Chronicle: Impetus

Summary

The purpose of The FARAD System's chronicle template mechanic is to assist GMs who would like to create and utilize different balanced chronicle options that aid their players with creating their character's backstory, as well as offering the players themselves a way to create a portion themselves as well, using the same mechanic.

A character's chronicle is made of several parts, which a GM may allow their players to construct on their own in part or in whole, make entirely random based on pre-made sets for each section, or as recommended, with a portion randomly rolled by the players and a portion created by the players' choices.

*Impetus* is a set of ten chronicle entries based around the an event or multiple events in a character's backstory. These are usually rolled by the player from options the GM selects, whether from the default for a setting or customized.

When rolling to obtain, use 2d10 as sum. If the first die rolled is a 0, and the second is a 1, then it is a 11, however, if a 1 and 0, then it is an 1. With the default sets, both have the same result, however, if a GM decides to substitute one of the two results with something else, or an entirely unique arrangement of custom sets, then it is important to keep that in mind.

The Blood Secret

This Upbringing trait refers to something that comes forth in the individual's life tied specifically to their environment, genetics, true lineage, or those that have raised them which they did not know about before. Here are the default sets:

1 (Ace): This individual has a minor visual defect that arises and may cause difficulties for them. Roll 1d10 to see which.

  • 1) Strabismus, the individual has crossed eyes.
  • 2) Antimetropia, both farsighted and nearsighted and needing glasses or similar implements to read.
  • 3) Astigmatism, everything is blurry, needs glasses or similar implements to read.
  • 4) Myopia, nearsighted, needs glasses or similar implements to read.
  • 5) Red–green color blindness.
  • 6) Hyperopia, farsighted, needs glasses or similar implements to read.
  • 7) Blue–yellow color blindness.
  • 8) Total color blindness.
  • 9) Presbyopia, the individual developing cataracts.
  • 10) Amblyopia, the individual has a lazy eye.

2 (Mirror): This individual has a minor beauty mutation which arises and may cause difficulties for them. Roll 1d10 to see which.

  • 1) This individual has heterochromia iridum. Roll 1d10 on which kind: 1-3) Complete (each eye a different color), 4-6) Sectoral (a segment of contrasting color in the iris), and 7-10) Central (a different color radiating out from the pupil). If having only one eye, reroll if Complete, if having none, reroll The Blood Secret: Mirror roll to select a different minor beauty mutation.
  • 2) This individual has double-eyelashes if they have any at all. If they do not have any as their genetics, reroll The Blood Secret: Mirror roll to select a different minor beauty mutation.
  • 3) This individual has variations in their hair color, and freckles or another odd variation in skin markings from standards for their species, ethnicity or sex. If they do not have any as their genetics, reroll The Blood Secret: Mirror roll to select a different minor beauty mutation.
  • 4) This individual has variations in their hair color from standards for their species, ethnicity or sex. If they do not have any as their genetics, reroll The Blood Secret: Mirror roll to select a different minor beauty mutation.
  • 5) This individual has freckles or another odd variation in skin markings from standards for their species, ethnicity or sex. If they do not have any as their genetics, reroll The Blood Secret: Mirror roll to select a different minor beauty mutation.
  • 6) This individual has an eye color variation from standards for their species, ethnicity or sex. If they do not have any as their genetics, reroll The Blood Secret: Mirror roll to select a different minor beauty mutation.
  • 7) This individual has vitiligo, erythrism, albinism, leucism, xanthochromism, melanism or piebaldism. Roll 1d10 on which kind: 1) Vitiligo, 2-3) Erythrism, 4-5) Albinism, 6) Leucism, 7) Xanthochromism, 8) Melanism, and 9-10) Piebaldism.
  • 8) This individual has no fur or hair if it would be a standard for their species, ethnicity or sex. If they do not have any as their genetics, reroll The Blood Secret: Mirror roll to select a different minor beauty mutation.
  • 9) This individual is a bilateral gynandromorph if they are of a species that has sexual dimorphism. While they are still of a singular sex reproductively, they may exhibit physical traits on one side that resembles those of a different sex of their species and ethnicity. Roll 1d10 on which sex other than their own is on the left or right: 1-5) Other on the left side. 6-10) Other on the right side. Then roll 1d10 to see which sex other than their own is exhibiting itself: 1-3) sex 1, 5-7) sex 2, 8-10) sex 3. If they do not have sexual dimorphism as part of their species, reroll The Blood Secret: Mirror roll to select a different minor beauty mutation.
  • 10) This individual has congenital methemoglobinemia, causing them to have a mild to severe cornflower blue tint shift to their skin from its normal color. Roll 1d10 for how much it is shifted, 1 score per 10%.

3 (Merchant): This individual has a minor mutation that has helped them either in their profession or survival in some small way.

  • 1) This individual has a broader vocal range even without training, giving them: 1-3) +1 to Mimicry Checks, 4-6) +1 to Singing Checks, 7-8) Scream Checks, or 9-10) +1 to Whistle Checks.
  • 2) This individual is generally harder to depress, having: 1-3) +1 to general Morale Checks, 4-6) +1 to Leadership Checks, 7-8) +1 to Amuse Checks, or 9-10) +1 to Motivate Checks.
  • 3) This individual has a slightly better capability to learn, giving them: 1-3) +1 to general Learning Checks, 4-6) +1 to Studying Checks, 7-8) +1 to Researching Checks, or 9-10) +1 to Speed-Reading Checks.
  • 4) This individual is generally harder to scare, having: 1-3) +1 to Courage Checks, 4-6) +1 to Daring Checks, 7-8) +1 to Intimidate Checks, or 9-10) +1 to Bluff Checks.
  • 5) This individual has a sharper awareness and discernment, giving them 1-2) +1 to Auditory Observation Checks, 3-4) +1 to Visual Observation Checks, 5) +1 to Olfactory Observation Checks, 6) +1 to Taste Observation Checks, 7) +1 to Temperature Observation Checks, 8) +1 to Tremor Observation Checks, 9) +1 to Touch Observation Checks, or 10) +1 to general Observation Checks.
  • 6) This individual has a slightly better capability to manipulate others, giving them: 1) +1 to Empathy Checks, 2) +1 to Haggle Checks, 3) +1 to Bluff Checks, 4) +1 to general Reason Checks, 5) +1 to Motivate Checks, 6) +1 to Charming Checks, 7) +1 to Leadership Checks, 8) +1 to Carousing Checks, 9) +1 to Diplomacy Checks, or 10) +1 to general Charisma Checks.
  • 7) This individual is generally slightly more stealthy even without training, giving them: 1) +1 to general Stealth Checks, 2) +1 to Sleight-of-Hand Checks, 3) +1 to Shadowing Checks, 4) +1 to Sabotage Checks, 5) +1 to Hush Checks, 6) +1 to Trapping Checks, 7) +1 to Camouflage Checks, 8) +1 to Sneak Checks, 9) +1 to Ventriloquism Checks, or 10) +1 to Speed-Reading Checks.
  • 8) This individual is generally better able to entertain others, having: 1) +1 to Ventriloquism Checks, 2) +1 to Perform Checks, 3) +1 to Acting Checks, 4) +1 to Disguise Checks, 5) +1 to Dancing Checks, 6) +1 to Orate Checks, 7) +1 to Carousing Checks, 8) +1 to Forgery Checks, 9) +1 to Gesture Checks, or 10) +1 to Rapport Checks.
  • 9) This individual is generally more able to gain funds quickly, having: 1) +1 to Haggle Checks, 2) +1 to Forgery Checks, 3) +1 to Panhandling Checks, 4) +1 to Lockpicking Checks, 5) +1 to Excavation Checks, 6) +1 to Prospecting Checks, 7) +1 to Depiction Checks, 8) +1 to Sleight-of-Hand Checks, 9) +1 to Gambling Checks, or 10) +1 to Administration Checks.
  • 10) This individual has a general ease in the wild, having: 1) +1 to Taming Checks, 2) +1 to Survivalism Checks, 3) +1 to Navigation Checks, 4) +1 to Camouflage Checks, 5) +1 to Cooking Checks, 6) +1 to Filleting Checks, 7) +1 to Fishing Checks, 8) +1 to general Fishing Checks, 9) +1 to Swimming Checks, or 10) +1 to Tracking Checks.

4 (Tome): This individual is part of a lineage that has long protected some secret knowledge, though mutations have arisen from keeping the secret protected and the family line from branching out very far.

  • 1) This individual has a genetic trait from their lineage which skips one generation to arise in the individual even if it would not have previously. If they have not filled up their starting mutation potential, it may take one of those slots without replacing other genetics. If it has, it will instead replace a recessive genetic trait.
  • 2) This individual has a genetic trait from their lineage which skips two generations to arise in the individual even if it would not have previously. If they have not filled up their starting mutation potential, it may take one of those slots without replacing other genetics. If it has, it will instead replace a recessive genetic trait.
  • 3) This individual has a genetic trait from their lineage which skips three generations to arise in the individual even if it would not have previously. If they have not filled up their starting mutation potential, it may take one of those slots without replacing other genetics. If it has, it will instead replace a recessive genetic trait.
  • 4) This individual has a genetic trait from their lineage which skips four or more generations to arise in the individual even if it would not have previously. If they have not filled up their starting mutation potential, it may take one of those slots without replacing other genetics. If it has, it will instead replace a recessive genetic trait.
  • 5) This individual has a genetic mutation caused by an exposure to a significant amount of sporestone or dark essence.
  • 6) This individual has a genetic mutation caused by an exposure to a significant amount of primal magic or white matter.
  • 7) This individual has a genetic mutation caused by an exposure to a significant amount of ectoplasm.
  • 8) This individual has a genetic mutation caused by an exposure to a significant amount of leyline intersections.
  • 9) This individual has a genetic mutation caused by an exposure to a significant amount of mutative catalyst materials.
  • 10) This individual has a genetic mutation caused by an exposure to a significant amount of psionic fields.

