The character is a member of an indig enous race that has been uprooted or overthrown by invaders. The character is the child of recent immigrants to this land and still does not fit in with the dominant society.
The character was born in a foreign land and moved to this land while young. He retains memories of his original homeland and may even seek to return. The character was born in a foreign land and moved to this land upon reaching adulthood. He almost cer tainly stands out as a foreigner. Reroll two more times on this table, combining the results. Finally cresting the steep rise that your pack animals have been struggling against for most of the day, you stare down into a secluded and lightly wooded valley.
Nestled within this valley and clustered around the shores of a small lake at its heart huddle the sod huts of an apparently primitive village. The scant signs of cultivated land sur rounding the homes point to little more than subsistence farming, and the rough, heavily rutted dirt road leading down from your position shows little sign of recent tending, if any. Consult this section after determining character race and ancestry. The Culture in which your character begins his life is a significant factor in all successive background determinations.
Most of a character's preconceptions and prejudices as well as his attitudes and beliefs will be an outgrowth of Culture.
Instructions: If you have not previously chosen a Culture background for your character, roll a d on table below. Remember that tables a and b suggest Cultural limitations for some nonhuman races.
After you determine a Culture, write the Culture level and this CuMod value down on line of your worksheet. You will use your CuMod to modify several future die rolls. Then write your character's native environment on the line provided for it. After reading the Culture description, write your character's base survival skills ranking as well as your character's base chance to be literate on the lines provided for them under SKILLS.
When you have finished all of this, go on to Social Status on page Role-play: Role-playing a character from one culture in the confines of another Culture may initially seem difficult, but if you look for simple guidelines, the task may become easier. Just imagine what it would be like for you to be placed in a totally new environment where nothing was familiar, neither customs, language, nor day-to-day chores.
All but the most trusting people are natu rally suspicious of anyone from another Culturea fear of the unknown. This can be expressed as fearful hatred and persecution that which we do not understand must be evil and therefore must be destroyed or fearful awe and wonder, although primitives treating civilized folk like gods is clich.
An other cliche is for characters from one Cul ture to look down on folk from another Cul ture the "You are different, therefore infe rior" attitude. Culture: See below, beginning on page 21, for a description of each cultural type.
Native: This is the environment with which your character will be most familiar. If more than one environment is listed, choose one. Survival: This is the total survival ranks that you may distribute among the three Heroes of Legend environment types.
At least half of your survival ranks must be given to your native environment. See Survival Skills on page 12 for more details. You're adventurers? I assume you'll be paying in advance?
Primitives do not read and write their own language and do not form significant perma nent settlements. The chief industry of Primi tives is the procurement of food, usually by hunting traditionally a male role and gathering traditionally the task of women, children and the elderly. Primitives do not work metal and organized farming is still rare.
Their basic political units are the family and the clan, and their rulers are often chosen because they ace the most powerful hunters or warriors of the group. The elderly are revered for their wis dom. The learned weapon is usually a club, spear, knife or bow and arrow. All adult, male Primitives and some females can create weap ons from natural resources flint and wood. Since Primi tives Have no written language, this will always be the language of another culture.
Role-play: Characters born into Primitive cultures tend to be superstitious. Tradition is important to them. They are often distrustful of "higher" levels of Culture, viewing their accom plishments as evil. A Primitive character will probably be less than willing to accept the "benefits" of civilization and may even suffer from exposure to civilized cultures.
Primitive characters are often viewed as stupid but are usually quite cleverthey lead hard lives, and they need sharp wits for daily survival. Nomads rely heavily on livestock that can move as seasons and resources dictate and are rarely agricultural.
Most Nomads are mounted or use beasts of burden to transport belongings, Nomads organize along family group lines, do not settle permanently, and do not develop their own abstract writing beyond the level of pictographs, in most Nomadic tribes and clans, all adult males are warriors.
Nomads may also be skilled in other crafts or professions rarely metalworking , but skill in combat is a necessity for survival. If he remains within a Nomadic Culture, a beginning character will always possess at feast one hand weapon and one missile weapon.
