TEXT: -1-
  
  -2-
  Background Noise
  David Reeder, Philip Jacques, and Erik A. Dewey
  Second Rat Games
  Authorship: David Reeder, Philip Jacques, 
  and Erik A. Dewey
  Product Development: Erik A. Dewey
  Art Direction: Erik A. Dewey
  Cover Illustration: El
  Interior Art: Cerberus
  Second Rat Games Staff:
  Erik A. Dewey - Dictator-for-Life/Wordsmith/
  Last of the Original Nice Guys
  erik@secondrat.com
  Donald G. Dennis - Queso Grande/Art Di-
  rection/Production Monkey/Eater of Hobbits
  don@secondrat.com
  Copyright © 2008 Second Rat Games.
  All rights reserved.
   
  Purchaser may print this book/file out for 
  their own use. This means they can take it to Kinko’s/
  Staples/wherever and have it printed, it is really ok 
  with us.
   
  The original file may not be distributed with-
  out consent, however.
  Produced and Distributed by Second Rat Games.
  2615 S. Gardenia Ave.
  Broken Arrow, OK 74012
  (405) 204-1331
  www.secondrat.com
  Table of Contents
  Introduction .............................................................. 3
  Table A Family Status .............................................. 4
  Table B Family Wealth ............................................. 4
  Table C Climate Table .............................................. 4
  Table D Terrain ......................................................... 5
  Table E Community ................................................. 5
  Table F Occupation Table ....................................... 5
  Table G Location ...................................................... 6
  Table H Birthplace .................................................... 7
  Table I Parental Events ............................................ 8
  Table J Family Legacy .............................................. 9
  Table K Childhood Events ..................................... 10
  Table L Adult Events .............................................. 11
  Table M Hobbies ..................................................... 15
  Table N Personality ................................................ 15
  Table O Cleric Events ............................................. 17
  Table P Fighter Events ........................................... 17
  Table Q Wizard Events ........................................... 18
  Table R Thief Events .............................................. 18
  Table S Nature Events ............................................ 19
  Table T Good Things .............................................. 20
  Table U Bad Things ................................................ 21
  Table V Military Events .......................................... 21
  Table W Slavery Events ......................................... 22
  Table X Prison Events ............................................ 23
  Table Y Love Events ............................................... 24
  Table Z Strange Events .......................................... 25
  Table AA Nobility .................................................... 26
  Table BB Titles ......................................................... 26
  Table CC Death Events ........................................... 27
  Table DD Who ......................................................... 27
  Table EE Pets ........................................................... 28
  Table FF Pet Special Ability .................................. 28
  Table GG Gifts ......................................................... 29
  Table HH Gods ........................................................ 29
  Table II Birthmarks and Tattoos .......................... 30
  Table JJ Exotic Traits .............................................. 31
  Table KK Curses ...................................................... 31
  Table LL Blessings ................................................... 32
  Table MM Crimes .................................................... 32
  Table NN Disfigurement ........................................ 33
  Character Background Form ............................... 34
  
  -3-
  Introduction
  Welcome 
  Ultimately, it is our hope that this 
  book will help you expand your role-playing 
  and bring life to your characters that they 
  previously lacked. Please let us know if 
  you have any comments or thoughts at 
  erik@secondrat.com.
  How to Use This Book
   
  The best use of this book is a 
  springboard for your imagination. When 
  all of the rolling is finished, you will find 
  the character’s past roughly detailed. 
  From there, all you need to do is smooth 
  everything out, play up any coincidences 
  you find, and ignore anything that does not 
  fit in your mind. The tables are there to help 
  you, not dictate what you must play. 
   
  In addition to creating backgrounds 
  from whole cloth, you can use the tables 
  within to generate information needed on-
  the-fly. Looking for a title for a noble, or a 
  strange event to occur in the past, simply 
  choose the correct table and roll the dice.
   
  One quick note, the tables are written 
  with the assumption that the character is a 
  generally good male individual in a fantasy 
  world. Feel free to alter any of the results to 
  better tailor them to your character.
  Generating a Background
   
  The process for generating a character 
  is fairly straight forward. First, print out the 
  Character Background form on the last page.
   
  Then grab some percentile (d100) dice 
  and turn to Table A. On top of each table 
  are the instructions on how to use it and 
  also what the results represent. After each 
  table are the directions on where to go next. 
  Follow those and your background will be 
  built in no time.
   
  Thanks.
  
  -4-
  Section I: Unalterables
   
  The first part of the character’s 
  history deals with their family, locations, 
  climates, etc. These are the things that the 
  young character has no control over, thus 
  they are unalterable. Generally speaking, 
  the results on these tables are reveal what 
  life was like while the character grew up and 
  it is assumed that the family life is still the 
  same today.
  Table A Family Status
   
  This table will generate the current 
  social status of the character’s family. The 
  social status represents where in the societal 
  hierarchy others view the character’s family. 
  This is different than wealth since it is 
  entirely possible for a Lower Class family to 
  be extremely wealthy.
  Note, that the results here will modify 
  Table F.
  Roll
  Value
  Table F Mod
  1-5
  Slave
  0
  6-10
  Criminal
  0
  11-18
  Refugee
  -10
  19-20
  Orphan
  -5
  21-45
  Lower class
  -5
  46-65
  Middle class
  0
  66-75
  Patron (church, arcane, 
  monastic)
  10
  76-85
  Self Sufficient - never want 
  but don’t have traditional 
  wealth
  0
  86-95
  Upper class
  20
  96-100
  Noble
  20
  Proceed to table B.
  Table B Family Wealth
  This table will generate the current 
  wealth level of the character’s family. This 
  level does not immediately apply to the 
  character, but can be an indicator of what 
  resources the character has available back 
  home.
  Roll
  Value
  1-10
  Clothes on their back
  11-30
  Poor
  31-60
  Comfortable
  61-80
  Well off
  81-90
  Wealthy
  91-100
  Want for nothing
  Proceed to table C.
  Table C Climate Table
   
  This table shows the general climate 
  where the character’s family lives.
  Roll
  Value
  1-13
  Sub artic
  14-27
  Arctic
  28-41
  Subtropical
  42-55
  Tropical
  56-69
  Tundra
  79-82
  Arid
  83-100
  Temperate
  Proceed to table D.
  
  -5-
  Table D Terrain
   
  This table reveals what the 
  predominant terrain around the 
  character’s family’s home was like.
  Roll
  Value
  1-6
  Mountain
  7-12
  Valley
  13-18
  Desert
  19-24
  Swamp
  25-34
  Plains
  35-40
  Hills
  41-46
  Cliff
  47-52
  Tropical
  53-58
  Tundra
  59-64
  Glacier
  65-70
  Marsh
  71-76
  Beach
  77-83
  Forest
  84-91
  Aquatic (shipboard/underwater)
  92-97
  Underground
  98-100
  Nomadic (ranged over multiple terrain 
  types)
  Proceed to table E.
  Table E Community
   
  Now we move on to the type of 
  community the family lives in. Like their 
  social status, the results on this table will 
  modify table F. Simply total the modifiers for 
  this and from table A.
  Roll
  Value
  Table F 
  Mod
  1-5
  Tribe
  -5
  6-10
  Frontier homestead
  -3
  11-15
  Camp (mining, logging, military)
  -2
  16-21
  Thorpe
  -2
  22-25
  Compound (religious, military, arcane)
  5
  26-35
  Hamlet
  0
  36-46
  Village
  0
  47-57
  Town
  5
  58-70
  Large Town
  10
  71-85
  City
  10
  86-98
  Metropolis
  15
  99-100
  Traveling band (entertainers, 
  salesmen, gypsies, etc.)
  5
  Proceed to table F.
  Table F Occupation Table
   
  This table lists the family’s primary 
  occupation. Roll first on the table below to 
  determine if the occupation applies to the 
  father, the mother, or both. Then roll on the 
  main occupation table to determine what 
  the occupation is, adding in the previous 
  modifiers.
  Roll
  Value
  1-75
  Father only works.
  76-80
  Father and mother work together.
  81-95
  Mother only works.
  96-100
  Both work different jobs, roll twice
  Main Occupation Table
  Roll
  Value
  1-5
  Farmer
  6
  Hunter/Trapper
  7
  Healing
  8
  Soldier
  9
  Fisherman
  10
  Herder
  11-12
  Criminal
  
  -6-
  13
  Beggar
  14
  Sailor
  15
  No need for a job
  16
  Fortune teller
  17-19
  Blacksmith
  20
  Potter
  21
  Weaver
  22
  Religious (priest, shaman, etc.)
  23
  Basketweaver
  24
  Toolmaker
  25
  Tent maker
  26
  Ship builder
  27
  Guide
  28
  Miner
  29
  Stone cutter
  30
  Wench/Waiter
  31
  Teacher
  32-33
  Inn/Tavern owner
  34
  Gambler
  35
  Mason
  36
  Bowyer
  37
  Sailmaker
  38
  Saddle maker
  39
  Cartwright
  40
  Candle maker
  41
  Miller
  42
  Armorsmith
  43
  Sausage maker
  44
  Tailor
  45
  Metalsmith
  46
  Dress maker
  47
  Horse breeder
  48
  Cleric
  49
  Wizard
  50
  Fighter
  51
  Rogue
  52
  Specialty Adventurer
  53
  Artist
  54-56
  Merchant
  57
  Weapon maker
  58
  Horsemaster
  59
  Explorer
  60
  Tinker
  61
  Launderer
  62
  Household servant
  63
  Bartender
  64
  Bouncer
  65
  Gov’t Official
  66
  Chef
  67
  Overseer/Manager
  68
  Ship Captain
  69
  Landlord
  70
  Banker
  71
  Butcher
  72
  Carpenter
  73
  Tanner
  74
  Rope maker
  75
  Cobbler
  76
  Cooper
  77
  Painter
  78
  Spinner
  79
  Distiller/Brewer
  80
  Sign Painter
  81
  Animal Trainer
  82
  Glazier/Glass blower
  83
  Clock maker
  84
  Paper maker
  85
  Philosopher
  86
  Entertainer
  87
  Money Lender
  88
  Scribe
  89
  Engineer
  90
  Alchemist
  91
  Architect
  92
  Doctor
  93
  Courtier
  94
  Diplomat
  95
  Athlete
  96
  Jeweler
  97
  Instrument maker
  98
  Cartographer
  99
  Sage
  100
  Perfumer
  101+
  Live off investments
  Proceed to Table G.
  Table G Location
   
  This table lists the location of 
  where the family lived during the time the 
  character was with them. Over time the 
  family may have moved, but this place is 
  where most of the characters formative 
  years were spent.
  Roll
  Value
  1-15
  Apartment
  16-30
  House
  31-35
  Commune
  36-38
  Guildhall
  39-42
  Above business
  43-45
  Streets
  46-50
  Monastery/Nunnery
  
  -7-
  51-53
  Compound
  54-60
  Inn
  61-63
  Barracks
  64
  Jail
  65-70
  Hut
  71-72
  Homeless
  73-79
  Servant’s quarters
  80-84
  Mansion
  85-88
  Castle
  89-91
  Tent city
  92-94
  Boat/Ship
  95-98
  Wagon
  99
  Treehouse
  100
  Sewers
  Proceed to table H.
  Table H Birthplace
   
  Everyone is born somewhere, and this 
  is where the character was. Some people 
  may apply certain superstitious beliefs upon 
  a baby born in a strange location. It could 
  be a premonition of great things to come 
  or a warning of the terrible evil about to be 
  unleashed.
  Roll
  Value
  1-30
  Home
  31-40
  Healers guild
  41-45
  Carriage
  46-50
  Barn
  51-53
  Cave
  54-57
  Field
  58-60
  Forest
  61-66
  Temple
  67-68
  Battlefield
  69-72
  Alley
  73-74
  Brothel
  75
  Palace
  76
  Creature’s lair
  77-79
  Tavern/Inn
  80-81
  Sewers
  82-83
  Guildhall
  84
  Another plane
  85-87
  Ship
  88
  Prison
  89
  Wizards lab
  90
  On an altar
  91
  In a nest of a great bird
  92-93
  Kitchen
  94-98
  Stable
  99
  Smithy
  100
  Hunting lodge
   