5 (Child): This individual was born with genetic mutations typically caused by an ancestor having reproductive relations with those too similar genetically, but it may also rise from other rare conditions.

  • 1) This individual has hemophilia, a genetic mutation which prevents the clotting of blood. Every HP lost, they will lose an additional one, but will be more careful overall, having +1d10 Daily FP Recovery Advantage.
  • 2) This individual has microcephaly, a genetic mutation which causes a smaller head, among other issues. Every MA lost, they will lose an additional one, but will be more enduring overall, having +1d10 Daily EP Recovery Advantage.
  • 3) This individual has a clubfoot, a genetic mutation which causes one or more misshapen feet. Every MP lost, they will lose an additional one, but will be more soulful overall, having +1d10 Daily SP Recovery Advantage.
  • 4) This individual has severe asymmetry, a genetic mutation which causes noticeable physical defects. Every charisma check has a strong disadvantage (-1d10/2), but they have a major advantage (+1d10) to Empathy Checks.
  • 5) This individual has dwarfism, a genetic mutation which causes them to not grow to normal height for their normal genetics. They are 3d10 percent smaller at minimum, but have a major advantage (+1d10) on Escape Checks.
  • 6) This individual has gigantism, a genetic mutation which causes them to grow beyond normal height for their normal genetics. They are 3d10 percent taller at minimum, but have a major advantage (+1d10) on Intimidate Checks.
  • 7) This individual has infertility, a genetic mutation which causes them to be unable to easily produce offspring through traditional means. Every intentional attempt has only a five percent chance, and each failure causes a severe disadvantage (-2d10) on Morale Checks for 1d10 days.
  • 8) This individual has an immune system disorder, a genetic mutation which makes fighting off infections and toxins more difficult and healing take longer. Every EP lost, they will lose an additional one, but will be more likely to avoid contagions, having +1d10 Daily MP Recovery Advantage.
  • 9) This individual has attention hyperactive deficit disorder, a genetic mutation which makes focusing more difficult. Every FP lost, they will lose an additional one, but they will have a sharper mental aptitude, having +1d10 Daily MA Recovery Advantage.
  • 10) This individual has a strong sociopathic or psychopathic disorder (roll 1d10 on which), which makes them mentally unhinged, having difficulty bonding with others or creating dangerously obsessive bonds. Every SP lost, they will lose an additional one, but they will be more hearty, having +1d10 Daily HP Recovery Advantage.

6 (Beast): This individual has atavistic mutations unique to their genetics.

  • 1) This individual has an atavistic mutation which is tied to and replaces their first dominant species genetic trait.
  • 2) This individual has an atavistic mutation which is tied to and replaces their second dominant species genetic trait.
  • 3) This individual has an atavistic mutation which is tied to and replaces their third dominant species genetic trait.
  • 4) This individual has an atavistic mutation which is tied to and replaces their first recessive species genetic trait.
  • 5) This individual has an atavistic mutation which is tied to and replaces their second recessive species genetic trait.
  • 6) This individual has an atavistic mutation which is tied to and replaces their first ethnic genetic trait.
  • 7) This individual has an atavistic mutation which is tied to and replaces their second ethnic genetic trait.
  • 8) This individual has an atavistic mutation which is tied to and replaces their third ethnic genetic trait.
  • 9) This individual has an atavistic mutation which is tied to and replaces their first sex genetic trait.
  • 10) This individual has an atavistic mutation which is tied to and replaces their second sex genetic trait.

7 (Dream): This individual has strange mutations that seem extremely unusual to others but may seem perfectly normal to them if they were not notified of its oddity at a young age.

  • 1) This individual has a mutation which makes them appear younger than they actually are, up to 2d10 years younger in appearance by the time they reach their middle age, and major daily advantage (+1d10) to Charisma Checks.
  • 2) This individual has a mutation which makes them appear older than they actually are, up to 2d10 years older in appearance by the time they reach their middle age, and a major daily advantage (+1d10) to Wisdom Checks.
  • 3) This individual has a mutation which makes them extremely resistant to diseases, having a severe daily advantage (+2d10) to resisting them.
  • 4) This individual has a mutation which makes them extremely resistant to heat, having a severe daily advantage (+2d10) to resisting Ember.
  • 5) This individual has a mutation which makes them extremely resistant to the cold, having a severe daily advantage (+2d10) to resisting Blizzard.
  • 6) This individual has a mutation which makes them extremely resistant to electricity, having a severe daily advantage (+2d10) to resisting Electricity.
  • 7) This individual has a mutation which makes them extremely little need for sleep, having a strong daily advantage (+1d10/2) to recovering HP, EP, MP and FP.
  • 8) This individual has a mutation which makes them extremely able to enter meditative trances, having a strong daily advantage (+1d10/2) to recovering MP, MA, SP, and FP.
  • 9) This individual has a mutation which makes them extremely flexible, having a major daily advantage (+1d10) to Agility and Reflex Checks.
  • 10) This individual has a mutation which makes them extremely resistant to radiation, having a severe daily advantage (+2d10) to resisting Irradiate.

8 (Knight): This individual has a magical mutation tied to a conduit magic or valor magic source.

  • 1) This individual has a conduit magic mutation which is tied to and replaces their first dominant species genetic trait.
  • 2) This individual has a valor magic mutation which is tied to and replaces their second dominant species genetic trait.
  • 3) This individual has a conduit magic mutation which is tied to and replaces their third dominant species genetic trait.
  • 4) This individual has a valor magic mutation which is tied to and replaces their first recessive species genetic trait.
  • 5) This individual has a conduit magic mutation which is tied to and replaces their second recessive species genetic trait.
  • 6) This individual has a valor magic mutation which is tied to and replaces their first ethnic genetic trait.
  • 7) This individual has a conduit magic mutation which is tied to and replaces their second ethnic genetic trait.
  • 8) This individual has a valor magic mutation which is tied to and replaces their third ethnic genetic trait.
  • 9) This individual has a conduit magic mutation which is tied to and replaces their first sex genetic trait.
  • 10) This individual has a valor magic mutation which is tied to and replaces their second sex genetic trait.

9 (Tower): This individual a mutation tied to a natural or mundane source

  • 1) This individual has a natural mutation which is tied to and replaces their first dominant species genetic trait.
  • 2) This individual has a mundane mutation which is tied to and replaces their second dominant species genetic trait.
  • 3) This individual has a natural mutation which is tied to and replaces their third dominant species genetic trait.
  • 4) This individual has a mundane mutation which is tied to and replaces their first recessive species genetic trait.
  • 5) This individual has a natural mutation which is tied to and replaces their second recessive species genetic trait.
  • 6) This individual has a mundane mutation which is tied to and replaces their first ethnic genetic trait.
  • 7) This individual has a natural mutation which is tied to and replaces their second ethnic genetic trait.
  • 8) This individual has a mundane mutation which is tied to and replaces their third ethnic genetic trait.
  • 9) This individual has a natural mutation which is tied to and replaces their first sex genetic trait.
  • 10) This individual has a mundane mutation which is tied to and replaces their second sex genetic trait.

10 (Damsel): This individual has a secret bloodline which makes them more than they first appear…

  • 1) This individual is part of a secret bloodline whose blood is needed to lift a curse.
  • 2) This individual is part of a secret bloodline whose blood is needed to awaken a dormant curse.
  • 3) This individual is part of a secret bloodline which is tied to nobility in a region where they live.
  • 4) This individual is part of a secret bloodline which is tied to nobility in a region other than where they live.
  • 5) This individual is part of a secret bloodline whose blood makes them resistant or immune carriers to the luniis virus (roll 1d10 on which).
  • 6) This individual is part of a secret bloodline whose blood makes them resistant or immune carriers to the vilru virus (roll 1d10 on which).
  • 7) This individual is part of a secret bloodline whose blood makes them resistant or immune carriers to both the luniis virus and vilru virus (roll 1d10 on which).
  • 8) This individual is part of a secret bloodline whose blood makes them resistant or immune carriers to zombification (roll 1d10 on which).
  • 9) This individual is part of a secret bloodline whose origin is from another parallel or timeline intersecting aethrix.
  • 10) This individual is secretly the direct or second generation descendant of a numina, adecrea or pragur, and has one legacy gene (roll 1d10 on which, 1-4 Numina, 5-7 Adecrea, 8-10 Pragur).

11 (Ace): This individual has a minor visual defect that arises and may cause difficulties for them. Roll 1d10 to see which.

