Character Creation

**This is a OLD.**

For the new Character Creation process, **click here**.

## Race and Sex

A person's race and sex are the most fundamental facts about them, and as such are the first things determined for any new character.

The following probabilities are not reflective of overall populations of the various races, as humans are easily the most populous race. The player characters are not an average sample of the population but rather are individuals in an assembled team

Roll a d40 to determine race and sex (either roll online or roll a [d4 minus 1] for the tens digit and a [d10 minus 1] for the ones digit, with 00 being 40) or choose manually.

* 1-6. Human: +2 Fitness, +1 Coordination, +2 Intellect, +1 Intuition, +1 Willpower. +1 Discipline
	+ 1-3. Male: +1 Fitness, +1 Intellect. +1 Athletics
	+ 4-6. Female: +1 Coordination, +1 Intuition. +1 Rapport
* 7-12. Night Raven: +1 Fitness, +1 Coordination, +2 Intellect, +2 Intuition, +1 Willpower. +1 Investigation
	+ 7-9. Male: +1 Fitness, +1 Willpower. +1 Athletics
	+ 10-12. Female: +1 Coordination, +1 Intuition. +1 Agility
* 13-18. Wolfen: +2 Fitness, +1 Coordination, +1 Intellect, +2 Intuition, +2 Willpower. +1 Awareness
	+ 13-15. Male: +1 Fitness, +1 Willpower. +1 Aggression
	+ 16-18. Female: +1 Coordination, +1 Intuition. +1 Survival
* 19-24. Dragon Daughter: +3 Fitness, +2 Intellect, +1 Intuition, +1 Willpower. +2 Resilience
* 25-29. Burrower: +2 Coordination, +2 Intellect, +3 Intuition, +1 Willpower. +1 Athletics, +1 Awareness, +1 Stealth
* 30-34. Fey Cat: +1 Fitness, +3 Coordination, +2 Intellect, +1 Intuition, +1 Willpower. +1 Awareness, +1 Survival
	+ 30. Male: No Attribute difference. +1 Athletics
	+ 31-34. Female: No Attribute difference. +1 Stealth
* 35-37. Flame Elemental: See Flame Elemental section
* 38-40. Living Doll: See Living Doll section

## Region

Most characters enlisted in the Grienzen Imperial Army are from one of the Grienzen states but there are a few notable exceptions. Many Grienzen colonists in Ifrania remain there to defend their homesteads, but plenty returned to the Fatherland to defend their home country. Likewise, a sizable number of Grienzen citizens who took a ship to Amerrisque to start a new life have sailed back due to the rising tensions and inevitability of the upcoming war. And finally, some of the ethnically and linguistically Grienzen citizens of Alemannia have enrolled in the Grienzen military due to the official neutral stance taken by the Alemannian government.

Most people live in the same region where they were born, but due to recent advances in transportation technology there is more relocation now than ever before in recorded history. As a general rule, the region you select in this stage is the one where you were born, raised, and lived until enlisting in the army. The primary exceptions to this are if your parents are of the **Colonial class** and the Region you select is not Amerrisque or Ifranian Colony, or if you undergo Relocation during the **Hardship stage**.

A non-human character's Ethnicity is more core to their being than the Region the character is from, but it is easier for random generation to figure out the Region first. If you would prefer to choose your Ethnicity first, feel free to do so!

To determine what region you are from, look for the section that matches your race and roll a d100, or two d10s with one representing the tens digit and the other representing the ones digit. Otherwise, choose manually.

### Humans

+1 to one Attribute. +1 to two Skills

* 1-10. Rhein Province: +1 Fitness or Coordination. +1 to two: Labor, Agility, First Aid, Mechanics, Scholarship Talent (Multilingual)
* 11-18. Upper Luthairingia: +1 Intuition or Willpower. +1 to two: Athletics, Labor, Investigation, Aggression, Scholarship Talent (Multilingual)
* 19-25. Lower Luthairingia: +1 Intuition or Willpower. +1 to two: Athletics, Rapport, Discipline, Aggression, Scholarship Talent (Multilingual)
* 26-29. Occupied Danmag: +1 Coordination or Willpower. +1 to two: Athletics, Marksmanship, Stealth, Survival
* 30-59. Preusvia: +1 Intellect or Willpower. +1 to two: Assault, Investigation, Discipline, Leadership
* 60-67. Lesser States: +1 Intuition or Willpower. +1 to two: Resilience, Athletics, Rapport, Discipline
* 68-77. Kierstia: +1 Intellect or Intuition. +1 to two: Scholarship, Investigation, Rapport, Survival, Scholarship Talent (Multilingual)
* 78-96. Bayernia: +1 Fitness or Willpower. +1 to two: Athletics, Labor, Marksmanship, Rapport
* 97. Ifranian Colony: +1 Fitness or Willpower. +1 to two: Resilience, Labor, Awareness, Survival
* 98-99. Amerrisque: +1 Fitness *and* Willpower, -1 Intuition. +1 to two: Labor, Marksmanship, Awareness, Aggression, or Scholarship Talent (Multilingual)
* 100. Alemannia: +1 Fitness or Intellect. +1 to two: Athletics, Marksmanship, Rapport, Survival, or Scholarship Talent (Multilingual)

