Origin Generator

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Parents

d100 Parents
01-95 You know who your parents are or were.
96-100 You do not know who your parents were.

Half-Elf Parents

d8 Parents
1-5 One parent was an elf and the other was a human.
6 One parent was an elf and the other was a half-elf.
7 One parent was a human and the other was a half-elf.
8 Both parents were half-elves.

Birthplace

d100 Location d100 Location
01-50 Home 83-84 Castle, keep, tower, or palace
51-55 Home of a family friend 85 Sewer or rubbish heap
56-63 Home of a healer or midwife 86-88 Among people of a different race
64-65 Carriage, cart, or wagon 89-91 On board a boat or a ship
66-68 Barn, shed, or other outbuilding 92-93 In a prison or in the headquarters of a secret organization
69-70 Cave 94-95 In a sage's laboratory
71-72 Field 96 In the Feywild
73-74 Forest 97 In the Shadowfell
75-77 Temple 98-100 Re-roll
78 Battlefield
79-80 Alley or street
81-82 Brothel, tavern, or inn

Siblings

d10 Siblings Non-Humans
2 or lower None Elves can have up to two (2) siblings, max.
3-4 1d3
5-6 1d4 + 1
7-8 1d6 + 2
9-10 1d8 + 3

Birth Order

2d6 Birth Order
2 Twin, triplet, or quadruplet
3-7 Older
8-12 Younger

Family & Friends

d100 Family
01 None
02 Institution, such as an asylum
03 Temple
04-05 Orphanage
06-07 Guardian
08-15 Paternal or maternal aunt,uncle, or both; or extended
family such as a tribe or clan
16-25 Paternal or maternal grandparent(s)
26-35 Adoptive family (same or different race)
36-55 Single father or stepfather
56-75 Single mother or stepmother
76-100 Mother and father

Absent Parent

d4 Fate
1 Your parent died
2 Your parent was imprisoned, enslaved, or otherwise taken away
3 Your parent abandoned you
4 Your parent disappeared to an unknown fate

Family Lifestyle

3d6 Lifestyle
3 Wretched
4-5 Squalid
6-8 Poor
9-12 Modest
13-15 Comfortable
16-17 Wealthy
18 Aristocratic

Life Events

After determining how you grew up, you get to find out what's happened over the course of your life. For every full 10 years you've been alive, roll 1d10 on the table below to determine what the most important event of that decade was.

d10 Event
1-4 Fortune or misfortune
5-7 Allies and enemies
8-10 Romance

Fortune or Misfortune

Sometime's life sits on a knife's edge. It's a gamble, but you can get lucky. Roll 1d0, on an even, roll on the Fortune table. On an odd, roll on the Misfortune table.

d10 Fortune d10 Misfortune
1 Jackpot Some major event or stroke of luck brought X gold 1 Debt You fell deeply into debt to the tune of X gold
2 Mentor You trained with a mentor 2 Imprisonment Something you did (or a false accusation) had you imprisoned for 1d10 months
3 A Noble Debt Something you did gained you 1 favor from a nobleman/noblewoman 3 Addiction You contracted an addiction. You can choose. Consult with your dm for addiction rules
4 Found Combat Mentor You trained with a soldier 4 Lover, Friend or Relative Killed Roll 1d10. 1-5: They died in an accident, 6-8: They were killed by monsters,
9-10: They were murdered by bandits.
5 Adventurer's Debt You encountered an adventurer at some point and managed
to garner a favor from them
5 False Accusation Roll 1d10. 1-3: The accusation is theft, 4-5: It's cowardice or betrayal, 6-8: It's murder,
9-10: It's illegal witchcraft
6 Fell in with Bandits You fell in with a bandit gang. Once per month, you can ask these
bandits for one favor
6 Hunted by the Law Roll 1d10. 1-3: It's just a few guards, 4-6: It's an entire small town, 7-8: It's a major city,
9-10: A whole kingdom is after you
7 Tamed a Wild Animal You tamed a wild animal you encountered in the wilderness 7 Betrayal Roll 1d10. 1-3: You are being blackmailed, 4-7: A secret was exposed, 8-10: You were betrayed by someone very close to you
8 A Mage's Debt You managed to garner 1 favor from a powerful mage you helped 8 Accident Roll 1d10. 1-4: You were disfigured, 5-6: You were healing for 1d10 months, 7-8: You lost a d10 month(s) of memory from that year,
9-10: You suffer from horrible nightmares (7 in 10 chance (70%) each time you sleep)
9 Blessed by a Priest You were given a holy symbol that you can show to people of faith to gain a bonus to Charisma with them 9 Mental or Physical Incapacitation Roll 1d10. 1-3: You were poisoned, 4-7: You suffer from anxiety attacks and must make saves every 5 rounds in times of stress, 8-10: You have a major psychosis; you hear voices and are violent, irrational, and depressive
10 Knighted You were knighted for valor in a random kingdom. In this kingdom you gain a bonus reputation and are recognized as a knight 10 Cursed You have been cursed.

Allies & Enemies

Enemies are inevitable. Allies are indespensable. A good friend can save your life or make things easier on you in tough times. Roll 1d0, on an even you make an Ally. On an odd you make an enemy.

Allies

d10 Gender Position How You Met
1 Male A Bounty Hunter Saved them from something
2 Female A Mage Met in a tavern
3 Male A Mentor/Teacher They saved you from something
4 Female A Childhood Friend They hired you for something
5 Male A Craftsman You were trapped together
6 Female An Old Enemy You were forced to work together
7 Male A Duke/Duchess You hired them for something
8 Female A Priest/Priestess You met while drunk and hit it off
9 Male A Soldier You met while traveling
10 Female A Bard You fought together

Enemies

d10 Gender Position The Cause
1 Male Ex-Friend Assaulted the offended party
2 Female Ex-Lover Caused the loss of a loved one
3 Male Relative Caused major humiliation
4 Female Childhood Enemy Caused a curse
5 Male A Cultist Accused of illegal witchcraft
6 Female A Bard Turned down romantically
7 Male A Soldier Caused a terrible wound
8 Female A Bandit Blackmail
9 Male A Duke/Duchess Foiled plans
10 Female A Mage Caused a monster attack

Romance

Romance isn't uncommon, but a happy romance can be. One night stands and love affairs that end in death and depression are not unheard of. Roll 1d10 to determine how your romance went that year.

Roll Love Affair
1 A happy love affair
2 A romantic tragedy
3 A problematic love
4 Whores and debauchery