Table:
CLASS TABLE
1D8 Social Class (Medieval):
1 Slave or Escaped Slave: Humanoids, Beggars
2 Lower Criminal Class: Rogue, Pirate, Gypsy
3 Lower Working Class: Peasant, Servant, Musician, Mercenary, Soldier
4 Middle Monied Class: Craftsman, Merchant, Miller, Inn Keeper
4 Middle Learned Class: Scholar, Mage, Priest
6 Minor Nobility: Knight, Gentry, Official, Courtesan
7 Major Nobility: Count, Baron, Senator, Guild Master
8 Greater Nobility: Duke, Admiral, General, Royalty, Imperial
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WEALTH AND POSSESSIONS
Starting Characters get only what the GM gives them per their Class Description.
Different worlds will have very different class systems and measures of wealth.
In general most Adventurers can expect to start things off with only the clothes
on their back, a couple of weapons, and a handful of Coins in a pouch.
The player may be a Landowner. His Estates will have value and will generate
incomes. Only some of a Characters wealth may exist in liquid form: Gold Coins and
equivalents. Servants and slaves have value. Magic Items are certainly of
great rarity and value.
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REPUTATION
This is highly variable. It will be limited to a time and place.
It may be good or bad. It will incur a Charisma Bonus or Penalty.
It is possible for a Character to have multiple Reputations in
different locales. For some professions, like entertainers,
reputation, or Fame, is extremely important. Many men spend
a great deal of time, money, and effort cultivating their
Reputation.
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CHARACTER RELATIONSHIPS
Use the table below to quickly determine a relationship between
two characters or groups. This can be used for starting
relationships between PC's.
ESTABLISHED RELATIONSHIP TABLE
1D60 Relationship:
1 Mutual Trust
2 Strangers
3 Acquaintances
4 Long Time Friends
5 Distant Relatives
6 Close Relatives
7 Friendly
8 Distrustful
9 Mutual Respect
10 Romantic Interest
11 Business Like
12 Professional
13 Annoyance
14 Disgust
15 Drinking Buddies
16 Argumentative
17 Brotherly
18 Protective
19 Bullying
20 Nagging
21 Impatience
22 Codependent
23 Envious
24 Domineering
25 Passive Aggressive
26 Take for Granted
27 Polite
28 Conversational
29 Comradery
30 Avoidant
31 Exasperated
32 Intimidated
33 Idolized
34 Forgiving
35 Just Tolerable
36 Helpful
37 Teasing
38 Advisory
39 Questioning
40 Preaching
41 Didactic
42 Best Behavior
43 Timid
44 Spiteful
45 Honorable
46 Flippant
47 Arrogant
48 Bitchy
49 Commiserating
50 Complaining
51 Secretive
52 Withdrawn
53 Allegiance
54 Blood Debt
55 Comedic
56 Mean
57 Stubborn
58 Shared Passion
59 Low Opinion
60 Congenial
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ALIGNMENT
The Characters Alignment will usually match that of his Gods.
There is one Primary Axis:
Good (Law) - Evil (Chaos)
Alignment on any Axis can change depending on the Characters actions.
The Primary Axis is necessary for many purposes, however other
Secondary Axes can Flesh out a Characters Personality.
There are multiple possible Secondary Axes:
Realist - Imaginative (How you deal with Information)
Rational - Passionate (How you make Decisions)
Extravert - Introvert (How you are Focused)
Judgmental - Flexible (How you Live your Life)
Disciplined - Wild (Your Degree of Self-Control)
Super Ego - Ego (Do you care more about yourself or Others)
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ADVANTAGES
A Starting Character picks 1 Advantage.
These are similar to Skills, but harder to come by.
You are usually born with them, but occasionally you
can acquire them later in life. Purchase like Skills.
ADVANTAGE LIST
Ambidextrous – No penalty for Off-Hand Actions.
Animal Magnetism – Get +1 when dealing with Animals.
Animal Reflexes - Get +1 to Dodge.
Animal Senses – Get +2 to Alertness.
Angelic - Get +2 when dealing with Angels and Devas. Faint Halo
Bravery - Get +4 to Saves vs Fear.
City Dweller - Get +1 to all rolls while in Cities.
Common Sense – Get Wisdom.
Danger Sense – Get +1 to Search for Traps.
Deftness - Get +1 to Saving Throws.
Demonic - Get +2 when dealing with Devils and Demons. Tiny Horns
Desert Dweller - Get +1 to all rolls in Desert Environments.
Devious - Get +1 to Guile and Intrigue.
Direction Sense – Navigation and Mazes +1.
Divine Blessing – Get Luck.
Djinn Blood - Get +2 when dealing with Djinn. Bluish tinge to Skin
Double Jointed - Get +2 to Escape Artist Skill.
Eagle Eye – See Things Far Away. Far things appear Long Range etc.
Endurance - Fatigue effects are halved.
Fey Blood - Get +2 when dealing with Fey. Big Eyes
Giant Blood - Size +1. Get +2 when dealing with Giants.
Good Aim - Get +1 to Ranged Attacks.
Good Looking - Get +1 to Appearance.
Great Physique - Get +1 to Strength.
Green Thumb – Gardening and Farming and Herbalism +2.
Infravision – See Heat Signatures Underground. Light Sensitive Above.
Instinct – Get +1 to Defense.
Inner Calm - Get +4 to Save vs Anger and Frustration.
Iron Mind - Get +2 to Save vs Mind Control, Confusion, and Madness.
Language Prodigy – Start game knowing an extra 3 Languages.
Magic Prodigy – Total Magic Lists Knowable +1.