  • 1) Hyperopia, farsighted, needs glasses or similar implements to read.
  • 2) Myopia, nearsighted, needs glasses or similar implements to read.
  • 3) Antimetropia, both farsighted and nearsighted and needing glasses or similar implements to read.
  • 4) Astigmatism, everything is blurry, needs glasses or similar implements to read.
  • 5) Presbyopia, the individual developing cataracts.
  • 6) Strabismus, the individual has crossed eyes.
  • 7) Amblyopia, the individual has a lazy eye.
  • 8) Red–green color blindness.
  • 9) Blue–yellow color blindness.
  • 0) Total color blindness.

12 (Jack): This individual a secret in their bloodline which they may try to keep hidden…

  • 1) This individual is the direct or second generation offspring of a serial killer.
  • 2) This individual is a direct or distant descendant of a genocidal maniac.
  • 3) This individual is a direct or distant descendant of a hero who failed in their mission and fled in shame.
  • 4) This individual is a direct or distant descendant of a hero who became corrupted into a villain.
  • 5) This individual is the illegitimate offspring of someone of noble birth or other political influence.
  • 6) This individual is part of a secret bloodline whose blood is needed to awaken a dormant curse.
  • 7) This individual is part of a secret bloodline whose blood makes them resistant or immune carriers to both the luniis virus and vilru virus (roll 1d10 on which).
  • 8) This individual is part of a secret bloodline whose blood makes them resistant or immune carriers to zombification (roll 1d10 on which).
  • 9) This individual is part of a secret bloodline whose origin is from another parallel or timeline intersecting aethrix.
  • 10) This individual is secretly the direct or second generation descendant of a numina, adecrea or pragur, and has one legacy gene (roll 1d10 on which, 1-4 Numina, 5-7 Adecrea, 8-10 Pragur).

13 (Queen): This individual has an item which will only work with one of their bloodline.

  • 1) This individual has an item that goes on a head/neck slot and some of its power is well known, even if the individual hasn't unlocked its full potential yet (roll 1d10, 1-4 its first ability is known to most, 5-7 its first and second ability are known to most, 8-10 all three of its abilities are known to most). Its value is 5 GP or less.
  • 2) This individual has an item that goes on a face slot and its power is not very well known, and the individual may not even know its full power yet (roll 1d10, 1-4 its first ability is known to them but not to most others, 5-7 its first and second ability are known to them but only its first ability is known to others, 8-10 all three of its abilities are known to them, but only its first ability is known to others). Its value is 5 GP or less.
  • 3) This individual has an item that goes on a thorax slot and some of its power is well known, even if the individual hasn't unlocked its full potential yet (roll 1d10, 1-4 its first ability is known to most, 5-7 its first and second ability are known to most, 8-10 all three of its abilities are known to most). Its value is 5 GP or less.
  • 4) This individual has an item that goes on a back slot and its power is not very well known, and the individual may not even know its full power yet (roll 1d10, 1-4 its first ability is known to them but not to most others, 5-7 its first and second ability are known to them but only its first ability is known to others, 8-10 all three of its abilities are known to them, but only its first ability is known to others). Its value is 5 GP or less.
  • 5) This individual has an item that goes on an abdomen slot and some of its power is well known, even if the individual hasn't unlocked its full potential yet (roll 1d10, 1-4 its first ability is known to most, 5-7 its first and second ability are known to most, 8-10 all three of its abilities are known to most). Its value is 5 GP or less.
  • 6) This individual has an item that goes on a pelvic slot and its power is not very well known, and the individual may not even know its full power yet (roll 1d10, 1-4 its first ability is known to them but not to most others, 5-7 its first and second ability are known to them but only its first ability is known to others, 8-10 all three of its abilities are known to them, but only its first ability is known to others). Its value is 5 GP or less.
  • 7) This individual has an item that goes on a left upper limb slot and some of its power is well known, even if the individual hasn't unlocked its full potential yet (roll 1d10, 1-4 its first ability is known to most, 5-7 its first and second ability are known to most, 8-10 all three of its abilities are known to most). Its value is 5 GP or less.
  • 8) This individual has an item that goes on a right upper limb slot and its power is not very well known, and the individual may not even know its full power yet (roll 1d10, 1-4 its first ability is known to them but not to most others, 5-7 its first and second ability are known to them but only its first ability is known to others, 8-10 all three of its abilities are known to them, but only its first ability is known to others). Its value is 5 GP or less.
  • 9) This individual has an item that goes on a left lower limb slot and some of its power is well known, even if the individual hasn't unlocked its full potential yet (roll 1d10, 1-4 its first ability is known to most, 5-7 its first and second ability are known to most, 8-10 all three of its abilities are known to most). Its value is 5 GP or less.
  • 10) This individual has an item that goes on a right lower limb slot and its power is not very well known, and the individual may not even know its full power yet (roll 1d10, 1-4 its first ability is known to them but not to most others, 5-7 its first and second ability are known to them but only its first ability is known to others, 8-10 all three of its abilities are known to them, but only its first ability is known to others). Its value is 5 GP or less.

14 (King): This individual has an item which will only work with one of their bloodline.

  • 1) This individual has an item that goes on a face slot and some of its power is well known, even if the individual hasn't unlocked its full potential yet (roll 1d10, 1-4 its first ability is known to most, 5-7 its first and second ability are known to most, 8-10 all three of its abilities are known to most). Its value is 5 GP or less.
  • 2) This individual has an item that goes on a head/neck slot and its power is not very well known, and the individual may not even know its full power yet (roll 1d10, 1-4 its first ability is known to them but not to most others, 5-7 its first and second ability are known to them but only its first ability is known to others, 8-10 all three of its abilities are known to them, but only its first ability is known to others). Its value is 5 GP or less.
  • 3) This individual has an item that goes on a back slot and some of its power is well known, even if the individual hasn't unlocked its full potential yet (roll 1d10, 1-4 its first ability is known to most, 5-7 its first and second ability are known to most, 8-10 all three of its abilities are known to most). Its value is 5 GP or less.
  • 4) This individual has an item that goes on a thorax slot and its power is not very well known, and the individual may not even know its full power yet (roll 1d10, 1-4 its first ability is known to them but not to most others, 5-7 its first and second ability are known to them but only its first ability is known to others, 8-10 all three of its abilities are known to them, but only its first ability is known to others). Its value is 5 GP or less.
  • 5) This individual has an item that goes on a pelvic slot and some of its power is well known, even if the individual hasn't unlocked its full potential yet (roll 1d10, 1-4 its first ability is known to most, 5-7 its first and second ability are known to most, 8-10 all three of its abilities are known to most). Its value is 5 GP or less.
  • 6) This individual has an item that goes on an abdomen slot and its power is not very well known, and the individual may not even know its full power yet (roll 1d10, 1-4 its first ability is known to them but not to most others, 5-7 its first and second ability are known to them but only its first ability is known to others, 8-10 all three of its abilities are known to them, but only its first ability is known to others). Its value is 5 GP or less.
  • 7) This individual has an item that goes on a right upper limb slot and some of its power is well known, even if the individual hasn't unlocked its full potential yet (roll 1d10, 1-4 its first ability is known to most, 5-7 its first and second ability are known to most, 8-10 all three of its abilities are known to most). Its value is 5 GP or less.
  • 8) This individual has an item that goes on a left upper limb slot and its power is not very well known, and the individual may not even know its full power yet (roll 1d10, 1-4 its first ability is known to them but not to most others, 5-7 its first and second ability are known to them but only its first ability is known to others, 8-10 all three of its abilities are known to them, but only its first ability is known to others). Its value is 5 GP or less.
  • 9) This individual has an item that goes on a right lower limb slot and some of its power is well known, even if the individual hasn't unlocked its full potential yet (roll 1d10, 1-4 its first ability is known to most, 5-7 its first and second ability are known to most, 8-10 all three of its abilities are known to most). Its value is 5 GP or less.
  • 10) This individual has an item that goes on a left lower limb slot and its power is not very well known, and the individual may not even know its full power yet (roll 1d10, 1-4 its first ability is known to them but not to most others, 5-7 its first and second ability are known to them but only its first ability is known to others, 8-10 all three of its abilities are known to them, but only its first ability is known to others). Its value is 5 GP or less.

15 (Crone): This individual has a magical mutation tied to a magical source.

  • 1) This individual has a foci magic mutation which is tied to and replaces their first dominant species genetic trait.
  • 2) This individual has a blood magic mutation which is tied to and replaces their second dominant species genetic trait.
  • 3) This individual has a true speech mutation which is tied to and replaces their third dominant species genetic trait.
  • 4) This individual has a faith magic mutation which is tied to and replaces their first recessive species genetic trait.
  • 5) This individual has a leech magic mutation which is tied to and replaces their second recessive species genetic trait.
  • 6) This individual has a signis magic mutation which is tied to and replaces their first ethnic genetic trait.
  • 7) This individual has a henosis magic mutation which is tied to and replaces their second ethnic genetic trait.
  • 8) This individual has a wild magic mutation which is tied to and replaces their third ethnic genetic trait.
  • 9) This individual has a primal magic mutation which is tied to and replaces their first sex genetic trait.
  • 10) This individual has a spore magic mutation which is tied to and replaces their second sex genetic trait.

16 (Mage): This individual has a magical mutation tied to a magical source.

