New World Background Generator

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    Race:

    (1d2) Race Culture Min/Max (1d2) Race Culture Min/Max

    1 Human 1/10 2 Metahuman 4/8

    Culture Status:

    (1d10) Result CulMod Wealth

    1 Primitive (Poor) -3 3 Scrap

    2 Primitive -2 5 Scrap

    3 Nomad -1 10 Scrap

    4 Civilized (Urchin) -1 25 Scrap

    5 Civilized (Poor) 0 40 Scrap

    6 Civilized (Lower-Class) 0 60 Scrap

    7 Civilized (Middle-Class) 1 80 Scrap8 Civilized (Middle-Class) 1 80 Scrap

    9 Civilized (Upper-Class) 2 110 Scrap

    10 Civilized (Nobleman) 3 150 Scrap

    Social Status:

    (1d6) Result Wealth

    1 Petty 100%

    2 Lesser 120%

    3 Below Average 140%

    4 Above Average 160%

    5 Greater 180%

    6 Important 200%

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    Family:

    1d8 Guardians 1d8 Guardians

    1 No one 1 Mom

    2 Another Family 2 Dad

    3 Relative 3 Both Mom and Dad

    4 Grandparents 4 Mom, Dad and 1 other Adult

    Also, you have 1d6 – 2 (Minimum 0) Siblings. For each, roll 1d2 (1: Male / 2: Female)

    Birth Order:

    1d6 You are the…  1d6 You are the… 

    1 Lastborn 4 Middle

    2 Second from last. 5 Second from First3 Middle 6+ Firstborn

    Birth Date:

    Your birth date is usually found by rolling your month (1d12), date (1d10 +(1d3 -1 +10)), time

    (1d2 (1: 1d12 hours (am) / 2: 1d12 hours (pm))

    Birth Place:(1d20) Place BiMod

    1 In a stranger’s home or an alley.

    2-4 In the character’s family home. 

    5-10 In a hospital or medical clinic.

    10-11 In a vehicle while travelling.

    12-15 In an abandoned building.

    16 In the wilderness.

    17 In a hideout.

    18 In a hotel.19 In a religious temple.

    20 In a palace.

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    Birth Occurrence(s):

    Roll 1d4 and subtract 2. This is how many birth occurrences happened. Then, roll on this table

    for the birth occurrences:

    1d20 Occurrence 1d20 Occurrence1 Mother Died in Childbirth 11 The sky darkened.

    2 A person in the vicinity of the

    character’s birth place died at that

    moment.

    12 A seer declares the child afflicted by

    an ancient family curse. Roll on the

    Curses table to see its effects.

    3 Wolves and dogs howled as that

    moment.

    13 The birth attracted magical beings.

    4 All glassware and windows suddenly

    shattered.

    14 The birth attracted wild animals.

    5 All milk soured at that moment. 15 The birth attracted evil creatures.

    6 Water froze or boiled by itself. 16 All glass turned into diamond.7 Seasonally unnatural weather

    occurred.

    17 Character is born immediately after a

    tragedy. Roll on the Tragedies table.

    8 Unnaturally potent storms raged. 18 Born with an unusual birthmark.

    9 Born at exactly midnight 19 Character was born with a psychic

    ability (Give your character a power)

    10 Born at exactly noon 20 A mysterious strange blessed the

    character at that moment. Roll on the

    Gifts table.

    Noteworthy Traits:

    1d8 Item 1d8 Item

    1 Devotes time to a hobby. 5 Character is very religious.

    2 Possesses an unusual item. Roll on

    the Heirlooms table.

    6 Character was part of a cult that was

    eradicated.

    3 Character is creative, inventive or

    artistic.

    7 Character is from a foreign land.

    4 Character is a military veteran. 8 Character was once horribly

    wounded.

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    Significant Events of Young Life:

    Roll on this table once for every 4 years your character is old. Roll on it 4 times if your

    character’s age is 16 or more. 