Magic Resistance – Get +1 to save vs Spells and Spell Like Effects.
Magic Sense – Can always Detect Magic.
Math Prodigy – Math +4.
Mental Clock – Time Things Perfectly. Get +1 to Attacks.
Music Prodigy – Musician +2. Know 1D3 extra Instruments
Night Vision – No penalties when Outside at Night.
Perfect Memory – Memory +3.
Peripheral Vision – Negate Backstab and Flank Attack bonuses vs you.
Pugilist – Get +1 to Brawl.
Resist Poison +4 Save.
Resist Disease +4 Save.
Resist Cold +4 Save.
Resist Hunger +4 Save.
Resist Paralysis +4 Save.
Sea Legs - Get +1 to all rolls while on a Boat or Ship.
See Illusions +4 to Detect.
See Invisible +4 to Detect.
Spell Power - Get PP +1.
Spirit Sight - Always See Spirits (I see Dead People).
Situational Awareness - Get +4 to Save vs Confusion.
Quick Healing – Get +1 to Daily Healing Roll.
Unshakeable - Get +4 to Self Morale.
Well Traveled - Get +2 to Geography and History.
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DISADVANTAGES
Each player Character starts with 1 Disadvantage.
A player might acquire them along the way. Trying to find a
Cure might be the reason for a quest.
DISADVANTAGES SAMPLE LIST
Accident Prone (1 in 6 chance to Fumble on regular Failures)
Albino (Easily Recognizable. -1 Appearance Penalty)
Animal Aversion (Animals Dislike you. No Animal Skills)
Appetite for Conquest
Appetite for Destruction
Asthmatic (Fatigue in Half the Time)
Blindness (Bad Sight. Combat Penalties)
Branded (Marked as a Criminal; Get -4 to Social Interactions with Lawful Characters)
Color Blind (Alertness or Search penalty in some Rare cases)
Control Freak (Need to Dominate)
Cowardice (-4 Morale Penalty. -4 to Save vs Fear)
Major Curse (Hard to Break)
Deafness (Bad Hearing. Combat Penalties)
Deathwish (Survivors Guilt)
Disfigurement (Appearance Penalty. Hard to Hide)
Distrust Magic (Avoids Spell Casters and Using Relics)
Distrust Dwarves (Avoids any Dealings with them)
Distrust Elves (Avoids any Dealings with them)
Distrusted (People Dislike you. -2 Penalty to Social Interactions)
Drug Addiction (Opioids, Stimulants, Hallucinogens, Depressants)
Dull (-1 Defense Penalty)
Flighty (Frequently changes their mind)
Foppish (Wears Expensive Clothing)
Forgetfulness (Names, Items, Tasks)
Foreigner (Misunderstood and Disliked by Many. Social Interactions -1)
Gambling Addiction (Will Gamble every opportunity possible)
Gigantism (Size +1. Some Disfigurement)
Glutton (Overeats. Needs double Rations)
Greed (Acquisition of Gold is the Top Priority)
Hedonist (Need for Pleasure)
Hemophilia (All your Wounds get the Bleed Effect)
Inferiority Complex (Need to Overcompensate)
Lame (-2 Movement, -1 Combat Penalties)
Madness (Major Delusions, Will come under GM’s Control at times)
Midget (Size -1. Some Disfigurement)
Miserly (Will spend as little money as possible)
Mutant (One Mutation)
Mute (Cannot Speak at All. Communication Difficulties)
Multiple Personalities (Extra 1D6. Each with their own Delusions)
Need for Glory (Giant Ego. Makes bad Choices)
Night Blind (-1 Penalty to Actions in Darkness)
Nocturnal (Up all night, Sleeps all Day)
Nymphomaniac (Sexual Appetite hard to satisfy)
Obese (Overweight. -1 to Social Interactions, Swift -1)
Obsession (Usually for Magical Power)
One Arm (Or One Hand. Penalizes, Limits some Activities)
One Eye (-1 Alertness, -1 Social Interactions)
Paranoia (Everyone is out to get you)
Perversion (Sexual Deviant)
Phobia of Animals (No Riding, Animal Skills)
Phobia of the Dark (Fail to Act. Run Away)
Phobia of Heights (Incapable of Action. Might Fall)
Phobia of Monsters (Flee, Scream, Attack Wildly)
Phobia of Magic (Cannot Cast Spells or use Items)
Phobia of Tight Spaces (Must get Away, Panicky)
Phobia of Water (No Swimming, or Aquatic Skills)
Physical Weakness (-1 Strength)
Psychopath (Unrepentant Murderer, Torturer)
Pyromania (Wants to see the World Burn)
Seizures (GM determines Frequency, Severity, Duration)
Skin Condition (-1 Penalty to all actions)
Sociopath (Breaks Taboos, Social Contracts, Social Norms)
Superstitious (In Numerous situations you may fail to act)
Rashness (Will Act before Thinking or Planning)
Repulsive (Bad Personal Hygiene. -1 Social Interactions)
Sickly (-1 Toughness)
Slow (Swift -1)
Stupid (-2 to Lore Skill Rolls)
Stuttering (Communication Difficulties, -1 Social Interactions)
Taciturn (Speaks very Little. -1 Social Interactions)
Tone Deaf (No Musical, Singing Skills)
Tremors (Shaky Hands. -1 Penalty to Trade Skill Rolls)
Tourette's (Constantly Cursing, -2 Social Interactions, -4 Stealth)
Uncoordinated (-1 Penalty to Combat Rolls)
Weakness to Alcohol (Constantly getting Drunk)
Weakness to Men/Women (Sexual Desire. When Tempted Save at -4)
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