Character History

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This article complies with version 0.96 of Runarcana RPG

The Character Creation rules are in Chapter 1: Characters. By following the rules presented in that chapter, you can create your character by recording all the information on a dedicated character sheet, which you can then use to play Runarcana.

These rules provide the mechanical basis for building a character within the system's rules. However, they do not help in creating and developing the character's initial backstory, nor do they detail events and circumstances that may have shaped them.

You can create these details from your own ideas, usually in conversation with the GM, adapting everything to the tone and worldview used in the campaign. Alternatively, you can use this chapter as a guide.

Support

The main purpose of this section is to assist, not to command. As mentioned before, this chapter aims to help, so feel free to ignore one or more of the tables present, such as the tables about your parents and siblings or what led you to choose a specific Past or Class.

Typically, you will use the ideas presented here to fill in gaps in your story, adding depth and detail. In some other cases, reading the content of these tables may be enough to inspire you and give you ideas more suited to your character.

In any case, use these tables freely, unless the intention is to leave everything to the whims of chaos and randomness, causing the character as a whole to be defined by the values ​​obtained from dice, even if this generates something strange.

What matters is that you feel the character is yours, that you can roleplay them and have fun in the process.

Randomness

This section can also be used as a random character generator, which is useful for indecisive players, newcomers, or those who want to try different things. Game Masters can also use these tables to create non-player characters that can populate the world.

With these tables and a dataset, you can create several variations for character backstories, which can be useful both when you are developing ideas and in the middle of an adventure, when players for some reason end up interacting with a character that had not yet been explored in depth.

Structure

This chapter is organized so you can build the story in layers. You can stop when you feel you have enough material to begin the campaign.

  • Base: What are the foundations of your character's story? Who are its parents? Do it have siblings? Where were they born?
  • Circles of Relationships: Your character is probably not an "island" isolated from everything and everyone. Or maybe it is; here's information to help you elaborate on that more effectively.
  • Personal Decisions: Here you'll find help defining how your character arrived at the point of choosing its Class and the factors that made its Past relevant.
  • Life Experiences: Some events that occurred during your character's life, whether simple but important or extraordinary, that may have defined a lot.
  • Supplementary Tables: Some tables for creating characters important to the story, defining origins, occupations, their relationship to the character, and their current status. Some other tables may lead you to other supplementary tables, such as cause of death or occupation.
  • Final Steps: Once you have gone through this entire chapter, what have you created and how do you proceed from here?

Base

The Base defines the character's ground. It establishes where you came from, who brought you into the world, where you started life, and what family ties still pull you back or push you forward.

If you prefer a concise story, close the Base and go straight to Personal Decisions. If you want more hooks and connections to the setting, go through Relationship Circles and some Life Experiences.

Birth Region

Each character in Runarcana bears the marks of their homeland. The region where your character was born shapes their early years, influencing customs, language, and worldview. Growing up among pirates in the docks of Bilgewater doesn't produce the same kind of stories as being raised under the law of Demacia or in the tribal tundras of Freljord.

Roll 1d100 to determine the birth region, or use the table as inspiration to choose the region that best fits the character's concept.

Region of Birth
d100 Region
01–09 Bilgewater
10–14 Bandle City
15–23 Demacia
24–32 Freljord
33–34 Shadow Isles (surroundings)
35–43 Ionia
44–52 Ixtal
53–54 Nazumah
55–63 Noxus
64–72 Piltover
73–81 Shurima
82–90 Targon
91–99 Zaun
00 GM's Choice

Bandle City. Characters originating from Bandle City are yordles. If your character is not a yordle, treat Bandle City as a place of passage, adoption, or custom, and not as their birthplace.

Shadow Isles. The Shadow Isles are not a common origin for characters. Instead, the table represents the surroundings and indirect effects of the Black Mist. If you wish, this result can indicate that your character was born on a nearby coast, on an affected shipping route, or in a community marked by fear and ghost stories.

The Void. The Void is not a birthplace. If you want elements of the Void in the story, use Life Experiences.

Parents

Parents help establish legacy and absence. Even when there is no cohabitation, there is almost always a consequence, such as a surname, a rumor, a debt, a strong memory, or a question that was never answered.

Roll 1d6 to determine how much you know about your parents.

Parents
d6 Description
1–2 You know who your parents are or were.
3–4 You don't know who your parents are or were.
5–6 You know who one of your parents was.

Construct. Constructs may have been created by a person, a group, or from an unclear source. Use this same table to determine how much you know about who created it.

Half-Vastaya

Half-vastaya can arise from different combinations of vastaya and half-vastaya with other origins. Although half-vastaya is rare, the most common form involves vastaya and humans. Other strange possibilities also exist.

If you are half-vastaya, roll 1d10 to determine your parents' status regarding your vastaya heritage.