  • 1) This individual has a wild magic mutation which is tied to and replaces their first dominant species genetic trait.
  • 2) This individual has an aethereal magic mutation which is tied to and replaces their second dominant species genetic trait.
  • 3) This individual has a wild magic mutation which is tied to and replaces their third dominant species genetic trait.
  • 4) This individual has a cinereal magic mutation which is tied to and replaces their first recessive species genetic trait.
  • 5) This individual has a wild magic mutation which is tied to and replaces their second recessive species genetic trait.
  • 6) This individual has an aethereal magic mutation which is tied to and replaces their first ethnic genetic trait.
  • 7) This individual has a wild magic mutation which is tied to and replaces their second ethnic genetic trait.
  • 8) This individual has a tenebrous magic mutation which is tied to and replaces their third ethnic genetic trait.
  • 9) This individual has a wild magic mutation which is tied to and replaces their first sex genetic trait.
  • 10) This individual has a sere magic mutation which is tied to and replaces their second sex genetic trait.

17 (Artifact): This individual has a mutation tied to a catalytic or semiotics source.

  • 1) This individual has a catalytic mutation which is tied to and replaces their first dominant species genetic trait.
  • 2) This individual has a semiotics mutation which is tied to and replaces their second dominant species genetic trait.
  • 3) This individual has a catalytic mutation which is tied to and replaces their third dominant species genetic trait.
  • 4) This individual has a semiotics mutation which is tied to and replaces their first recessive species genetic trait.
  • 5) This individual has a catalytic mutation which is tied to and replaces their second recessive species genetic trait.
  • 6) This individual has a semiotics mutation which is tied to and replaces their first ethnic genetic trait.
  • 7) This individual has a catalytic mutation which is tied to and replaces their second ethnic genetic trait.
  • 8) This individual has a semiotics mutation which is tied to and replaces their third ethnic genetic trait.
  • 9) This individual has a catalytic mutation which is tied to and replaces their first sex genetic trait.
  • 10) This individual has a semiotics mutation which is tied to and replaces their second sex genetic trait.

18 (Terror): This individual has a magical mutation tied to a primal magic or spore magic source.

  • 1) This individual has a primal magic mutation which is tied to and replaces their first dominant species genetic trait.
  • 2) This individual has a spore magic mutation which is tied to and replaces their second dominant species genetic trait.
  • 3) This individual has a primal magic mutation which is tied to and replaces their third dominant species genetic trait.
  • 4) This individual has a spore magic mutation which is tied to and replaces their first recessive species genetic trait.
  • 5) This individual has a primal magic mutation which is tied to and replaces their second recessive species genetic trait.
  • 6) This individual has a spore magic mutation which is tied to and replaces their first ethnic genetic trait.
  • 7) This individual has a primal magic mutation which is tied to and replaces their second ethnic genetic trait.
  • 8) This individual has a spore magic mutation which is tied to and replaces their third ethnic genetic trait.
  • 9) This individual has a primal magic mutation which is tied to and replaces their first sex genetic trait.
  • 10) This individual has a spore magic mutation which is tied to and replaces their second sex genetic trait.

19 (Map): This individual is part of a secret bloodline that guards or exploits a secret passage to another realm.

  • 1) This individual has a secret rift or gate (roll 1d10 on which) to The Silicon Fields from near where they were raised most. If they were born in The Silicon Fields, reroll this set.
  • 2) This individual has a secret rift or gate (roll 1d10 on which) to The Stary Oceans of Quantil from near where they were raised most. If they were born in The Stary Oceans of Quantil, reroll this set.
  • 3) This individual has a secret rift or gate (roll 1d10 on which) to The Shifting Sands of Jahneer from near where they were raised most. If they were born in The Shifting Sands of Jahneer, reroll this set.
  • 4) This individual has a secret rift or gate (roll 1d10 on which) to The Somnium Bleed from near where they were raised most. If they were born in The Somnium Bleed, reroll this set.
  • 5) This individual has a secret rift or gate (roll 1d10 on which) to The Ascended Isles of Serseki from near where they were raised most. If they were born in The Ascended Isles of Serseki , reroll this set.
  • 6) This individual has a secret rift or gate (roll 1d10 on which) to The Hallowed Mists of Ragsendi from near where they were raised most. If they were born in The Hallowed Mists of Ragsendi, reroll this set.
  • 7) This individual has a secret rift or gate (roll 1d10 on which) to The Labyrinth of Mazek from near where they were raised most. If they were born in The Labyrinth of Mazek, reroll this set.
  • 8) This individual has a secret rift or gate (roll 1d10 on which) to The Crystal Slumber from near where they were raised most. If they were born in The Crystal Slumber, reroll this set.
  • 9) This individual has a secret rift or gate (roll 1d10 on which) to The Glens of Tirae from near where they were raised most. If they were born in The Glens of Tirae, reroll this set.
  • 10) This individual has a secret rift or gate (roll 1d10 on which) to a pocket realm from near where they were raised most. If they were born in a pocket realm, it leads to another or reroll this set.

20 (Joker): This individual is part of a secret bloodline that guards or exploits a dark secret…

  • 1) This individual has a secret rift or gate (roll 1d10 on which) to a pocket realm from near where they were raised most. If they were born in a pocket realm, it leads to another or reroll this set.
  • 2) This individual has a secret rift or gate (roll 1d10 on which) to The Black Abyss of Pral from near where they were raised most. If they were born in The Black Abyss of Pral, reroll this set.
  • 3) This individual has a secret rift or gate (roll 1d10 on which) to The White Void from near where they were raised most. If they were born in The White Void, reroll this set.
  • 4) This individual has a secret rift or gate (roll 1d10 on which) to The Aether from near where they were raised most. If they were born in The Aether, reroll this set.
  • 5) This individual has a secret rift or gate (roll 1d10 on which) to The Barren Wastes of Thelatos from near where they were raised most. If they were born in The Barren Wastes of Thelatos, reroll this set.
  • 6) This individual has a secret rift or gate (roll 1d10 on which) to a planet in the primary realm other than the primary setting (if it mostly is in the primary realm) from near where they were raised most.
  • 7) This individual has a secret rift or gate (roll 1d10 on which) to another region of the primary setting from near where they were raised most.
  • 8) This individual has a secret rift or gate (roll 1d10 on which) to another parallel Aethrix from near where they were raised most.
  • 9) This individual has a secret rift or gate (roll 1d10 on which) to another timeline intersecting Aethrix from near where they were raised most.
  • 10) This individual has a secret rift or gate (roll 1d10 on which) to The Last Station from near where they were raised most.

The Dark Ritual

This Upbringing trait refers to a significant event or series of events that shaped their life, due to the repetition or preciseness of that event and its complex problems. Here are the default sets:

1 (Ace): This individual died and came back to life once as part of a blood magic ritual gone wrong. They have +5 Knowledge about Blood Magic.

2 (Mirror): This individual was merged with another individual either for a time and separated, or merged still (roll 1d10 on which). They have +5 Knowledge of that individual.

3 (Merchant): This individual was an aware or brainwashed (roll 1d10 on which) slave for a period of time. They have +5 Knowledge about Slavery.

4 (Tome): This individual encountered a potent font of True Speech. They have +5 Knowledge about True Speech.

5 (Child): This individual encountered a ritual meant to sacrifice a child and saved them, but the child had no home to return to, so they either found them a new one or adopted them (roll 1d10 on which).

6 (Beast): This individual encountered a ritual meant to bind a beast to an individual or group, but the creature became bound to them instead. They have a creature companion and +3 Knowledge about that creature.

7 (Dream): This individual encountered a means to enter The Somnium Bleed and was trapped there for 1d10/2 years minimum. They have +5 Knowledge about The Somnium Bleed.

8 (Knight): This individual was pushed into training as a knight, solider, or other authoritative civil defense roll for 1d10/2 years minimum. They have +5 Knowledge about that role.

9 (Tower): This individual encountered an ancient ruin of spiritual power. They have +5 Knowledge about Faith Magic or Aethereal Magic (roll 1d10 on which).

10 (Damsel): This individual was locked away for 1d10/2 years minimum. They have +5 Knowledge about escape methods from their attempts.

11 (Ace): This individual died and came back to life once as part of a blood magic ritual gone wrong. They have +4 Knowledge about Blood Magic.

12 (Jack): This individual an enclave of Leech Magic practitioners, who tormented them for a period or welcomed them openly but they had to leave later (roll 1d10 on which). They have +5 Knowledge about Leech Magic.

13 (Queen): This individual encountered and willingly or forced (roll 1d10 on which) participated in some Sere Magic rituals. They have +5 Knowledge about Sere Magic.

14 (King): This individual encountered and willingly or forced (roll 1d10 on which) participated in some Tenebrous Magic rituals. They have +5 Knowledge about Tenebrous Magic.

15 (Crone): This individual encountered a group using a large henosis ritual and learned a little bit about it. They have +5 Knowledge about Henosis Magic.

16 (Mage): This individual encountered a large amount of Primal Magic or Sporestone which they absorbed (roll 1d10 on which). They have +5 Knowledge about Primal Magic or Spore Magic.

17 (Artifact): This individual encountered an ancient ruin of technological power. They have +5 Knowledge about Latent Technology or Abeyant Technology (roll 1d10 on which).

18 (Terror): This individual encountered a ritual meant to bind a terror to an individual or group, but the terror became allied to them instead. They have a terror ally and +4 Knowledge about that creature.