### Night Ravens

+1 to one Skill

* 1-8. Rhein Province: +1 to one: Athletics, Agility, Mechanics. More Jackdaws
* 9-27. Upper Luthairingia: +1 to one: Athletics, Awareness, Rapport, Scholarship Talent (Multilingual). Slightly more Ravens
* 28-41. Lower Luthairingia: +1 to one: Rapport, Discipline, Leadership, Scholarship Talent (Multilingual). Slightly more Crows
* 42-51. Occupied Danmag: +1 to one: Marksmanship, Stealth, Survival. Mostly Ravens
* 52-58. Preusvia: +1 to one: Athletics, Investigation, Discipline. More Ravens
* 59-69. Lesser States: +1 to one: Labor, Rapport, Survival. An even mix of ethnicities
* 70-86. Kierstia: +1 to one: Scholarship, Investigation, Stealth, or Scholarship Talent (Multilingual). More Magpies and Jackdaws
* 87-98. Bayernia: +1 to one: Athletics, Labor, Awareness. Mostly Crows
* 99. Amerrisque: +1 to one: Athletics, Labor, Marksmanship, or Scholarship Talent (Multilingual). More Ravens and Crows
* 100. Alemannia: +1 to one: Marksmanship, Stealth, Survival, or Scholarship Talent (Multilingual). An even mix of ethnicities

### Wolfen

+1 to one Skill

* 1-7. Rhein Province: +1 to one: Labor, Explosives, Investigation. Mostly Forest Wolves
* 8-15. Upper Luthairingia: +1 to one: Athletics, Rapport, Discipline. Mostly Forest Wolves
* 16-24. Lower Luthairingia: +1 to one: Athletics, Labor, Discipline. Mostly Forest Wolves
* 25-29. Occupied Danmag: +1 to one: Athletics, Labor, Survival. More Tundra Wolves
* 30-71. Preusvia: +1 to one: Athletics, Assault, Leadership. More Tundra Wolves
* 72-83. Lesser States: +1 to one: Stealth, Discipline, Survival. More Forest Wolves
* 84-96. Kierstia: +1 to one: Labor, Explosives, Rapport, or Scholarship Talent (Multilingual). More Forest Wolves
* 97. Bayernia: +1 to one: Labor, Stealth, Discipline. Mostly Forest Wolves
* 98-100. Amerrisque: +1 to one: Assault, Labor, Aggression, or Scholarship Talent (Multilingual). More Forest Wolves

### Dragon Daughters

+1 to one Skill

* 1-21. Rhein Province: +1 to one: Labor, Explosives, Awareness. More Fire Dragons
* 22-25. Upper Luthairingia: +1 to one: Labor, Rapport, Aggression. An even mix of ethnicities
* 26-36. Lower Luthairingia: +1 to one: Athletics, Rapport, Aggression. Slightly more Fire Dragons
* 37. Occupied Danmag: +1 to one: Labor, Discipline, Survival. More Ice and Lightning Dragons
* 38-42. Preusvia: +1 to one: Awareness, Bombardment, Discipline. Slightly more Ice Dragons
* 43-54. Lesser States: +1 to one: Athletics, Awareness, Rapport. An even mix of ethnicities
* 55-68. Kierstia: +1 to one: Investigation, Rapport, Survival, or Scholarship Talent (Multilingual). More Fire and Lightning Dragons
* 69-94. Bayernia: +1 to one: Labor, Investigation, Rapport. More Fire Dragons
* 95-100. Alemannia: +1 to one: Explosives, Bombardment, Survival, or Scholarship Talent (Multilingual). More Fire and Ice Dragons

### Burrowers

No Skill bonuses, only Ethnicity tendencies

* 1-11. Rhein Province: More Cave Burrowers
* 12-20. Upper Luthairingia: More Meadow and City Burrowers
* 21-26. Lower Luthairingia: More Cave and City Burrowers
* 27-30. Occupied Danmag: Slightly more Meadow Burrowers
* 31-59. Preusvia: More City Burrowers
* 60-67. Lesser States: More Meadow and City Burrowers
* 68-79. Kierstia: Slightly more City Burrowers
* 80-98. Bayernia: More Meadow and City Burrowers
* 99. Ifranian Colony: Slightly more Cave Burrowers
* 100. Alemannia: More Cave and City Burrowers

### Fey Cats

+1 to one Skill

* 1-12. Rhein Province: +1 to one: First Aid, Alchemistry, Investigation. More Dark Cats and Bright Cats
* 13-16. Upper Luthairingia: +1 to one: Alchemistry, Rapport, Survival, Scholarship Talent (Multilingual). More Dark Cats and Bright Cats
* 17-31. Lower Luthairingia: +1 to one: Awareness, Stealth, Discipline, Athletics, Scholarship Talent (Multilingual). Mostly Dark Cats
* 32-33. Occupied Danmag: +1 to one: Alchemistry, Stealth, Survival. Mostly Bright Cats
* 34. Preusvia: +1 to one: Investigation, Rapport, Discipline. Mostly Bright Cats
* 35-54. Lesser States: +1 to one: Stealth, Rapport, Survival. More Dark Cats and Bright Cats
* 55-83. Kierstia: +1 to one: Scholarship, Alchemistry, Stealth, or Scholarship Talent (Multilingual). More Royal Cats and Dark Cats
* 84-86. Bayernia: +1 to one: Athletics, Alchemistry, Investigation. Mostly Bright Cats
* 87-97. Ifranian Colony: +1 to one: Awareness, Leadership, Survival, or Scholarship Talent (Multilingual). Entirely Royal Cats
* 98-99. Amerrisque: +1 to one: Alchemistry, Awareness, Stealth, or Scholarship Talent (Multilingual). Mostly Dark Cats
* 100. Alemannia: +1 to one: Rapport, Leadership, Survival, or Scholarship Talent (Multilingual). An even mix of ethnicities

## Ethnicity

While all human player characters are ethnically Grienzen, non-human races have a number of sub-races or ethnicities which determine their historic regional origin, differences in appearance and physiology, preferred sociological surroundings, as well as **varied capabilities within a race**.