    1d20 Event 1d20 Event1 While foraging in a trash heap, the

    character finds an object. Roll on the

    Heirlooms table.

    11 2 more events occur during this time.

    (Roll on this table or the special

    events table (your choice) twice

    more.)

    2 A wizard taught the character a spell

    (Give your character a power).

    12 Character becomes cursed. Roll on

    the Curses table.

    3 Character and her friends are involved

    in illegal activities. Roll on the

    Underworld Experience table.

    13 Character runs away from home.

    4 Learn an extra skill at rank 3. 14 Character adds 2 ranks to one of hisskills.

    5 A tragedy occurs. Roll on the

    Tragedies table.

    15 A special tutor teaches a character a

    special ability. Roll on the Abilities

    table.

    6 Something Wonderful occurs. Roll on

    the Wonderful Events table.

    16 Character realizes they have a special

    gift. Roll on the Gifts table.

    7 Character has a religious experience.

    Roll on the Religious Events table.

    17 Character causes (or is believed to

    have caused) a miracle. Roll on the

    Wonderful Events table.

    8 Roll on the special events table. 18 Character exhibits another trait. Roll

    again on the Noteworthy Traits table,

    rerolling duplicates.

    9 The character survived an encounter

    with a monster.

    19 Family gives the character a house.

    10 The character gains a contact.

    Generate a contact from the Others

    table.

    20 Roll twice on the special events table.

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    Special Events:

    Only roll on this table if you are sent here.

    1d20 Event 1d20 Event

    1 You became an outlaw for a crime.Now you have a bounty on your head

    (1d100 x 10 scrap).

    11 One of the character’s relatives diesof a natural cause in the presence of

    the character. Before they die, the

    relative tells the character a closely

    guarded secret.

    2 You got hurt and now one of your

    attribute scores is decreased by 2.

    12 The character makes a powerful ally.

    3 Character is jailed for a crime

    (whether or not she did it). Roll on the

    Crimes table for the crime.

    13 The character found a book of

    forbidden spells that she is working

    on translating.

    4 The character made a dangerous

    enemy.

    14 Through a brief misadventure, the

    character becomes watched by a

    powerful entity. Roll 1d10. On an 8 or

    higher, that entity is a god.

    5 A fatherly figure schools the character

    in a skill of your choice. Add 2 to it.

    15 The character learns another

    language.

    6 Character becomes emotionally

    attached to a toy and will not part

    with it for 2d6 years.

    16 The character makes a friend in an

    unusual creature. Roll on the Pets

    table to determine the creature.

    7 Character has a friend that only she

    can see that always sticks by her side.

    Roll on the Gifts table.

    17 The character finds an ancient artifact

    that she now carries with her.

    8 Character is a child prodigy in a skill.

    Roll 1d3 + 3 and add that value to a

    skill they know.

    18 The character has a terrible accident

    and is killed! However, they are

    resurrected, except two souls (their

    soul and another’s) occupy her body. 

    9 The character and her friend

    discovers a hiding place near their

    home. The hiding place remains

    undiscovered at least until they are an

    adult.

    19 At a random time, the character is hit

    by a falling star as though it as mist

    passing through their body. They now

    have an exact twin that they control.

    10 The character becomes well knownfor an event that they may or may not

    have caused. Roll on the Wonderful

    Events table.

    20 The character inherits or finds a smallfortune. Gain 5d20 Scrap.

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    Adult Events:

    Subtract 20 from your age then divide it by 10 (rounding down). Roll on this table that many

    times.

    1d20 Event 1d20 Event1 While hunting, a character saves a

    trapped beast. Later, the character is

    attacked and the beast saves him.

    11 The character becomes renowned for

    his skill in a weapon. Choose a

    weapon skill. It becomes 8, or if it is

    higher it has no change.

    2 Character is made a close advisor to

    an important individual.

    12 Character becomes addicted to

    something.

    3 By insulting an old woman, she puts a

    curse on you. Roll on the Curses table.