Role-play: like Primitives, Nomads rely strongly on tradition. A Nomad will always feel out of place in a city and often distrusts those who live in them.
Nomads retain some of the Primitives' superstitious nature, and a Nomad character will tend to have a kind of wild vitality, a lust for life that has been lost by more civilized people.
Barbarians are generally thought of as crude and semiliterate. In fact, they are not. Barbarian cultures are dynamic, often highly educated societies with a keen sense of propriety and law and order.
In a sense, they are pre-Civilized organized, but not yet developed or degener ated to the point where powerful central gov ernments are needed. Organized reli gion is often a central pillar of barbarian society and may dominate it. Barbarians are generally led by strong, charismatic warriors, but much of the people are governed by extended family groupings such as clans. Like the Nomads,. They may live in small cities, which are often not much more than semipermanent camps.
Game-play Benefits: After reaching ado lescence, a Barbarian will learn weapon-use with a hand weapon and a missile weapon to Rank 3 ability. If he remains within a Barbarian Culture, a beginning character will always pos sess at least one hand weapon and one missile weapon.
Role-play: Like the Nomads, Barbarians five life with gusto. They live, love, fight, eat and drink like there may be no tomorrow. Barbar ians adapt well to Civilized cultures. A Barbar-. Civilized cultures are most often noted for central governments which seem to exist solely for the purpose of collecting taxes and large cities stocked with the dubious benefits of civilizationtable manners, royal dynasties, wizards, professional thieves, naval warfare, civil engineering and, of course, tax accoun tants.
The hereditary warrior classes become landed gentlefolk as knights and samurai are replaced by paid soldiery. Heroes of Legend subdivides civilized so cieties into six sub-types: Degenerate, Retro gressive, Developing, Dynamic, Stagnant, and Decadent. For details on each specific type, see below. Determine the specific type of hobby by consulting section Hobbies on page Role-play: Civilized peoplesespecially those of Well-to-Do and higher Social Status classically take a dim view of lesser cultures, often viewing them as less than sentient.
A civilized character usually feels most at home in a city and will be aware of what a city has to offer. Degenerate: This is a people living within the ruins of their former greatness, unable to understand let alone duplicate the feats of their forbearers.
Members of a Degenerate Culture are often superstitious, even worshiping their ancestor's lost technological mysteries. The tern "Degenerate" does not necessarily reflect the society's moral status, and more often than not their societies function like Primitive, No madic or Barbaric Cultures. These are an inheritance and may even have sacred status. The character will also usually have a Rank 3 skill in the religious knowledge of his people.
Role-play: Characters born into Degener ate Cultures tend to be superstitious. They may have a "ritual istic" approach to using elements of their more civilized heritage. Regressive: This is a Stagnant Civilized Culture which is slowly losing the social and cultural gains of earlier generations. Regressive governments tend to be dictatorial or authori tarian, or perhaps they center on the "wisdom" of a small group of elders.
Role-play: The character may be highly defensive of his decaying culture, and he may refuse to believe things are as bad for the society as they really are. Developing: A Developing Civilized Cul ture is making great strides to improve itself technologically, socially and morally. Usually, this culture is on its way up from Barbarism or making a comeback from Decadence or Retro gression.
The government may favor some type of popular representation, and the people place have much faith for the future. Game-play Benefits: Roll a d6. On a result of , select one Lightside trait from table a. On a result of 6, select 1d3 Lightside traits from table a and one Neutral trait from table b. Role-play: A character from a Developing culture could easily have a pioneer spirit, willing to take risks for the good of others and for a better future as well as for personal gain.
Dynamic: Dynamic Civilized Cultures are marked by rapid growth, development and expansion. New ideas and technologies are being discovered and exploited. Governments in Dynamic Cultures are similar to those in Developing Cultures, but access to power re sides in the hands of a relative few.