Distribution of non-human Ethnicities varies by region, with the tendencies detailed in the **Birth Region** section above. If you wish to choose your Ethnicity first you may, and then you can use that choice to inform your selection of your Birth Region next.

### Night Raven

Roll a d4 if there is an even mix of Ethnicities, a d5 if one Ethnicity is "Slightly more" common, a d6 if one Ethnicity is "More" common, or a d8 if one Ethnicity is "Mostly" prevalent or two Ethnicities are "More" common.

1. Raven: +1 Fitness. +1 Athletics
2. Magpie: +1 Intellect. +1 Stealth
3. Crow: +1 Intuition. +1 Rapport
4. Jackdaw: +1 Coordination, +1 Intellect, -1 Fitness
	* Male: +1 Assault
	* Female: +1 Rapport
5. Slightly more/More/Mostly [Single Ethnicity] (if applicable) or More [Ethnicity 1] (if applicable)
6. More/Mostly [Single Ethnicity] (if applicable) or More [Ethnicity 1] (if applicable)
7. Mostly [Single Ethnicity] (if applicable) or More [Ethnicity 2] (if applicable)
8. Mostly [Single Ethnicity] (if applicable) or More [Ethnicity 2] (if applicable)

### Wolfen

Roll a d4 if there is an even mix of Ethnicities, a d6 if one Ethnicity is "More" common, or a d8 if one Ethnicity is "Mostly" prevalent.

1. Tundra Wolf A: +1 Fitness. +1 Stealth
2. Tundra Wolf B: +1 Fitness. +1 Athletics
3. Forest Wolf A: +1 Coordination. +1 Rapport
4. Forest Wolf B: +1 Coordination. +1 Survival
5. More/Mostly [Single Ethnicity A] (if applicable)
6. More/Mostly [Single Ethnicity B] (if applicable)
7. Mostly [Single Ethnicity A] (if applicable)
8. Mostly [Single Ethnicity B] (if applicable)

### Dragon Daughter

Roll a d3 if there is an even mix of Ethnicities, a d4 if one Ethnicity is "Slightly more" common, or a d5 if one Ethnicity is "More" common or two Ethnicities are "More" common.

1. Fire: +1 Fitness, +1 Intuition, +1 Willpower. +1 Aggression
2. Ice: +1 Fitness, +1 Intellect, +1 Willpower. +1 Discipline
3. Lightning: +1 Coordination, +1 Intellect, +1 Intuition. +1 Agility
4. Slightly more/More [Single Ethnicity] (if applicable) or More [Ethnicity 1] (if applicable)
5. More [Single Ethnicity] (if applicable) or More [Ethnicity 2] (if applicable)

### Burrower

Roll a d3 if there is an even mix of Ethnicities, a d4 if one Ethnicity is "Slightly more" common, a d5 if one Ethnicity is "More" common or two Ethnicities are "More" common, or a d6 if one Ethnicity is "Mostly" prevalent.

1. Cave: +1 Fitness, +1 Willpower. +1 Labor, +1 Resilience
2. Meadow: +1 Intuition, +1 Willpower. +2 Rapport
3. City: +1 Coordination, +1 Intellect. +1 Stealth, +1 Rapport
4. Slightly more/More [Single Ethnicity] (if applicable) or More [Ethnicity 1] (if applicable)
5. More [Single Ethnicity] (if applicable) or More [Ethnicity 2] (if applicable)

### Fey Cat

Roll a d3 if there is an even mix of Ethnicities, or a d5 if one Ethnicity is "Mostly" prevalent or two Ethnicities are "More" common.

1. Royal: +1 Intuition, +1 Willpower. +1 Leadership
2. Dark: +1 Intellect, +1 Willpower. +1 Investigation
3. Bright: +1 Intuition, +1 Fitness. +1 Survival
4. Mostly [Single Ethnicity] (if applicable) or More [Ethnicity 1] (if applicable)
5. Mostly [Single Ethnicity] (if applicable) or More [Ethnicity 2] (if applicable)

## Height

To randomly generate height, use the character creation tool.

## Childhood Religion

Nearly every single person in Grienzland — regardless of race, sex, location, class, or other classifying factors — believes in the existence of the Living God, an afterlife, metaphysics, and so on. The overwhelming majority of people subscribe to Ortueism, but there are three major denominations therein and allegiance to those branches depends upon location as well as having racial tendencies. The following are general trends that can be used when selecting what denomination your parents believed in and thus what you were raised under. Most people stay within the denomination they were raised with unless they go through a **Hardship** that changes their worldview or social circumstances, or are **heavily influenced** by a friend, spouse, or religious authority from another denomination.

