Monday, April 13, 2009

A fire-breathing were-mammoth destroys half the village while calling your name

Yes, slow day at work today so this is my 'Traumatic Childhood Background PC Generator'. Perhaps I will work up an adolescent and adult events one day.. anyhow this is for childhood events.

So grab some dice and start rolling:

RACE d4
1 – Human 2 - Elf 3 – Dwarf 4 – Halfling

SEX (use roll above)
If your dice is to the right of you, Male. To the left, Female.

CLASS d4
1 – Fighter 2 – Magic User 3- Thief 4 - Cleric

ALIGNMENT (use roll above)
Light colored dice, good. Dark colored, evil. Mid-tone, Neutral.

SOCIETY d10
1 – Lost/Alien
2 - Decadent
3 - Nomadic
4 - Tribal
5 - Hierarchical
6 - Autocratic
7 - Feudal
8 - Communal
9 - Progressive
10 – Re-roll twice and combine. Ignore 10.

BIRTHRIGHT d10
1 – Slave/Exile
2 - Serf
3 – Lowborn Commoner
4 – Highborn Commoner
5 - Merchant
6 - Guilder
7 - Craftsmen
8 - Clergy
9 - Nobility
10 – Re-roll twice and combine. Ignore 10.

FAMILY d10
Even – Both parents alive
1 – Both parents dead
3 – Mother dead
5 – Father dead
7 – Bastard child
9 –No family, raised on the streets/wilds
D8-1 for Siblings, 8s are re-rolled twice and added.

TRAUMATIC CHILDHOOD EVENTS d12
Count the number of odd dice rolls thus far. Roll on this table that many times (1-5 usually).
1 – Re-roll twice and combine the events. Ignore 1.
2 – Re-roll. This occurred but the PC blocks the memory out.
3-5 – Conflict Event
6-8 – Criminal Event
9-11 – Adventure Event
12 – Weird/Other Event

CONFLICT EVENT d20
1 – Re-roll event, this event results in the characters death. Re-roll character
2 – Chagmen rampage your homeland stealing all pre-teen males (yourself included if male). You are to blame for enraging the Chagmen. (all male siblings die)
3 – Giant leeches erupt from the ground killing those to slow to flee. You are to blame for awakening the leeches. (1d4 siblings die)
4 – A headless Giants smashes every building in your village, except for yours.
5 – Your homeland was surrounded and starved by the Ladoga Imperial Army for 1d10 years.(1d4 siblings die)
6 – An army of semi-intelligent forest animals rampages through your homeland. Your people blame you.
7 – A belligerent drunk starts a riot that burns your village to the ground. The drunk is your closest family member/friend.
8 – A family of Tuehni live in your basement for 1d4 years, occasionally dragging the unwary to their doom.(1d4 siblings die)
9 – A swarm of hundreds of Molletuesks lay their eggs in your homeland. It is said you are to blame.
10 – The Elf Village of Ten Winds slays every able-bodied man in your village looking for the acorn of the World Tree that you stole from them.
11 – An small army of Fionn riding Toucans raiding your village cutting and stealing the dwellers hair. You are the only survivor with their hair unscathed.
12 – After you insult a stranger, the stranger uses an Oculus power to burn your village to the ground.(1d4 siblings die)
13 – A cadre of Dwarven clergy men defile every holy place in your village due to your presence.
14 – A walking tree chases you throughout the village after you angered its spirit. Nothing grows where it chased you to this day.
15 – A small army of water-monkeys steals everything metallic and shiny from your village after you stole a shiny stone from their stone pile.
16 – A fire-breathing were-mammoth destroys half the village while calling your name.(1d6 siblings die)
17 – A swarm of Marggots raid your village, feasting upon its children. You are the lone child survivor.
18 – The Walking Stone completely obliterates your village as it chases you through your homeland.(1d8 siblings die)
19 – A herd of decaying and water-logged horses erupt from the river and hunt you ruthlessly after you toss some salt into their river. Most of the village is destroyed.(1d6 siblings die)
20 – Re-roll twice and combine events. Ignore duplicate results.

