

Descendants of the poor souls captured by demons and
brought to the Barrens as slave labor or food, the life of a
mongrel is wretched. Within their bloodstream is mingled
the blood of countless races. Some still look basically
human, but most bear the marks of their heritage with
features from their ancestors. There is no idea how many
mongrels there are scattered throughout the Barrens.
Many people who come up missing have often been taken
to the Barrens and it is their descendants that mix into the
general mongrel population.
When encountered in this world, mongrels are escapees
from the Barrens. Sometimes they are slaves of no
account who just find it difficult returning to the world of
mortals, others are sought after by their masters who want
them returned or killed. Mongrels may live up to 80 years.
1. Mongrels may choose one weapon at ½ the required
exp.
2. Mongrels may use one non-professional skill at ½ the
required exp. cost.
3. Mongrels make two rolls on the mongrel table, one roll
on mongrel head table.
4. Mongrels may see in the dark up to 100 feet.
Mongrels serve as the main source of slaves and food in the Barrens. Mongrels lacking any talent or ability are usually just worked to death in the various mines and then eaten when they are exhausted or too weak. Mongrels of particular ability can be called into service in one of the many demonic armies or sometimes even in the court of a demonic lord or noble. Even then it is a wretched life, but it is better than tortured and being eaten. There have been reports of various uprisings of mongrels, but none of these uprising ever changed the fate of mongrels as a whole. Usually it just allows some of them to find a means of escape and avoid returning to the Barrens. Life in Arenas is not much easier for mongrels. They are often greeted with suspicion, hatred and disgust. Many fear that they are spies from the Barrens or will bring demons to their own villages or towns. The only acceptance they usually find is among adventurers who seem to regard people by their individual merits rather than as members of some larger grouping.
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Roll 2 D10 & add them together
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bald, long grey hairs on the side
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grey-brown, straight hair
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brown, wavy and thin hair
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black, straight and thin hair
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black, straight and thin hair
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black, straight and thin hair
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black, straight and thin hair
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brown, wavy and thin hair
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mottled brown-black and thin hair
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mottled brown-rusty red and thin hait
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rusty red-grey and thick hair
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dark grey hair, thin and short
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bald, short grey on the sides
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bald, long grey hair on the side
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Eyes change color depending on mood *
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Eye glow, roll again on the color chart ignoring special
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Unusual color: sapphire, eyes sparkle like the gem
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Unusual color: emerald, eyes sparkle like the gem
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Eyes of two different colors, roll twice on chart ignoring special
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Unusual color: ruby, eyes sparkle like the gem
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Unusual color: diamond, eyes sparkle like the gem
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Unusual color: opal, eyes sparkle like the gem
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Eyes appear all white, no iris or pupil
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Eyes appear entirely black
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1: reddish & rough 2: reddish & scaled 3: reddish & hairy 4 green & rough 5: Green & bumpy 6: green & reddish piebald 7: green with black moles & warts 8: yellow & rough 9: yellow & scaled 10: pale skin
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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
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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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Perception, Physical Beauty & Handedness
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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.
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Chattel: You are an escaped slave, slated to be eaten or worked until death.
Miner: You escaped through a random portal that opened in the mine you were working.
Townsfolk: One of the rare non-demonic inhabitants of a town, your family worked odd jobs.
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: Bone carver 46-50: Distiller 51-55: Draper
56-60: Dye Maker 61-65: Engraver 66-70: Fletcher 71-75: Weaver 76-80: Blacksmith 81-90 Mason
91-100: Corpse Collector
Solider: 01-75: Legionnaire 76-90: Centurion 91-100: Captain
Bureaucrat: Your father worked as one of the officials in service to a demonic court.
01-10: Chamberlain 11-50: Tax Collector 51-90: Messenger 91-100: Diplomat
Nobel Attendee: Your father works in the noble court, life is better, but the punishment worse
01-15: Chief Groveler 16-30: Noble Corpse Remover 31-50: Head Torturer
51-75: Keeper of Bribes 76-90: Jester 91-95: Chancellor 96-100: Majordomo
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. Bastards also have a 50% chance of being the child of something other than mongrel parents. The GM make this roll secretly. 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.