Half-Vastaya
d10 Description
1–5 One parent is vastaya and the other is human.
6 One parent is vastaya and the other is half-vastaya.
7 One parent is half-vastaya and the other is human.
8 Both parents are half-vastaya.
9 One parent is vastaya and the other belongs to another origin. See Other Parents.
10 One parent is half-vastaya and the other belongs to another origin. See Other Parents.

Other Parents

If a combination indicates “another origin”, roll 1d10.

Other Parents
d10 Description
1–5 Your other parent is an anthroplant.
6 Your other parent is a chirean.
7 Your other parent is a construct.
8 Your other parent is a half-dragon.
9 Your other parent is a minotaur.
10 Your other parent is a troll.

Place of Birth

Your birthplace can influence the relationships you formed in childhood and the type of stories you tend to tell about yourself. How much this matters depends on what you want to bring to the campaign.

Roll 1d100 to determine the birthplace and make adjustments based on the region. “Alley or Street” in Freljord might mean being born on ice during a crossing. “Temple” in Zaun might be a clandestine chapel or an improvised shrine.

If the roll is 00, your birth was marked by a special event. Roll 1d20 for Special Event and then roll 1d100 again for the location.

Place of Birth
d100 Location
01–50 Cave
51–55 Humble hut
56–63 Midwife's house
64–65 Family home
66–68 Family friend's house
69–70 Caravan, carriage, wagon or similar
71–72 Settlement or camp
73–74 Barn
75–77 Grove or forest
78–79 Temple
80–82 Alley or street
83–85 Castle, fortress, or fort
86–87 In a laboratory
88–89 Aboard a vessel
90–91 Tavern or inn
92–93 In a prison
94–95 In an arena or combat academy
96 Battlefield
97 Sewer or dungeon
98 Headquarters of a secret organization
99 In the open air
00 Special Event

Special Event

A special event doesn't exist to "dictate destiny." It serves to create a founding memory, a persistent rumor, or a detail that always resurfaces when someone talks about its origin.

Roll 1d20.

Special Event
d20 Event
1 A shooting star streaked across the sky during your birth, and someone interpreted it as an omen.
2 An unseasonal storm formed and dissipated too quickly, as if something had "breathed" over the place.
3 An animal appeared and refused to leave your side, as if guarding or announcing your arrival.
4 A bell, drum, or instrument sounded on its own somewhere nearby.
5 An unknown person left a gift and disappeared, and no one agrees on the reason.
6 A symbol appeared, was found, or was seen at the location, and became a family superstition.
7 The light flickered, went out, or flickered around, even without a clear explanation for it.
8 The fog, dust, snow, or sand moved “against the wind,” and someone swore they heard whispers.
9 You were born with an unusual mark, and the family never agreed whether it was a blessing or a bad omen.
10 You were born with a physical trait considered a “bad omen” somewhere, and it became a recurring story.
11 A collective dream, repeated by more than one person, pointed to your birth.
12 An object in the place broke, cracked, or became useless the instant you were born.
13 A hooded figure, a traveler, or someone “from outside” witnessed the birth and kept it a secret.
14 Something in the place got “better” for a while, like a harvest, fishing, or favorable wind, and you were credited with it.
15 Something in the place got “worse” for a while, like illness, scarcity, or conflict, and you were blamed.
16 A small arcane phenomenon occurred, like sparks, sudden heat, sudden frost, or the smell of ozone.
17 You were born during a rite, celebration, or funeral, and your name became tied to that memory.
18 You were born far from what was expected, in displacement, flight, or crossing, and this marked those who accompanied you.
19 You were born at the highest point of a lunar eclipse.
20 You were born at the highest point of a solar eclipse.

Siblings

Siblings and close relatives work best when they become playable choices. If you want to keep it simple, just set the quantity and birth order. If you want to delve deeper, use the Supplementary Tables to shape a sibling into a hook, ally, rival, or constant worry.

Roll 1d20 to determine how many siblings you have. If you are vastaya or half-vastaya, roll 1d20–2.

Number of Siblings
d20 Quantity
1–7 You are an only child.
8–12 You have 1 sibling.
13–15 You have 2 siblings.
16–17 You have 3 siblings.
18 You have 4 siblings.
19 You have 5 siblings.
20 GM's Choice.

For each sibling, roll 1d12 to determine their age relative to you.

Birth Order
d12 Order
1–2 Same age (twin, triplet, or co-parenting).
3–7 Older.
8–12 Younger.

If you want to provide details about a sibling, consult the Supplementary Tables to define origin, biological sex, relationship, living situation, and occupation.

Relationship Circles

Not every story needs a family tree. Still, almost every character has circles of people who raised them, protected them, hurt them, inspired them, or pushed them out of ordinary life.

Use this section to understand who was around when you couldn't decide for yourself. Then, turn at least one person into a campaign hook. Name someone you want to reconnect with and someone you avoid.

Guardians

Roll 1d12 to determine who raised you or who took that role in practice.