In many ways, a Dynamic Civilized Culture stands at the peak of its development. On a result of , select one Neutral trait from table b. On a result of 6, select 1d3 Neutral traits from table b and one trait from table c: Darkside Personality Traits.
Role-play: Dynamic cultures are often selfcentered, caught up in the wonderfulness of themselves. In their eyes, they can do no wrong nor take responsibility for failures. This is a culture of great ego, one that believes that great risk taking and great intellect should earn great rewards.
Moral bankruptcy has begun. Stagnant: No significant societal gains, either technological, sociological or artistic are being made, or have been made in recent memory. This culture has remained essentially as it is for decades, generations, or even millen nia.
The people refuse to adopt changes. They may no longer dedicate themselves to work, choosing to pursue hobbies instead. Govern ments tend to be self-serving, self-perpetuating and emphasize maintaining the status quo. Select an occupation from Civi lized Occupations. Role-play: Characters born into Stagnant cultures may not believe that innovations are possible, or desirable. They value tradition and are uncomfortable with change.
Decadent: These are Civilized Cultures past the peak of their prime. Decay has begun to set in at all levels, and the people have become hedonistic and jaded. The govern ment seems to have become self-perpetuating and careless of the people's needs. Inflation in Decadent Civili zations is often rampant. Game-play Benefits: Street-smarts, sur vival in the streets, come naturally to this char acter. Give him 1d3 additional skill Ranks of Urban Survival skill. Roll a d6. On a result of 1 3, select one Darkside trait from table c.
On a result of , select 1d3 Darkside personality traits from table c and one trait from table b: Neutral Personality Traits. On a result of 6, use the result but add one trait from section Exotic Personality Traits. Role-play: It is common for citizens of Decadent Civilized Cultures even the lowliest slaves and beggars to believe that their Culture is not only at its dynamic prime, but that it and they are vastly superior to everything else. A character from this Culture could easily have a haughty attitude, looking down his nose at everything.
Simple pleasures might easily bore a person from this Culture. On the other hand, they could be so foreign to the character that they may intrigue him to no end. The blare of calling trumpets grows louder, coming from somewhere up the street, but you aren't tall enough to see over the heads of the vast crowd pressing its way slowly towards the castle. As you stretch up on your toes for a better look, the man behind you gets shoved into your back, crushing one of his special pastries baked in honor of the king's birthday against the man's chest At last an opening appears in the crowd and an ornate gilded carriage appears, ushered through the throng by a tight knot of surly guards and three trumpeters.
You have only a moment to wonder why anyone of such obviously high standing would be heading away from the royal celebration before a strong hand thrusts you back into the crowd. This section follows section Cultural Background Social Status indicates the general wealth of a character's family.
Should subsequent events so dictate, this wealth could become the character's fortune It is possible for the course of events in a character's life to change his Social Status for better or for worse. For a beginning character, Social Status affects initial starting money. A Wealthy character will usually have more money than a Poor character.
Social standing can also affect the attitudes that a character will have about himself and others. One can also think of Social Status as a Subculture within a Culture. The basic beliefs, attitudes and skills of the Culture remain, but they are modified by Social Status. Additionally, a character's Social Status acts as a modifier when determining events that occur to the character later in life. Instructions: Roll a d and add the CuMod from table to the result.
Then consult table Write the selected Social Level and the corresponding SolMod value on line of the worksheet. The SolMod will be used later to modify other die rolls. After recording the SolMod and Social Level, modify Survival Skills as described below, read the role-play guidelines and the Social Level description, then go to section Birth and Family.
Survival Skills: Add or subtract the num ber of ranks indicated on table Role-play: Like Culture, the character retains at least some of the values and attitudes of the Social Status of his birth, even though he changes social standing. The longer a character spends in a Social Level, the more he adopts the attitudes of that social level.