  Finally, the character needs to 
  determine his birth order and how many 
  siblings he has.
  Birth Order
  Roll
  Value
  1-45
  First born
  46-70
  Middle child
  71-100
  Youngest child
   
  Once the birth order is determined, 
  roll 1d6-1 to determine the number of 
  siblings in the family. The die type could be 
  modified if the race is notably prolific or 
  barren (i.e., the Halflings of the world are 
  known for multiplying like crazy so roll 
  1d10-1 while the elves are a dying race are 
  reproduce rarely, so roll 1d4-1 for them). 
  After the number of siblings is determined, 
  roll for each of their sex.
  Roll
  Value
  1-50
  Male
  51-100
  Female
  Proceed to section II, table I
  
  -8-
  Section II Family History
   
  The second section deals with the 
  character’s family history. Different events 
  that occurred to parents, siblings, and even 
  past ancestors. The results of this section 
  help to shape the way the character viewed 
  the world as he was growing up.
  Table I Parental Events
   
  There are at least a few notable events 
  in everyone’s life and these are some that 
  happened to the character’s parents. This 
  table will be rolled on twice (more of less 
  if you have a preference) to determine the 
  two major events in the parents’ lives. First 
  roll on the initial table to determine which 
  parent, or both, the event happened to, then 
  roll on the main Parental Event table for 
  the result. Repeat the process for the second 
  event.
  Roll
  Value
  1-40
  Mother
  41-80
  Father
  81-100
  Both
  Main Parental Event Table
  Roll
  Value
  1-3
  Parent becomes very devoted to a hobby (see Table 
  M)
  4-6
  Parent possesses an unusual item (see Table GG)
  7-9
  Parent experiences a strange event (see Table Z) 
  and tells anyone who will listen about it
  10-12
  Parent knows the location of a legendary lost 
  treasure but has never claimed it
  13-15
  Parent has a secret life
  16-17
  Parent is in the service of a patron (see Table DD)
  18-20
  Parent is a decorated military veteran
  21-23
  Parent is very religious (see Table HH)
  24-25
  Parent is originally from a foreign country
  26-28
  Parent has been disfigured (see Table NN)
  29-31
  Parent was a Cleric (see Table O)
  32-34
  Parent was a Fighter (see Table P)
  35-37
  Parent was a Wizard (see Table Q)
  38-40
  Parent was a Thief (see Table R)
  41-43
  Parent was a Ranger/Druid (see Table S)
  44-46
  Parents owe a large debt that they cannot pay
  47-48
  Parent has a devoted servant that has been with the 
  family for generations
  49-51
  Parent’s brother/sister are very wealthy
  52-54
  Parents are owed a large debt that they can claim at 
  any time. Debtor can pay.
  55-56
  Parents are owed a large debt that they can claim at 
  any time. Debtor cannot pay.
  57-59
  Parent is fey-touched and occasionally visited by 
  different fey creatures
  60-62
  Parent is occasionally visited by mysterious men. 
  After the visit, the parent is gone for a few days and 
  never discusses where he/she goes or what he/she 
  did.
  63-64
  Parent engages in gossip and consequently has a 
  web of informants that pass information.
  65-67
  Parent possesses information that if it were to get 
  out would doom the family
  68-70
  Parent possesses information that if it were to get 
  out would save the family but for reasons unknown, 
  the parent has not released it.
  71-73
  Parent is famous around town for their job
  74-75
  Parent is famous around the county for their job
  76-78
  Parent is famous around the world for their job
  79-80
  Parents are not the character’s biological parents
  81-83
  Parents are ostracized from the community for 
  unknown reasons
  84-86
  Parents are respected and feared in the community 
  for unknown reasons
  
  -9-
  87-88
  Parents do not like one another but stay married
  89-91
  Parent had a spouse previously
  92-94
  Parent had a child out of wedlock
  95-97
  Parent is good friends with a high level political 
  person, possibly even a ruler
  98-100
  Parent has an acquaintance that constantly asks for 
  favors that the parent must perform for some reason
  Sibling Events
  Choose one sibling, if any, to have 
  had a special event in their life. Roll once on 
  table K for the significant event in their life. 
  After that, proceed to table J.
  Table J Family Legacy
   
  Sometimes family is something you 
  have to live up to or possibly repent against. 
  Deeds done long before the character 
  was born can have significant impact in a 
  person’s life.
  Roll
  Value
  1-10
  None
  11-14
  Family’s history is lost to time
  15-20
  Family were immigrants from a distant land
  21-24
  Family comes from a line of successful merchants
  25-27
  Family had a notably unsuccessful merchant in their 
  past
  28-30
  Family came originally from another plane
  31-33
  Ancestor was a famous Fighter
  34-37
  Ancestor was a famous Wizard
  38-41
  Ancestor was a famous Cleric
  42-45
  Ancestor was a famous Rogue
  46-49
  Ancestor was a famous Bard
  50-53
  Ancestor was a famous Ranger
  54-57
  Ancestor was a famous Druid
  58-60
  Ancestor created a spell still known today
  61-63
  Ancestor created a legendary item
  64-67
  Ancestor was exiled from their home country
  68-70
  Ancestor performed some heroic task that bards still 
  sing about
  71-72
  Ancestor failed at a heroic task that is still lamented 
  today
  73-78
  Ancestor lead a rebellion that succeeded
  79-80
  Ancestor lead a rebellion that failed, managed to 
  escape
  81-82
  Ancestor founded a community (see Table E)
  83-84
  Ancestor founded a community that failed  (see Table 
  E)
  85-87
  Ancestor was considered a hero but was actually 
  mistaken for someone else
  88-89
  Ancestor was accused of being a traitor
  90-93
  Ancestor was a famous Artist
  94
  Ancestor belonged to a cult
  95-96
  Ancestor was one of the world’s more infamous 
  villains
  97-98
  Ancestor was considered part of or the fulfillment of 
  a prophecy
  99-100
  Ancestor had a personal contact with a deity  (see 
  Table HH)
  Proceed to section III Table K.
  
  -10-
  Section III Character History
   
  Thus we enter into the meat of the 
  character, what specifically happened to him 
  from birth until today. The various events 
  that happen to the character shapes his 
  perception of the world and his place into 
  it. Some tragedies must be overcome and 
  triumphs must be cherished.
  Table K Childhood Events
   
  Ranging from birth to adolescence, 
  the character’s childhood is ripe for events 
  that guide him to making the choices he 
  does in adulthood. Like the Parental Events 
  table, the character rolls twice on the table 
  below (more or less if desired).
  Roll
  Value
  1-2
  Character is discovered to look exactly like a prince. 
  Kids trade places for a while.
  3-4
  Child grew up on island/shore/bay (saltwater).While 
  swimming, he was caught in undertow and pulled out 
  to sea, forced back in to an underwater cave with air 
  pocket used in centuries past as smuggler’s/pirate’s 
  cove. By the time child finds his way out his entire 
  village has been sacked by aquatic monsters and 
  the child is only survivor. However he finds leftover 
  plunder in cave (see Table GG).
  5
  The child survived terrible disease during childhood 
  years. There were thousands of dead throughout the 
  kingdom, and the child was one of only a handful 
  so afflicted that survived. He has a permanent 
  disfigurement (see Table NN) caused by disease. 
  However, there is one particular priesthood that 
  was considered by many in the population to have 
  been instrumental in combating and curing the 
  disease which otherwise would have been pandemic. 
  Those marked by the disease are considered to be 
  particularly favored of that God (see Table HH). The 
  child has positive reactions by worshippers or clergy 
  of that deity. Common folk believe they were saved 
  for a reason and consider them fated, doomed or 
  destined for some great or terrible deed and will not 
  willingly cross or impede them.
  6-7
  Mother died in childbirth (character’s or a sibling’s). 
  It is possible that members of the family hold the 
  mother’s death against the child.
  8-9
  The father thinks the child belongs to someone else. 
  His thoughts may or may not be correct.
  10-11
  Child was born during a thunderstorm.
  12-13
  Child inherits family curse (see Table KK)
  14-15
  Unnatural darkness/eclipse happened when the child 
  was born
  16-17
  Child left abandoned, raised by foster parents
  18-19
  Child has an unusual birthmark (see Table II)
  20
  A witch prophesizes the characters death (see Table 
  CC)
  21-22
  Mysterious stranger gives a gift to the child (see 
  Table GG)
  23-24
  While walking down a deserted street or alley, the 
  child stumbles across a group of ruffians kidnapping 
  a noble. The child is able to foil the kidnapping by 
  accident, but the noble is very grateful.
  25-26
  Child falls down a well. While down there, he finds a 
  treasure. He is brought out of the well but tells no 
  one of what he found (see Table GG).
  27-28
  There is starvation in the city causing a peasant 
  revolt. The character’s family is caught in the middle 
  and is forced to take sides.
  29-30
  Character runs away from home. He returns a few 
  months later.
  31-32
  Character runs away from home. He returns a few 
  years later.
  33-34
  Character runs away from home. He never returns.
  35-36
  Character encounters a Cleric during an event (see 
  Table O)
  37-38
  Character encounters a Fighter during an event (see 
  Table P)
  39-40
  Character encounters a Wizard during an event (see 
  Table Q)
  41-42
  Character encounters a Thief during an event (see 
  Table R)
  43-44
  Character encounters a Druid/Ranger during an event 
  (see Table S)
  45-46
  Character gains a best friend. The two are 
  inseparable and explore the surrounding area 
  relentlessly. They learn most of the hidden out of the 
  way places in the region. Eventually, they drift apart 
  during adolescence.
  47
  Character’s family moves to another city/country. It is 
  awkward at first since the cultural differences mark 
  the character as an outsider.
  48-49
  The character’s parents become renowned for their 
  occupation. The family’s wealth level increases 
  accordingly.
  50-51
  The character’s parents have a problem with their 
  occupation and are forced to abandon it. The family’s 
  wealth level decreases accordingly and a new 
  occupation is chosen (see Table F)
  52-53
  The character’s parents split up. The character goes 
  with his mother.
  54-55
  The character’s parents split up. The character goes 
  with his father.
  56-57
  The character unwittingly angers a fairy who places a 
  curse on him (see Table KK)
  
  -11-
  58-59
  The character unwittingly helps a fairy who places a 
  blessing on him (see Table LL)
  60-61
  The character is part of a marriage arrangement 
  (possibly for financial or political reasons). Upon 
  reaching maturity, the character is supposed to marry 
  this other person, whom he has never met.
  62-63
  An acquaintance of the character teaches him a new 
  hobby (see table M).
  64-65
  The character’s family starts traveling. They visit 
  many different areas and have many contacts in 
  different regions.
  66-67
  The character’s family throws a lavish birthday party 
  for him. One present stands out from the rest (see 
  table GG).
  68-69
  A person from another race befriends the child and 
  teaches him the race’s language.
  70-71
  Character has a special toy/blanket/piece of clothing 
  that he takes with him everywhere. It is years before 
  he finally stops carrying it.
  72-73
  The character’s relationship with a sibling is 
  especially close.
  74
  The character claims to have an imaginary friend 
  that no one else can see. It turns out it is actually a 
  playful pixie that enjoys the character’s company.
  75-76
  The character has an imaginary friend that does not 
  really exist.
  77-78
  The character is a prodigy at a certain hobby (see 
  Table M)
  79-80
  An old adventurer friend of the family likes to tell the 
  character stories of his glory days.
  81
  The character witnesses a crime and the criminals 
  know it but they are unable to catch him.
  82-83
  Character apprentices to learn an occupation. (see 
  Table F)
  84-85
  Character’s parents are killed by a powerful wizard
  86-87
  Character’s parents are killed by an evil cleric
  88-89
  Character’s parents are killed by a skilled swordsman
  90-91
  Character’s parents are killed by a vengeful thief
  92
  Character’s parents are killed by a demonic entity
  93-94
  While growing up, the character is visited by a 
  strange person. This person only appears when no 
  one else is around other than the character and it 
  seems to appear and disappear as needed. It gives 
  the character advice concerning whatever dilemma 
  the character is currently facing and then disappears. 
  Where it comes from and what is the motivation 
  behind the advice is currently unknown.
  95-96
  The child grew up in the city and loved nothing more 
  than climbing the tall buildings and running across 
  the city on the rooftops. The character has a very 
  detailed knowledge of this city and can often get 
  to a location via the roof faster than running in the 
  streets.
  97-98
  Growing up, the character worked hard on a farm. 
  He never quite got the soil out of his blood and 
  eventually wants to retire to run a farm.
  99-100
  Character’s grandparents were convinced that anyone 
  who used magic would be eternally cursed. The 
  character heard these views often.
  Proceed to table L.
  Table L Adult Events
   