Responsible Parties
d12 Description
1 Your parents raised you, with constant presence.
2 One parent raised you, the other was absent.
3 Relatives raised you, and the family always weighed more than the individual.
4 A paid tutor or influential household took over your upbringing.
5 An institute, orphanage, temple, or order cared for you.
6 You grew up in a small community where “everyone raises everyone else”.
7 You were raised by an organization, gang, crew, or collective.
8 You were raised on the streets, with irregular help and hard lessons.
9 You were raised by someone who shouldn't have been, and this created secrets.
10 You were raised by an unlikely protector, someone outside your expected circle.
11 You created yourself too early, and almost no one noticed.
12 GM's Choice.

Absent Parents

If your parents did not raise you, roll 1d12 to determine what happened, or choose.

Absent Parents
d12 Description
1 Died young. See Cause of Death in the Supplementary Tables.
2 Disappeared and no one is sure why.
3 Were imprisoned or detained by law, war, or persecution.
4 Were exiled, expelled, or forced to flee.
5 Abandoned you, out of fear, necessity, or cruel choice.
6 Handed you over to protect you, and carried guilt for it.
7 Were removed due to family intrigue, politics, or crime.
8 You know who they are, but you don't want contact.
9 They know about you, but they avoid getting close.
10 One of them tried to come back and failed, and you know why.
11 There are too many versions, and each one changes your perception.
12 GM's Choice.

Family Lifestyle

Lifestyle doesn't define value, it defines access. It explains food, time, education, protection, and the kind of fear that accompanied your childhood.

Roll 1d6, or choose.

Family Lifestyle
d6 Description
1 Miserable
2 Poor
3 Modest
4 Comfortable
5 Rich
6 Aristocratic

This result can change the Childhood Home table. Apply the modifier below to your Home roll.

Modifiers
Style Modifier
Miserable -2
Poor -1
Modest +0
Comfortable +1
Rich +2
Aristocratic +3

Childhood Home

Roll 1d20 and add the Family Lifestyle modifier.

Childhood Home
1d20 + mod Description
1 or less Streets, makeshift shelters, or constant movement.
2–4 Shack, basement, borrowed room, or cramped conditions.
5–7 Simple, small, and functional house.
8–10 Ordinary house, with some stability and routine.
11–13 Comfortable house, with space and some privacy.
14–16 Large property, farm, thriving workshop, or well-located house.
17–19 Mansion, family headquarters, prestigious home, or protected residence.
20 or more Unusual place for someone like you, by adoption, service, secret, or intrigue.

Childhood Memories

Memories don't have to be "traumas." They can be small scenes that explain a gesture, an addiction, a fear, or a courage that appears on the table.

Roll 1d12, or choose.

Childhood Memories
d12 Description
1 You learned early on to be suspicious. It was safer to observe than to speak.
2 You learned early on to please. A mistake was costly.
3 You got used to competing for attention, space, or food.
4 You had a loyal friend, and you still remember their name.
5 You had a rival, and you still feel anger when you remember.
6 You were protected by someone, and it marked you more than it seems.
7 You were ignored by someone, and it became a silent motivation.
8 You saw something you shouldn't have seen, and you're not sure what it was.
9 You grew up proud of the place, even with all the problems.
10 You grew up wanting to leave, and never felt like you belonged.
11 A promise was made, and you still hold yourself accountable for it.
12 GM's Choice.

Personal Choices

Now you choose two pillars that explain the character in action. The Class describes how you learned to do what you do. The Past describes who you were before taking the plunge.

If you already know your Class and your Past, use the tables only to find a motive and a turning point. If you haven't decided yet, choose together with the game master and use the following options to give direction and color to your story.

Class Training

Roll 1d6 on your Class table, or choose a result that matches your concept.