    13 To earn a living, the character learns a

    new skill at rank 3.

    4 A tragedy occurs. Roll on the

    Tragedies table.

    14 Something wonderful occurs. Roll on

    the Wonderful Events table.5 Character becomes involved in illegal

    activities. Roll on the Underworld

    Experience table.

    15 Family sends the character a personal

    butler that will not leave the

    character’s side. 

    6 The character acquires a hobby. 16 Character grows really tall.

    7 An old man the character rescues

    blesses him. Roll on the Gifts table.

    17 The character finds a dust covered

    box in the attic. Roll on the Heirlooms

    table.

    8 One of the character’s contacts dies.  18 The character adopts or has 1d3 kids.

    9 The character marries someone and

    they move to another city.

    19 The character becomes immortal, and

    never ages.

    10 The character befriends a begger. 20 Character adopts a non-human child.

    Heirlooms: 

    Only roll on this table for an item your character has if you are sent here. Also, roll 1d20. On a

    16+ the item is magical.

    1d12 Item 1d12 Item

    1 An ornate dagger. 7 A deed to an apartment building.

    2 An amulet. 8 A musical instrument.

    3 An ornate pistol. 9 A belt.

    4 An insignia to a secret organization. 10 A pouch with a map.

    5 A bottle with a strange liquid

    (determine contents).

    11 A hat they always wear.

    6 A riding animal (horse or something

    else).

    12 An unusual pet. Roll on the Pets table.

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    Underworld Experience:

    Roll on the Criminal Reason table for an event in your character’s life if you are sent here. Then,

    roll on the Event table (rerolling duplicates) until you get an event that ends their life of crime.

    1d12 Reason 1d12 Reason1 The character is bored one day and

    causes some mischief.

    7 The character seeks a life of

    dangerous thrills and excitement.

    2 The character succumbs to “peer

    pressure”. 

    8 The character is blackmailed by

    criminals to do wrong.

    3 The character has a constant urge to

    do wrong.

    9 The character’s family are criminals

    themselves.

    4 The character wants to defy

    authority.

    10 The character needs to pay off a debt

    they owe.

    5 The character seeks control power in

    the criminal world.

    11 The character needs to escape from a

    powerful individual.6 The character needs money to live a

    lifestyle they want.

    12 The character is a rebel seeking goals

    against those of a leader in their area.

    1d12 Event 1d12 Event

    1 The character becomes the leader of

    a gang. You may want to think of a

    name for the gang.

    7 The character learns all the secret

    passages and hidden entrances in 1d3

    important buildings.

    2 The character is jailed for a crime that

    they committed and loses an eye in a

    prison knife fight.

    8 Whenever a crime is committed in a

    city the character is automatically

    considered not a suspect because ofhow she looks.

    3 After committing a crime, the

    character goes straight but keeps his

    underworld contacts.

    9 The character realizes a high-ranking

    official leads a crime ring. Roll 1d6. On

    a 5 or higher the person knows of the

    character’s knowledge. 

    4 The character acquires 1d4 ranks in a

    thief-related skill.

    10 The character’s thieving skills all

    improve by 1 rank and then they end

    their life of crime.

    5 The character becomes a famous

    criminal, but ends his life of crime.However, the character is often

    recognized by other criminals.

    11 The character develops 1d4 contacts

    in the criminal world and then endstheir life of crime.

    6 The character becomes an informant

    for the law. Roll 1d6. On a 5 or higher,

    the character is caught and has a

    contract on his life.

    12 The character learns the sewers of his

    town like the back of his hand, which

    is useful as all sewers are built

    similarly.

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    1d8 Crime 1d8 Crime

    1 Breaking and entering. 5 Selling drugs.

    2 Running organized crime operations. 6 Picking pockets, stealing from a shop,

    etc.

    3 Murder. 7 Character was in the wrong place at

    the wrong time.4 Heresy, either in thinking, doing or

    peaking.

    8 Treason against the leader of the

    area.