  During adolescence and early 
  adulthood, the character starts working 
  towards what he wishes to do for a career. It 
  is a time of tremendous learning with many 
  mistakes made along the way. These events 
  represent things that happened recently 
  enough that the character still has them 
  foremost in his mind. Roll three times on the 
  table below.
  Roll
  Value
  1-2
  Cleric class specific event occurs (see Table O)
  3-4
  Fighter class specific event occurs (see Table P)
  5-6
  Wizard class specific event occurs (see Table Q)
  7-8
  Thief class specific event occurs (see Table R)
  
  -12-
  9
  Nature class specific event occurs (see Table S)
  10-11
  Something nice happens (see Table T)
  12-13
  Something not so nice happens (see Table U)
  14-15
  Character is involved in a military event (see Table V)
  16-17
  Character becomes a slave (see Table W)
  18-19
  Character is jailed (see Table X)
  20
  Character falls in love (see Table Y)
  21-22
  Something weird happens (see Table Z)
  23-24
  Character gets a pet (see Table EE)
  25-26
  Character discovers treasure (see Table GG)
  27-28
  Character gets a tattoo (see Table II)
  29-30
  Character is cursed (see Table KK)
  31-32
  Character is blessed (see Table LL)
  33
  Character is accused of a crime (see Table MM)
  34
  Character becomes disfigured (see Table NN)
  35
  Character encounters a wanted poster where the 
  drawing looks exactly like him. It could be his twin or 
  just a coincidence. Either way, he needs to be careful 
  in that region.
  36
  Character is given 1-6 slaves to oversee and do with as 
  he sees fit.
  37
  The character is given a large estate to make his home.
  38
  The character participates in a rebellion against the 
  government. It succeeds!
  39
  The character participates in a rebellion against the 
  government. It fails and the character flees the area to 
  avoid be executed.
  40
  Character takes a gem as his portion of the treasure 
  from an adventure. He can find no jeweler who will buy 
  it and all refuse to discuss what the problem with the 
  gem is.
  41
  Character used to be infamous for some early mistake. 
  He is forced to change his coat of arms (if any) and 
  change his appearance to avoid recognition and 
  ridicule.
  42
  Character becomes the target of a secret society for 
  some unknown reason. Members of the society go out 
  of their way to make life difficult for the character.
  43
  In order to move forward in his chosen profession, 
  the character had to endure a terrible ordeal. He 
  succeeded, but is still haunted by the experience.
  44
  Due to a terrible encounter with a monster, the 
  character was struck blind or deaf. It was many days 
  before the clerics could restore his sight/hearing.
  45
  There is a hole in the character’s memory. For a period 
  of weeks/months, he has no idea where he was or 
  what he did or why he cannot remember anything.
  46
  Character accidentally insulted an entire race. Word 
  traveled quickly and now he is shunned by that race.
  47
  The character is told that his family bears a terrible 
  shame in its past. The character must decide if he can 
  handle discovering the true nature of his family or if 
  ignorance is truly bliss.
  48
  Originally, the character started out as a villain but 
  some great circumstance changed his perceptions. 
  Now his old allies think of him as a traitor and his new 
  ones don’t quite trust him.
  49
  The character has bursts of visions from another 
  plane, as if he was looking through the eyes of some 
  other person on that plane. What it means and if that 
  other person sees through the character’s eyes is 
  currently unknown.
  50
  The character has been exiled and can only return 
  upon the completion of a quest.
  51
  During a climatic moment early in the character’s 
  adventuring career, an ally turned traitor. The character 
  gained an injury (see Table NN) and has significant 
  trust issues.
  52
  A catastrophic event causes the character to develop 
  an strange personality trait (see Table JJ)
  53
  Someone (see Table DD) close to the character 
  disappears. The character is now on a quest to find 
  them and return them home.
  54
  During a terrible encounter with a demon, a mentor 
  of the character, someone he looked up to, sacrificed 
  himself so the character could live. The character will 
  never forget that.
  55
  A friend or family member of the character dies and 
  returns as an undead. This has had a profound impact 
  on the character and he now has an irrational reaction 
  to undead.
  56
  The character is terrible with money and has amassed 
  sizable debts that follow him wherever he goes.
  57
  While out adventuring, an enemy force occupies the 
  character’s homeland. He is now not welcome at his 
  home until the force can be thwarted.
  58
  Someone convinces the character’s family that he is 
  evil. Character’s whole family turns against him and 
  refuses to listen to reason.
  59
  Character is hired by someone in a tavern to retrieve 
  a stolen item. After the character returns the item, he 
  learns that it was never stolen to begin with and that 
  he has now stolen it from its rightful owner.
  60
  A long-time companion of the character is revealed to 
  actually be a shapeshifter of some kind. The character 
  does not know when his friend was “replaced” but he 
  is now very wary of others, fearing they too may be a 
  shapeshifter.
  61
  An early adventure in the character’s career nets him 
  and his companions a surprising amount of treasure. 
  Unfortunately, the character blows it all quickly on 
  frivolous purchases.
  62
  An early adventure in the character’s career nets him 
  and his companions a surprising amount of treasure. 
  The character uses his money wisely and now has 
  enough income to support him the rest of his life.
  63
  An early adventure in the character’s career nets him 
  and his companions a surprising amount of treasure. 
  The character is uncertain what to do with it so he 
  buries it in a hidden location in case he ever needs it.
  
  -13-
  64
  Character has a climatic battle on the roof of a church 
  or other major building in the city. This final battle 
  was viewed by many and the character has become 
  legendary in the town for this.
  65
  The character is surprisingly given custody of a small 
  child. No one can adequately explain why the character 
  is named guardian nor whose the child is.
  66
  The character meets one of his greatest heroes and is 
  saddened to learn that this hero is nothing but a bully 
  and a drunkard. The character leaves disillusioned.
  67
  One of the character’s friend invites him to join a 
  secret society. It is mostly a social club, but who knows 
  what happens at the top level of the group.
  68
  The character discovers an amazing aptitude with 
  maps. He is able to roughly sketch an accurate map of 
  any area he has visited, almost as if he were looking 
  down on it from on high.
  69
  Character does a short stint as a gate guard at the 
  entrance to his home city. It was boring and uneventful, 
  but he still has friends in the guard.
  70
  During a holiday celebration, the character helps some 
  local orphans. News of his generosity spreads across 
  the entire town, whether the character wants that 
  reputation or not.
  71
  Character gains a reputation of being miserly, even if 
  he is not.
  72
  Thanks to an early adventure, the character now owns 
  a minor demon that was turned to stone.
  73
  Character has an unusual fascination with clocks and 
  time keepers. He can build a wide variety of them, 
  given materials and time.
  74
  While passing through a town, the character sees a 
  young woman tied to a stake. The bundle of wood 
  below her catches fire as she begins to burn to death. 
  The character beats through the crowd and rescues the 
  woman, thought to be a witch. They both escape into 
  the night. She is very grateful for the rescue, but is 
  she really a witch?
  75
  An imp or other similar small outsider decides that 
  the character is a fun drinking buddy. Any time the 
  character visits a tavern, the imp appears and hangs 
  out with the character. Once he leaves the tavern, the 
  imp disappears as well.
  76
  A failure at a previous adventure left the character 
  turned into a mink for a period of three months. 
  Eventually the character returned to his normal shape, 
  but he occasionally has muscle ticks that reflect his 
  time as a mink. The character also does not care for 
  any kind of shape change.
  77
  Character became severely wounded out in the 
  wilderness. His last memory before falling unconscious 
  was an angelic figure bending over him. He came to 
  and unknown number of days later in a church almost 
  halfway across the country. His wounds were being 
  tended and no one knows how he got there. He just 
  appeared on the doorstep one day.
  78
  The character was sent out to attack a group of 
  giants near a village. Rather than slaughter them, the 
  character was able to start diplomatic talks between 
  the giants and the village and soon a harmonious 
  agreement was reached. The character is praised for 
  his actions.
  79
  The character owed a debt to an underworld figure. 
  The debt was called and the character helped someone 
  break out of prison. The character knows nothing 
  about the man he helped escape, but he is wracked 
  with guilt about it.
  80
  For excitement, the character often participates in 
  some kind of sporting combat like wrestling, boxing, 
  etc. It is violent but rarely fatal.
  81
  The character discovers that the royal jewels of his 
  country are actually fake. The fate of the originals 
  in unknown as is when they were replaced. As far 
  as he knows, the character is the only one with this 
  knowledge.
  82
  One morning, the character wakes up to find a dead 
  body in his room. He has no knowledge of how it got 
  there and the only thing it has on its person is (see 
  table GG).
  
  -14-
  83
  The character is actually a lot older than he looks. 
  Whether intentional or not, the character has been 
  magicked to be fifty years younger than he is. You may 
  roll on this table 3 more times for the major events of 
  those fifty years.
  84
  Somewhere in the world there is a hidden glade where 
  any who come will be taken care of and healed of any 
  injury, possibly even restored to life. The character 
  knows the location of this glade due to some ancient 
  texts he read.
  85
  The character takes to sea for adventure. During 
  that time, he learns the location of a flooded city, 
  reportedly full of treasure. The character vows to 
  return to plunder the depths.
  86
  Hidden deep in the desert is a mythical library 
  containing the oldest works known in the world. The 
  way is guarded by magic and traps and requires 
  a talisman to even find. Wouldn’t you know it; the 
  character has one of the talismans.
  87
  A previous adventure went badly for the character 
  and he died. Unfortunately instead of being 
  resurrected, he was reincarnated and came back as a 
  vastly different race/species. It took a while, but the 
  character was reverted to his original race.
  88
  Although the character does not like to admit it, he 
  is actually from an entirely different dimension. One 
  that is similar but with enough differences to make 
  him uncomfortable. He has given up returning to his 
  original dimension and now tries his best to blend in 
  but still experiences culture shock on a regular basis.
  89
  The character has been marked for death by a 
  mysterious cult. So far they have no succeeded, 
  however they do continue to try.
  90
  The character discovers that one of his ancestors is 
  actually a renowned terrible lich. The character does 
  his best to hide his relationship.
  91
  During an adventure the character was captured and 
  tortured before his companions rescued him. He vows 
  to never be captured again.
  92
  The character’s insatiable curiosity has caused him 
  to venture places saner men would avoid. Because of 
  this, the character has encountered creatures very few 
  have ever seen. Most believe his stories are made up, 
  but a few know them to be true.
  93
  Character helps solve a murder among the lower 
  classes in a city. The character quickly gains a 
  reputation in those classes for helping out when 
  others wouldn’t.
  94
  Character spent a lot of time out at sea. He has the 
  look and the talk of a sailor and thus can quickly 
  integrate himself amongst other sailors.
  95
  For a year or two, the character worked in an extensive 
  library. Due to this, the character has a very eclectic 
  collection of knowledge.
  96
  While adventuring, the character finds a scrap of 
  document discussing the birth of a royal child. The 
  scroll continues to talk about how the child became 
  missing under mysterious circumstances and was never 
  found. The character has a strong suspicion, based on 
  descriptions in the document, that he is that child.
  97
  The party encounters a very young evil dragon. 
  Although it is only about four feet long, it is a hard 
  fought battle. Many injuries later, the party succeeds 
  in defeating the wee dragon. While not as epic as 
  fighting an ancient wyrm, the character can boast that 
  he defeated a dragon.
  98
  During the ransacking of an abandoned tower, the 
  character uncovers a book listing exact details on one 
  of the outer planes. Part atlas and part almanac, this 
  book is full of all the information needed for exploring 
  that plane.
  99
  The character learns of magical archways that are 
  linked all across the world. When one enters one end, 
  they appear at the other linked archway, often halfway 
  across the world. The character has located one of 
  these archways, but is not certain where it leads.
  100
  The nobility finds it entertaining to have adventurers 
  around them to tell tales of their experiences. The 
  character becomes a courtier to a noble but is 
  disgusted to find out he is like a piece of jewelry to be 
  worn by the noble.
  Proceed to table M.
  