Acolyte
d6 Training
1 You grew up near a sanctuary and learned discipline before you learned desire.
2 A promise was made in your name, and you try to honor it, even without understanding everything.
3 You were taken in by an order, and you came to call rules shelter.
4 You saw faith being used as a weapon and decided to learn to recognize it.
5 You were saved by someone devout and became part of that tradition.
6 You lost something to the chaos of the world and sought meaning wherever you could.
Arcanist
d6 Training
1 You found a theory that explained the impossible and couldn't stop.
2 An arcane accident showed you had talent, and it became an obsession.
3 You were an apprentice to someone dangerous, and left before it was too late.
4 You grew up near machines, formulas, or runes and learned to think in patterns.
5 You sought magic to defend yourself from something bigger than you.
6 You learned out of curiosity, and curiosity put you indebted to the world.
Marksman
d6 Training
1 You grew up in places where missing a shot meant death.
2 You learned from a veteran, and you never forgot the first lesson.
3 You trained to hunt, and the world taught you that people also become prey.
4 You learned to protect someone, and that still guides your hand.
5 You were publicly humiliated and vowed never to be useless again.
6 You worked near weapons, gunpowder, or contraptions and developed a taste for precision.
Bodhisattva
d6 Training
1 You were taught to care, even when no one cared for you.
2 You learned to endure pain so as not to transmit pain.
3 You saw violence win too quickly, and decided to seek another path.
4 You were welcomed by a temple, master, or pilgrim and learned to listen.
5 You lost someone and refused to become only resentment.
6 You learned that courage can be calm, and not just fury.
Brute
d6 Training
1 You needed to be strong early on, and that has never left you.
2 You were trained for war, and the world put you in war anyway.
3 You learned in arenas, fights, or hard labor, and gained fame for it.
4 You became strength to protect someone weaker.
5 You lost control once, and since then you've been trying to master your own fury.
6 You were chosen as someone's "arm," and now you want to be more than that.
Hunter
d6 Training
1 You followed tracks to survive and ended up following tracks on purpose.
2 You learned to read the signs of the world, and it became a second language.
3 You lost someone to a creature, and decided to learn to hunt what hunts.
4 You were an apprentice to a guide, ranger, or scout, and inherited the route.
5 You grew up far from cities, and the silence taught you more than people.
6 You learned to find something that no one else could find.
Combatant
d6 Training
1 You served in an army, militia, or guard and learned discipline.
2 You were trained by a demanding home, academy, or master.
3 You fought for food, shelter, or respect and won through persistence.
4 You sought weapons because you needed a place in the world.
5 You were saved by a combatant and decided to become one as well.
6 You carry a code, and try to follow it even when no one is watching.
Mercurial
d6 Training
1 You learned to disappear because being visible was dangerous.
2 You grew up surrounded by scams, tricks, and lies, and learned not to fall for them.
3 You were trained by someone who charged dearly for each lesson.
4 You chose this path to reclaim something that was taken from you.
5 You became good because it was the only thing you had left.
6 You learned in streets, rooftops, and shortcuts, and the city became a map.
Shaman
d6 Training
1 You were taught to listen to the invisible before speaking to the visible.
2 An omen, dream, or spirit marked you, and you followed the trail.
3 You grew up in oral tradition and learned that memory is power.
4 You sought answers to a loss and found rituals along the way.
5 You learned out of necessity because something was haunting you.
6 You made a pact, oath, or agreement, and it changed who you are.

Past

Your Past describes who you were before becoming an adventurer. Roll 1d6 on your Past table, or choose.

If the result suggests important people, consult the Supplementary Tables to detail them.