Human: Depends heavily on **Birth Region**

### Night Raven

* Crows: tend slightly toward **Church of Unity**
* Ravens: tend toward **Heavenly Tree**
* Magpies: tend slightly toward **Synenolicism**
* Jackdaws: even spread

### Wolfen

* Forest Wolfen: tend toward Church of Unity
* Tundra Wolfen: tend toward Church of Unity with a sizable minority in **Austericism**

### Dragon Daughter

* Fire Dragon: tend toward Synenolicism
* Ice Dragon: tend toward Austericism
* Lightning Dragon: tend slightly toward Heavenly Tree

### Burrowers

* Cave and Meadow Burrowers: Non-denominational
* City Burrowers: Tend toward the same religion as the humans they live with

### Fey Cats

* Various strains of Mysticism, Occultism, and other heathen beliefs, with a small minority in Synenolicism and Austericism

### Living Dolls

* Tend toward the same religion as their maker or original owner or else non-denominational

## Inherited Trait

In addition to the general trend of race and ethnicity determining much about how a person turns out, the nature of your parents has a great impact on your development. To determine what your parent was like, roll a d20 or choose one of the following. Add 2 to one Attribute, and 1 to another.

You take after your father/mother, who was described as being/having:

1. admirable physical prowess: +2 Fitness, +1 Coordination
2. strong of mind and body: +2 Fitness, +1 Intellect
3. a grounded individual: +2 Fitness, +1 Intuition
4. lived a healthy but demanding lifestyle: +2 Fitness, +1 Willpower
5. handy in any situation: +2 Coordination, +1 Fitness
6. nimble on his/her feet: +2 Coordination, +1 Intellect
7. moved with preternatural grace: +2 Coordination, +1 Intuition
8. focused on his/her craft or hobby: +2 Coordination, +1 Willpower
9. good at applying knowledge: +2 Intellect, +1 Fitness
10. always been tinkering with something: +2 Intellect, +1 Coordination
11. quick-witted and sensible: +2 Intellect, +1 Intuition
12. as smart as he/she was stubborn: +2 Intellect, +1 Willpower
13. at ease out in nature: +2 Intuition, +1 Fitness
14. sharp of sense and reflex: +2 Intuition, +1 Coordination
15. wise beyond his/her years: +2 Intuition, +1 Intellect
16. never in doubt of himself/herself: +2 Intuition, +1 Willpower
17. powerful determination: +2 Willpower, +1 Fitness
18. intentional and precise: +2 Willpower, +1 Coordination
19. smart and opinionated: +2 Willpower, +1 Intellect
20. an incredible force of personality: +2 Willpower, +1 Intuition

## Features

In addition to being shaped by your race’s baseline and taking after your parents, your genetics play a role in determining how you stand out as your own person. Features are noticeable quirks or qualities about you, either physical or behavioral in nature.

Roll d20 twice, or choose two. Select one Skill out of the two listen to increase by +1. Feature bonuses do not stack (i.e. you cannot add +2 to the same Skill or Attribute from your Features), so if you roll the same Attribute bonus for both Features, you may wish to roll again until you get a different Attribute.

1. Burly: +1 Fitness. +1 Assault or Aggression
2. Stalwart: +1 Fitness. +1 Resilience or Discipline
3. Vigorous: +1 Fitness. +1 Athletics or Agility
4. Brawny: +1 Fitness. +1 Labor or Mechanics
5. Light-Footed: +1 Coordination. +1 Agility or Stealth
6. Firm-Gripped: +1 Coordination. +1 Marksmanship or Labor
7. Careful: +1 Coordination. +1 Explosives or Alchemistry
8. Deft: +1 Coordination. +1 First Aid or Survival
9. Analytical: +1 Intellect. +1 Scholarship or Bombardment
10. Methodical: +1 Intellect. +1 Mechanics or First Aid
11. Inquisitive: +1 Intellect. +1 Alchemistry or Rapport
12. Attentive: +1 Intellect. +1 Investigation or Awareness
13. Reflexive: +1 Intuition. +1 Awareness or Assault
14. Measured: +1 Intuition. +1 Bombardment or Marksmanship
15. Unflinching: +1 Intuition. +1 Stealth or Resilience
16. Charismatic: +1 Intuition. +1 Rapport or Leadership
17. Studious: +1 Willpower. +1 Discipline or Scholarship
18. Involved: +1 Willpower. +1 Leadership or Investigation
19. Rugged: +1 Willpower. +1 Survival or Athletics
20. Unruly: +1 Willpower. +1 Aggression or Explosives

## Parents’ Social Class

The industrialization of the world has not erased the previous class distinctions of feudalism, but it has lead to the development of more classes to deal with the changing face of socioeconomic conditions. While there is considerable class mobility, many follow in their parents’ footsteps, and the opportunities a child is presented with later in life are heavily influenced by the means available to their parents to provide for them.

If you rolled or chose Amerrisque or Ifranian Colony for your Birth Region, you must choose Colonial. Otherwise, to determine your Parents’ Social Class, roll 9d6 and organize the results from lowest to highest. Add together the 4th and 5th results, and subtract 1. You may also choose manually if you have a specific background in mind for your character.

Each option provides a bonus to an Attribute and one of the three listed Skills, as well as listing the Early Education dice pool to be rolled when determining if and where you were enrolled in education while a child. If you need help figuring out the Early Education dice pool, just let the GM know.

