LIFE & DEATH ASPECTS

      A character of life or death aspect is affected by a birth or death in his
immediate vicinity. Consult the following table to determine what events bring life or
death aspect effects into play, the range at which they affect a character, and what
they are. * The relative may be no more distant than second cousin. A female
life-aspected character will suffer no pain after giving birth, and will be as healthy
and active as she was before she became pregnant. A life aspect effect is applied
for 3 seconds times the range number (e.g., the birth of a humanoid mammal would
cause an effect for 750 seconds). A death aspect effect is applied for 1 second
times the range number. Death aspect effects are non-cumulative (only one may be
in effect at a given time), life aspect effects are cumulative.
ASPECTS
    The date and time of birth of a character will have a small, but significant, effect upon the course of his life. Some
mana is invested by one of the Great Powers into the soul, or lifeforce, of every being born into a DragonQuest
world. A character will benefit during the time his Power is in full ascendancy, and will suffer when the opposite Power is
in full ascendancy. The gamesmaster is obliged to keep track of the passage of time for the purposes of
character advancement in abilities (see 87). If he is not willing to maintain a formalized calendar, then he should not
use the ensuing rules. The work required is minimal, though, once the calendar is set up.
    The times of high noon and midnight are extremely important when applying the effects of aspects. The
gamesmaster should allow characters to perform actions at precisely those instants, though the passage of time must
be properly monitored. The GM may wish to counter the players' timing with monsters and/or non-player characters
who use their aspects to full advantage.

Each player randomly determines the aspect of his character. Each player rolls D100, and enters the
result corresponding to his dice-roll on his Character Record.
DICE           Aspect
01 ... 20         Winter Stars
21 ... 40         Vernal (Spring) Stars
41 ... 60         Summer Stars
61 ... 80         Autumnal (Fall) Stars
81 ... 85         Sun
86 ... 90         Moon
91 ... 95         Life
96 ... 100       Death
                                           SEASON ASPECTS
    A character is affected by a seasonal aspect during the season of his
aspect and during the season which does not share an equinox or solstice
with the season of his aspect. Stars are ascendant during the season for
which they are named. The Vernal Stars are ascendant when the Autumnal
Stars are descendant, and the Winter Stars are ascendant when the Summer
Stars are descendant. The reverse is true in both cases.
    Consult the following table to determine when to apply seasonal aspect
effects, and what they are.
Time                                                        Effect
Midnight, Character's Stars
Ascendant                                                -10

Midnight, Equinox or Solstice
named for Character's Stars                    -25

Midnight, Character's Stars
Descendant                                             +10

Midnight, Equinox or Solstice
other than that Named for                        +25
Character's Stars

The effect is applied to any percentile roll (not success chance) for
that character for 30 seconds before and after midnight. If the night is
cloudy, reduce the effect to a minimum of 2 and 5, respectively,
depending on how complete the cloud cover is.
     SOLAR & LUNAR ASPECTS
A character of solar or lunar aspect
is affected by his aspect at high noon
and midnight. Consult the following
table to determine when to apply
solar aspect effects, and what they
are.
Time                                Effect
Noon                                  -5
Midnight                            +5
Noon, Summer Solstice     -25
Midnight, Winter Solstice   +25