Wanderer
d6 Reason
1 You never had a fixed home, and you learned to trust the journey.
2 You ran away from something, and the habit of moving remained.
3 You were searching for someone, a place, or an answer, and you still are.
4 You grew up on routes, roads, and ports and learned to read people.
5 You were expelled and transformed expulsion into freedom.
6 You chose to leave before the world chose for you.
Gambler
d6 Reason
1 You gambled to forget, and lost more than money.
2 You gambled to improve your life, and someone charged you for it.
3 You learned to read people and became too good for certain places.
4 You were cheated and decided to learn to cheat back.
5 You won once and it changed your reputation.
6 You owed someone money, and gambling was the quickest way to pay.
Aristocrat
d6 Reason
1 You were born into a privileged family, and expectations were always higher than you.
2 You were born out of place, and you had to "prove" your right to everything.
3 You were used as a political pawn, and you learned to move like one.
4 You rejected the privileged life, but the world won't let you forget.
5 You were raised by an influential family, even without blood ties.
6 You witnessed the fall of a name and learned that power is fragile.
Artisan
d6 Reason
1 You learned a trade to survive, and ended up loving the craft.
2 You were an apprentice to someone strict, and the demands shaped you.
3 You inherited tools, and they became a legacy.
4 You created something that attracted attention, good or bad.
5 You pursued the craft to stay close to someone important.
6 You learned to fix what the world broke in you.
Artist
d6 Reason
1 You created to be seen, because you were invisible.
2 You created to survive, and the audience became your job.
3 You were protected by someone who believed in you.
4 You were persecuted for saying too much with your art.
5 You learned to manipulate attention, and that became your weapon.
6 You lost something, and creating became the only way to remember.
Charlatan
d6 Reason
1 You lied to get food, and you got good at it.
2 You learned to deceive so you wouldn't be deceived.
3 You had a partner, and the end of that changed everything.
4 You were exposed and had to disappear.
5 You used disguises to get where you shouldn't have.
6 You tried to change your life, but the past pulled you back.
Creation
d6 Reason
1 You were created to serve a clear purpose, and now you are trying to decide what yours is.
2 You were born from a project, ritual, or engineering feat, and you carry a flaw that no one has been able to correct.
3 You were "activated" too late, and you lost the time you should have had to learn to be human.
4 You were created by someone who loved you, and this makes you freer than you should be.
5 You were created by someone who feared you, and you learned to hide even from the one who made you.
6 You were created to replace someone, and comparison haunts you.
Criminal
d6 Reason
1 You entered out of necessity and stayed out of necessity.
2 You entered out of ambition and paid the price.
3 You were the scapegoat and learned to be guilty with style.
4 You were someone's protégé, until you weren't anymore.
5 You broke laws you considered unjust.
6 You swore never to be a victim again, and that took you too far.
Unknown
d6 Reason
1 You woke up with gaps in your memory, and the gaps seem to have been left on purpose.
2 You grew up without answers, and invented versions of yourself to survive.
3 You have a name, but it doesn't suit you, and someone insisted it should.
4 You were found, adopted, or fostered, and never knew where you really came from.
5 You know the truth, but you can't tell it without putting someone at risk.
6 The world recognizes you more than it should, and you don't know why.
Scholar
d6 Reason
1 You were seeking answers to a personal mystery.
2 You grew up surrounded by books, records, or maps.
3 You found forbidden knowledge and couldn't let go.
4 You were an apprentice to someone who demanded curiosity.
5 You wanted recognition and chose the most difficult path.
6 You studied to defend yourself against something you didn't understand.
Exiled
d6 Reason
1 You were expelled for a crime, your fault or someone else's.
2 You were expelled for intrigue, and never had a chance to speak.
3 You chose to leave before they removed you.
4 You left to protect someone who stayed.
5 You left due to belief, oath, or disobedience.
6 You left and discovered there is no easy return.
Outsider
d6 Reason
1 You grew up far from centers, and learned a different kind of rule.
2 You arrived in a new place and were never accepted.
3 You lost your place and became a visitor to the world.
4 You were always an “outsider,” even when you were at home.
5 You learned to adapt quickly, or you died.
6 You came seeking opportunity and found conflict.
Gladiator
d6 Reason
1 You fought for money and learned to sell courage.
2 You fought for fame and discovered that fame comes at a high price.
3 You fought to pay off a debt, yours or someone else's.
4 You fought because it was the only place where you were respected.
5 You were forced to fight and learned to win anyway.
6 You left the arena, but the arena didn't leave you.
Local Hero
d6 Reason
1 You saved someone and became history.
2 You faced a danger that no one wanted to face.
3 You were the only one who stayed when everyone else left.
4 You took the blame to protect someone.
5 You unintentionally led and it changed your life.
6 You did the right thing once, and now it's expected of you always.
Inventor
d6 Reason
1 You created to solve problems and created a bigger problem.
2 You were an apprentice in a workshop, laboratory, or factory.
3 You wanted recognition and took too many risks.
4 You created something to protect someone.
5 You were sabotaged and decided to learn to defend yourself.
6 You inherited a project and the project inherited you.
Investigator
d6 Reason
1 You were looking for someone, and the search became a habit and a profession.
2 You witnessed an unpunished injustice, and decided that someone needed to put the pieces together.
3 You were paid to uncover truths, and you started uncovering truths for free, against your own judgment.
4 You learned to read lies because you lived surrounded by them.
5 You followed a small case and stumbled upon something too big.
6 You investigate to stay alive, because someone wants you to stop.
Sailor
d6 Reason
1 The sea was work and became destiny.
2 You fled by sea and never returned the same.
3 You served on a ship and learned to obey and to betray.
4 You saw something in the sea and nobody believed you.
5 You lost someone in a storm and were left with the blame.
6 You always wanted to leave, and the port was a prison.
Mercenary
d6 Reason
1 You fought for money until you realized that money can't buy what you lost.
2 You joined to pay off a debt, and the debt became a chain.
3 You chose this path because it was the only one that treated you for what you do, not for who you are.
4 You were part of a group, and the breaking up of that group left you with scars and contacts.
5 You took the wrong job and gained enemies you won't forget.
6 You believed it was just work, until you had to choose a side.
Orphan
d6 Reason
1 You lost everything early and learned not to depend.
2 You were raised by good people, but the world wasn't.
3 You never knew the truth and it haunts you.
4 You were "adopted" by someone who wanted something from you.
5 You grew up in an institution and learned to resist.
6 You decided that no one else would go through what you went through.
Pirate
d6 Reason
1 You were taken by the sea too soon, and learned to call risk routine.
2 You joined out of hunger, escape, or desperation, and discovered that freedom also comes at a price.
3 You joined a crew out of loyalty to someone, and that loyalty still weighs heavily.
4 You lost a ship, a cargo, or a name, and want to recover it even by force.
5 You betrayed or were betrayed, and now you measure friendship by survival.
6 You saw something in the sea that shouldn't exist, and nobody believes you when you tell them.
Religious
d6 Reason
1 You grew in devotion, and devotion gave you strength when everything else failed.
2 You sought faith after a loss, and you still try to understand if you found solace or war.
3 You served a temple, order, or tradition, and left with too many questions.
4 You saw faith used as control, and you decided to learn enough not to be used.
5 You were chosen as an example, and the weight of the example crushed you.
6 You took an oath, and fulfilling it pushes you away from ordinary life.
Soldier
d6 Reason
1 You entered out of necessity and left scarred.
2 You entered for honor and learned the price.
3 You entered for revenge and it consumed you.
4 You entered to protect and failed once.
5 You entered to climb the ladder of success, and you climbed the wrong way.
6 You left before the war completely transformed you.

