ASPECT, SOCIAL STATUS, BIRTHRIGHT AND OTHER ATTRIBUTES
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Aspects are the particular signs that a character is born under. Although a person's aspect does not greatly effect his
life it can make the difference between success and failure in some instances. Seasonal aspected characters add 5%
to all their percentages during their season of birth. They add 10% to all their percentages an hour before and after
high noon and midnight. These bonuses are applied negatively during the opposite season in which the character was
born. Solar aspected characters add 5% during the day in any season, and add 10% one hour before and after high
noon. At night the modifiers are applied negatively. Lunar aspected characters apply their bonuses in a opposite
manner. Death aspected characters receive a 10% bonus to percentages anytime a human or semi-human dies within
50 feet of them. This duration last for one minute and are not applied in a cumulative manner.
01-20: Winter 21-40: Spring 41-60: Summer 61-80: Autumn
81-87: Solar 88-95: Lunar 96-100: Death.
Social status represents the characters family status and profession in the society of origin.
Social status will determine the characters wealth and may influence his starting
experience.
Poor Trash: 01-30: Town drunk 31-80: Homeless beggar 81-100: Escaped Slave
Gentle Folk: 01-10: Beggar 11-40: Unskilled laborer 41-70: Rat Catcher 71-90: Servant
91-95: Field hand 96-100: Stable hand
Farmer: 01-10: Farmer 11-20: Fisherman 21-30: Herdsman 31-40: Tanner 41-50: Peddler
51-60: Woodsman 61-70: Sailor 71-80: Mule-skinner 81-90: Miner 91-100: Miller
Merchant: 01-10: Excise man 11-20: Gambler 21-30: Grave robber 31-40: Pilot 41-50: Smuggler
51-60: Prospector 61-70: Fur-trapper 71-80: Racketeer 81-85: Outfitter 86-90: Fence
91-95: Troubadour 96-100: Tavern Operator
Merchant Prince: 01-10: Alchemist 11-20: Navigator 21-30 Lawyer 31-40: Banker 41-50: Cleric
51-60: Silversmith 61-70: Goldsmith 71-80: Sage 81-90: Judge 91-95: Retired Adventurer
96-98: Diplomat 99-100: Wizard
Craftsman: 01-05: Barber 06-10: Bleacher 11-15: Bowyer 16-20: Carpenter 21-25: Tinker
26-30: Cobbler 31-35: Cooper 36-40: Cutler 41-45: Wood carver 46-50: Distiller 51-55:
Draper 56-60: Dye Maker 61-65: Engraver 66-70: Fletcher 71-75: Weaver
76-80: Blacksmith 81-85 Mason 86-90: Mercenary 91-95: Toll keeper 96-100: Undertaker
Bandit: 01-10: Highway man 11-20: Outlaw Chief 21-30: Pirate Captain 31-40: Racketeer Chief
41-50: Thief Guild Master 51-60: Assassin Guild Master 61-70: Bounty Hunter
71-80: Warlord 81-90: Slaver 91-100: Brothel Master
Lesser Noble: 01-50: Earl 51-100: Baron
Greater Noble: 01-50 Marquis 51-90: Duke 91-100: Archduke
Beginning characters start with a certain amount of experience as they start their adventuring career.
How much experience they have depends upon their social status and birth. Bastards start with 50%
more experience than characters with legitimate birthright. First born characters start with 50% less
experience because of their sheltered life. Bastards receive only half of their starting money. First
born receive double their starting money.
Poor Trash:1200 starting experience points Gentlefolk: 1000 starting experience points Farmer:1100 starting experience points Merchant: 800 starting experience point Merchant Prince: 900 starting experience points Craftsman:1100 starting experience points Bandit: 1200 starting experience points Lesser Noble: 900 starting experience points Greater Noble: 800 starting experience points Royalty: 800 starting experience points
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OTHER CHARACTER GENERATION ATTRIBUTES
AGILITY IS . . . TMR IS 3 OR 4 2 5 TO 8 3 9 TO 12 4 13 TO 17 5 18 TO 21 6 22 TO 25 7 26 TO 27 8 28 TO 30 9 30 OR HIGHER 10
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OTHER CHARACTER GENERATION ATTRIBUTES
ENDURANCE IS . . . FATIGUE IS 3 TO 4 16 5 TO 7 17 8 TO 10 18 11 TO 13 19 14 TO 16 20 17 TO 19 21 20 TO 22 22 23 TO 25 23 26 OR HIGHER 24
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Unless stated otherwise a character’s
Perception value is 9.
To determine a character’s physical
beauty roll 4D5 +3.
To determine the handedness of a
character roll on following chart: Roll two
dice designating one d10 and the other d5
D10 > D5: Right handed D5 > D10: Left
handed D5 = D10: Ambidextrous