A Poor character who becomes Well-to-Do may initially be frugal, but the longer he lives the good life, the more concerned he becomes about appearing Wealthy. Roll a d If the result is less than or equal to the character's TiMod equal to 0 unless your character is a noble plus 1, then he is Extremely Wealthy. Mos' nights y'd get nothin', but th' dog hadn' finished this, so you'll get some supper after all. These people are considered the dregs of society.
They own no property, and may have no fixed home. Some perform no real work and are often unemployable. Others are in bond to a master and live at his whim. Still more, especially Primitives, barely five off what mea ger bounty the land provides. The chief indus try of this class is foraging and scavenging. This is survival levelno luxuries.
Money is rare for the Destitute and all income goes toward merely staying alive. This social class includes nonguild beggars and other street people, serfs, sharecroppers, rural bandits, some slaves, and unfortunate Primitives. Game-play Benefits: As a child, a Civilized or Decadent character attains Rank 3 profi ciency in street fighting Dagger and Brawling skills.
As an Adolescent, this skill increases to Rank 4. In a Civilized Culture, the character has. No sane person outside the character's own Social Level will loan him money.
Role-play: Characters from this Social Status may believe that they have no real con trol over their own lives and exist merely at the whim of others, whether it be the gods, the wealthy or just anyone who is not Destitute. This attitude might be expressed as hopeless ness, or it might become hatred and revenge directed against either society or those be lieved to be the cause of misfortune. A destitute person can easily be a street punk, or a goodly person with a heart of gold and a hopeless sigh.
A Poor person has a very low income compared to many. He usually does not or cannot own property. His home is usually of lesser quality, sometimes due to uncaring land lords who may also be the Poor person's em ployer. The luxuries of the poor often include nice food, heat in winter, pets and clean water. In some societies, the Poor are but a step above slaves. This class includes most non-leader Nomads, Primitives, peasants, uncivilized war riors, most laborers, public welfare recipients, some land-owning farmers, some craftsmen, young or partly-skilled urban thieves, appren tices, office clerks and most professional sol diers.
The character will have difficulty borrowing money from any other than criminal sources. Role-play: The Poor must work hard to keep what little they have, otherwise they will become Destitute. A Poor character might always be concerned about having enough to get by, but the Poor usually have hopethat they or their children might have a better life if they can work hard and long enough. Although a character from this Social Level may long for a better life, he could be satisfied with the way things are.
Hard work is good and the rewards enjoyable. Of all the Social Levels, the Poor are most likely to strongly emphasize religious matters in their lives or to be superstitious. This is the middle class of any Culture, regardless of the average wealth of its citizens.
These folk usually live in clean, nicely appor tioned homes or apartments, often in better neighborhoods. They eat regularly and occa sionally very well. Children are often educated by tutors. Luxuries include warm houses, good food, nice clothing, family heirlooms, books, and the ability to hire a servant or workman. A family in this class may own a conservative form of transporta buggy, a wagon or a horse.
This class includes "impoverished" nobility, univer sity professors, scribes, some craftsmen and. He may also own an heirloom weapon. The character has no problem borrowing money at reasonable rates.
Role-play: Folk from this Social Status are considered to represent the mainstream of their Culture's beliefs and attitudes. Hire us! Run the bl'ckade? If m'corpse was whole Too much, too much M' leg calls from serpent's gullet and th' sea'll claim th' rest When must th' crew be ready? These are the upper end of the middle or merchant class in Barbarian and Civilized cul tures. They may own more than one home in more than one city. Their children are privately educated. Luxuries include elegant furnishings, artwork, libraries, parties, fine clothing, and occasional exotic foods.
This class includes younger offspring of Nobility, successful crafts men, high-ranking military officers, merchants, ship owners, successful magicians, priests of prominent religions, guild leaders, city officials, and Nomad and Barbarian chieftains. Additionally, the. He has no problem borrowing good-sized sums of money at reasonable rates. Role-play: Outward appearances are of ten the be-all and end-all of this Social Status, and these folk may try to act like they are Wealthy.
A strong tendency exists in this class to look on lower Social Statuses as something bordering on "unclean" and to attempt to asso ciate only with those of equal or higher status.