Life Experiences

Life experiences are events that left a mark before the start of your adventures. They can be major events or small decisions that changed the course of everything.

First, determine how many experiences you will have. Then, for each experience, roll 1d100 on the main table and proceed to the indicated table. When a result calls for an additional table, roll on it immediately and write the consequence on a line. If a detail is not relevant to the campaign, you can choose it or leave it open.

Number of Experiences

Choose the range that matches the character's age and background, then roll the indicated die.

Number of Experiences
Life Stage Quantity
Young 1d4
Adult 1d6
Mature 1d8
Elderly 1d10

Main Table

Roll 1d100 for each experience.

Life Experiences
d100 Experience
01–10 Problems with the law. See Crimes and then Consequences. 11–20 Work and survival. See Jobs. 21–30 Travel and change. See Travel. 31–38 Love and bonds. See Bonds. 39–46 Tragedy and loss. See Tragedies. 47–54 War and battle. See Battles. 55–62 Mentor or organization. See Mentoring. 71–78 Spiritual or supernatural event. See Supernatural. 79–86 Fortune and ruin. See Fortunes. 87–94 Secret and conspiracy. See Conspiracies. 95–99 Major omen. See Omens. 00 Bizarre event. See Oddities.
Crimes
d12 Crime
1 Theft, robbery, or smuggling.
2 Fraud, forgery, or scam.
3 Extortion, violent collection, or blackmail.
4 Assault, public brawl, or attack.
5 Arson, sabotage, or destruction of property.
6 Illegal contract, service to a faction, or "dirty work".
7 Treason, desertion, or breach of oath.
8 Intrusion, espionage, or theft of information.
9 Homicide, attempted murder, or accusation of such.
10 Political, religious, or "against order" crime.
11 A crime you didn't commit, but were accused of.
12 A crime you committed for a reason you consider just.
Consequences
d12 Consequence
1 Acquitted, due to lack of evidence, influence, or luck.
2 Fine, confiscation, or debt.
3 Short prison sentence and public humiliation.
4 Long prison sentence, and you came out changed.
5 Forced service, imposed labor, or recruitment.
6 Exile, expulsion, or escape.
7 Someone saved you, and now you owe them something.
8 You escaped, but gained enemies.
9 You became "useful" to someone powerful.
10 You lost someone because of it.
11 You've earned a reputation, good or bad.
12 The official story isn't the truth, and that could come back to haunt you.
Jobs
d12 Job
1 You worked on something dangerous and almost died.
2 You worked on something humiliating and learned to swallow your pride.
3 You worked with someone who became a role model for you.
4 You worked for someone cruel and swore never again.
5 You worked on something that gave you a valuable practical skill.
6 You worked on something that put you in debt.
7 You led people, even unintentionally.
8 You lost your job due to intrigue or injustice.
9 You received a "favor" that never came for free.
10 - 11 You got rich for a short time and then lost it.
12 You discovered what you want to do, or what you never want to do.
Journeys
d12 Journey
1 You migrated because of hunger, war, or fear.
2 You traveled because of ambition and opportunity.
3 You escorted someone and were paid with trouble.
4 You got lost and survived on the edge.
5 You crossed a forbidden border and paid the price.
6 You found a place that changed your worldview.
7 You made a friendship that only exists on the road.
8 You made an enemy that only exists on the road.
9 You were saved by someone unknown.
10 You lost something important along the way.
11 You witnessed a conflict up close and learned to fear it.
12 You returned home and realized it was no longer home.
Bonds
d12 Bond
1 You fell in love and it strengthened you.
2 You fell in love and it destroyed you.
3 You had an impossible love, and you still remember it.
4 You had a lifelong friend, and it saved you.
5 You had a lifelong friend, and it betrayed you.
6 You cared for someone and learned to be responsible.
7 Someone cared for you and you haven't forgotten.
8 You lost someone by your own choice, even if partially.
9 You swore to protect someone, and you still try to keep your vows.
10 You swore to destroy someone, and that guides you.
11 You created a family, traditional or chosen.
12 You are alone by choice, fear, or habit.
Tragedies
d12 Tragedy
1 An important person died. See Cause of Death in the Supplementary Tables.
2 An important person disappeared, and you were never sure.
3 Your home was destroyed, and you lost almost everything.
4 You were betrayed by someone close to you.
5 You were unjustly accused, and it still weighs on you.
6 You were injured and never returned to what you were.
7 You lost a place, a community, or a name.
8 You carry guilt for something that happened.
9 You witnessed something that changed you, and you avoid talking about it.
10 A secret came to light and destroyed relationships.
11 You were marked by collective fear, and became "the topic of conversation".
12 The tragedy was small, but it was the last straw that pushed you.