1. Criminal: +1 Coordination. +1 Assault, Awareness, or Stealth. Early Education dice pool: Lowest 1 of 3d4
2. Colonial: +1 Intuition. +1 Marksmanship, Awareness, or Survival. Early Education dice pool: 2d3-1
3. Menial Laborers and Transients: +1 Willpower. +1 Labor, Survival, or Aggression. Early Education dice pool: 1d2+1d3-1
4. Skilled Workers (Agricultural or Construction): +1 Fitness. +1 Resilience, Labor, or First Aid. Early Education dice pool: Divide [sum of highest 2 of 3d5] by 2 (round down)
5. Industrial Workers (Mining, Factory Workers): +1 Willpower. +1 Agility, Explosives, or Mechanics. Early Education dice pool: Divide [sum of highest 2 of 4d5] by 2 (round down)
6. Merchant and Managerial Class: +1 Intuition. +1 Investigation, Rapport, or Aggression. Early Education dice pool: [Highest 1 of 2d4] plus 1d3-1
7. Craftsmen and Artisans: +1 Coordination. +1 Mechanics, Alchemistry, or Rapport. Early Education dice pool: [Highest 1 of 3d4] plus 1d3-1
8. Academic: +1 Intellect. +1 Scholarship, Investigation, or Discipline. Early Education dice pool:  [Highest 1 of 4d4] plus 1d3-1
9. Military: +1 Fitness. +1 Athletics, Discipline, or Leadership. Early Education dice pool: [Highest 1 of 5d4] plus 1d3-1
10. Minor Nobility: +1 Intellect. +1 Assault, Scholarship, or Leadership. Early Education dice pool: [Highest 1 of 2d3] plus [highest 1 of 5d4]-1
11. Major Nobility: +1 Fitness, +1 Intellect, -1 Willpower. +1, Rapport, Aggression, or Leadership. Early Education dice pool:  [highest 1 of 5d3] plus [highest 1 of 5d4]-1

## Early Education

Most youths in Grienzland attend free, Preusvian-style primary schooling until age 10, but there are still those who do not attend due to life circumstances and social class. Colonial citizens have to resort to other options, and the children of the poorest citizens often fall into other pursuits out of desperation or impatience.

To determine, roll Early Education dice pool from Parents’ Social Class. Alternatively you may choose, but if you do not select Preusvian Primary Schooling, you must provide a good explanation for doing so in your **Background Summary**.

1. School of the Streets: +1 Coordination or Intuition. +1 Stealth, Agility, and Awareness. 1 Talent in one of the listed Skills
2. Wilderness Experience: +1 Intuition or Willpower. +1 Survival, Awareness, and Athletics. 1 Survival Talent
3. Family- or Community-Schooled: +1 Fitness or Intuition. +1 Scholarship, Discipline, and Labor. 1 Labor Talent
4. Preusvian Primary Schooling: +1 Intellect. +2 Scholarship, +1 Athletics and Discipline. 1 Discipline or Athletics Talent
5. Private Schooling: +1 Intellect. +2 Scholarship, +1 Rapport and Mechanics/Alchemistry/Leadership. 1 Talent in one of the listed Skills
6. Personal Tutors: +1 Intellect. +2 Scholarship, +1 Leadership and Investigation. 2 Scholarship Talents

## Hardship

Every single person has had to face difficulty, trauma, dangers, or obstacles in their life, at some point. These Hardships shape who the person grows up to be in an indelible manner, for better or for worse. Roll a d12 or choose the Hardship that confronted you in your early life.

Regardless of which Hardship you face, no one gets to choose whether they managed to rise to occasion and beat whatever Hardship confronted them, or collapsed under the pressure. As such, you must select one of the two Skill test options listed with your Hardship, and make a Skill test with a Difficulty 2 using the Attributes and Skills accumulated up to this point.

Roll a number of dice equal to your Attribute, of size equal to your Skill. Because the Difficulty is 2, If you score 2 Steps (a Victory) or 3 or more Steps (a Triumph) on your Skill test, you achieve the result of Overcame. If you miss it by 1 (by only scoring 1 Step) on your Skill test, this is called an Advance, and you achieve the Survived result. If you miss it by 2 (in this case by scoring 0 Steps) on your Skill test, this is a Defeat, and you achieve the Surrendered result.

Just as they are larger than life, Dragon Daughters face more difficult obstacles than others regarding their physical capabilities. If you are a Dragon Daughter, increase the Difficulty of any Fitness-governed Skill tests to 4. Accordingly, scoring 4 Steps would be a Victory, 5 or more Steps would be a Triumph, 3 Steps would be an Advance, and 0, 1, or 2 Steps would be a Defeat.

Use the result from this test to discover the outcome to incorporate the entire ordeal in your **Background Summary**. Keep in mind that you are more than welcome to reinterpret the nature of the Hardship and the resulting Outcome in whatever way you would like. The provided terms and explanations are just suggestions, not at all set in stone.

**Hardship and Skill Test options**

1. Abuse: Coordination (Agility) or Willpower (Leadership)
2. Hunger: Willpower (Survival) or Fitness (Labor)
3. Conflict: Willpower (Aggression) or Fitness (Assault)
4. Exhaustion: Fitness (Labor) or Fitness (Resilience)
5. Sickness: Willpower (Discipline) or Fitness (Resilience)
6. Injury: Fitness (Resilience) or Coordination (Agility)
7. Abandonment: Willpower (Discipline) or Intuition (Rapport)
8. Betrayal: Intellect (Investigation) or Willpower (Leadership)
9. Prejudice: Willpower (Discipline) or Intuition (Rapport)
10. Crisis of Faith: Intuition (Awareness) or Intellect (Investigation)
11. Relocation: Intuition (Rapport) or Willpower (Leadership)
12. Purposelessness: Intellect (Investigation) or Willpower (Discipline)