    Gifts: 

    Roll on this table if you were sent here.

    1d8 Gift 1d8 Gift

    1 Character is immune to diseases. 5 Telekinesis – The character can move

    small objects with her mind.

    2 Character acts like a Good Luck

    talisman. Friendly people nearby add

    1 in their favor to checks.

    6 Stasis – The character enters a trance

    that allows them to last without food,

    water or sleep for 2 days.

    3 Healing - Your character heals 1

    Health to people per round while

    touching their wounds.

    7 Blink – The character has a 5 foot

    teleportation.

    4 Mind Blast - Can deal damage to a

    person by focusing their

    concentration. This deals damage

    equal to their Reputation.

    8 Never critically fails a skill roll.

    Abilities:

    Roll on this table if you were sent here.

    1d8 Ability 1d8 Ability

    1 A natural at riding creatures of any

    kind.

    5 Inventing – Making all sorts of unique

    contraptions.

    2 Has a knack for telling lies. 6 Great at grasping people’s attention. 

    3 Very good at deceiving others. 7 Extraordinary at public speaking.4 Can tell the future of people. 8 Very lucky at gambling.

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    Tragedies

    Roll on this table if you were sent here.

    1d10 Event 1d10 Event

    1 Wild monsters attack and thecharacter receives several injuries.

    6 The character’s former lover is killedby a wild animal.

    2 A character’s treasured relative dies

    in a fire.

    7 A disease almost kills the character

    and leaves them with scars.

    3 The character’s home town is

    destroyed by a deadly disease.

    8 The character goes bankrupt and you

    lose half its starting scrap.

    4 Character is orphaned. 9 Character is jailed and tortured.

    5 Character is left to die in the wild. 10 The character is blackmailed.

    Wonderful EventsRoll on this table if you were sent here.

    1d10 Event 1d10 Event

    1 Wild beasts attack the character’s

    home. During this time, the character

    learns she can control them.

    6 Slavery is outlawed and all slaves are

    freed, including someone special.

    2 The character is renowned for her

    occupation.

    7 The character’s family is raised to

    nobility. Increase wealth by 25%.

    3 The character is saves someone’s life.  8 The character adds 3 to an attribute.

    4 The character loses a limb and it’s

    replaced with a cybernetic version.

    9 Character acquires an unusual pet.

    Roll on the Pet table.

    5 The character becomes immune to

    disease.

    10 The character makes a powerful

    friend.

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    Curses

    Roll on this table if you were sent here.

    1d10 Curse 1d10 Curse

    1 Character becomes a werewolf. 6 Born with bat wings. The charactercan fly at a speed of 2.

    2 Skill checks of a certain type always

    critically fail.

    7 The character goes into a berserk rage

    whenever a companion is harmed.

    3 Character is the carrier of a critically

    dangerous disease.

    8 Can never stay in one place for longer

    than a few days.

    4 1d2 Tragedies occur to the character

    in quick succession.

    9 Extra eye in the middle of the

    forehead that can see through walls.

    5 Character is constantly haunted by an

    evil spirit.

    10 Character has scaly skin. +2 armor to

    the character.

    PetsRoll on this table if you were sent here.

    1d10 Creature 1d10 Creature

    1 A dog. 6 An invisible creature.

    2 A cat. 7 A bear.

    3 A wolf. 8 An Extrofiend (xenomorph).

    4 A demon. 9 A bird, such as a falcon.

    5 A golem. 10 A young dragon.

    Others:

    Roll on this table if you were sent here.

    1d20 Person 1d20 Person

    1 Judge 11 Begger

    2 Sheriff 12 Drug dealer

    3 Spy 13 Mugger

    4 Guard Captain 14 Con Artist

    5 An outcast 15 Bandit

    6 An anthropomorphic wild animal 16 The character’s future self

    7 An invader 17 The ghost of a dead relative.

    8 A common soldier 18 A wizard

    9 A rival 19 A minstrel

    10 Area/Faction leader 20 A warrior