Battles
d12 Battle
1 You saw death up close and became colder.
2 You saw death up close and became more human.
3 You saved someone and gained respect.
4 Someone saved you and you gained debt.
5 You ran away at the wrong time and carry shame.
6 You stayed too long and carry trauma.
7 You were promoted, decorated, or remembered.
8 You were punished, demoted, or discarded.
9 You gained a scar that always comes up in conversation.
10 You lost someone and swore revenge.
11 You learned a tactic, trick, or habit of war.
12 You did something unforgivable, and you move on anyway.
Mentorships
d12 Mentorship
1 You had a kind mentor, and you want to honor them.
2 You had a cruel mentor, and you want to surpass them.
3 You had an absent mentor, and you learned on your own.
4 You joined an organization out of necessity.
5 You joined an organization out of belief.
6 You joined an organization out of ambition.
7 You left because of intrigue, and you left enemies.
8 You left because of guilt, and you left scars.
9 You were expelled, and it haunts you.
10 You are still connected, even if you try to deny it.
11 You owe a favor, and it can be collected.
12 You keep a secret, and it can be used.
Arcana
d12 Description
1 You witnessed out-of-control magic and survived.
2 You touched something you shouldn't have and felt the consequences.
3 You were the target of an experiment, healing, or modification.
4 You studied enough to recognize arcane patterns.
5 You helped someone in a ritual and paid a price.
6 You broke a seal, even unknowingly.
7 You were protected by magic once, and it marked you.
8 You were wounded by magic once, and it marked you.
9 You made contact with an artifact and became obsessed.
10 You saw an impossible place and nobody believed you.
11 You heard a name that won't leave your head.
12 You gained a small and unstable gift.
Supernatural
d12 Supernatural
1 You saw something that wasn't of this world, and remained silent.
2 You were followed by omens, dreams, or coincidences.
3 You were helped by something invisible, and you don't know why.
4 You were tormented by something invisible, and you survived.
5 You entered a sacred, profane, or forbidden place.
6 You heard a voice in a moment of despair.
7 You were "spared" by someone or something.
8 You were "marked" by someone or something.
9 You saw the Mist up close, even far from the Islands.
10 You saw a spirit, and you don't know if it was real.
11 You witnessed a miracle and began searching for meaning.
12 You witnessed a horror and began to fear the world.
Fortunes
d12 Fortune
1 You made money and lost it quickly.
2 You lost money and learned to live with little.
3 You inherited something, and it brought trouble.
4 You found something valuable and hid it.
5 You were robbed and never recovered it.
6 You were rewarded for something you didn't deserve.
7 You were punished for something you didn't do.
8 You rose in life and lost friends.
9 You fell in life and gained truth.
10 You made a deal and regretted it.
11 You refused a deal and paid for it.
12 You were too lucky, and someone noticed.
Conspiracies
d12 Conspiracy
1 You saw something you shouldn't have and became a risk.
2 You carried a message, without knowing its weight.
3 You were used as a pawn by someone influential.
4 You were accused of being a pawn by someone influential.
5 You heard a secret and kept it.
6 You heard a secret and spread it.
7 You were blackmailed.
8 You blackmailed someone.
9 You discovered corruption in a "pure" place.
10 You discovered purity in a "corrupt" place.
11 You infiltrated the system and almost got caught.
12 You were infiltrated and only realized it afterward.
Omens
d6 Omen
1 A recurring dream guides you to a specific place.
2 A symbol follows you and appears where you least expect it.
3 Someone warned you about something, and you never forgot.
4 A promise binds you, and you haven't fulfilled it yet.
5 A fear guides you, and you don't know if it's yours.
6 A "great" destiny has been placed upon you, but you can refuse it.
Bizarre
d12 Bizarre
1 You woke up in another place without knowing how you got there.
2 You lost days, weeks, or months, and nobody agrees with the story.
3 You saw someone identical to you, and never found out who it was.
4 You were presumed dead, and came back.
5 You survived something that should have killed you.
6 You heard your name coming from where nobody was.
7 You found an object that nobody recognizes.
8 You were "blessed" and "cursed" at the same time, depending on who tells the story.
9 - 10 You aged rapidly for a period and then returned to normal.
11 You saw a city, ruin, or path that doesn't exist on maps.
12 You have an impossible memory, and it insists on being real.

Supplementary Tables

The following tables are for filling in details about important people in your story, such as siblings, mentors, rivals, former lovers, allies, and enemies. Use them when an NPC appears and you want to make them more concrete. If a detail is not relevant to the campaign, choose freely or leave it open.