19 (Map): This individual an ancient ruin of magical power. They have +5 Knowledge about Foci Magic or Signis Magic (roll 1d10 on which).

20 (Joker): This individual encountered an enclave of Psionics, who tormented them for a period or welcomed them openly but they had to leave later (roll 1d10 on which). They have +5 Knowledge about Psionics.

The Rising Moon

This Upbringing trait refers to something deeply influential in their life that happened in the dead of night… Here are the default sets:

1 (Ace): This individual was mugged and almost lost their life in a situation at some time, or actually did die and came back (roll 1d10 on which). They have +5 Knowledge about Local Law Enforcement.

2 (Mirror): This individual had an act of violence intended against them that did not kill them as intended (or they did die but came back), but a close relative (especially if a twin or other sibling) or close friend died instead. They have +5 Knowledge about Death Rites.

3 (Merchant): This individual had a significant loss of finances or assets at some time in their life overnight (roll 2d10 on percentage loss from what was accrued thus far). They have +5 Knowledge about Scams or Theft (roll 1d10 on which).

4 (Tome): This individual came across a tome of ancient knowledge in building they were in at the time, hidden in a secret room that only opened at night. They have +5 Knowledge about Ancient High Technology or Ancient High Magic (roll 1d10 on which).

5 (Child): This individual came across a child that had been lost from their neighborhood, as part of a search party that continued into the night before they were found. The child was either heavily injured but alive and with no memory of what happened, or died with mystery surrounding how they died (roll 1d10 on which). They have +5 Knowledge about Child Empathy if the child lived, or +5 Knowledge about Forensics if the child died.

6 (Beast): This individual came across a dying animal in the middle of the night all alone, and put it out of its misery after 1d10 hours of attempts to help save and comfort them that failed. They have +5 Knowledge about Animal Empathy.

7 (Dream): This individual had a terrifying nightmare at one point in their life that seemingly came true within 1d10 days afterward. Henceforth, no dream or nightmare has thus far been that precisely accurate, but it has either frightened or fascinated them (roll 1d10 on which) that it may possibly happen again, and they have worked to better understand their own dreams and that of others in order to have a potential leg up if one of their own or that of another does hold portents worth noting. They have +5 Knowledge about Dream Interpretation.

8 (Knight): This individual was imprisoned for 1d10 weeks either justly or unjustly (roll 1d10 on which) and had to learn to adapt until they were released, including one night where they were nearly beaten to death. They have +5 Knowledge about Imprisonment.

9 (Tower): This individual accidentally locked themselves in a room with someone who died, and was stuck there for 1d10 days before someone found them in the dead of night. They have +5 Knowledge about Decomposition.

10 (Damsel): This individual had either an attempted or unfortunately successful unwanted sexual encounter (roll 1d10 on which, then player determines severity and tells the GM for world-building purposes) at night. They have +5 Knowledge about Self-Defense Techniques.

11 (Ace): This individual was mugged and almost lost their life in a situation at some time, or actually did die and came back (roll 1d10 on which), in a dark and shadowy place in the middle of the night. They have +5 Knowledge about Local Law Enforcement.

12 (Jack): This individual met a famous entertainment person who had either retired or was still entertaining (roll 1d10 on which) one night, and gained some advice. They have +5 Knowledge about the Entertainment Industry.

13 (Queen): This individual met someone with whom they had a passionate romantic encounter in the middle of the night, but when they woke up that individual was gone without a trace. They have hence searched and not found them, but have gained +5 Knowledge about that Individual in the hopes of finding them again.

14 (King): This individual met a famous rich person who had either lost their fortune or was freely spending it (roll 1d10 on which) one night, and gained some advice. They have +5 Knowledge about Finances.

15 (Crone): This individual was lost and taken in by a local scary elderly person who they found out was either scarier than they thought or relatively harmless (roll 1d10 on which), and was their guest for 1d10 hours through the night before they left, either with that person still alive or having passed during the night (roll 1d10 on which). If the person was still alive at the end, they have +5 Knowledge about that person. If the person died, they were involved in an investigation that cleared their name, and have +5 Knowledge about Investigation.

16 (Mage): This individual was almost sacrificed as part of a ritual at night, or was but came back from the dead (roll 1d10 on which). They have +5 Knowledge about Cults.

17 (Artifact): This individual accidentally triggered a painful trap in the dead of night, stuck for 1d10 hours before their screaming drew someone close who freed them. They have +5 Knowledge about Traps.

18 (Terror): This individual was lost and wandered into the territory of a terror in the dead of night, either barely surviving or dying and somehow coming back to life (roll 1d10 on which). They have +5 Knowledge about that Terror species (Work with the GM to determine which Terror).

19 (Map): This individual followed a poorly-made map for 1d10 hours before being lost in the middle of the night and either meeting someone that night before resting or within 1d10 hours after waking (roll 1d10 on which) who put them on the right path. Henceforth, they have taken the time to learn how to identify accurate maps. They have +5 Knowledge about Map Accuracy.

20 (Joker): This individual one night ran away from home for a 2d10 weeks and tried to join The Circus if fitting to the setting, a gang, or another organization that peaked their interest, before returning home after finding out they didn't fit in there. They have +5 Knowledge about that Organization.

The Eclipse

This Upbringing trait refers to the an event that happened in their life which strongly stood out from many others. Here are the default sets:

1 (Ace): This individual was heavily beaten or in a terrible accident (roll 1d10 on which) that left them in recovery for months before they returned to their previous mobility. They have +5 on Intimidate Checks from their scaring and rumors about them.

2 (Mirror): This individual had someone try to steal their identity for one reason or another, and either that person died before their motives were revealed or they escaped (roll 1d10 on which). They have +5 Memory Checks as a result, keeping an eye on any possibility of such happening again.

3 (Merchant): This individual had lost 2d10 percent of their fortune at one point and had to work hard convincing others to give them another chance. They have +5 on Charisma Checks as a result of their successful efforts over time.

4 (Tome): This individual was locked in a library during an extended weekend break for the staff for 4d10 hours and could not find a way to escape but found enough food and drink to survive until it was unlocked. Eventually in that period, they read a few books to distract them and gained +5 on Knowledge Checks as a result.

5 (Child): This individual was stuck in a pit or other decreased elevation with steep walls (roll 1d10 on which) for 2d10 hours before their shouts drew attention and they were rescued, though several others they saw before had not heard them. They have +5 on Lung Checks as a result of working to ensure that others will hear them if stuck in a bad situation again.

6 (Beast): This individual ended up lost in a woods for 1d10 weeks and had to hunt their own food, since they did not find any flora that seemed to sustain them without side effects. They have +5 on Accuracy Checks as a result of their steady efforts and practice after to ensure they didn't lose that skill.

7 (Dream): This individual met a teacher or tutor (roll 1d10 on which) that managed to inspire in them a love of learning. This person passed on (discuss with the GM on how) and the individual decided to honor them and their influence, gaining +5 on Learning Checks.

8 (Knight): This individual ended up either in the middle of a war or another massive violent event (roll 1d10 on which) that massacred several others around them but they survived barely or died but came back (roll 1d10 on which). They have +5 on Courage Checks as a result.

9 (Tower): This individual ended up in a collapse of a natural or built structure (roll 1d10 on which) for 2d10 hours before they shifted enough rubble to push a significant mass off themselves to escape. They have +5 on Might Checks as a result.

10 (Damsel): This individual either was going to have a child themselves or with another if incapable due to their sex, or was adopting one at a very young age (roll 1d10 on which of the two), but it was a stillbirth, died shortly after birth, or shortly after being adopted respectively. They struggled for some time, but managed to keep depression from spiraling too deep to return from, having +5 on Morale Checks.

11 (Ace): This individual was heavily beaten or in a terrible accident (roll 1d10 on which) that left them in recovery for months before they returned to their previous mobility. They have +5 on Intimidate Checks from their scaring and rumors about them.

12 (Jack): This individual encountered a situation where their life was threatened by another for witnessing their crime, but through the use of their wit managed to be simply left tied up instead. They have +5 on Wit Checks from their efforts to further accentuate that life-saving response.

13 (Queen): This individual encountered a situation where their livelihood was about to be ruined, but they managed to charm the responsible person or someone tied to them (roll 1d10 on which) enough to be spared such a fate. They have +5 on Charming Checks from their efforts to further accentuate that further.

14 (King): This individual encountered a situation where someone was on the run that needed help, and between that person's own experiences and their knowledge of the area, they managed to aid them for 2d10 hours before they either escaped or were captured. They have +5 on Stealth Checks as a result of their efforts then and hence toward being even better at it in the future.

15 (Crone): This individual ended up spotting an elderly person when walking and spotted a dangerous person or beast (roll 1d10 on which) in time to warn them and help save their life. In return, they were given a small reward, but realized that their skill might be useful for spotting danger in advance in other ways as well. They gained +5 to Observation Checks as a result.

16 (Mage): This individual ended up stumbling upon a site of an ancient battle and studied it for some time, doing research and working out some details about what happened. They gained +5 on Reason Checks as a result of their refined skills.

17 (Artifact): This individual ended up in a ruins where the floor and walls collapsed but they hung on to part of what remained and spend 1d10 hours climbing out of the rubble and shifting it as needed to escape. They gained +5 on Grip Checks as a result.