  -15-
  Table M Hobbies
   
  Work is not everything. To help 
  unwind, everyone picks up a hobby. For 
  some, the hobby turns into a career, but for 
  most it is simply a way to relax. Roll once 
  on the table below to determine what the 
  character’s hobby is.
  Roll
  Value
  1-2
  Collecting
  3-4
  Dancing
  5-6
  Playing instrument
  7-8
  Singing
  9-10
  Reading
  11-12
  Writing
  13-14
  Acting
  15-16
  Drawing
  17-18
  Painting
  19-20
  Sculpture
  21-22
  Needlework
  23-24
  Study
  25-26
  Sports
  27-28
  Model building
  29-30
  Hunting
  31-32
  Gardening
  33-34
  Animal breeding
  35-36
  Fishing
  37-38
  Heraldry
  39-40
  Gaming
  41-42
  Mimery
  43-44
  Poetry
  45-46
  Storytelling
  47-48
  Ventriloquism
  49-50
  Weight lifting
  51-52
  Running
  53-54
  Climbing
  55-56
  Diving
  57-58
  Juggling
  59-60
  Pole-vaulting
  61-62
  Skiing/surfing
  63-64
  Tightrope walking
  65-66
  Tumbling
  67-68
  Cooking
  69-70
  Fletching
  71-72
  Drafting
  73-74
  Horticulture
  75-76
  Leatherwork
  77-78
  Metalwork
  79-80
  Skinning
  81-82
  Taxidermy
  83-84
  Stonecraft
  85-86
  Woodcraft
  87-88
  Trapping
  89-90
  History
  91-92
  Genealogy
  93-94
  Philosophy
  95-96
  Stargazing
  97-98
  Meteorology
  99-100
  Military History
  Proceed to table N.
  Table N Personality
   
  The last step in the character’s 
  background is to highlight his major 
  personality traits. On the table below 
  are several opposite pairs of traits. Roll 
  four times to choose the character’s most 
  predominant personality traits. 
   
  Once the traits are determined, it 
  is necessary to discover the strength of 
  each trait. The traits are rated on a scale 
  of one to ten; with one meaning the trait 
  rarely influences the character’s decisions 
  while a ten means that trait drives the 
  character’s decisions. Each trait pair must 
  total ten, so for each pair, roll 1d10 and 
  assign that number to one of the pairs. 
  The corresponding opposite pair then is 
  valued at ten minus the first pair’s value. 
  For example, the character rolls Generous 
  / Greedy. The following 1d10 roll is a three 
  which the player decides to assign to Greedy. 
  This automatically makes the Generous trait 
  a seven. Generally speaking, if the character 
  was confronted with a decision about being 
  generous or greedy, say a beggar asking 
  for coins, there is a 70% chance that the 
  character will give the beggar money.
   
  It is important to note that these 
  are guidelines for role playing and do not 
  actually indicate or force an action the 
  character must take. In the example above, 
  on average the character is generous. This 
  does not mean he needs to roll percentile 
  dice every time someone asks him for 
  
  -16-
  something.
  Roll
  Trait Pair
  1-3
  Trusting
  Suspicious
  4-6
  Self-confident
  Self-doubting
  7-9
  Kindly
  Obstructive
  10-12
  Punctual
  Tardy
  13-15
  Friendly
  Harsh
  16-17
  Humble
  Egotistic
  18-19
  Sober
  Thoughtless
  20-21
  Teetotaler
  Drunkard
  22-24
  Imaginative
  Dull
  25-26
  Thrifty
  Spendthrift
  27-28
  Peacemaker
  Argumentative
  29-30
  Forgiving
  Vengeful
  31-33
  Dependable
  Untrustworthy
  32-36
  Energetic
  Lazy
  37-39
  Enthusiastic
  Unenthusiastic
  40-41
  Cheerful
  Morose
  42-43
  Honest
  Cheat
  44-45
  Organized
  Slovenly
  46-48
  Courageous
  Cowardly
  49-51
  Truthful
  Liar
  52-54
  Considerate
  Careless
  55-57
  Pious
  Irreverent
  58-60
  Calm
  Angry
  61-63
  Wise
  Foolish
  64-66
  Generous
  Greedy
  67-69
  Diplomatic
  Tactless
  70-71
  Loving
  Hateful
  72-73
  Virtuous
  Immoral
  74-75
  Optimist
  Pessimist
  76-78
  Helpful
  Egoist
  79-81
  Patient
  Impatient
  82-84
  Careful
  Cruel
  85-87
  Peaceful
  Violent
  88-90
  Respectful
  Disrespectful
  91-93
  Polite
  Rude
  94-96
  Giving
  Selfish
  98-100
  Clean
  Filthy
  At this point the character’s 
  background is complete. Go forth and 
  adventure!
  
  -17-
  Section IV Other Tables
  Table O Cleric Events
   
  Either while adventuring as a Cleric 
  or perhaps just during an encounter with 
  one, the character experiences something 
  out of the ordinary.
  Roll
  Value
  1-5
  Schism in the church forces character to choose 
  which side he believes in. Those on the other side 
  do all they can to hinder the character.
  6-10
  The character’s god himself asks character to be 
  his representative. Gives the character a gift (see 
  Table GG)
  11-15
  Character spent most of his time at a religious 
  school or main temple doing desk work. For an 
  unknown reason, the leader of the organization 
  ordered the character out into the world.
  16-20
  While cleaning out a back room of the church, as a 
  lowly acolyte, the character discovered a previously 
  unknown text that many in the church consider 
  heretical. The event was hushed up but there are 
  plenty in the church who feel the character should 
  have been excommunicated.
  21-25
  The character becomes good friends with a highly 
  respected Paladin of the order.
  26-30
  The character is sent off on a crusade with others 
  from the church. (see Table V)
  31-35
  Character discovers there is a secret inquisitorial 
  sect that is part of his religion. While deemed 
  necessary, the methods they employ are 
  questionable.
  36-40
  The character feels that the restrictions and rituals 
  in his religion were created by the rulers of the 
  religion and not necessarily based on the desires 
  of his god.
  41-45
  The character learns that the main church of his 
  religion houses untold numbers of art, books, and 
  magic items considered heretical. These treasures 
  are stored in a heavily protected vault that the 
  character knows the location to.
  46-50
  The character’s god visits him in a dream and 
  promises the character that he will be protected 
  until the character performs the great task he is 
  destined for.
  51-55
  When the character was still an acolyte, he fell 
  asleep at a scribing desk. When he awoke, he 
  discovered he had written a prophecy but has no 
  recollection of how it came to be. The prophecy 
  was discarded by the leaders of the church as 
  made up, but the character is not so sure.
  56-60
  Character gains a friend who is a Fighter
  61-65
  Character gains a friend who is a Wizard
  66-70
  Character gains a friend who is a Thief
  71-75
  Character gains a friend who is a Bard
  76-80
  Character gains a friend who is a Ranger
  81-85
  During one of your early jobs in the church you 
  were instrumental in exorcising a demon/devil/
  outsider.
  86-90
  The character has a vision of his god one day 
  while walking down a road. This is what turns the 
  character on the path to become a cleric.
  91-100
  While cleaning out a back room of the church, as a 
  lowly acolyte, the character discovered a previously 
  unknown text that sheds light on some previously 
  confusing passages. The find is heralded as the 
  harbinger of great things to come for the character.
  Return to the table that sent you here.
  Table P Fighter Events
  Either while adventuring as a Fighter 
  or perhaps just during an encounter with 
  one, the character experiences something 
  out of the ordinary.
  Roll
  Value
  1-5
  Character spent time as a bodyguard for a high level 
  government official. During that time, the character 
  learned many political secrets.
  6-10
  Character slew a creature that had been plaguing a 
  local village. He is considered a hero of that village 
  and is met with great enthusiasm whenever he 
  returns.
  11-15
  For some reason whenever the character comes to a 
  new town or village, boys from around the area beg 
  him to teach them how to fight.
  16-20
  During a recent fight, the character’s main weapon 
  broke in two. Character is now using a different 
  weapon, but has vowed to repair the original as it is a 
  family heirloom.
  21-25
  Character gains a friend who is a Cleric
  26-30
  Character gains a friend who is a Wizard
  31-35
  Character gains a friend who is a Thief
  36-40
  Character gains a friend who is a Bard
  41-45
  Character gains a friend who is a Ranger
  46-50
  Character spent quite a while leading a band of 
  highwaymen who focused on righting injustices
  51-55
  Character spent quite a while leading a band of 
  highwaymen who focused on stealing from everyone 
  they could waylay
  56-60
  Character spends a lot of time in the saddle and 
  has evolved a fighting style that takes advantage of 
  fighting from horseback.
  61-70
  The character eschews traditional weapons to use an 
  exotic one.
  
  -18-
  71-75
  Some Bards have begun spreading tales of the 
  character’s victory against amazing creatures. The 
  stories include some significant exaggerations.
  76-80
  Character is hired by various inns and taverns to 
  bring back the heads of different creatures to mount 
  on their walls as decor.
  81-85
  Character often was forced to defend himself from 
  the neighborhood bully and thus learned his fighting 
  skills from an early age.
  86-90
  Character often fought in a gladiatorial ring for the 
  pleasure of onlookers
  91-100
  Father was part of the city watch. Character inherits 
  his father’s sword and armor.
  Return to the table that sent you here.
  Table Q Wizard Events
  Either while adventuring as a Wizard 
  or perhaps just during an encounter with 
  one, the character experiences something 
  out of the ordinary.
  Roll
  Value
  1-5
  While studying, the character meets up with a 
  brownie who tells him that the character is touched 
  by the fey. Occasionally they offer assistance.
  6-10
  Character gains a friend who is a Cleric
  11-15
  Character gains a friend who is a Fighter
  16-20
  Character gains a friend who is a Thief
  21-25
  Character gains a friend who is a Bard
  26-30
  Character gains a friend who is a Ranger
  31-35
  Character has animated a skull with a playful spirit. 
  The skull talks to the character offering advice and 
  companionship
  36-40
  One of the character’s spells went horribly awry 
  causing an impressive scar shape. (see Table II)
  41-45
  Character once spent too long polymorphed into a 
  small mammal. On occasion, he exhibits uncontrolled 
  body movements reminiscent of the animal. 
  (Cleaning whiskers that don’t exist, sniffing the air, 
  using hands as a paw, etc.)
  46-50
  Character discovered the true name of a medium 
  powered demon/devil.
  51-55
  Character knows of a spirit deep in a swamp that he 
  can entice and ask for information.
  56-60
  Most of the character’s divinations he sees come out 
  the exact opposite of what he interprets.
  61-70
  Character once purchased a ring from a mysterious 
  shop that was gone the next time the character went 
  by. Oddly, the ring seems to be devoid of any magic.
  71-75
  Wizard has multiple similar small animals that he 
  takes care of. One is his familiar and the rest are 
  simply to make it more difficult to attach his familiar.
  76-80
  Wizard believes that all of the magic he performs 
  is actually done by his guardian spirit and that the 
  rituals and components he uses are just props so no 
  one will know about his guardian.
  81-85
  Wizard has a large collection of hand carved staves 
  that he uses as fashion accessories. Some of these 
  are magical and some are not.
  86-90
  Character accidentally causes mayhem in a wizard’s 
  lab. During the accident, something in a bubbling 
  pot spills on the character. From that point on, the 
  character has innate knowledge of how magic works.
  91-100
  Character is accepted to a magical university. The 
  training is paid via scholarship from an unknown 
  patron.
  Return to the table that sent you here.
  Table R Thief Events
  Either while adventuring as a Thief/
  Rogue or perhaps just during an encounter 
  with one, the character experiences 
  something out of the ordinary.
  Roll
  Value
  1-5
  Character gains a friend who is a Cleric
  6-10
  Character gains a friend who is a Fighter
  11-15
  Character gains a friend who is a Ranger
  16-20
  Character gains a friend who is a Bard
  21-25
  Character gains a friend who is a Wizard
  