**Surrendered (Defeat or Disaster)**

1. Abuse (You took blow after blow, until you could escape, left numb by the experience): -1 Intellect or Intuition, +1 Willpower. +2 Resilience, +1 Assault and Awareness. 1 Resilience Talent
2. Hunger (You eventually stopped paying attention to the pain but it left you with a fierce edge): -1 Fitness or Intellect, +1 Willpower. +2 Discipline, +1 Assault and Aggression. 1 Discipline Talent
3. Conflict (You were harried by assailants and repeatedly fled out of hopelessness): -1 Willpower, +1 Fitness. +2 Athletics, +1 Resilience and Agility. 1 Athletics Talent
4. Exhaustion (You collapsed every night under the pain of fatigue, body and mind crushed): -1 Coordination or Intellect, +1 Fitness. +2 Labor, +1 Resilience and Survival. 1 Labor Talent
5. Sickness (You wallowed in illness, with doctors and medicine as your only friends for a while): -1 Fitness, +1 Intuition. +2 First Aid, +1 Scholarship and Rapport. 1 First Aid Talent
6. Injury (You had such a promising future, until the accident took it all away): -1 Coordination or Fitness, +1 Willpower. +2 Survival, +1 Awareness and Discipline. 1 Survival Talent
7. Abandonment (You were thrust into the world far too young, and you had to beg to survive): -1 Willpower, +1 Intuition. +2 Rapport, +1 Agility and Investigation. 1 Rapport Talent
8. Betrayal (You lost it all in a moment of unwarranted trust, and it ruined your belief in others): -1 Intuition, +1 Intellect. +2 Investigation, +1 Awareness and Discipline. 1 Investigation Talent
9. Prejudice (You stooped to the worst that others expected of you and in doing so proved them right): -1 Willpower, +1 Fitness. +2 Assault, +1 Stealth and Aggression . 1 Assault or Stealth Talent
10. Crisis of Faith (You faltered in your faith and drifted away from the church, hardening your heart and fostering bitterness): -1 Intuition or Willpower, +1 Intellect. +2 Aggression, +1 Scholarship and Discipline. 1 Aggression Talent
11. Relocation (You lost all social connections and became isolated, turning to more introverted pursuits): -1 Fitness or Willpower, +1 Intellect. +2 Scholarship, +1 Alchemistry and Stealth. 1 Scholarship Talent
12. Purposelessness (You drifted through life without a goal, bouncing from place to place): -1 Willpower, +1 Coordination. +1 Athletics, Labor, Rapport, and Survival. 1 Talent in one of the listed Skills

**Survived (Advance)**

1. Abuse (You learned to dodge the beatings and avoid the situation): +1 Coordination. -1 Aggression, +1 Athletics, Agility, and Stealth
2. Hunger (You scrounged for anything to eat and stole the rest): +1 Willpower. -1 Rapport, +1 Awareness, Stealth, and Survival
3. Conflict (You pushed through the persecution, but suffered because of it): +1 Coordination. -1 Resilience, +1 Athletics, Agility, and Discipline
4. Exhaustion (Your early years were a blur of tiredness, but you managed): +1 Fitness. -1 Awareness, +1 Resilience, Labor, and Survival
5. Sickness (You were touch and go at times, but you came out the other side): +1 Intuition. -1 Labor, +1 Resilience, Investigation, and Rapport
6. Injury (You were set back by the trauma, but muddled through it): +1 Intellect. -1 Athletics, +1 First Aid, Scholarship and Aggression
7. Abandonment (You rushed to find replacements for those who abandoned you): +1 Intuition. -1 Investigation, +1 Labor, Awareness, and Rapport
8. Betrayal (You learned to distrust others and be more independent going forward): +1 Willpower. -1 Leadership, +1 Investigation, Awareness, and Aggression
9. Prejudice (You lashed out at your detractors and harbored deep bitterness): +1 Willpower. -1 Rapport, +1 Resilience, Assault, and Aggression
10. Crisis of Faith (You had your doubts but you ignored them until they didn’t matter): +1 Fitness. -1 Investigation, +1 Athletics, Awareness, and Discipline
11. Relocation (You adapted to your new home and eventually made more connections): +1 Intuition. -1 Scholarship, +1 Labor, Investigation, and Rapport
12. Purposelessness: (You dabbled in various trades and hobbies, never deeply): +1 Intellect. -1 Discipline, +1 Labor, Scholarship, and Mechanics

**Overcame (Triumph or Victory)**

1. Abuse (You avoided the abuse, confronted your aggressor, and resolved the situation): +1 Coordination and Intuition. +1 Agility and Leadership
2. Hunger (You worked hard at all manner of odd jobs, and spent every Pfennig on food): +1 Fitness and Willpower. +1 Labor and Survival
3. Conflict (You rose to the challenge and met words and blows with equal measure): +1 Coordination and Willpower. +1 Assault and Aggression
4. Exhaustion (You pushed through the fatigue and were made more robust for it): +1 Fitness and Coordination. +1 Resilience and Labor
5. Sickness (You never gave up hope and you eventually grew stronger than ever): +1 Fitness and Willpower. +1 Resilience and Discipline
6. Injury (You pushed through the pain and relied upon others to make it): +1 Coordination and Intuition. +1 Rapport and Discipline
7. Abandonment (You let the solitude sharpen your senses and instincts): +1 Fitness and Intuition. +1 Awareness and Survival
8. Betrayal (You confronted those who betrayed you and set right their wrongs): +1 Intuition and Willpower. +1 Investigation and Aggression
9. Prejudice (You held your tongue and proved your worth in your field): +1 Intuition and Willpower. +1 Scholarship/Mechanics/Alchemistry/Labor and Discipline
10. Crisis of Faith (You pushed through the fog of doubt and drew closer to God than ever): +1 Intellect and Intuition. +1 Discipline and Leadership/Rapport
11. Relocation (You used the opportunity to start a new life and thrive): +1 Fitness and Intellect. +1 to two different Skills
12. Purposelessness (You used your free time to learn and expand your mind): +1 Intellect and Intuition. +1 Scholarship and Investigation