18 (Terror): This individual survived an encounter with a terror which nearly killed them, and later went back and ended its life despite protests from others, rallying them to trap it so they could dispatch it themselves. They have +5 on Daring Checks as a result.

19 (Map): This individual was either abducted and escaped in the wilderness, or ended up in an accident that left them there (roll 1d10 on which) and survived for 2d10 months there while making their way home. They have +5 on Survivalism checks as a result.

20 (Joker): This individual managed to dodge and pull another person to safety when something exploded (work with the GM on what), but was injured in the process. They have +5 on Reflex Checks from their efforts to be prepared for dangers in the future.

The Setting Sun

This Upbringing trait refers to the mysterious circumstances that fill the character with dread when having to relive, recall for another, or otherwise encounter something similar to it again. Here are the default sets:

1 (Ace): This individual was trapped by someone who was dying or dead for a period (roll 1d10 on which), and gained Necrophobia, fear of the death, and dead things. They have severe disadvantage to courage checks around such situations.

2 (Mirror): This individual was raised in an environment where they did not see many clear mirrors or other reflections until later, and are sometimes startled by their own reflection or other things they see in a reflective surface, gaining Eisoptrophobia, fear of mirrors and reflecting surfaces. They have severe disadvantage to courage checks around such situations.

3 (Merchant): This individual was raised in an environment that was relatively comfortable, but they saw what happened to a neighbor, friend, relative or enemy (roll 1d10 on which, 1-2 neighbor, 3-5 friend, 6-8 relative, 9-10 enemy) when they lost their financial security, gaining Peniaphobia, the fear of poverty. They have severe disadvantage to courage checks around such situations.

4 (Tome): This individual was raised in an environment where most of their early social interactions led to mockery, bullying and worse, and they gained Sociophobia, fear of socializing. They have severe disadvantage to courage checks around such situations.

5 (Child): This individual was raised in an environment where there was always ample lighting up to a point where they ended up in an area without any for some time, hearing sounds they had never seen before and stumbling into things they could not see, at minimum. They gained Scotophobia, fear of darkness. They have severe disadvantage to courage checks around such situations.

6 (Beast): This individual encountered a particular type of creature that was aggressive to them at a young age, gaining a phobia specific to that type of creature (Arachnophobia, Ophidiophobia, etc, discuss with the GM). They have severe disadvantage to courage checks around such situations.

7 (Dream): This individual ended up in a situation where they felt they were betrayed by someone of another sex or sexuality, gaining Sexophobia, the fear of sexuality (or more specifically they may gain one to a specific sex or sexuality, discuss with the GM). They have severe disadvantage to courage checks around such situations.

8 (Knight): This individual was cut by a sharp material accidentally at a young age and ended up bleeding for quite some time and getting an infections, as well as gaining Aichmophobia, fear of knives and sharp things. They have severe disadvantage to courage checks around such situations.

9 (Tower): This individual was raised in isolation from other people and the first few that they met outside their family did things that scared them, and they gained Xenophobia, fear of strangers. They have severe disadvantage to courage checks around such situations.

10 (Damsel): This individual grew very close to an individual and either did or almost became intimate with them (roll 1d10 on which, discuss with your GM on how close, etc) but it turned out that they weren't as interested or were abusive (roll 1d10 on which). The individual gained Aphenphosmphobia, the fear of being touched. They have severe disadvantage to courage checks around such situations.

11 (Ace):This individual was trapped by someone who was dying or dead for a period (roll 1d10 on which), and gained Necrophobia, fear of the death, and dead things. They have severe disadvantage to courage checks around such situations.

12 (Jack): This individual was trapped in a tight space for some time, and gained Claustrophobia, fear of confined spaces. They have severe disadvantage to courage checks around such situations.

13 (Queen): This individual ended up in a situation where they ended up with a case of vertigo and nearly fell, gaining Acrophobia, fear of heights. They have severe disadvantage to courage checks around such situations.

14 (King): This individual was trapped in a mudslide after being injured and ended up getting an infection, as they recovered, they gained Mysophobia, fear of confined germs and dirt. They have severe disadvantage to courage checks around such situations.

15 (Crone): This individual was raised in an environment where there was always someone around to talk to, until one day when they were separated from them and no other individual was around to ask questions either. They gained Monophobia, fear of being alone. They have severe disadvantage to courage checks around such situations.

16 (Mage): This individual ended up in a situation where magic nearly cost them their life or something dear to them (roll 1d10 on which), gaining Magosophobia, the fear of magic. They have severe disadvantage to courage checks around such situations.

17 (Artifact): This individual ended up in a situation where technology nearly cost them their life or something dear to them (roll 1d10 on which), gaining Technophobia, the fear of technology. They have severe disadvantage to courage checks around such situations.

18 (Terror): This individual ended up in a situation where they endured a great deal of pain more than they had previously ever encountered, gaining Algophobia, the fear of pain. They have severe disadvantage to courage checks around such situations.

19 (Map): This individual ended up in a situation at a young age where they ended up were separated from those they were with at the time, gaining Agoraphobia, fear of being caught in stressful situations. They have severe disadvantage to courage checks around such situations.

20 (Joker): This individual ended it in an extremely strange circumstance that created an uncommon phobia (discuss with the GM on which). They have severe disadvantage to courage checks around such situations.

The Twilight Promise

This Upbringing trait refers to a promise or oath which the individual took that shapes their life. Here are the default sets:

1 (Ace): This individual saw an event or series of events (roll 1d10 on which) in their life and that of others around them which made them swear to rectify the situation and find the source of it, in order to prevent it happening again. They have +3 to Deduction Checks, and +2 to Induction Checks.

2 (Mirror): This individual came to an epiphany that they did not like who they had been up to that point, and worked to change themselves and not only leave their old lifestyle behind, but work to make others either not associate them with it, or see the changes they have made and approve of them. They have +3 to Bluff Checks, and +2 to Strategy Checks.

3 (Merchant): This individual swore they would rise themselves up to greater financial wealth or acquisition of certain assets they desired (roll 1d10 on which). They have +2 to Haggle Checks, and +3 to Appraisal Checks.

4 (Tome): This individual swore they would learn everything they could. They have +3 to Knowledge Check, and +2 to Learning Checks.

5 (Child): This individual swore they would one day have a family of their own of a certain minimum size (discuss with GM on details) regardless of how it came together. They have +3 to Empathy Checks, and +2

6 (Beast): This individual swore they would one day have a specific creature as a pet. They have +5 to Taming Checks.

7 (Dream): This individual had a very specific dream or nightmare (roll 1d10 on which) that seemed like a vision which they either wanted to have happen or to prevent as per which type it was. They have +3 on Memory Checks, and +2 on Leadership Checks.

8 (Knight): This individual swore themselves in the service of an individual or an organization (roll 1d10 on which). They have +4 to Shielding Checks, and +1 to Intimidate Checks.

9 (Tower): This individual swore themselves to a higher power. They have +4 to Religion Checks, and +1 to Diplomacy Checks.

10 (Damsel): This individual promised their heart to someone whom they were separated from for several years. They have +3 to Etiquette Checks, and +2 to Calm Checks.

11 (Ace): This individual saw an event or series of events (roll 1d10 on which) in their life and that of others around them which made them swear to rectify the situation and find the source of it, in order to prevent it happening again. They have +3 to Deduction Checks, and +2 to Induction Checks.

12 (Jack): This individual swore to make a name for themselves, and not rely on the fame or infamy of their family. They have +3 to Daring Checks, and +2 to Leadership Checks.

13 (Queen): This individual swore that they would one day find someone they would share their heart with, seeking them out. They have +2 to Morale Checks, and +3 to Charming Checks.

14 (King): This individual swore they would become someone of great influence and power. They have +3 to Diplomacy Checks, and +2 to Leadership Checks.

15 (Crone): This individual swore that they would become self-reliant and is determined to solve their problems on their own as best as they can. They have +2 to Intimidate Checks and +3 to Training Checks.

16 (Mage): This individual encountered an ancient magical relic and swore they would uncover its secrets and that of others they would seek out. They have +3 to Lore Checks, and +2 to Researching Checks.

17 (Artifact): This individual encountered an ancient technological artifact and swore they would uncover its secrets and that of others they would seek out. They have +2 to Lore Checks, and +3 to Researching Checks.

18 (Terror): This individual swore to kill a specific individual terror, all of a species, all of a type, all in general, or all that proved to be violent without being provoked (roll 1d10 on which, 1-2 specific, 3-4 all of a species, 5-6 all of a type, 7-8 all in general, 9-10 violent ones). They have +3 to Courage Checks and +2 to Tracking Checks.

19 (Map): This individual swore to travel as much as they could, to see the beauty and wonder of their region and beyond. They have +5 to Navigation Checks.

20 (Joker): This individual swore to enjoy life to the fullest because something happened to them or someone they knew (roll 1d10 on which) that made them realize that life was fleeting. They have +3 on Morale Checks, and +2 on Amuse Checks.

The Wilted Rose

This Upbringing trait refers to something which shrouds over the character and causes them to hesitate or falter due to the painful memories it invokes. Here are the default sets:

1 (Ace): This individual was born with a genetic movement disorder that did not reveal itself until puberty or later (roll 1d10 on which) which causes their hands to shake, causing a severe disadvantage to Accuracy Checks when holding something in their hands more than one full turn.