Origin

Origins
d100 Origin
01–70 Human
71–80 Vastaya
81–85 Yordle
86–90 Construct
91–93 Minotaur
94–95 Troll
96–97 Half-Dragon
98 Marai
99 Other rare origin
00 GM's Choice

Biological Sex

Biological Sex
d20 Description
1–9 Male
10–17 Female
18 Intersex
19 Asexual
20 GM's Choice

Relationship

Relationship
d20 Description
1–3 Protective
4–7 Friendly
8–11 Respectful
12–14 Indifferent
15–16 Distant
17–18 Rival
19 Hostile
20 GM's Choice

Living Situation

Life Situation
d20 Description
1 Deceased. Use Cause of Death.
2 Missing, no reliable leads.
3 Missing, there is a strong lead or rumor.
4 Imprisoned, convicted, or held in custody.
5 Exiled, fled, or expelled.
6 Sick, debilitated, or "without the strength" for the life they had before.
7 Lives in ruin, lost almost everything recently.
8 Lives in poverty, on the edge, but standing.
9 Lives modestly, with routine and few ambitions.
10 Lives comfortably, with real stability.
11 Lives wealthy, with local influence.
12 Ascended through merit, marriage, or opportunity, and changed because of it.
13 Fell from grace, lost name, position, or prestige.
14 Is being blackmailed, watched, or kept "on a leash".
15 Works far away, in another region, and has become a stranger to those who remained.
16 Became a part of an organization, order, gang, or crew.
17 Became an active enemy, due to resentment, ideology, or guilt.
18 Became an influential ally, someone who can open doors.
19 Lives hidden, with a new identity or secret life.
20 Master's Choice

Cause of Death

Cause of Death
d12 Description
1 Disease, fever, or plague.
2 Accident, fall, fire, or collapse.
3 Attack by criminals, looters, or gangs.
4 War, battle, skirmish, or invasion.
5 Murder, execution, or ambush.
6 Wild creature or monster.
7 Drowning, storm, or disaster at sea.
8 Magic out of control, unstable artifact, or experiment.
9 Corruption, curse, or dark influence.
10 Black Mist, haunting, or impact linked to the Shadow Isles.
11 Contact with impossible energy, ancient ruin, or something from the Void.
12 The truth is uncertain, and there are too many versions to be reliable.

Occupation

Occupation
d100 Description
01–06 Farmer, breeder, or gatherer
07–12 Common craftsman, tailor, mason, or carpenter
13–17 Blacksmith, armorer, or farrier
18–22 Merchant, market vendor, or trader
23–26 Tavern keeper, cook, or innkeeper
27–30 Messenger, porter, or route scout
31–34 Sailor, boatman, or fisherman
35–37 Stevedore, port worker, or dockworker
38–41 Guard, patrolman, or watchman
42–45 Soldier, legionary, or militiaman
46–48 Hunter, scout, or tracker
49–51 Healer, midwife, or practical physician
52–54 Priest, officiant, or shrine caretaker
55–57 Scribe, bureaucrat, or accountant
58–60 Teacher, researcher, or tutor
61–63 Skilled craftsman, jeweler, engraver, or luthier
64–66 Alchemist, chemist, or substance preparer
67–69 Inventor, engineer, or mechanic
70–72 Factory, refinery, or assembly line worker
73–75 Miner, excavator, or quarry worker
76–78 Guide, caravan leader, or animal driver
79–81 Artist, musician, actor, or storyteller
82–84 Gladiator, arena fighter, or combat instructor
85–87 Bounty hunter, tracker, or debt collector
88–90 Smuggler, middleman, or clandestine dealer
91–93 Thief, con artist, or swindler
94–95 Spy, informant, or undercover agent
96–97 Noble, advisor, or employee of an influential household
98–99 Unusual occupation, connected with secrets, ruins, or greater forces
00 GM's Choice

Final Steps

If you've made it this far, you already have enough material to start playing. The goal of this section is to help you transform results and ideas into a story that feels like your own, with a beginning, middle, and purpose.

Start by choosing a few central elements. A good approach is to define your region of birth, who raised you, a childhood memory, what led you to your Class, and what led you to your Past. Then, choose two or three Life Experiences that truly explain why you left ordinary life and took risks. The rest can exist as background, without needing to be constantly on the table.

When two outcomes seem odd together, treat it as an opportunity to develop part of the story. If you were born in an alley but grew up in a prestigious home, it could mean adoption, service, rescue, a family debt, a secret, or someone powerful who decided to invest in you. If you had a comfortable childhood but carry bitter memories, perhaps the problem wasn't money. If your life was hard, but you remember affection, perhaps there was someone who kept you whole when the world didn't want you to be.

Now transform the details into people and connections. Give names to at least two figures from your history, such as a guardian, a sibling, a mentor, a rival, or someone you lost. Decide what you want to keep alive in your life, what you want to reconnect with, and what you never want to see again. This creates hooks that the game master can use naturally.

Finally, talk to the game master about what should be included in the campaign. If any outcome doesn't fit the tone of the game, adjust, change, or ignore it. This chapter is meant to inspire and unlock your potential, and the best outcome is the one that makes you want to roleplay this character for a long time.