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Throw 2d20 three times and evaluate the three events which happened to the character in following table.
Warning: Events marked by an asterisk, can only happen once in a lifetime.
| 2d20 | Childhood event |
|---|---|
| 2 | Disability*: a terrible accident left its painful marks. Your base land speed is that of a creature one size lower. |
| 3 | Coward*: in stressful situation you have a tendency to faint. Always subtract 1 to your Iniative Checks results. |
| 4 | Weak bone structure*: subtract 1 HP from your total. |
| 5 | Moron*: you have a -1 penalty to Reflex saving throws. |
| 6 | Blamed for a serious crime: guilty or not, you are sentenced to 1d6+3 years' hard labor for a serious crime (add them to your starting age). You get a +3 bonus to Strength, Constitution and Charisma, a -1 penalty to Intelligence and Will saving throws, always subtract 1 to Initiative Checks results. You get Improved Unarmed Strike and Improved Grapple as bonus feats. Apply result 8 too. |
| 7 | Blamed for a minor crime: you are sentenced for a minor crime to 1d3 years in prison (add them to your starting age). You get a +1 bonus to Strength and Charisma and a -1 penalty to Constitution. You get Improved Unarmed Strike and Improved Grapple as bonus feats. Apply result 8 too. |
| 8 | Previous offender: the fact you committed a crime marked you forever: you will be considered a bandit for the rest of your life. |
| 9 | Bad company: worse, you could not choose your friend. You get Improved Unarmed Strike, Improved Grapple and Negotiator as bonus feats. Your Status lowers by 1 (however it cannot lower below 1). |
| 10 | Terrible accident*: both of your parents died in an accident, you grow up wandering all alone. Your Status lowers by 3 (however it cannot lower below 1). |
| 11 | Influential patron*: you have a patron with friend everywhere. First time you try to start a career you have not to fulfill the mandatory prerequisites. Just throw your dice. |
| 12 | Influential benefactor*: your family had a very rich benefactor which introduced you to a guild. Choose as you like one of the results between 13 and 16. |
| 13 | Military traditions*: all of your ancestors had a career as Warriors. You can pass a term at the Fighters' Guild (add it to your starting age). You can raise up to 8 your Intelligence (if it is lower). |
| 14 | Magic talent*: you pass a great wizard's test which allows you to access a Study term at the Wizards' Guild (add it to your starting age). You can raise up to 13 your Intelligence (if it is lower). |
| 15 | Family of businessmen*: your family devotes itself body and soul to "business". You can enter the Thieves' Guild for 1 term (add it to your starting age). You can raise up to 12 your Intelligence (if it is lower). |
| 16 | Clerics family*: one of your close relatives provides you a place at the Clerics' Guild, where you can stay for 1 term (add it to your starting age). You can raise up to 11 your Intelligence (if it is lower). |
| 17 | Influential knowledge at the Fighters' Guild*: you know the right people at the Fighters' Guild and you can ignore all prerequisites to become one of its specialists. |
| 18 | Apprentice Wizard*: thanks to your weekends past in magic workshops you can ignore all prerequisites to become a Magician. |
| 19 | Amateur Cleric*: some important cleric noted your progress; you can ignore all prerequisites to become a Priest. |
| 20 | Manual talent*: everyone "appreciates" your talent in guessing the value of all poaches of those around you; you can ignore all prerequisites to choose a career as a Thief. |
| 21 | Ensured job*: first time you try to start a career you have not to check the main Abilities. |
| 22 | You impress your boss: you can choose a career. You never have to check the main Abilities, neither to start that career nor to go on with it (but you will have to own all mandatory prerequisites). |
| 23 | Loose tongue: you get Skill Focus in one Skill related to Charisma. |
| 24 | Self-taught engineer: you get Skill Focus in one Skill related to Intelligence. |
| 25 | Athletic body: you get Skill Focus in one Skill related to Strength. |
| 26 | Weapons fanatical: you get a +1 bonus to Base attack bonus. |
| 27 | Martial arts: you get Improved Unarmed Strike and Improved Grapple as bonus feats and Skill Focus in a Skill related to Strength. Add +2 in Charisma. |
| 28 | Sixth sense in fighting*: it seems incredible but you always succeed in hitting your enemy where it is more painful. Add +1 to dealt damage. |
| 29 | Sharp senses: you get Skill Focus in a Skill related to Wisdom. |
| 30 | Willpower: you add +1 to Will saving throws and you get Skill Focus (Intimidate). |
| 31 | Charismatic voice: you raise your Charisma by +2 and you get Skill Focus in a Skill related to Charisma. |
| 32 | Body control: you always add 1 to Initiative Checks results and you get Skill Focus in a Skill related to Constitution. |
| 33 | Knowledge in a Guild: you have contacts within a Guild. Throw 1d%: 01-25 Fighers; 26-50 Wizards; 51-75 Clerics; 76-00 Thieves. Doom decides all details however, from now on, you can turn to this Guild to get information, passes, jobs, etc. |
| 34 | Lucky strike: you won the first prize in a contest. Raise your Status by +3 (however it cannot raise over 10). |
| 35 | Relative at the court*: should you run into trouble with the Law, throw 3d6 soon. If your result is less than your Charisma, the case is instantly filed. If you are already a previous offender, equally throw your dice: if you succeed your criminal records are cleaned up. |
| 36 | Pain tolerance: you get Toughness as bonus Feat. |
| 37 | Sole heir of a rich uncle: raise your Status by +5 (however it cannot rais over 10). |
| 38 | Talented student*: you can add one quarter of your Intelligence to the available skill points. |
| 39 | Exceptional physical: add +3 to one physical Ability (Strength, Dexterity, or Constitution). |
| 40 | Trained as specialist*: you are chosen for a special career in one of the Guilds and you are trained for two terms to become a specialist (add 2 terms to your starting age). You add +2 in all Abilities (except Charisma) and get Skill Focus. Add +5 in Charisma and +2 in Status (however maximum level cannot raise over 10). |