CRIMINAL EVENT d20
1 – The PC is accosted for brigandage. The PC is forced to wear iron boots for 1d4 years.
2 – The PC is accosted for begging in the presence of a noble. The PC is forced to wear a halter for 1d10 days and walk through the streets of his homeland.
3 – PC is accosted for piracy and transfer of illicit slaves. The PC is racked for 7 days and nights. The PC is 1 inch taller.
4 – The PC is accosted for stealing dog food. PC is placed in a rat cage with 2d12 rats for 1d10 days.
5 – The PC is accosted for strangling small animals. PC is hanged until unconsciousness every day for 7 days.
6 – The PC is accosted for attempted murder of a high noble. The PC miraculously escape before certain death and starts a new life. Re-roll Society and Birthright.
7 – The PC is accosted for arson. PC is seared with boiling oil.
8 – The village witch accuses the PC of angering the spirits. The PC is lashed for 3 days and so is the witch.
9 – The PC is accosted for raiding the royal harem. They are chemically gelded. The PC is now a eunuch.
10 – The PC is accosted for horse theft. The PC released after the horse steals a child and is later captured and put down.
11 – The PC is accosted for capturing and bottling fey creatures. The PC is placed in a brass tub and soaked in rotten fluids for 1d6 days.
12 – The PC befriends a kindly blacksmith who later turns out to be Medlacklon the Black Vile, an infamous assassin. The PC is released out of fear.
13 – The PC is accosted to defiling holy relics. The PC is magically compelled to only tell truths.
14 – The PC is accosted for sedition. The laws of the kingdom are written upon the PCs flesh and remain to this day.
15 – The PC blatantly slays the village bully in a fit of rage. No one knows this.
16 – The PC is accosted for heresy after a water nymph follows the PC where ever they go and seduces all in her wake. The PC is later acquitted after the judge is seduced.
17 – The PC is accosted for horse mangling after a noble tramples the PC and lames his horse. The PC is imprisoned and beaten daily by the noble for 1d4 years.
18 – The PC is accosted for counterfeiting. The PCs hands were binded for 1d4 years with a coin in each.
19 – The PC beats a bully child only to find out the child is the disguised Prince of the realm. A large stone is tied to the PCs waist and they must drag it for 1d6 years.
20 – Re-roll twice and combine events. Ignore duplicate results. The PC is entirely innocent of said crimes.

ADVENTURE EVENT d20
1 – The PC finds a Chagmen who offers the PC a large sapphire if the PC bring him a child to devour. If the PC accepts, the gem is worth 2000gp but the child ghost haunts him.
2 – The PC finds a large leathery egg on the beach of a large lake. The PC kept it safe for years but the egg has not changed nor hatched (yet..).
3 – The PC sets off to kill mice for an odd job. After setting a trap the PC finds a mouse with a hat, a tiny crossbow and a tiny belt. The mouse speaks and offers the PC treasure if they free him. (If they agree) The mouse gives the PC thousands of tiny gold coins, value, 1gp.
4 – A Halfling mistress of Gnaeun accosts and marries the PC in a strange land. The PC is later released and wanders back home, only left with the words that she will return for them at a later date.
5 – The PC finds a underground chasm that leads to a underground valley still carrying the full effects of The Great Rot. Occasionally the PC sees walking mushrooms following them.
6 – A rotting river otter corpse follows the PC home one day, scratching at his window and door then scampering away when confronted. Eventually the corpse is found outside the PCs window unmoving. A silver otter amulet is clutched in its jaws, value, 200gp.
7 – A lone knight crosses paths with the PC while on the road. The knight speaks of the PCs eventual heroic deeds and honor before riding off. A few days later the PC sees the knight ‘s image on a mausoleum in his travels, apparently a Paladin who perished an age ago.
8 – A rancid behemoth hippo attacks the PCs village and the PC lured it away. Unfortunately the thing dwells under a well used bridge cutting off the main road too and from the town.
9 – The PC accidentally released a group of desiccated Halflings from a bygone barrow. The Halfling Ghouls stalk the village and terrorize the entire area.
10 – The PC finds a man in rich garbs in the deep woods being strangled by a feathered imp-creature. The PC scares off the imp but the man is dead. A book on the man contains information on spells and ritual to conjure creatures from other places.
11 – The PC finds a bush with plump orange leaves which are edible. The PC seems impervious to sickness if they consume at least one per week. Only the PC knows where this plant is.
12 – The PC finds a piece of ice that never melts. When carried the PC feels as if they are being watched.
13 – The PC find a large tar pit and strange fey creatures appear to live within. They have invited the PC into the pit to see their home but the PC has yet to accept.
14 – A traveling Elf maid gives the PC an orchid plant. The orchid never changes and is perpetually pointing towards one direction, even if turned or moved. If the Orchid is followed like a compass, it leads to a strange and wondrous place leagues away.
15 – The PC finds a lone bolder marbled with lapis. Before the PC can take any, a deer-spirit emerges and begs the PC to leave it. (if heeded) A yellow deer can be seen in the distance when the PC is in the wilds. (if ignored) Gain 1500gp in lapis.
16 – One hundred fat hamsters scamper across the road when the PC is traveling. If followed they dive into a sinkhole writhing through mud and compost. The PC follows the narrow path and finds an underground ziggurat on a miniature scale.
17 – The PC came face to face with the dread wurm Haecern while on the roads. The wurm demanded tribute but when the PC had little to offer, the wurm only mentioned it would ask again one day.
18 – In a pile of family books the PC comes across a map of an island west of Kaboria. This island is not listed on any other map the PC has found. Scrawled across the map in giant letters reads 'BEWARE THE PARROTS!'.
19 – An uncle visits the PC and tells them grand tales of adventure in the southern lands of Saltwhisker Glens. The uncle speaks of a Marggot King who owes him his life and says to speak his name should they travel to there.
20 – The PC is dragged away by a group of cat-men and taken to a desert city where the PC is forces to dance and juggle. After many months the PC escaped and find their way home, but none believe their tale.