2 (Mirror): This individual was born with dyslexia which they tried to overcome, but still causes a severe disadvantage to Learning Checks when reading anything that takes more than one full turn.

3 (Merchant): This individual lost a large sum of funds or assets (roll 1d10 on which) to a con artist or multiple (roll 1d10 on which) early in their career, which haunts them to this day. They have a severe disadvantage to Calm Checks if around any form of trickery they perceive for more than one full turn.

4 (Tome): This individual suffered an injury that created blockages in their memory which they have tried to overcome but still have difficulty with at times. They have a severe disadvantage to Memory Checks if required to recall anything for more than one full turn.

5 (Child): This individual had a brain disease early in life that was cured but still causes them to stutter or falter on choosing words (roll 1d10 on which) at times. They have a severe disadvantage to Wit Checks when having to use them for more than one full turn.

6 (Beast): This individual encountered a herd of beasts that killed someone they cared about and injured them as well, requiring 1d10 weeks of healing afterward. They survived, but have a severe disadvantage on Courage Checks against beasts of that type.

7 (Dream): This individual was raised with or otherwise exposed to (roll 1d10 on which) a long period of brainwashing compulsions to respect authority figures in uniform. They fled and undid most of the damage, but still have a severe disadvantage on Stealth Checks against people in uniform.

8 (Knight): This individual was injured in battle, requiring 1d10 months of recovery from a back injury which still causes them pain and issues from time to time. They have a severe disadvantage to Might Checks when having to use them for more than one full turn.

9 (Tower): This individual was injured from a fall, requiring 1d10/2 months of recovery, but they have vertigo and severe disadvantage to Balance Checks when having to use them after one turn or more in an area with a drop of more than double their height.

10 (Damsel): This individual was captured once and gained Stockholm Syndrome. They were rescued, but to this day struggle with its effects, and still have a severe disadvantage to Cunning Checks when in captivity for more than one turn.

11 (Ace): This individual was born with a genetic movement disorder that did not reveal itself until puberty or later (roll 1d10 on which) which causes their hands to shake, causing a severe disadvantage to Accuracy Checks when holding something in their hands more than one full turn.

12 (Jack): This individual saw addiction (discuss with GM on details) kill someone close to them, either by their own hand or that of another (roll 1d10 on which), and go into a fury at the sight of someone who is addicted or being given something addicting. They have a severe disadvantage to Reason Checks when in eyesight of anyone holding something they know to be addictive, if in that range for more than one turn.

13 (Queen): This individual lost a close companion, whether a creature or person (roll 1d10 on which), and on being around another of its type for more than one full turn, they have a severe disadvantage to Morale Checks.

14 (King): This individual fell under a curse (discuss with GM on details) that was lifted, but still had lingering side-effects. The most primary side-effect is that they have a severe disadvantage to Observation Checks if in eyesight of anything that reminds them of that curse, if in range of it for more than one turn.

15 (Crone): This individual triggered a trap from an old war or poacher's trap (roll 1d10 on which) that they survived escaping, however, they have a severe disadvantage to Reflex Checks if in an area with a rise in barometric pressure or decrease in temperature (roll 1d10 on which) for more than one turn.

16 (Mage): This individual triggered a magic trap from an old war or a secret organization (roll 1d10 on which) that they survived escaping, however, they have a severe disadvantage to Agility Checks if in an area with a rise in barometric pressure or decrease in temperature (roll 1d10 on which) for more than one turn.

17 (Artifact): This individual suffered a head injury that caused them to create blockages in their knowledge absorption and relay. They have a severe disadvantage to Knowledge Checks after more than one turn performing them.

18 (Terror): This individual encountered a terror (discuss with GM on details) that killed someone they cared about and injured them as well, requiring 1d10 weeks of healing afterward, and scarring their lungs from the injuries. They have a severe disadvantage to Lung Checks when required to make them for more than one turn in a row.

19 (Map): This individual got lost in the wrong part of a region (discuss with GM on details) once, ending up attacked by bandits and brutally injured, requiring 1d10 weeks of healing afterward. They survived, but have a tremor which causes a severe disadvantage to Grip Checks when required to make them for more than one turn in a row.

20 (Joker): This individual botched a major charismatic effort (discuss with GM on details) that drew the attention of the crowd and rumors spread across their homeland and beyond, causing them to have a bit of nervousness at the prospect of failure again when performing or otherwise trying to use their charm to impress someone. They have a severe disadvantage to Charisma Checks when forced to do them for more than one turn.

The Spiteful Earth

This Upbringing trait refers to periods of time they spent in hostile environments and biomes. Here are the default sets:

1 (Ace): This individual ended up lost in a forest for 1d10 weeks. As a result of their surviving the ordeal, they have +3 Knowledge about Forests, and +2 Harvest Resistance.

2 (Mirror): This individual ended up lost in a temporal-variant (1d10 on faster or slower) region for 1d10 weeks. As a result of their surviving the ordeal, they have +3 Knowledge about Temporal-Variant Regions, and +2 Chronal Resistance.

3 (Merchant): This individual ended up lost in a metallic region for 1d10 weeks. As a result of their surviving the ordeal, they have +3 Knowledge about Metallic Regions, and +2 Metal Resistance.

4 (Tome): This individual ended up lost in an gravity-variant (1d10 on higher or lower) region for 1d10 weeks. As a result of their surviving the ordeal, they have +3 Knowledge about Gravity-Variant Regions, and +2 Density Resistance.

5 (Child): This individual ended up lost in an electrified region for 1d10 weeks. As a result of their surviving the ordeal, they have +3 Knowledge about Electrified Regions, and +2 Electricity Resistance.

6 (Beast): This individual ended up lost in a creature-controlled region for 1d10 weeks. As a result of their surviving the ordeal, they have +3 Knowledge about Creature-Controlled Regions, and +2 Instinct Resistance.

7 (Dream): This individual ended up stranded in a desert for 1d10 weeks. As a result of their surviving the ordeal, they have +3 Knowledge about Deserts, and +2 Morphean Resistance.

8 (Knight): This individual ended up lost in a volcanic region for 1d10 weeks. As a result of their surviving the ordeal, they have +3 Knowledge about Volcanoes, and +2 Ember Resistance.

9 (Tower): This individual ended up lost in a cave for 1d10 weeks. As a result of their surviving the ordeal, they have +3 Knowledge about Caves, and +2 Stone Resistance.

10 (Damsel): This individual ended up lost in an acidic region for 1d10 weeks. As a result of their surviving the ordeal, they have +3 Knowledge about Acidic Regions, and +2 Toxin Resistance.

11 (Ace): This individual ended up lost in a forest for 1d10 weeks. As a result of their surviving the ordeal, they have +3 Knowledge about Forests, and +2 Harvest Resistance.

12 (Jack): This individual ended up lost on a high mountain for 1d10 weeks despite the low air. As a result of their surviving the ordeal, they have +3 Knowledge about High Mountains, and +2 Breath Resistance.

13 (Queen): This individual ended up lost in the arctic for 1d10 weeks. As a result of their surviving the ordeal, they have +3 Knowledge about Arctic Regions, and +2 Blizzard Resistance.

14 (King): This individual ended up adrift on the ocean for 1d10 weeks. As a result of their surviving the ordeal, they have +3 Knowledge about Oceans, and +2 Flow Resistance.

15 (Crone): This individual ended up lost in a slimy region for 1d10 weeks. As a result of their surviving the ordeal, they have +3 Knowledge about Slimy Regions, and +2 Goo Resistance.

16 (Mage): This individual ended up lost in a chaotic region for 1d10 weeks. As a result of their surviving the ordeal, they have +3 Knowledge about Chaotic Regions, and +2 Madcap Resistance.

17 (Artifact): This individual ended up lost in an oily region for 1d10 weeks. As a result of their surviving the ordeal, they have +3 Knowledge about Oily Regions, and +2 Slick Resistance.

18 (Terror): This individual ended up lost in an irradiated wasteland for 1d10 weeks. As a result of their surviving the ordeal, they have +3 Knowledge about Wastelands, and +2 Irradiate Resistance.

19 (Map): This individual ended up lost in a haunted region for 1d10 weeks. As a result of their surviving the ordeal, they have +3 Knowledge about Haunted Regions, and +2 Presence Resistance.

20 (Joker): This individual ended up lost in an fungal overgrowth region for 1d10 weeks. As a result of their surviving the ordeal, they have +3 Knowledge about Fungal Overgrowth Regions, and +2 Rot Resistance.

The Haunting Melody

This Upbringing trait refers to an encounter with a spectral entity or spiritual entity that had an impact on their life. Here are the default sets:

1 (Ace): This individual doesn't believe in specters or higher powers until they encounter them, which has not yet happened. They have +5 on Courage Checks.

2 (Mirror): This individual saw their own reaper. They have +3 Knowledge about The Grey Lands, and +2 Knowledge about their reaper.

3 (Merchant): This individual died, but made a bargain with a higher power (discuss with GM on details) which they have yet to repay, in order to return. They have +3 Knowledge about The Grey Lands, and +2 Knowledge about that higher power.