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Chattel: 1200 starting experience points Miner: 1100 starting experience points Townsfolk: 800 starting experience point Solider: 900 starting experience points Bureaucrat: 900 starting experience points Noble Attendee: 800 starting experience points
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Mongrel Table
The mongrel table consists of attributes and abilities that modify a character. Most of the bogies benefit a character in minor ways, although some
will benefit them in extraordinary ways. Bogies are rolled only after the points have been assigned to the character. If the word hunted appears
after an attribute, your character is hunted by a demon as a valued slave.
01-03 Stronger +1 PS¸ skin is rough & warty
04-06 Dexterous +1 MD, you skin appears smooth & moist looking like an eel.
07-09 Agile +1 AG, you have big hairy feet like a Halfling.
10-12 Brave +1 WP, you have large lower canines that just forth from your mouth.
13-15 Tough +1 EN, your skin looks scaled & reptilian.
16-18 Astute +1 PC, you have pointed goblin like ears that are green in coloration.
19-21 Quick +1 TMR, you skin is spotted like a cheetah.
22-24 Good hygiene +1 PB small pointed horns protrude from above your hairline.
25-27 Stamina +1 FT, you have a flat nose and an orcish appearance.
28-30 Strong Resistance +5 to MR, you skin has a black-purple hue to it.
31-32 Very Strong +2 PS, skin is rough with protruding viens and you have a hobgoblin like face.
33-34 Nimble Fingers +2 MD, your fingers are unusually long with black nails
35-36 Fleet footed +2 AG, you have feet like a cat, Kalrathi to be exact.
37-38 Courageous +2 WP, you have a heavy brow and beady eyes.
39-40 Good health +2 EN, your skin has a dark green tint to it and is a bit blotchy.
41-42 Heightened Awareness +2 PC, you eyes appear entirely black
43-44 Born Sprinter +2 TMR (Ground TMR only), your legs are unusually long and slim.
45-46 Naturally Attractive +2 PB, you have larger than normal canines when you smile.
47-48 Increased Stamina +2 FT, you have a cough & wheeze to voice.
49-50 Higher Resistance +10 MR, a small swarm of flies follows you.
51 Inborn strength +3 PS, your skin is scaled and reddish in tint.
52 Gifted touch +3 MD, you have five fingers on your hand as well as your thumb
53 Quick paced +3 AG, you have cloven feet.
54 Stouthearted +3 WP, your bread grows to dwarven length no matter what you do. (Females have beards too with this mongrel bogie.)
55 Stalwart +3 EN, your shoulders are naturally broader giving you a dwarven look.
56 Inborn shrewdness +3 PC, your nose is very narrow and almost rat like and twitches when you get excited.
57 Natural Runner +3 TMR, your feet are clawed and look like a wolf’s.
58 Charismatic +3 PB, you skin is very fair and smooth, you have pointed elf ears (hunted)
59 High Fortitude +3 FT, you appear a bit on the fat side, just under obesity
60 Magical inclination +5 MA, your skin is red, you have jet black hair and small horns protruding from your forehead,
if male you possess a small goatee. (Hunted)
61 Commanding presence: Begin as a rank 1 Military Scientist & +10% on all rolls. Unusually deep voice. (Hunted)
62 Animal Affinity: Begin as a rank 1 Beastmaster & +10% on all rolls.
63 Natural curiosity: Begin as a rank 1 Spy +10% to photographic memory.
64 Experimenter: Begin as a rank 1 Alchemist +10% on safety roll.
65 Mystic: Begin as a rank 1 Astrologer & +10% on all rolls as well as only half the FT cost for predictions.
66 Inventor: Begin as a rank 1 Mechanician.
67 Affable: Begin as a rank 1 Diplomat. (Hunted)
68 Gifted Entertainer: Begin as a rank 1Courtesan.
69 Exceptional memory: Begin as a rank 1 Sage.
70 Manipulator: Begin as a rank 1 Demagogue, +10% on all percentages.
71 Call of the Wild: Begin as a rank 1 Ranger, +10% on all percentages.
72 Sticky fingers: Begin as a rank 1 Thief +10% on pick pocket rolls.
73 Natural swimmer: Begin with rank 1 Swimming & +10% on all rolls. The character may hold their breath five times as long as normal.
Your hands & feet are webbed and you skins has a blue-green tint to it.
74 Natural Healer: You begin as a rank 1 Healer. (Hunted)
75 Natural brawler: Begin with rank 1 in your hands & +5% +2 damage, your hands appear rough and gnarled.
76 Strong bodily endurance +2 EN +2 FT NA=4. You have strong BO.
77 Natural Athlete: +2 MD +2 AG +2 TMR, you have kalrathi like arms & legs
78 Witchsight: As per the talent in College of the Arcane.
79 You know the spell of walking unseen and may gain rank in it and use it as a talent ability even when in contact with iron.