  -19-
  26-35
  Character is known for a legendary theft that was 
  performed. Unfortunately, the character had nothing to 
  do with it.
  36-40
  Character is known as a master trapmaker.
  41-45
  Character loves being up high and will take any 
  opportunity to travel that way, be it rooftops, treetops, 
  magical flying, or whatever.
  46-50
  Thief once stole the gem from the eye of a grinning 
  idol. After many tragedies he returned the gem, but 
  every so often, religious members from whom he stole 
  attempt to extract revenge.
  51-55
  Character is obsessed with keeping his true identity 
  hidden. He often dresses in large cloaks or wears a 
  disguise. very few people know what he truly looks 
  like.
  56-60
  Character is the nephew of the leader of the local 
  Thieves Guild.
  61-70
  Character must leave a calling card of some kind when 
  he performs a theft.
  71-75
  Character was hired by a high ranking official to 
  plant incriminating evidence on a rival. The character 
  refused and is under pain of death if he returns to the 
  city/country.
  76-80
  Character was hired by a high ranking official to 
  plant incriminating evidence on a rival. The character 
  accepted and the rival was hung the next day.
  81-85
  Character has stolen a small statue made out of the 
  most highly valued metal in the world. It is so highly 
  valued that the statue is worth more than many entire 
  cities have. Consequently, the thief has no way of 
  selling it.
  86-90
  A kind but wily old thief takes the character under his 
  wing.
  91-
  100
  Forced to steal food to keep the family from starving, 
  the character discovers he has natural talent at it.
  Return to the table that sent you here.
  Table S Nature Events
  Either while adventuring as a Ranger, 
  Barbarian, or even a Druid, or perhaps just 
  during an encounter with one, the character 
  experiences something out of the ordinary.
  Roll
  Value
  1-5
  In the forest where the character spends the most 
  time, he notices something corrupting the middle of 
  the forest. Every attempt to investigate results in the 
  character being thwarted and turned back. Eventually 
  something must be done before the entire forest is 
  poisoned.
  6-10
  The character finds a small child lost in the woods. 
  He takes the child back home, a small cottage in 
  the forest. The parents are very thankful and often 
  provide assistance to the character. The character 
  checks on the family periodically to make sure they 
  are fine and help the child grow.
  11-15
  While exploring lesser traveled sections of the forest, 
  the character encounters an old stone idol to and 
  unknown god ten feet tall with two large gems for 
  eyes. The character did not touch anything but he 
  remembers exactly where the idol is.
  16-20
  Character discovers a faerie ring or a druid circle. 
  Under the right circumstances (full moon, eclipse, or 
  something similar), the ring or circle can be used to 
  visit different planes.
  21-25
  Character discovers an abandoned elvish village. 
  There is no sign of what happened to the inhabitants 
  and no obvious signs of violence. The character uses 
  the village as a waystop or headquarters while in the 
  forest.
  26-35
  Character is instrumental in stopping a forest fire. 
  All inhabitants know of his help and go out of their 
  way to aid the character whenever possible. Animals 
  bring food and gifts, fey perform minor repairs, trees 
  provide shade, thorns and vines move out of the way, 
  etc.
  36-40
  Character finds a wounded young animal left for 
  dead. The character nurses it back to health and 
  gains a pet (see Table EE).
  41-45
  Periodically, fantastic creatures such as pegasi, 
  hippogriffs, unicorns, etc. visit the character and 
  bring gifts. Why this happens is unknown to the 
  character.
  46-50
  When the character enters woods, it only takes a few 
  minutes before small birds land on his shoulders. 
  Often they sing to him.
  51-55
  Character gains a friend who is a Cleric
  56-60
  Character gains a friend who is a Fighter
  61-70
  Character gains a friend who is a Thief
  71-75
  Character gains a friend who is a Bard
  76-80
  Character gains a friend who is a Wizard
  
  -20-
  81-85
  Character saves a rare animal from poachers
  86-90
  The character actually brokers a deal between fairies 
  and the local townsfolk thus saving both.
  91-100
  While traveling through the woods, the character 
  encounters an ancient castle that is surrounded by a 
  thick growth of thorny plants.
  Return to the table that sent you here.
  Table T Good Things
   
  There are times when fate smiles 
  upon the character. Something wonderful 
  and beneficial happens to the character. 
  Enjoy.
  Roll
  Value
  1-3
  Blessed with the birth of a healthy child
  4-6
  Character discovers an item (see Table GG)
  7-9
  Character gains a pet (see Table FF)
  10-12
  Character saves a life (see Table DD and CC)
  13-15
  Character becomes renown for a Cleric event (see 
  Table O)
  16-18
  Character becomes renown for a Fighter event (see 
  Table P)
  19-21
  Character becomes renown for a Wizard event (see 
  Table Q)
  22-24
  Character becomes renown for a Thief event (see 
  Table R)
  25-27
  Character becomes renown for a Nature event (see 
  Table S)
  28-30
  Character is blessed (see Table LL)
  31-34
  Character encounters a major figure in politics 
  (advisor, ambassador, ruler, etc.) and helps them with 
  a significant problem. Perhaps their horse came lame 
  and the character healed it. Regardless, the major 
  figure now owes the character a favor.
  35-37
  Character is instrumental in outlawing slavery in the 
  land.
  38-40
  Character becomes good friends with someone (see 
  Table DD)
  41-43
  Character is forced into an unwanted marriage but 
  they quickly fall in love
  44-47
  Character is titled for a great service to the crown. 
  While the actual amount of work was minor, it had 
  profound impact. (see Table BB)
  48-50
  The character discovers an area nearby that amplifies 
  any magic cast at it. As far as he knows, the character 
  is the only person to know of its whereabouts.
  49-53
  While exploring the character discovers a hidden 
  passage that leads directly to a major building 
  (castle, church, bank, etc.) It appears to be an 
  escape tunnel, but it obviously works both ways.
  54-56
  A friend or family member previously thought 
  dead suddenly returns with an amazing tale about 
  kidnapping, piracy, and hidden treasure. The friend 
  knows where the treasure still is and shares it with 
  the character.
  57-60
  A song or poem that the character created on a whim 
  suddenly becomes the most popular piece in the 
  country. It is almost impossible to find someone who 
  has not at least heard of it.
  61-63
  Leader of the land pardons the character and 
  all family members from any crimes they have 
  committed. Any in prison are freed. Why this is 
  happening is currently not know.
  64-66
  Character discovers he is actually the heir to the 
  throne
  67-69
  Character graduates from a prestigious learning 
  academy with honors
  70-72
  Character wins the King’s/Queen’s favor in a contest.
  73-75
  Character falls in love (see Table Y)
  76-78
  Character helps a fairy caught in a net. The fairy 
  kisses the character as thanks and now the character 
  is more attractive to members of the opposite sex.
  79-81
  Character develops a rapport with an intelligent 
  horse or other mount. The animal responds to 
  whistles and other simple verbal commands
  82-84
  A chance encounter has the character rescue 
  someone (see Table DD). That person now owes 
  a deep debt to the character and will help at any 
  opportunity.
  85-87
  Character knows the location of a hidden sanctuary. It 
  can hold up to six people in it quite comfortably with 
  enough food and water for up to a month. The actual 
  owner of the sanctuary is unknown.
  88-90
  Character has an innate ability to make money. He 
  knows when an investment will make money and 
  when it will lose money. He is not sure how he knows, 
  he just does.
  91-93
  Something the character creates catches the eye of 
  the queen or other royalty. Suddenly the character is 
  popular with all the ladies in the court who want their 
  own creation.
  94-96
  To raise money, the government institutes a lottery 
  and the character won it.
  97-98
  Years after the character’s cruel father’s death, his 
  mother remarries a rich nobleman who always wanted 
  a son/daughter.
  99-100
  Character’s father is a soldier for a neutral country. 
  He never goes to war but travels with is family 
  around the world.
  Return to the table that sent you here.
  
  -21-
  Table U Bad Things
   
  Into every life a little rain must 
  fall. Unfortunately, now it is rainy in your 
  character’s life. Cheer up, it will get better 
  (you hope).
  Roll
  Value
  1-3
  Imprisoned for a crime (see Table X)
  4-6
  Parents are imprisoned (see Table MM)
  7-9
  Place where the character lives is wiped out.
  10-12
  Character causes the death of someone (see Table 
  DD and CC)
  13-15
  Family is wiped out
  16-18
  Sold into slavery (see Table W)
  19-21
  Character injured (see Table NN)
  22-24
  Character is cursed (see Table KK)
  25-27
  Character’s relationship with family is severed
  28-30
  Forced into an unwanted marriage
  31-34
  Character loses all possessions in a catastrophe, fire, 
  earthquake, volcano, dragon, etc.
  35-37
  There is a split in the character’s guild or order and it 
  eventually dissolves
  38-40
  Character is accused of a crime and flees the country 
  (see Table MM)
  41-43
  A Family heirloom or important personal possession 
  is stolen
  44-47
  Character is outlawed for political reasons and goes 
  into hiding
  48-50
  The character’s mother is killed by someone (see 
  Table DD)
  49-53
  The character’s father is killed by someone (see 
  Table DD)
  54-56
  The character’s parents are forced into slavery
  57-60
  Character’s romantic interest leaves him
  61-63
  Character’s romantic interest is unfaithful
  64-66
  Character’s romantic interest dies
  67-69
  Character’s romantic interest vanishes and has not 
  been seen since
  70-72
  Character scarred from a disease
  73-75
  Character is disinherited by parents
  76-78
  Character is forced into a marriage with someone who 
  hates him
  79-81
  Due to a misunderstanding, rumors fly about how 
  unskilled the character is in his profession
  82-84
  The character has a very visible birthmark that makes 
  others think he is cursed. (see Table II)
  85-87
  Someone is stalking the character and constantly 
  leaves notes, hints, etc. to show that he can get to 
  the character at any time.
  88-90
  Character develops a stutter and has a difficult time 
  talking to people.
  91-93
  There is a killer on the loose who looks a lot like the 
  character. Character is often mistaken for him.
  94-96
  Years after your saintly mother dies, your father 
  marries a nasty hag with two sons/daughters of her 
  own who she favors and makes your life a living hell. 
  97-100
  Your father is a soldier for an expansionist country 
  and your childhood memories are marked by one 
  bloody battlefield after another.
  Return to the table that sent you here.
  Table V Military Events
   
  Your character is in the army now. 
  Enjoy the free room and board while you 
  travel to exotic places and stand guard.
  Roll
  Value
  1-3
  Character involved in a brutal battle. Character fought 
  poorly, drummed out of the military.
  4-6
  Character involved in a battle. Character was wounded 
  and has some impressive scars to show for it.
  7-9
  Character involved in a battle. The horror causes the 
  development of an exotic trait (see Table JJ)
  10-12
  Character involved in a battle. Character fought well.
  13-15
  Character involved in a battle. Character fought 
  heroically. He saved the life of many comrades and 
  was promoted.
  16-18
  Character involved in a battle. Captured and enslaved 
  (see Table W)
  19-21
  Character involved in a battle. Decorated for heroics
  