## Further Education

After reaching adolescence, your options broaden up and your life begins to come under your control a bit more. Many go on to learn further in advanced schooling of some variety, however there are those who must go into the workforce early or are lost to the criminal underbelly of society due to poor upbringing.

To determine randomly, take Early Education number, add 2 if Overcame during Hardship, subtract 2 if Surrendered during Hardship, and add 1d3. If less than 1 or greater than 9, treat as 1 or 9 respectively. Otherwise just choose manually, though if you choose far above or below your station you should provide a good reason for doing so in your **Background Summary**.

1. Trained in Thievery: +2 Stealth, +1 Agility and Awareness. 1 Talent in one of the listed Skills
2. Violent Lessons: +2 Assault, +1 Resilience and Aggression. 1 Talent in one of the listed Skills
3. Learning by Labor: +2 Labor, +1 Resilience and Athletics. 1 Labor Talent
4. Self-Educated: +1 Relevant Skill, Scholarship, Discipline, and Survival. 1 Talent in one of the listed Skills
5. Family Trade: +1 Relevant Skill, Awareness, Rapport, and Discipline. 1 Talent in Relevant Skill
6. Vocational School: +2 Labor/Mechanics/Alchemistry, +1 Scholarship, Leadership. 1 Talent in the selected +2 Skill
7. Preusvian Secondary Schooling: +1 Scholarship, Discipline, Leadership, Athletics, and Assault/Marksmanship. 1 Talent in one of the listed Skills
8. Theological Seminary: +2 Leadership, +1 Investigation, Rapport, and Scholarship. 1 Talent in one of the listed Skills
9. Taught Abroad: +2 Scholarship, +1 Investigation and Rapport. 1 Scholarship Talent (Multilingual), 1 additional Scholarship Talent

## Favorite Pastime

Everyone has a hobby, idle pursuit, or creative endeavor to relax or express themselves outside of work and responsibilities. These pastimes often teach lessons that can be applied in other tasks as well.

There are four methods of picking a pastime:

* Choose one
* Add one of your own (get GM approval)
* Random: Roll 2d20-1
* Lifepath: Add together the number from Parents' Social Class, Early Education, and Further Education, then add 3 if Colonial Class, add 1 if Overcame during Hardship, subtract 1 if Survived during Hardship, subtract 3 if Surrendered during Hardship, and add d12

Add 1 to both listed Skills and choose a Talent in either of the two.

1. Substance Abuse: +1 Stealth and Awareness
2. Rabble-rousing: +1 Aggression and Leadership
3. Trouble-making: +1 Aggression and Assault
4. Carousing: +1 Aggression and Rapport
5. Card Games: +1 Investigation and Discipline
6. Side Jobs: +1 Labor and Discipline
7. Fishing: +1 Survival and Awareness
8. Hunting: +1 Stealth and Marksmanshipl
9. Knot-tying: +1 Labor and Survival
10. Embroidering/Sewing/Needlepoint: +1 First Aid and Investigation
11. Pest Control: +1 Marksmanship and Awareness
12. Football: +1 Athletics and Awareness
13. Carpentry: +1 Labor and Investigation
14. Gardening: +1 Labor and Surviva
15. Blacksmithing: +1 Labor and Resilience
16. Cooking: +1 Survival and Alchemistry
17. Boxing: +1 Assault and Resilience
18. Hiking: +1 Athletics and First Aid
19. Camping: +1 Awareness and Survival
20. Tinkering: +1 Labor and Mechanics
21. Teaching: +1 Scholarship and Leadership
22. Rock-climbing: +1 Athletics and Agility
23. Music: +1 Rapport and Agility
24. Acting: +1 Rapport and Stealth
25. Brewing: +1 Mechanics and Alchemistry
26. Dancing: +1 Athletics and Rapport
27. Sailing/Rowing: +1 Athletics and Resilience
28. Ice Hockey: +1 Resilience and Athletics
29. Reading: +1 Scholarship and Investigation
30. Target-shooting: +1 Marksmanship and Assault
31. Gymnastics: +1 Agility and Athletics
32. Beekeeping: +1 Discipline and Labor
33. Charity: +1 Leadership and Labor
34. Debate: +1 Rapport and Investigation
35. Archery: +1 Marksmanship and Bombardment
36. Collecting: +1 Investigation and Awareness
37. Chess: +1 Investigation and Discipline
38. Dueling: +1 Assault and Discipline
39. Astronomy: +1 Marksmanship and Investigation

## Most Impactful Relationship

No one goes through their upbringing entirely alone, and if forced to consider it, you have to admit that there has been a single individual who has had the most impact on your development. This might constitute a single, resonant encounter that changed your worldview or life for good, or the influence of a long-term relationship drawn out over many years to help you grow into the person you became.