Of all Social Statuses, Well-to-Do folk are prob ably the least tolerant of their children becom ing adventurers "What will the neighbors think? These people are rich. They own large estates, have many servants, plush furnishings and large holdings of land. They usually make their money from real estate, merchant trading and gouging poorer people. What most lower social levels see as luxuries, Wealthy people take for granted. This class includes most titled nobility, merchant princes, high priests of rich cults, owners of very successful large compa nies, government leaders, very successful magi cians, and leaders of criminal organizations.
Game-play Benefits: The character is al. The character also has no problem borrowing large sums of money at favorable rates. Role-play: A Wealthy character is accus tomed to the finer things in life and may be uncomfortable in less-than-elegant surrounds.
It may be hard for a Wealthy character to accept someone from a lower Social Status as an equal. Like the Wealthy, the Extremely Wealthy has lots and lots of money.
However, they view the merely Wealthy as just penny-ante. The Extremely Wealthy own estates the size of baronies even dukedoms , have armies of ser vants and usually at least one army , throw parties that would beggar most cities, and are often quite eccentric. This class includes heirs of old family fortunes who have continued to expand their holdings, kings of wealthy coun tries, and emperors. Within reason, a charac ter will begin with just about any material possession he desires, including carriages, arms.
Availability of items may be the only limiting factor. Money: Within reason, the character has as much money as he requiresas long as he is at home perhaps limit this to 20x the normal starting money. The character usually has no need to borrow money unless he is bank-rolling a country or a war.
Role-play: Chances are that a character from this social class will believe that money solves all problems. He may also never have been exposed to the seamier side of life and may have no concept of what it is like NOT to have a desire gratified instantly.
Although cliche, the "spoiled rich kid" could easily fit as this type of character. Also see Wealthy role-play guidelines. You know the tales of the royal vineyard, of the death that awaits any who trespass, of the value even of its fruit's succulent aroma.
I vowed that never would this treasure leave my hands, never would we part I will drink this wine on my deathbed and take the liquid to my grave. No, no The character who rolls this is a member of a noble family, the aristocracy of the land. These folk have fancy titles, and are generally better off than their fellows whom they often consider to be less than human.
Follow the instructions below to select titles, lands, kinships to other rulers and so on, then return here. Special Instructions: Go to section Nobles to determine the Noble title of the character's parents and other items of impor tance to Nobles. Then, the character must reroll his Social Status on table to find out the family's wealth and current situation , add ing the TiMod from table a to the result. Reroll results of over A beginning character will usually have a full set of nonmagical weapons of his choice and a good quality suit of armor.
However, the Noble's. Social Status must be at least Well-to-Do for this armor to be of exceptional quality, such as full plate.
Select it with Exotic Personality Traits. Money: Money is determined by Social Status the second roll on this table. Role-play: Nobles, by definition, are sup posed to be better than other men, born to lead their lesser brethren. Even a Destitute Noble will consider himself to be better than others. The importance and role of Nobility within a Culture will vary with the Culture. They may be dynamic hereditary leaders, able to command men to their deaths, or pleasure-loving para sites who are tolerated only because their exist ence is traditional.
Also read the role-play guidelines in section for further assistance in role-playing this character. A rhythmic wail breaks the incessant moaning that for hours has rolled from the royal bedchamber and signaled the birthing pains of the queen and mother.
At last the time has come! At last the heir is born! But moment follows moment and the doors do not open in triumph. Neither do the mother's painful sobs cease.
You wait for an intermina bly long time, until, finally, a second wail to echo the first comes from beyond the doors. A midwife erupts from the room, bearing a troubled look and a tiny bundle. She hands the sleeping child to you. Don't know what it's like. Someone from RPGnet is working on 'Interlock Unlimited', which contains a lifepath for all genres, or will at some stage.