  -22-
  22-24
  Character involved in a battle. Character was a coward 
  in battle. 33% chance no one noticed.
  25-27
  Character involved in a battle. Characters friend dies 
  at his side.
  28-30
  Character involved in a battle. Character is the only 
  survivor.
  31-34
  Character involved in a battle. Character slays the 
  leader of the enemy.
  35-37
  Character involved in a battle. Character is 
  responsible for the death of his squad.
  38-40
  Character involved in a battle. Character deserts.
  41-43
  Character involved in a battle. Characters immediate 
  superior officer dies and character takes his place.
  44-47
  Character involved in a battle. Characters actions 
  single handedly change the tide of battle.
  48-50
  Character involved in a battle. Character’s side utterly 
  destroys opponent’s side.
  49-53
  Character is transferred to a special operations 
  branch of the military. (spy, spellcaster, etc.)
  54-56
  Character transferred to a non-combat unit for the 
  rest of his enlistment.
  57-60
  Character is made an officer (or promoted).
  61-63
  Character’s unit is ambushed! Character fights his 
  way free but most of the unit is killed.
  64-66
  Character’s unit is involved in a plot to overthrow 
  the ruler of the land. 50% chance of success. If the 
  character’s side loses, he is declared a traitor and 
  flees the land.
  67-69
  During the battle, the character leads his forces 
  during an eclipse. They end up routing the other side 
  and the character gains a reputation lucky/blessed in 
  battle. Any coincidence in a fight is attributed to the 
  character.
  70-72
  Character involved in a battle. The battle becomes 
  the turning point in the war and is legendary. Anyone 
  involved in the battle is considered valiant.
  73-75
  During training, the character discovers a new tactic 
  that gives his side a marked advantage on the 
  battlefield. The king quickly claims he thought up 
  the tactic and the character is quickly shunted off to 
  some other job.
  76-78
  Character is sent to a “special forces” type unit that 
  uses unorthodox methods as well as unusual recruits 
  (minotaur, vampire, etc.)
  79-81
  A young dragon is seen in the land. The army is 
  rounded up to slay it but most are destroyed in 
  the process. Before the character can be killed, the 
  dragon decides to find another place to lair.
  82-84
  Character spends most of his time on guard duty. 
  While boring, he does acquire a large amount of 
  knowledge regarding the politics of the kingdom 
  since most officials ignore the guards.
  85-87
  During a routine patrol in the forest, the character 
  inadvertently steps through a portal of some kind. 
  To his perception he was only gone for a second, 
  but when he returns he discovers that 5 years have 
  passed.
  88-90
  Character is assigned to be the bodyguard of the 
  unit’s wizard.
  91-93
  After serving in the military, the character joins a 
  mercenary group for a few years. He fights in many 
  battles and made deep friendships with others in 
  the company. Since the company has people from all 
  over the world, the character gains a very valuable 
  network of people he can call on for aid.
  94-96
  Character joins the king’s guard at an early age and 
  plans to make a career at it. He gains many contacts 
  in the city.
  97-98
  Character’s town is attacked by barbarian orcs and 
  the character makes a valiant stand to defend it.
  99-100
  Character wants to write a book about elite soldiers 
  and spends a lot of time traveling around with 
  fighters, paladins, and rangers researching it.
  Return to the table that sent you here.
  Table W Slavery Events
   
  It is a sad state of affairs, but certain 
  people or societies think it is possible to 
  own and control another sentient being. 
  Unfortunately for your character, he is 
  owned.
   
  First, it is necessary to determine who 
  the character’s owner is. Roll on table DD to 
  determine the owner. Second, the duration 
  of the enslavements should be calculated by 
  rolling 1d10. The resulting number is how 
  many years the character is enslaved.
  Roll
  Value
  1-3
  Escapes - reward offered for recapture
  4-6
  Escapes with other slaves
  7-9
  Escapes with help of owner’s relative
  10-12
  Escaped but killed the owner during
  
  -23-
  13-15
  Escaped and stole an item or importance (see Table 
  GG)
  16-18
  Freed - owner and slave became friends
  19-21
  Freed - character is reunited with his family
  22-24
  Freed - owner dies
  25-27
  Freed - unable to find work, joins the military (see 
  Table V)
  28-34
  Freed - character saves owners life (see Table CC)
  35-37
  Freed - ruler of the land declares slavery illegal
  38-40
  Freed - character buys his freedom
  41-43
  Owner dies and character is sold to new owner (see 
  Table DD)
  44-47
  Owner dies and culture dictates that all possessions 
  including slaves interred with the body. Character 
  escapes.
  48-50
  Character accused of killing owner. Escapes but with 
  price on his head
  49-53
  Owner dies and names character his heir
  54-56
  Character is beaten often by owner
  57-60
  Character provides sexual entertainment for owner
  61-63
  Character participates in a successful slave revolt. 
  64-66
  Character participates in a failed slave revolt and is 
  seriously injured (see Table NN)
  67-69
  Character is owner’s favorite
  70-72
  Character is resold (see Table DD)
  73-75
  Character is branded
  76-81
  Strange event causes character to be freed (see 
  Table Z)
  82-84
  Character’s family owned slaves and the character 
  grew up around them.
  85-87
  Character’s skills are noticed by his owner. Character 
  is moved into a much better position and the other 
  slaves dislike him because of it.
  88-90
  Character encounters a wizard who offers to replace 
  the character with a magical clone so the character 
  can escape.
  91-93
  Character devises multiple escape plans but stays 
  around because he is trying to learn something 
  about another slave.
  94-96
  Character devises multiple escape plans but stays 
  around because he is trying to learn something 
  about the owner.
  97-98
  Character avoids becoming a eunuch by sheer 
  guile, but now must be careful that his secret is not 
  discovered.
  99-100
  Character becomes the spokesman for the other 
  slaves and often brings grievances to their owner.
  Return to the table that sent you here.
  Table X Prison Events
   
  Whether wrongfully accused or 
  not, your character spends some time 
  behind bars. First, the crime that your 
  character (supposedly) committed should be 
  determined by rolling on table MM. Next the 
  duration of the character’s imprisonment is 
  determined by rolling 1d8. The result is the 
  number of years in prison.
  Roll
  Value
  1-5
  An earthquake shakes the prison causing doors 
  to open and chains to come free. The character 
  escapes.
  6-10
  An earthquake shakes the prison causing doors 
  to open and chains to come free. Remarkably, the 
  character stays and earns the trust of his jailors. He 
  is later set free.
  7-15
  Character is forced to kill someone while in prison. 
  While his stay is extended, the other prisoners never 
  bother the character.
  16-20
  During a prison riot, the character escapes unnoticed.
  21-25
  Prisoners are beaten often. Character becomes 
  disfigured (see Table NN)
  26-30
  Character discovers a secret passage out of his cell. 
  It is obvious no one else knows about it.
  31-35
  Amnesty is declared by the ruler and the character is 
  set free after serving only part of his sentence.
  36-40
  Character attempted to escape but was caught. 
  Although beaten for it, he continues to plan his 
  escape.
  41-45
  Character is well liked in prison and makes many 
  shady contacts.
  46-50
  Character becomes a natural leader of the prisoners, 
  often negotiates better care for them.
  51-55
  Character becomes a natural leader of the prisoners. 
  He organizes a revolt and soon many of them, 
  including the character, are free.
  
  -24-
  56-60
  Character becomes a natural leader of the prisoners. 
  He creates an elaborate escape plan that requires 
  the help of many of the prisoners. The attempt fails 
  and the character is suddenly hated by all of the 
  prisoners due to reprisals.
  61-65
  Character becomes a natural leader of the prisoners. 
  He creates an elaborate escape plan that requires 
  the help of many of the prisoners. The attempt 
  succeeds and they all flee into the night.
  66-70
  By sucking up to the guards, the character gains 
  more favorable treatment in the jail. Other prisoners 
  resent the character.
  71-75
  The character and others around him are often used 
  as forced labor around the area. They are closely 
  watched during these outings.
  76-80
  A new prisoner befriends the character. After a 
  few months, the new prisoner is released and it is 
  discovered that he was a mole for the government. 
  Many secrets were learned during those months 
  and the other prisoners wonder if the character is 
  another mole.
  81-85
  A disease ravages the prison. The character takes 
  time to help those who are ill and nurses many back 
  to health.
  86-90
  Character is offered the choice of undertaking a 
  dangerous mission for the crown in exchange for his 
  freedom. The character succeeds in the task and is 
  released from prison.
  91-95
  A suicide squad is formed from the prisoners, 
  including the character. They are sent on a desperate 
  mission that they are not expected to come back 
  from. The mission is harrowing and all, including the 
  watchmen assigned to the group, are killed except 
  the character. Everyone assumes the character was 
  killed as well.
  96-100
  The prisoners are often used in gladiatorial combat 
  for the enjoyment of the town’s citizens. The 
  character is in many fights and starts to garner a 
  following. Realizing he will never be released from 
  prison, the character escapes after a particularly 
  spectacular battle.
  Return to the table that sent you here.
  Table Y Love Events
   
  The character has found someone 
  to share a romantic interest in. These times 
  are often fraught with interesting and 
  memorable events. Much like the greatest 
  tragedies.
  Roll
  Value
  1-5
  Character falls in love with someone who is beyond 
  his station. The beloved does not reciprocate.
  6-10
  Character falls in love with someone who is beyond 
  his station. The beloved does reciprocate but society 
  currently prevents their coming together.
  7-15
  Character meets his soul mate but she is already 
  betrothed to a rich noble.
  16-20
  Character’s heart was broken by a rogue looking to 
  take all his money.
  21-25
  Character ends up marrying a childhood friend never 
  realizing what they had until they had been through 
  several other stormy relationships.
  26-30
  Character has a fierce rivalry with another but 
  eventually the two realize that the rivalry is brought 
  on by mutual attraction.
  31-35
  The families of both the character and his lover 
  disapprove of their relationship and try to stop it at 
  all costs.
  36-40
  The character’s lover is kidnapped.
  41-45
  The character rescues his lover from a powerful 
  villain.
  46-50
  The character’s family does not approve of his lover 
  and tries to arrange a marriage with another.
  51-55
  The character’s lover is sent far away to live with 
  distant relatives, all to get away from the character.
  56-60
  The character and his lover marry and are blessed 
  with children.
  61-65
  The character and his lover have a messy break up 
  and soon become bitter rivals.
  66-70
  Something terrible happens to the character’s lover. 
  (see Table U)
  71-75
  Character’s lover is a different race/culture.
  76-80
  The character’s lover dies due to the character’s 
  actions. (see Table CC)
  81-85
  The character’s lover is very famous and easily 
  overshadows the character.
  86-90
  Society frowns on the character’s relationship and he 
  takes great pains to keep it hidden.
  91-95
  The character marries his beloved and the ceremony 
  is the grandest the community has ever seen. It is 
  talked about for years to come.
  96-100
  The character’s beloved has a dark secret that she 
  dares never tell the character.
  Return to the table that sent you here.
  
  -25-
  Table Z Strange Events
   
  Sometimes, especially in a fantasy 
  world, the unexplainable occurs. These 
  exotic events are hard to be believed and 
  have a profound impact on a character’s 
  history.
  Roll
  Value
  1-5
  Character enters a portal and is sent to a land far 
  away (current location).
  6-10
  Pilgrims from an unknown religion are convinced that 
  the character is the avatar of their god.
  7-15
  Character looks into a magic mirror and an evil 
  duplicate climbs out. They fight but it is indecisive. 
  The doppelganger flees but will not rest until the 
  character is dead.
  16-20
  An evil ruler orders all children the same age, 
  sex, and birthplace of the character put to death. 
  Character is the only one to escape.
  21-25
  Character is attacked by a mysterious creature during 
  a full moon and contracts lycanthropy.
  26-30
  Character has a guardian ghost who provides council 
  and aid when possible. Only the character can see 
  and hear him (see table DD).
  31-35
  A character discovers a mystical pet (see Table EE) 
  with a magical ability (see Table FF).
  36-40
  A strange person gives the character a magical item 
  (see Table GG).
  41-45
  Character encounters a beautiful young woman 
  encased in a casket of glass. She does not appear to 
  have aged even though evidence points to her being 
  centuries old based on clothing and design of the 
  casket. The character opens the casket and kisses 
  her. She awakens and the two fall in love (see Table 
  Y).
  46-50
  For some reason, everyone thinks the character died 
  and finds it hard to believe that he is still alive, even 
  when the character is standing right in front of them.
  51-55
  Character meets himself from the future when his 
  future self is involved in a magical experiment gone 
  awry.
  56-60
  Character is the target of malicious magic and spends 
  the week as the opposite sex.
  61-65
  A crazy dryad mistakes the character for her tree. 
  Hijinks ensue...
  66-70
  Character encounters a baby in a basket floating on 
  the bank of a river.
  71-75
  During a vicious battle, the character loses his 
  arm. A wizard creates a solid silver replacement 
  that is enchanted to act like a normal arm. The arm 
  operates exactly like the character’s old arm and 
  even weighs the same, it is just silver. Scratches and 
  dents heal like cuts and bruises would.
  76-80
  Character falls in love with a mysterious woman. Their 
  affair is brief but torrid. One night she comes to the 
  character and says she must leave. As the character 
  chases after her, she shimmers into the unmistakable 
  shape of a dragon and flies off.
  81-85
  While the character is scouting around a forest, 
  possibly foraging for food, they see a magnificent 
  white unicorn. The character follows the unicorn as it 
  winds through hidden paths in the forest. Eventually 
  the unicorn leads the character to a clearing where 
  a host of mythical creatures meet. The unicorn nods 
  toward the character and soon he spends time with 
  the creatures, playing strategy games, drinking cups 
  of a delightful drink from flowers born by pixies, 
  and nibbling on honeycomb and sweetbreads. The 
  character falls asleep afterwards and awakes by the 
  side of a road, many miles from where he started.
  86-90
  While traveling, the character is passed on a road 
  by a strange sight. A wagon with one horse pulling 
  it. The travelers wave as they pass. Hours later, 
  the character encounters the wagon, but all of its 
  inhabitants were missing. There was no sight of 
  them anywhere. No tracks or blood. Eventually 
  the character claimed the horseless wagon and 
  discovered how it operates. No trace of its previous 
  owners has ever been found.
  91-95
  Character encounters a village where everyone 
  there goes through their daily motions but no one 
  communicates with each other and the character is 
  never acknowledged.
  96-100
  Character is captured by creatures from another 
  plane. He escapes and spends many months on 
  different planes trying to get back to his home. He 
  succeeds but now starts to feel that this world is 
  limiting since he has now seen the heavens.
  Return to the table that sent you here.
  