WEIRD/OTHER EVENT d20
1 – Perfectly normal childhood. The PCs peers mock the child for his normalcy.
2 – Every morning the PC wakes up and finds a silver piece under their head, as well as a splitting headache.
3 – PC is ruthlessly hunted by Dwarven slave-traders for an unknown reason. The Dwarves have a very annoying war cry they scream when ever they see the PC, 'Vbblalalalbalalalalbala!'
4 – Rats and other vermin hate the PC and attack on sight. Other animals find the PCs skin very tasty.
5 – Strange words appear in the PCs mind when they dream and the PC can usually remember them. If spoken aloud nearby spirits take notice.
6 – The PC dreams of another life and other experiences. Generate another entirely new character for the PCs alter ego in this dream world. At some point of time the personalities will switch.
7 – Halfling precognition is always blank in areas where the PC should be. This greatly unsettles Halflings.
8 – Once per full moon a lead tablet with the PCs name will appear near them during the night. Should this tablet be harmed in any way, the PC will suffer the applicable effects as well.
9 – A crow will occasionally follow the PC and bark guttural words that appear to mock the current situation.
10 – When ever the PC has broken an egg, someone very close to that PC has died.
11 – A pearl button seems to appear on the PC clothing, no matter what they are wearing. Random buttons the PCs apparel are usually missing as well.
12 – The PC gains a sense of inexplicable serenity when pointing towards the north-east. The PC gains a feeling of loathing when pointed another direction.
13 – Occasionally when the PC is alone in the wilds, a talking hedge lizard will roam near the PC and gives them non-sense advice.
14 – After the PC was beaten ruthlessly with cattails by a group of fey, the PC seems to never get hungry and must be reminded to eat or else starve to death.
15 – Ashes appear in the PCs footsteps after they commit an evil act.
16 – When drunk, the PC can see and communicate with spirits, much to the chagrin of the spirits.
17 – The PC can play any instrument even though they have never learned how.
18 – The PC can speak and communicate with moving machinery. The machinery completely lacks humor or sarcasm but is fond of well-oiled puns.
19 – The PC is compelled to travel to Nifflaer during the Lightless Day of Loksos and dance naked for days on end.
20 – The PC is not actually of his race, but their form was forced upon them as punishment for some prior transgression. The DM should instead create another race for the PC which was their original form and former life.

Appropriate phobias, nightmares, paranoia, nervous twitching, and likelihood to burst into tears at random times should likewise be recorded.

5 comments:

  1. My love for this knows no bounds.

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  2. Yeah, this is seriously impressive.

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  3. I enjoyed reading this (and its linked entries) a lot. Very inspiring work.

    ReplyDelete