80-81 Private training: Begin with rank 2 in another weapon of your choice.
82 Great health: Immune to infection, 3 X EN to resist natural poisons.
83 Knife Thrower: Character triples the range of his ability to throw daggers, +5% +1 damage. Character does automatic grievous damage
if he scores a grievous injury.
84 Spearman: Same ability as above but applies to spears and javelins.
85 Natural nimbleness +10% to defense in melee. You have satyr or nymph like legs.
86 Regenerate: Character regenerates 1 FT (But not EN) per pulse.
87 You have bat like wings on your back that allow you to fly @ 50% more than your normal TMR. (Roll again if you already possess wings)
88 Heightened Stamina: +3 EN +4 FT (Roll under 3 X EN to resist poisons & diseases)
89 Extra set of arms, you may hold another weapon in your other primary arm or use a two handed weapon in addition to your regular
weapons. (Hunted)
90-91 Prehensile tail that is strong enough to support your hanging body or wield a weapon.
Your tail has 50% more PS but -4 MD for determining weapon usage. (Hunted)
92-93 Frightful Presence: By spending 3 FT you may momentarily appear frightful and people facing you to roll on the fright table. (Hunted)
94-95 You have natural telepathy and can communicate at a range of 100 feet if you see the person. You can choose one person to form a
telepathic bond with and communicate with them at a range of 5 miles. (Hunted)
96 Hypnotic Presence: You may cast the spell of hypnotism as a talent and use it even when in contact with iron. (Hunted)
97-98 Demonic Bloodline: +3 PS, +3 MD, +4 AG, +4 WP. +4 FT, -3 PB, Immune to infections and diseases. +20% chance of improving reactions
from demons in encounters. Roll a dread knight corruption. (Hunted)
99-100 Gifted offspring: +10 (Not to exceed 25) MA, +5 WP, +30 MR, NA=4 +10% on starting base for spells. (Hunted)
MONGREL HEAD TABLE
1-25% Character’s head looks human.
26-50% Head of a ram with curled horn
51-55% Head of a goat with small straight horns
56-60% Head of cow or bull
61-65% Head of a donkey
66-70% Head of a rat
71-75% Head of a rooster or chicken, head has brown feathers instead of hair.
76-80% Head of a snake, black, glossy scales, ignore hair results
81-85% Head of a toad, brown warty skin, ignore hair results
86-90% Head of a lizard, light green coloration, ignore hair results
91-95% Head of a crow, head has black feathers instead of hair.
96-100% Exotic head of your choice with the GM’s approval.
Bastard Table The GM will make the roll to determine your potential parent. 01-20: Demonic Lords 01: Noctornalis 02-03: Astaroth 04: Buer 05-06: Raum 07-08: Andrealphus 09-10: Foras 11-14: Cruenbalur 15-16: Alloces 17-18: Bifrons 18-29: Malphus 21-22: Leraje 23-24: Zaga 25-27: Gardelas 28-29: Cimejes 30-31: Marbas 32-33: Bael 34-35: Palmon 36: Havroddin 37-38: Crocell 39-40: Uvall 41-42: Botis 43-46: Sallos 47-48: Purson 49-50: Bardoloc 51-52: Furcas 53-54: Zephar 55-56: Beleth 57-58: Andras 59-60: Haagenti 61-62: Zaalmerphon 63-64: Murmur 65-66: Amon 67-68: Balam 69-70: Savnok 71-74: Frothbazoss 75-77: Voalphon 78-81: Volac 82: Naberius 83-84: Shaz 85: Sirkorr 86: Thanphars 87-88: Fayton 89-90: Draxna 91-93: Erdriel 94-95: Afthar 96-97: Nautores 98-99: Simkarsh 100: Lashurthal
21- 100: Regular Demons 01-05: Dark Slayers 06-10: Maralith 11-15: Ice Demons 16-35: Malabranche 36-45: Ashmede 46-50: Vrocks 51-55: Bearded 56-60: Clawed 61-65: Gnollar 66-70: Herlekin 71-75: Succubi 76-90: Incubi 91-100: Knocker
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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.
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For the character whose eyes available: Blue: ordinary experience Green: Excited or anticipating Red: Angry or intimidating Yellow: Frightened or fearful Brown Tired or injured
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