Multiply the solar aspect effect by -1
to determine the effect for lunar
aspected characters.
The effect is applied to any
percentile roll (not success
chance) for a solar or lunar
aspect character for 10 seconds
before and after high noon or
midnight. If the sky is cloudy,
reduce the effect to a minimum of
1 and 5, respectively, depending
on how complete the cloud cover
is.
ASPECT
Event
Range
Effect
Life
Death
Birth of a non-humanoid animal
Less than 100'
-5
+5
Life
Death
Birth of a humanoid animal
Less than 250'
-10
+10
Life
Death
Birth of a relative
Less than 500'
-25
+25
Life
Death
Death of a non-humanoid
animal
Less than 100'
+5
-5
Life
Death
Death of a humanoid animal
Less than 250'
+10
-10
Life
Death
Death of a relative
Less than 500'
+25
-25
HERITAGE
    Most characters are of an age equal to one fourth of their life-span before players
assume control of them. A human character, for instance, will begin with 18 of his 70
years already behind him. Elves will be the proverbial exception to the rule, assume that
an elf is between three hundred and one thousand years old, and even then the elapsed
time may be on the low side.
    The social position of the character's parents during the time of his adolescence is
described in general terms. The heritage rules are designed with a human character in
mind. If a player has a nonhuman character, he will have to take part in the ongoing
process of defining his character's position within his race. An elven character, for
instance, might be classified as woods, sea, or high elf. The player and the GM then
decide which was the forest of his character's birth, and the position of his parents in an
elven community by comparing it to the human analogue given on one of the Heritage
Tables. The experience and monies gained from these tables still hold, regardless of the
history the player and GM sketch for the character.
    The player must determine the social status of his character's parents. The player
rolls D100, and reads across on the line corresponding to the dice-roll to derive the
status of his parentage and his money multiplier The player will roll again to determine
birth and will roll a single D10 if legitimate to determine birth order. A character of noble
birth will at all times have some sort of stigma attached to him: he may be a natural black
sheep or a remittance man doing time until he will be forgiven for a disgraceful breach of
conduct. In rare instances, a noble-born character will be naturally adventurous; his
family will probably dismiss his departure from his proper station on some pretext or
other. The young noble is certainly not performing the duties expected of him - ruling the
people in fief to him, or learning to do so. A character will never be of royal birth.
Die
Roll
Social
Status
Bastard
Legitimate
1st Born
Money
Multipler
01-09
Poor Trash
01-30
31-89
90-100
1
10-25
Impoverish
Gentlefolk
01-10
11-85
86-100
2
26-44
Farmer or
Burgher
01-17
18-91
92-100
4
45-54
Merchant
01-20
21-89
90-100
6
55-58
Merchant
Prince
01-24
25-87
88-100
10
59-77
Craftsman -
Adventurer
01-13
14-92
93-100
5
78-89
Bandit -
Pirate
01-06
07-78
79-100
8
90-97
Lesser
Noble
01-27
28-96
97-100
5
98-100
Greater
Noble
01-35
36-98
99-100
10
     The character's order of birth modifies his initial allotment of
experience and monies. A bastard was born under dubious
circumstances, but should be able to prove who is his less-favored
parent. He will have had to fend for himself at an early age, and can
handle himself better than most. A bastard receives 50% of the money
due him, but begins with 25% more Experience Points.
     A legitimate child is the offspring of a couple in wedlock, at the time
of his birth. Such a child will be the second or younger of the
acknowledged children. His parents gave him as much attention as
they could. A legitimate child's monies and experience are unmodified
by his order of birth.
     A first child is the first legitimate child born to his parents (though
others less fortunate than he may have arrived earlier). He has
received better treatment than his siblings, but has been shielded a
little from some of the harsher realities of life. A first child receives a
50% increase to his initial monies, but a 25% decrease to his starting
Experience Point total.
Die Roll
EXP Points
Silver Pennies
01-02
10
5
03-06
30
15
07-14
60
25
15-30
90
35
31-50
120
45
51-70
140
55
71-86
170
65
87-94
200
75
95-98
230
85
99-100
250
100
     The player checks that every piece of relevant data has been entered
on his Character Record, and then hands the completed record to the
gamesmaster. The player may want to equip his character with armor,
shield, and weapon, choose a college of magic for his character, choose
skills for the character and any abilities afforded by the adventure rules.
     The player should choose a name for his character. A name gives a
character a specific identity. It is much easier to recount the exploits of a
character if the deeds can be attributed in his name. If the players in one
campaign wish to co-operate, they can name their characters in a similar
fashion (e.g., every character in world has a Tolkienian name). This will
aid in fostering the belief that those characters exist in the same alternate
universe.
Legitimate Birth Order
1 - 3
Second
3 - 5
Third
6
Fourth
7
Fifth
8
Sixth
9 - 10
Seventh or
Younger
The Experience Point total may be
modified by the character's order of
birth, and the Silver Penny total will
be modified by the Money Multiplier
and may be modified by the order of
birth.