Burning Wheel has a lifepath in it, I hear. Artesia definitely does and it's based on Fuzion, in fact. Oh, and there's the. Hero Builder's Guidebook , for 3. Thanael First Post. Some googling and reading Enworld's Lifepath thread1 Lifepath thread Last edited: Apr 15, Ayrk First Post.
NarlethDrider said:. Click to expand Good catch there, with the dandwiki one. I'd forgotten about it for a while. Glad it's back on the radar i. Background Noise eh? Fans: 0 Become a Fan. Record a Play. Nick: Soft Cover. Size: Description Edit History. More Information Edit History. This page does not exist.
You can edit this page to create it. Category: Language:. No Files Found. Linked Items. Polyhedron Issue 53 - Vol. This will give us something to talk about. My orginal intention isto maka hor a magic user, but lets see how she develops as I roll up her history. Sinco I've altoady chosen her race, my first stop is on Table Cultural Background. From here on out, fil just ncte tho Tablo number, my die rll and a bret doscrigtion of what Ive selected.
For the sake of simplicity, only the rolls for the event. She has a TMod of 10 He has one special ttle see below ard ovina 14 square miles of personal estates. He is Watchwarcer of the Seaward Pale and a second cousin o the ruler ofthe land. Twenly other rela- tives stand between him and the throne. One as a gov- femmentbureaucrat, and tha other as an Innkeeper.
At age 7, see befriends a prostitute LJ. Tho cwatl provides forher formal education and introduces her to his ward, a young man from a Well-to-do ferni- ly, But much younger then eho. Xulcendrs falls in love with the lad. She joins the cheriot forces as a regular soldier in the service of a minor princess.
She learns several military skils during herhitch. In her last year of enlistment, her unit sees action. In a major conflict, her bast friend dies in a battle at her side, even though her side wins. She leaves the military with an extra 50 gold pieces as a mustering out bonus, but spends most of it buying her old armor and wespors.
Because Xuicandra is older than 18 in this case she is 22 years old, since her battle injury occured during the last year of her hitch , she must also make several more rols on Table Significant Events of Aduthood. At this point, her only Ranked skils are miltary skils, She hes no other occupation Personality Lot's how her life hae affected her poreonallly.
What we have Created up to this point by roling dice is not a character history, but a rough collection of unrelated events and Information that the dice tables say has happened to our character. I's up 10 Us to decide how everything fits together, fit does at all.
AS you've just read. There aie a several ways to meximize the relationship between the random dice selections. Quite often, several table enties will discuss or reter to remotely similar topics, Ike famiy, gods ot friends, etc These are sheer coincidences. Look for Causes and Effects. Did ona event cause another? Esiablish links between events wherever possible. Focus en Important Events. Obviously some events will be more meaningful to both the piayer and the character.
Make them more prominent in your history write-up Downplay Unimportant Events. Nevertheless, don't throw something Out ust because you disk i Integrate the Fantastic. Remember, these are fantasy characters. Astigar married a local gi, He received litle help trom tamily and he and nis new bride remained poor most of their ives.
To make ends meet, they opened an inn, His wife's perents and a sister moved in to help run the busi- Xuleandra was the Baron's only child. Her bith would have passed unremarkably it hadrit been for the strange woman in Tigirg leathers who stiode in out ofthe hot summer sun to place 1 book inthe infant's cracle. The sealed book bore the babe's nama! Even she can't remember what happened then, only that she was eventually found sleeping in an old ruin [! Her friend- ship wih a prositute who lived in the inn prompted her disap- proving falhar to send her off to a school run by the priestesses, Of the sun god.
He in turn, took charge of her education. From him she developed a taste for pleasures rarely found in the kingdom's frontier border provinces. Although the foes were driven, off by the timely arrival o! But this was to te the end of her military Catoer. Xdeandra had taken a bead wound that lt har dan- gorously absent minded, unfit for duty. At age 22, she found herself at loose ends, far from home and without real occupation of ary kind.