4 (Tome): This individual found a book which mentioned an ancient haunted structure which they sought to find (discuss with GM on details). They have +2 Knowledge on History, +2 Knowledge on Lore, and +1 Knowledge on Specters.

5 (Child): This individual saw a family member's specter after they passed. They have +3 Knowledge about Specters, and +2 Knowledge about that specter.

6 (Beast): This individual encountered a herd of cor specters after an environmental tragedy (discuss with GM on details). They have +3 Knowledge about that species cor specter, and +2 Knowledge about Specters in general.

7 (Dream): This individual had a nightmare after a story about specters and went to face their fear in a place where some were claimed to exist. They have +3 on Courage Checks, and +2 Knowledge about Specters.

8 (Knight): This individual saw a vassal of Ves in the process of ushering a soul or cor (roll 1d10 on which) peacefully on. They have +3 Knowledge about that vassal, and +2 Knowledge about Specters.

9 (Tower): This individual saw a vassal of Ves in the process of ushering a soul or cor (roll 1d10 on which) on after it violently tried to remain. They have +2 Knowledge about that vassal, and +3 Knowledge about Specters.

10 (Damsel): This individual died or otherwise had their soul ejected from their body (roll 1d10 on which) and fought for their own body's control as they came back to it, succeeding, either with or without complications (roll 1d10 on which, if the latter, discuss with GM on details). They have +2 Knowledge about The Grey Lands, and +3 Knowledge about Possession.

11 (Ace): This individual doesn't believe in specters or higher powers until they encounter them, which has not yet happened. They have +5 on Courage Checks.

12 (Jack): This individual saw The Shrouded One directly interact with one or more specters (roll 1d10 on singular or multiple). They have +3 Knowledge about The Shrouded One, +2 Knowledge about Specters.

13 (Queen): This individual saw Ves directly interact with one or more specters (roll 1d10 on singular or multiple). They have +3 Knowledge about Ves, +2 Knowledge about Specters.

14 (King): This individual saw a glimpse of The Aether's deepest reaches and can't remember the details clearly at present, but has some form of insanity from it (discuss with GM on details). They have +2 Knowledge about The Aether, and +3 Knowledge about Specters.

15 (Crone): This individual saw a lich directly interact with one or more specters (roll 1d10 on singular or multiple). They have +3 Knowledge about Liches, and +2 Knowledge about Specters.

16 (Mage): This individual saw what seemed to be a specter to them, until they learned it was a magical illusion replaying its stored scene. They have +3 Knowledge about Magical Illusions, and +2 Knowledge about High Magic.

17 (Artifact): This individual saw what seemed to be a specter to them, until they learned it was a hologram, even if they did not know the term itself. They have +3 Knowledge about Holograms, and +2 Knowledge about High Technology.

18 (Terror): This individual saw an Adecrea or Pragur (roll 1d10 on which) directly as it consumed a someone and destroyed their specter in the process. They have +2 Knowledge about Adecrea or Pragur as per the roll, and +3 Knowledge about Specters.

19 (Map): This individual saw a Bodel keeping an Adecrea or Pragur (roll 1d10 on which) out of the Aethrix. They have +3 Knowledge about Bodel, and +2 Knowledge about Adecrea or Pragur as per the roll.

20 (Joker): This individual saw a Loa ushering a lesser specter on. They have +2 Knowledge about Loa, and +3 Knowledge about Specters.

The Loom of Fate

This Upbringing trait refers to the events that affected multiple individuals in the region including the individual. Here are the default sets:

1 (Ace): This individual ended up surviving a natural disaster (discuss with GM on details) that made them realize that certain preparations could be made in case of similar occurring again. They have +3 Knowledge about that Natural Disaster, and +2 on Survivalism Checks.

2 (Mirror): This individual ended up seeing an version of themselves die, with uncertainty if it was a parallel Aethrix version, themselves further in their timeline looping back, a prophetic glimpse, or a mere illusion. They have +3 Knowledge about that Potential Death, and +2 on Motivate Checks.

3 (Merchant): This individual ended up finding out that they were the inheritor of finances or assets (discuss with GM on details) that they would be bestowed upon completing a task and bringing proof of its completion. They have +3 Knowledge about that task, and +2 on Haggle Checks.

4 (Tome): This individual found a tome of ancient knowledge whose text they have yet to decipher (discuss with GM on details). They have +3 on Research Checks, and +2 on Learning Checks.

5 (Child): This individual ended up receiving a curse at a young age (discuss with GM on details) which they are trying to find a way to cure. They have +3 Knowledge about that Curse, and +2 on Researching Checks.

6 (Beast): This individual ended up coming on the scene of a mass poaching (discuss with GM on details) where a poacher saw them witness this and tried to kill them. They fought back and killed them, either hiding the body or having to flee because the poacher they killed was not the only one (roll 1d10 on which). The poacher they killed was a famous individual, and the investigation of their death did not reveal it had been self defense. They fled and are trying to either clear their name or make a new life entirely (roll 1d10 on which) as they are wanted. They have +3 on Taming Checks, and +2 on Law Checks.

7 (Dream): This individual ended up mentored in their chosen profession by a famous skilled individual, but over time they learned a dark secret about that individual which either frightened them enough to flee before their mentor found out that they knew or they fled after their mentor tried to kill them because of that knowledge (roll 1d10 on which). They are pursued by that mentor and no one has believe their stories about their mentor thus far. They have +2 Knowledge about their Mentor's Dark Secret, and +3 on an associated Check to the training their mentor taught them (discuss with GM on which check is most befitting).

8 (Knight): This individual ended up drawn into a war attacking another land (discuss with GM on details) that they either were drafted into or willingly joined (roll 1d10 on which). They have +3 on Sparring Checks, and +2 on Tactics Checks.

9 (Tower): This individual ended up drawn into a war defending their homeland (discuss with GM on details) that they either were drafted into or willingly joined (roll 1d10 on which). They have +3 on Shielding Checks, and +2 on Strategy Checks.

10 (Damsel): This individual ended up in a compromising situation with someone famous, who rather than telling the truth only further expounded upon the lie, driving the individual to flee for fear of their life (discuss with GM on details). They are wanted and pursued, and actively trying to disguise themselves to further prevent being captured. They have +3 on Judge Checks, and +2 on Disguise Checks.

11 (Ace): This individual ended up surviving a natural disaster (discuss with GM on details) that made them realize that certain preparations could be made in case of similar occurring again. They have +3 Knowledge about that Natural Disaster, and +2 on Survivalism Checks.

12 (Jack): This individual ended up in prison for a crime they claim they did not commit (roll 1d10 on if they actually did or not), and are seeking to clear their name as they escaped from it and are wanted. They have +2 on Judge Checks, and +3 on Law Checks.

13 (Queen): This individual is sought out for accidentally causing the death of someone of great importance (discuss with GM on details). Somehow, in that instant, an item or power (roll 1d10 on which) from the dead person transferred to the individual and bonded to them. They are wanted and pursued, fleeing for fear of their life without knowing yet what they have been bestowed, and what its true purpose may be. They have +2 on Judge Checks, and +3 on Sneak Checks.

14 (King): This individual drew the attention of a higher power (discuss with GM on details) for their actions in a group (1d10 on positive or negative actions) with regard to one of that entity's followers. They do not know why, but this has either aided them (if positive) or hindered them (if negative). They have +2 on Religion Checks, and either +3 on Reflex Checks (if positive) or +3 on Researching Checks (if negative).

15 (Crone): This individual was kidnapped and forced to serve another or a group of people (roll 1d10 on which) for some time before either wounding or killing at least one person (roll 1d10 on which) as they escaped. They are pursued by those that kidnapped them, but have thus far managed to keep from being caught again (discuss with GM on details). They had +3 on Judge Checks, and +2 on Survivalism Checks.

16 (Mage): This individual at a young age accidentally found a magical item of great power that bonded to their soul (discuss with GM on details), fleeing from an individual or group (roll 1d10 on which) who had sought it out and is pursuing them either because they want it for themselves or due to trying to rid its accursed nature (roll 1d10 on which). They have +2 Knowledge about that Item, and +3 on Conceal Checks.

17 (Artifact): This individual at a young age accidentally found a technological item of great power that bonded to their body (discuss with GM on details), fleeing from an individual or group (roll 1d10 on which) who had sought it out and is pursuing them either because they want it for themselves or due to trying to keep its destructive nature from being used (roll 1d10 on which). They have +3 Knowledge about that Item, and +2 on Conceal Checks.

18 (Terror): This individual encountered a terror (discuss with GM on details) at a young age, but realized that it was only protecting its young and tried to calm it before it tried to kill the individual. The terror was slain by someone else, and the individual hid the young from that person, setting them free in the wild. They realized that while some creatures and terrors were too dangerous to be allowed near civilizations, most would be fine if left alone in the wild. They have +3 on Taming Checks, and +2 on Judge Checks.

19 (Map): This individual ended up being driven out of their home (discuss with GM on details) and is persecuted still for the reasons why should anyone in their homeland find out said reasons. They have +3 on Bluff Checks, and +2 on Navigation Checks.

20 (Joker): This individual saw a celebrity (discuss with GM on details) coming through their homeland which inspired them to learn more about the greater world and to become famous as well. They have +3 to Charisma Checks, and +2 on Navigation Checks.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-NonCommercial 3.0 License