  -26-
  Table AA Nobility
   
  There are numerous levels of nobility 
  and keeping straight a Viscount from a 
  Marquis can mean the difference between an 
  enjoyable social gathering and spending the 
  next ten years in the dungeon.
  Roll
  Value
  1-5
  Knight
  6-10
  Prince
  11-15
  Baronet
  16-21
  Baron
  22-26
  Count
  27-31
  Sub chieftain
  32-36
  Jarl
  37-41
  Viscount
  42-46
  Chieftain
  47-52
  Marquis
  53-57
  Duke
  58-62
  Archduke
  63-67
  Kahn
  68-72
  King
  73-77
  High King
  78-82
  Emperor
  83-87
  Scion
  88-92
  Theign
  93-100
  Huscarl
  Return to the table that sent you here.
  Table BB Titles
   
  Often going hand-in-hand with 
  nobility, titles offer stations for the person 
  it is bestowed upon. While there is some 
  responsibility associated with the station, 
  it mostly means a new source of income 
  and a way to impress those lower than you 
  socially.
   
  The title is formed of three parts: 
  position, direction, and location. Roll once 
  on each of the three tables below to generate 
  the character’s full title.
  Position
  Roll
  Value
  1-3
  Governor of the ...
  4-6
  Commandant of the ...
  7-9
  Commander of the...
  10-12
  Keeper of the ...
  13-15
  Overseer of the ...
  16-18
  Retaliator of the ...
  19-21
  Steward of the ...
  22-24
  Swordmaster of the ...
  25-27
  Preserver of the ...
  28-34
  Custodian of the...
  35-37
  Guardian of the ...
  38-40
  Patron of the ...
  41-43
  Nonpareil of the ...
  44-47
  Protector of the ...
  48-53
  Conservator of the ...
  54-56
  Lord of the ...
  57-60
  Deliverer of the ...
  61-63
  High Champion of the ...
  64-66
  Grand Marshall of the ...
  67-72
  Regent of the ...
  73-75
  Vindicator of the ...
  76-78
  Chancellor of the ...
  79-81
  Warden of the ...
  82-84
  Shepherd of the ...
  85-87
  Sentinel of the ...
  88-90
  Defender of the ...
  91-93
  Liberator of the ...
  94-96
  Preserver of the ...
  97-98
  Watchman of the ...
  99-100
  Adjudicator of the ...
  Direction
  Roll
  Value
  1-5
  Western
  6-10
  Arctic
  11-15
  Northern
  16-20
  Beautiful
  21-25
  Arcadian
  26-30
  Verdant
  31-35
  Lower
  36-40
  Sylvan
  41-45
  Idyllic
  46-50
  Bucolic
  51-55
  Fertile
  56-60
  Tropical
  61-70
  Secluded
  71-75
  Bountiful
  76-80
  Eastern
  81-85
  Upper
  86-90
  Southern
  91-100
  Arid
  
  -27-
  Location
  Roll
  Value
  1-4
  Marches
  5-8
  Region
  9-12
  Atoll
  13-16
  Isles
  17-24
  Pale
  25-28
  Haven
  29-32
  Fens
  33-36
  Enclave
  37-40
  Hills
  41-48
  Mountains
  49-52
  Downs
  53-56
  Forests
  57-60
  Coast
  61-64
  Domain
  65-68
  Waves
  69-76
  Sanctuary
  77-80
  Reaches
  81-84
  Wastes
  85-88
  Realm
  89-92
  Expanse
  93-96
  Heath
  97-100
  Steppe
  Return to the table that sent you here.
  Table CC Death Events
   
  The great equalizer comes to us all, 
  unless your character becomes a lich or 
  something. 
  Roll
  Value
  1-4
  Household accident
  5-8
  Premeditated murder
  9-12
  Crime of passion
  13-16
  Assassination
  17-20
  During a duel
  21-24
  Poisoned
  25-28
  During a crime (see Table MM)
  29-32
  Self-defense
  33-36
  Suicide
  37-38
  Insane died during treatment
  39-42
  Starvation
  43-46
  Sacrificed life to save another
  47-50
  Drowning
  51-54
  In prison
  55-58
  Tortured to death
  59-62
  Enslaved and died
  63-66
  Disease
  67-70
  Natural disaster
  71-74
  Fire
  75-78
  Stroke/heart attack
  79-82
  Infection
  83-86
  Monster attack
  87-90
  War
  91-94
  Dehydration
  95-98
  Fire
  99-100
  Ritual sacrifice
  Return to the table that sent you here.
  Table DD Who
   
  A quick way to randomly determine 
  who someone the character encounters is.
  Roll
  Value
  1-3
  Scribe
  4-6
  Clerk
  7-9
  City official
  10-12
  Guardsman
  13-15
  Tax collector
  16-18
  Judge
  19-21
  Ambassador
  22-24
  Mayor
  25-27
  Political advisor
  28-34
  Soldier
  
  -28-
  35-37
  Political leader
  38-40
  Spy
  41-43
  Beggar
  44-47
  Leper
  48-53
  Wizard
  54-56
  Priest
  57-60
  Druid
  61-63
  Alchemist
  64-66
  Fighter
  67-72
  Rogue
  73-75
  Bard
  76-78
  Barbarian
  79-81
  Ranger
  82-84
  Noble (see Table AA)
  85-87
  Occupation (see Table F)
  88-90
  Criminal (see Table MM)
  91-93
  Relative
  94-96
  Peasant
  97-98
  Farmer
  99-100
  Sage
  Return to the table that sent you here.
  Table EE Pets
   
  A special animal in your character’s 
  life. While typically not able to fight in 
  defense of the character, they provide 
  companionship and entertainment.
  Roll
  Value
  1-3
  Dog
  4-6
  Cat
  7-9
  Small Bird
  10-12
  Bird of Prey
  13-15
  Lizard
  16-18
  Mouse
  19-21
  Rat
  22-24
  Snake
  25-27
  Mini-dragon
  28-30
  Horse
  31-34
  Ferret
  35-37
  Toad
  38-40
  Weasel
  41-43
  Rabbit
  44-47
  Monkey
  48-50
  Raccoon
  49-53
  Possum
  54
  Chicken
  55-57
  Wild cat (bobcat, lynx, puma)
  58-60
  Otter
  61-62
  Beaver
  63-64
  Groundhog
  65-66
  Mongoose
  67
  Fish
  68-70
  Wallaby
  71-72
  Wolf
  73-75
  Large spider
  76-78
  Pig
  79-81
  Cow
  82-84
  Goat
  85-87
  Sheep
  88-90
  Turtle
  91-93
  Elephant
  94-96
  Small dinosaur
  97-98
  Small outsider
  99-100
  Pet has special ability. Reroll to choose animal and 
  roll Table FF.
  Return to the table that sent you here.
  Table FF Pet Special Ability
   
  Every pet is special. Some, however, 
  are very special.
  Roll
  Value
  1-5
  Can turn invisible
  6-10
  Can breathe fire
  11-15
  Owner can see through animals senses
  16-21
  May assume human form for 1 hour per day
  22-26
  Pet can communicate mentally
  27-31
  Pet can turn intangible
  32-36
  Pet can fly
  37-41
  Pet regenerates damage
  42-46
  Pet may appear as owner for up to 1 hour per day
  47-52
  Pet can detect invisible objects
  53-57
  Pet is as intelligent as an average person
  58-59
  Pet is made of a solid substance such as stone, 
  gemstone, metal, wood, etc.
  60-62
  Pet can breathe underwater
  63-67
  Pet can grow to large size
  68-72
  Pet can shrink to insect size
  73-77
  Pet has poisonous bite/sting
  78-82
  Pet’s skin adopts the coloration of the environment 
  around it
  83-87
  Pet has nine lives. Each time it is killed (up to 9) it 
  lies there a minute and then hops back up
  88-92
  Once per day, the pet gains superhuman strength.
  
  -29-
  93-100
  Pet changes animal type randomly each day (one 
  day it is a dog, the next a cat, the next a lizard, etc.) 
  The animal is always a similar size but a different 
  species.
  Return to the table that sent you here.
  Table GG Gifts
   
  Surprise, here is a special something 
  picked out just for your character. Of 
  course, many times a gift comes with strings 
  attached.
  Roll
  Value
  1-3
  A map on the back of a dragon scale that reportedly 
  leads to a great treasure.
  4-6
  An ancient weapon. It is so finely crafted (possibly 
  magic) that no one knows how it was made when it 
  was supposedly made.
  7-9
  Ancient armor. It is so finely crafted (possibly magic) 
  that no one knows how it was made when it was 
  supposedly made.
  10-12
  A unique Pet (see Table EE) with a special ability 
  (see Table FF)
  13-15
  A large painting that often changes the location it 
  depicts
  16-18
  A fabulously bejeweled piece of jewelry. It is 
  extremely valuable.
  19-21
  An ornate key. What it unlocks is unknown
  22-24
  A sealed bottle containing an unknown liquid inside.
  25-27
  A wooden staff with numerous intricate carvings on 
  it.
  28-30
  The deed to piece of land
  31-34
  The deed to a prosperous inn/tavern
  35-37
  The deed to an inn/tavern that has burned down
  38-40
  The deed to a manor house
  41-43
  The deed to a vacation home
  44-47
  The deed to a castle, supposedly haunted
  48-50
  Ownership of a merchant sailing vessel
  49-53
  The deed to an island
  54-56
  A sealed letter meant for the current ruler of the 
  country
  57-60
  A sealed chest
  61
  Ownership of a slave
  62-63
  An ornately decorated, fully enclosed wagon
  64-66
  A sealed jar with a small living creature floating in a 
  liquid
  67-69
  A valuable book
  70-72
  A musical instrument of incredible quality
  73-75
  A musical instrument that actually plays itself
  76-78
  A riding animal. It is the premiere of its species
  79-81
  Rare book of elvish poetry
  82-84
  Illustrated book of erotic stories
  85-87
  A bracelet with an insect on it. While worn, the 
  wearer is never bothered by insects.
  88-90
  A full set of high quality cookware. It is enscrolled so 
  no food will ever burn in it.
  91-93
  A pair of dice made from obsidian. They will roll 
  whatever number the owner desires.
  94-96
  A hand carved chess set that will play its owner, if 
  desired.
  97-98
  A piece of folded parchment. When unfolded it either 
  has “yes” or “no” written on it. Why it changes and 
  what question it is answering is currently unknown, 
  as is its accuracy.
  99-100
  An unusual mount. A large cat, an ostrich, giant 
  snail, etc.
  Return to the table that sent you here.
  Table HH Gods
   
  What would a fantasy game be 
  without a slew of gods with their petty 
  jealousies and plots? Below is a table listing 
  the spheres of influence a god has.
  Roll
  Value
  1-3
  Ruling god
  4-6
  Fire
  7-9
  Earth
  10-12
  Water
  13-15
  Wind
  16-18
  Storms/lightning
  19-21
  Love
  22-24
  Archery
  25-27
  Sun
  28-30
  Death/Underworld
  31-34
  Drink
  35-37
  Luck
  