Her only possessions being her armor, hher weapons and a strange book Ifyou compara the story with the rolled events, you can soe which everis lett out, the ones which played up and the bvanta that fucged in order to make a beltar story. Xuleandra broke off ther relationshp when she cis- covered that her mysterious book meant more fo him than she id. Hels sul tying to fnc her aga. The army is not fighting in war against another land, but is part of a civil War to determine which Noble house in the lard wil ascend to the throne, now that the king has died without a living her.
Xvleandra, the woman and the book are all tied up ina plot to place a h'Dansier heir on the throne of Kingdom. The GM doesnt krow exacly how this will work, but the plotelements arein place. It may even be rossibly that Xu ccardta migh take the throne! Otherwise, go on to Table ; Cultural Background. Road the guidelines forthe aolected Character Race race. Nonhumans may use spacial event tables later to deter- mine things that heppen during their lives.
Record relevant infor- mation on line of your characier worksheet Roleplay: Racial hortage, whether a character is hu- man, elf, dwail or something else altogether, Is the basis for a character's backgrounc. Humans are easiest. As players, we have something in common with them, Yet Nonhumans are just that, not human. However, these will bo skoved and colored by thelr alien upbringing.
Culture: May be of ary Culture level Uses standard events tables, Elf — a member of a race of beautiful humanoids, ten raforred to as an older raco, possibly a branch of faery. They are associated with forests, have a natural affinity for magic and life-spans far longer than humans, Elves can be aloof and distant, and may corsider other races to be their inferior.
Culture: May be of any Cuture level, Primitive elves are assumed to ba lost tribes. Decadent elves may bo a subrace cf high elves who are slowly dying out. They are longar-ived than men; are excellant metal and stone woikers; reknowned as fighters; and often found in underground cities. Dwarves can be gruff, arumpy. Culture: Culture is never higher than Civilized, For racial events, use Tablo Dwarvish Eventa 8 Halfling — Barely waisthigh on humans, this is a pleasant race of sturdy farmers and shopkeepers who feel more comiortabla with their furry feet propped up in front of a fireplace than anywhere else.
Culture: Cuture level is ne- vor highor than Civiized. For racial events, uses Table S Haltirg Events. They ate likgable folk, but are often outcasts, Percieved as different in an unacceptatle vay. Culture: May be of any Cuture level. If raised by elven parent, uses Table Elven Events.
Rol a 10 on the table below to select the unusual race. Character Race continued Includes dragon and serpent men who are usually evil. Of all the given races, replilemen are the most alien. They have ex- otic mannerisms and, wierd, unexplainable behaviour. Cultura: Never higher than Barbarian, 7.
Unloss raised by humans, uses Monster Racial Events. If raised, by humane, use standard event tables. When a Culture s selected, write the Cuture level and this CuMod value down on line of your workshaet. Then write the charactar's native enviconment on the line provided for it. After reading the Culture deeciption, writo tho character's base survival skils ranking and the character's base chance to be literate on the lines provided for them under SKILLS.
Then go to Table Social Status Roleplay: Foleplaying a character from one cute in the continos cf another Culture may inially seem dlicut.
Though useful in playing some NPCs, this kind of prejudize is as courterproduetive in gaming ats in"roa! Poltcal unite are the family and the clan, Rulers are the mest powerful hunters ol the group. Howard's Hyborian Picts. The learned weapon is usually a club, spear of bow and arrow. If he or she remains within a Primitive Culture, a beginning character will always possess at least one hand weapon.
Primitive characters are often viewed as stupid, but are usually quite cover — they lead hard livas and sharp wits are necessary for daily survval Nomad Cultures Nomads rely heavily on livestock that can move as seasons, and resources dictate and are rarely agricultural. Most Nomads fare mounted or use beasts of burden to transport belangings. Nomads organize along family group lines, do not settle permanently, and do not develop abstract writing beyond the level of pictogranhs.
In most Nomad tribes and clans, all adult males are warriors. The Nomads may also be skiled in otver Grafts or professions rarely metai-working , but skill in comoat is a necessity for survival.
0コメント