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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.

2d20Childhood event
2Disability*: a terrible accident left its painful marks. Your base land speed is that of a creature one size lower.
3Coward*: in stressful situation you have a tendency to faint. Always subtract 1 to your Iniative Checks results.
4Weak bone structure*: subtract 1 HP from your total.
5Moron*: you have a -1 penalty to Reflex saving throws.
6Blamed 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.
7Blamed 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.
8Previous offender: the fact you committed a crime marked you forever: you will be considered a bandit for the rest of your life.
9Bad 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).
10Terrible 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).
11Influential 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.
12Influential 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.
13Military 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).
14Magic 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).
15Family 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).
16Clerics 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).
17Influential 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.
18Apprentice Wizard*: thanks to your weekends past in magic workshops you can ignore all prerequisites to become a Magician.
19Amateur Cleric*: some important cleric noted your progress; you can ignore all prerequisites to become a Priest.
20Manual 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.
21Ensured job*: first time you try to start a career you have not to check the main Abilities.
22You 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).
23Loose tongue: you get Skill Focus in one Skill related to Charisma.
24Self-taught engineer: you get Skill Focus in one Skill related to Intelligence.
25Athletic body: you get Skill Focus in one Skill related to Strength.
26Weapons fanatical: you get a +1 bonus to Base attack bonus.
27Martial 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.
28Sixth sense in fighting*: it seems incredible but you always succeed in hitting your enemy where it is more painful. Add +1 to dealt damage.
29Sharp senses: you get Skill Focus in a Skill related to Wisdom.
30Willpower: you add +1 to Will saving throws and you get Skill Focus (Intimidate).
31Charismatic voice: you raise your Charisma by +2 and you get Skill Focus in a Skill related to Charisma.
32Body control: you always add 1 to Initiative Checks results and you get Skill Focus in a Skill related to Constitution.
33Knowledge 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.
34Lucky strike: you won the first prize in a contest. Raise your Status by +3 (however it cannot raise over 10).
35Relative 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.
36Pain tolerance: you get Toughness as bonus Feat.
37Sole heir of a rich uncle: raise your Status by +5 (however it cannot rais over 10).
38Talented student*: you can add one quarter of your Intelligence to the available skill points.
39Exceptional physical: add +3 to one physical Ability (Strength, Dexterity, or Constitution).
40Trained 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).