  -30-
  38-40
  Magic
  41-43
  Thieves
  44-47
  Agriculture
  48-50
  Hunt
  49-53
  Wisdom
  54-56
  Strength
  57-60
  War
  61-63
  Healing
  64-65
  Music/Art
  66-67
  Moon
  68-69
  Fertility
  70-71
  Thieves
  72-73
  Home
  74-75
  Day
  76-77
  Night
  78-79
  Peace
  80-81
  Justice
  82-84
  Summer
  85-87
  Spring
  88-90
  Winter
  91-93
  Fall
  94-96
  Mischief/Trickery
  97-98
  Revenge
  99-100
  Knowledge
  Return to the table that sent you here.
  Table II Birthmarks and Tattoos
   
  Whether voluntary or involuntary, 
  the character has a noticeable mark on him 
  somewhere. First determine the shape of the 
  mark and then the location of it.
  Shape
  Roll
  Value
  1-5
  Skull
  6-10
  Crown
  7-15
  Sword
  16-20
  Hawk
  21-25
  Dragon
  26-30
  Cross
  31-35
  Clover
  36-40
  Ring
  41-45
  Moon
  46-50
  Sun
  51-55
  Claw
  56-57
  Strawberry
  58-60
  Fish
  61-65
  Star
  66-70
  Bat
  71-75
  Heart
  76-80
  Spiderweb
  81-85
  Horse
  86-90
  Bow and arrow
  91-95
  Circle
  96-100
  Triangle
  Location
  Roll
  Value
  1-7
  Foot
  8-14
  Shin
  15-25
  Thigh
  26-32
  Pelvis
  33-40
  Stomach
  41-50
  Chest
  51-60
  Shoulder
  61-70
  Upper Arm
  71-80
  Lower Arm
  81-90
  Hand
  91-100
  Face
  Return to the table that sent you here.
  
  -31-
  Table JJ Exotic Traits
   
  Your character is a little… let us just 
  say he is special. It is not his fault, but he is 
  harboring a particular quirk in his brain.
  Roll
  Value
  1-5
  Character has quite the Casanova complex and must 
  flirt with anyone of the opposite sex he comes 
  across.
  6-10
  Character has a traumatic experience and gains a 
  phobia of something
  11-15
  Character has an allergy to a relatively common 
  substance (mold, eggs, gold, silver, wool, etc)
  16-20
  Character becomes addicted to a substance such as 
  wine, elderberries, tobacco, etc.
  21-25
  Character has an irrational need to be known for his 
  exploits. He adopts some kind of behavior that marks 
  his participation in events. This could be carving his 
  initials into things, leaving a card or coin or other 
  similar object, leaving one witness, etc.
  26-30
  Character is a great lover of food and drink. When 
  options are available, he becomes picky as to what 
  he will consume and will not stop eating or drinking 
  until well past full.
  31-35
  Empathic. The character can always see things from 
  the other side. This often throws him at odds with the 
  rest of his group. He often plays devil’s advocate.
  36-40
  Character enjoys pulling elaborate practical jokes, 
  even if the timing is poor.
  41-45
  Cleanliness is next to godliness for this character. 
  He is meticulous about his appearance and is very 
  reluctant to get dirty.
  46-50
  Cleanliness is an accident. The character is slovenly 
  in appearance and is not concerned about others 
  opinions of his looks.
  51-53
  Animal lover. Character loves animals and will always 
  stop to help one in need. Often he has a small 
  creature somewhere with him.
  54-55
  Slow. While the character is by no means stupid, it 
  does take a little longer for him to understand things.
  56-60
  Character has an idle skill that he does almost 
  unconsciously. This could be something like whittling, 
  humming, sketching, sign language, etc.
  61-70
  Attractive to members of the opposite sex. The 
  character has an aura that makes him very desirable 
  to members of the opposite sex, regardless of the 
  characters appearance.
  71-75
  Character uses a particular figure-of-speech 
  constantly in conversation.
  76-80
  Character is aggressive when he encounters a 
  conflict.
  81-85
  Character is a born romantic and always sees the 
  world through idealized eyes
  86-90
  Character covers up his adventuring by adopting a 
  secret identity
  91-100
  The character has a second personality that 
  occasionally manifests itself
  Return to the table that sent you here.
  Table KK Curses
   
  Someone wants something bad to 
  happen to your character, so they call on 
  the help of forces best left unseen. Your 
  character is now saddled with a curse.
  Roll
  Value
  1-5
  Through no fault of their own, and no matter how 
  often they wash, the character always smells
  6-10
  Character can move no faster than a walk
  11-15
  Character cannot tolerate the wearing of shoes
  16-20
  Character develops a stutter when talking to 
  members of the opposite sex
  21-25
  Character is a weirdness magnet. If something 
  unusual happens to the party, it almost always 
  happens to the character.
  26-30
  Character cannot live for longer than one year in a 
  single place before some tragedy forces them to 
  leave.
  31-35
  Character seems untrustworthy to strangers. Often is 
  blamed for incidents he had no part in
  36-40
  Character’s skin changes to an unusual color.
  41-45
  Character’s skin glows a pale white.
  46-50
  Gold touched to the skin of the character turns to 
  lead.
  51-55
  When character sneezes, he teleports up to 5 feet 
  away
  56-60
  Character is ordered by the king (or other leader) 
  to provide an expensive birthday present for his 
  daughter.
  61-65
  All of the character’s possessions other than what he 
  is carrying is lost to the crown or destroyed.
  66-70
  The character is forced into an unwanted marriage 
  due to an unexpected pregnancy. The character 
  might not even spent any time with his new 
  betrothed, but that is how magic works sometimes.
  71-75
  The character is exiled from his home country on the 
  pain of death if he ever returns.
  76-80
  Character gets a case of the hiccups that never goes 
  away
  81-85
  Character’s hair turns into non-venomous snakes
  86-90
  Character can speak only the truth
  91-95
  One body part of the character’s becomes animal-
  like. Randomly choose an animal. The body part is 
  chosen on the Birthmark/Tattoo table. (see Table II)
  96-100
  Character involuntarily insults and curses those he 
  talks to.
  Return to the table that sent you here.
  
  -32-
  Table LL Blessings
   
  Someone wants something good 
  to happen to your character, so they call 
  on the help of forces best left unseen. 
  Your character is now the beneficiary of a 
  blessing.
  Roll
  Value
  1-5
  Character is born the most beautiful in the land.
  6-10
  Character is the first child born during a momentous 
  year and seems to have more luck than others.
  11-15
  Character has a musical gift and can compose the 
  finest verse and set it to the most sublime music
  16-20
  Character creates a bond of trust and admiration with 
  members of the opposite sex.
  21-25
  Character is granted a lesser title and becomes a 
  noble.
  26-30
  Any business endeavor the character attempts 
  becomes successful.
  31-35
  The character is granted a single boon from the 
  leader of the country, to be used when needed.
  36-40
  Members of a benevolent secret society have singled 
  out the character as someone to assist when needed. 
  The character does not know who the group is of 
  who its members are. Strangers seem to help him 
  when needed.
  41-45
  Character can always strike a bargain beneficial to 
  himself. While he cannot fleece people, he certainly 
  gains the upper hand in all negotiations.
  46-50
  Any plant life the character attends to flourishes and 
  grows noticeably
  51-55
  Character has a strange “laying on hands” ability 
  that only affects animals. He can heal most maladies, 
  short of death, by pressing his palm on to the 
  affected animal. The more serious the wound, the 
  longer the character needs to touch the animal.
  56-60
  At will, the character can produce a glowing light 
  from his palm. This light is as bright as a lantern.
  61-65
  The character has a strange and inexplicable affinity 
  with beasts. Domestic animals prefer him/her 
  (normally fractious horses will not balk, guard dogs 
  may growl but will not attack, etc.) and natural beasts 
  will not attack or flee unless forced.
  66-70
  Character is able to create a bond of compassion 
  with those around him. This makes them generally 
  favorable during requests for aid.
  71-75
  Character’s food pouch always has something in it. It 
  may not be the best tasting food, but as long as the 
  character is able to reach into it, he will never starve. 
  There is nothing magical about the pouch, this ability 
  works with any pouch he takes food from.
  76-80
  Character gains the limited ability to communicate 
  with small animals. They may or may not do what 
  he asks and their responses are limited by their 
  intelligence.
  81-85
  Character’s appearance is always flawless. He 
  appears to repel dirt so that if he fell into a mudpile, 
  he would come out wet but clean. His hair only blows 
  in dramatic fashion.
  86-90
  The environment around the character seems to 
  welcome him. For example, tree limbs will bend 
  slightly to shade him, overgrowth will flatten in front 
  of him, weak stairs strengthen as he climbs them, 
  etc.
  91-95
  The character gains the blessing of the dragons. 
  Once during the character’s life, he may call on a 
  dragon for aid. Once used, the character may not call 
  on the dragon again.
  96-100
  Character is blessed with a very organized mind. The 
  time it takes the character to improve or learn a new 
  skill, or research information and recite it, is halved.
  Return to the table that sent you here.
  Table MM Crimes
   
  There are many ways that one person 
  can infringe on the rights of others. Here is a 
  table full of them.
  Roll
  Value
  1-4
  Burglary
  5-8
  Organized crime
  9-12
  Heresy
  13-16
  Murder
  17-20
  Adultery
  21-24
  Rape
  25-28
  Prostitution
  29-32
  Offending a person of status
  
  -33-
  33-36
  Trespassing
  37-40
  Treason
  41-44
  Failure to pay taxes
  45-48
  Political
  49-52
  Banditry
  53-56
  Mugging
  57-60
  Piracy
  61-64
  Harboring a criminal
  65-68
  Theft
  69-72
  Pickpocketing
  73-76
  Poaching
  77-80
  Horse thievery
  81-84
  Assault and battery
  85-88
  Selling illegal substance
  89-92
  Kidnapping
  93-96
  Blackmail
  97-100
  Con man
  Return to the table that sent you here.
  Table NN Disfigurement
   
  Partaking in a dangerous profession 
  in a dangerous world can leave visible 
  signs on the body. Unfortunately for your 
  character, he has one of those signs.
  Roll
  Value
  1-5
  Pox scars on face
  6-10
  Scars on limbs/extremities
  11-15
  Hardened, scab-like scales on portion of face, neck 
  and shoulders 
  16-20
  One eye afflicted with cataract-looking condition 
  (though vision unimpaired, 
  21-25
  Hair all fell out and never grew back
  26-30
  Hair turned completely white and remained that color 
  entire life regardless of age. Fingernails, toenails 
  and lips turned black & blue of old bruise
  31-35
  Character turned albino pale and remains very 
  sensitive to the sun
  36-40
  Eyes turned red on red, no pupils, cornea, etc.
  41-45
  Bones are twisted slightly in one limb and muscles 
  underdeveloped.
  46-50
  Hunchback
  51-55
  Giant
  56-60
  Little person
  61-65
  Covered in fur
  66-70
  Webbed fingers and toes
  71-75
  One hand is a claw
  76-80
  Born with a tail
  81-85
  Born with wings
  86-90
  Horns
  91-95
  Skin is an unusual color
  96-100
  One body part is scaled and reptilian-like (see table 
  II for location).
  Return to the table that sent you here.
  
  Character Background Form
  Section I: Unalterable
  F Mod
  A Family Status
  B Family Wealth
  XX
  C Climate
  XX
  D Terrain
  XX
  E Community
  F Occupation (who)
  F Occupation (what)
  G Location
  XX
  H Birthplace
  XX
  H Birth Order
  XX
  H Siblings/sex
  XX
  Section II: Family History
  Who?
  I Parental Event
  I Parental Event
  I Sibling Event
  J Family Legacy
  XX
  Section III: Character History
  K Childhood Events
  K Childhood Events
  L Adult Events
  L Adult Events
  L Adult Events
  M Hobby
  Personality Traits
  Trait (value)/Trait (value)
  N Personality
  /
  N Personality
  /
  N Personality
  /
  N Personality
  /
  
SOURCE: textdata/thevault/_Player Books/Background Noise.pdf