To determine, roll a d10 or choose manually:

1. Parent/Sibling: +1 Relevant Skill (family trade/hobby). +1 Fire
2. Friend/Coworker: +1 Relevant Skill (shared hobby/profession). +1 Breath
3. Romantic Pursuit: +1 Rapport. +1 Fire
4. Spouse: +1 Leadership (Male), +1 Discipline (Female). +1 Nerve. Gain a Memento
5. Mentor/Teacher: +1 Discipline, +1 Relevant Skill (learned trade). 1 Discipline Talent
6. Pupil/Assistant: +1 Leadership, +1 Relevant Skill (taught trade). 1 Leadership Talent
7. Child: +1 Resilience. +2 starting Steel. Gain a Memento
8. Rival: +1 Aggression, +1 Relevant Skill (nature of competition). 1 Talent in Relevant Skill
9. Religious Authority: +1 Nerve. Gain 1 free Ministry (HYPERLINK)
10. Protector/Bodyguard: You gain a loyal (though with a sense of self-preservation and an individual will) guardian companion NPC to be designed in collaboration with the GM and played by the GM

## Enlistment Reason

With the looming war over the horizon, your character joined the Grienzen military in time to be in the first wave of combat. Everyone who signed up did so for a reason. To determine that reason, either choose one or Roll d16+d3-1:

1. Earn Citizenship: You come from another nation or are one of the non-member races which does not have citizenship in the Grienzen Empire, and you signed up to receive citizenship after ending your service. +1 Nerve, +1 Blood. +1 Discipline
2. No Other Employment: You signed up because you needed money to survive, and - for whatever reason - you had no other job opportunities. +2 Breath. +1 Resilience/Labor
3. National Malice (Rossiyan or Gallian): You signed up to put down as many of those loathsome Rossiyans/Gallians as you can. +1 Fire, +1 Nerve. +1 Assault/Marksmanship
4. Racial Solidarity: You signed up to help defend non-human races from the Ascendancy of Man that would destroy them. +1 Fire, +1 Nerve. +1 Rapport/Leadership
5. Grienzen Nationalism: You signed up to defend the Fatherland from those who would see it divided, conquered, and subjugated. +1 Fire, +1 Blood. +1 Resilience/Discipline
6. Religious Motivation: You signed up to fight in the name of the Living God, defending the faith from the God-hating madmen in the Ascendancy of Man. +2 Fire. +1 Discipline
7. Adventure and Excitement: You signed up to experience the thrill of combat, to see the oddity of dead bodies, to enjoy the wonder of far-off lands, and to indulge in the freedom from domestic social pressure. +1 Breath, +1 Fire. +1 Athletics/Awareness
8. Defend Loved Ones: You signed up because you are from one of the regions that the other major powers have their eyes on, and your family would be in great danger should that region be lost. +1 Fire, +1 Nerve, +2 Starting Steel
9. Speculative Literature: You signed up because you read *Next Uropan War, Grienzland Under Siege*, *Fleet Of Death*, or one of the many other predictive books about the impending war to destroy Grienzland. +1 Fire, +1 Nerve. +1 Scholarship
10. Duty to Serve: You signed up because you believe it is every citizen’s duty to pick up arms and fight for his nation when needed. +2 Nerve. +1 Discipline
11. Expectations: You signed up because friends, family, a love interest, or a mentor pressured you into – or convinced you of the necessity of – service. +1 Fire, +1 Nerve. +1 Rapport
12. Honor and Acclaim: You signed up to find glory and seize victory in battle and to enjoy the renown afterward that comes from such an achievement. +1 Fire, +2 Starting Steel. +1 Agility/Assault
13. Prove Yourself: You signed up to prove that (or to find out if?) you have the moral character and physical stamina to fight for your nation. +1 Breath, +1 Fire. +1 Survival
14. Officer Career: You signed up because you wanted to lead men into battle and attain a professional military commission. +1 Breath, +1 Nerve. +1 Leadership
15. Education: You signed up to gain access to the military academy and the instruction they offer to those who sign up. +1 Scholarship, +1 Mechanics/Alchemistry/First Aid. 1 Talent in one of the listed Skills
16. Save Lives: You signed up to do everything you could to keep your countrymen safe so that their mothers need not grieve their lost sons. +1 Fire, +1 Nerve. +1 First Aid
17. Physical Fitness: You signed up to be put into a strict training regiment to help improve your strength and endurance. +2 Breath. +1 Athletics
18. Destruction: You signed up to feel the thrill of causing mayhem, seeing the earth and enemy alike tossed high into the air by explosions, and maybe even get to blow up a bridge or collapse a tunnel while you're at it. +1 Fire. +1 Explosives/Bombardment. 1 Talent in one of the listed Skills

## Military Training

Once in the military, each person is assessed for their capabilities and given proper training to fulfill their role. To determine your role, either roll a d12 or choose. Make sure your character fulfills the Attribute Requirement, and if not either choose another role or roll again.

Primary Skill: +2 and one Talent

Secondary Skills: +1 to all three and one Talent for one of the three

Tertiary Skills: +1 to two of the four

## Background Summary

Once you have completed your character generation, use this opportunity to reflect upon the results you have chosen or rolled. Think of a way to tie these results together into a cohesive story that encapsulates who your character is and what they have been through up to this point, and write down a few paragraphs at least to convey that life story.