I. Social Class | II. Sibling Rank | III. Social Rank | IV. Father's Occupation | V. Skills |
VI. Nobility | VII. *Adventurers | VIII. Race | IX. Choose Character Class | X. Previous Experience |
Dragon #3 | - | Dungeons & Dragons | - | Dragon magazine |
Starting a new D&D
campaign is sometimes
hard on the players. The newly rolled characters
just seem to appear out of the thin air
at the
moment they are ready for their first adventure.
It
is better for both the player and the DM
to know
about the character’s previous knowledge
and
experience;
the player can better know his
character and the DM can set up situations
in
which a player can use his past experience
and
skills. Therefore, we have come up with
the
following birth tables to aid the DM in
rolling up
new characters for a campaign.
I SOCIAL
CLASS
01-30 Commoner
31-85 Merchant
86-95 Gentleman
96-00 Noble
II SIBLING
RANK
1-1st
2-1st
3-2nd
4-2nd
5-3rd
6-4th
7-Basterd
8-Basterd
On a roll of 1 on a 6-sided dice,
a player is orphaned. 1st son
receives inheritance. No one
receives Allowance.
1st son receives 10% more
Initial and Allowance; bastard
receives 10% less.
III. SOCIAL RANK
COMMONER
- | - | Initial | Allow. | Inher. | Skills |
01-25 | Peasant | 10 | - | - | A |
26-40 | Average | 30 | 1 | 15 | A |
41-47 | Well-to-do | 60 | 5 | 50 | A |
71-00 | Wealthy | 100 | 10 | 100 | A |
- | - | Initial | Allow. | Inher. | Skills |
01-25 | Small | 50 | 5 | 100 | B |
26-60 | Average | 100 | 10 | 150 | B |
61-80 | Well-to-do | 120 | 15 | 200 | B |
81-95 | Wealthy | 170 | 20 | 250 | B |
96-00 | Very Wealthy | 200 | 30 | 400 | C |
GENTLEMAN
- | - | Initial | Allow. | Inher. | Skills |
01-25 | Small | 50 | 5 | 100 | B |
26-60 | Average | 100 | 10 | 150 | C |
61-80 | Well-to-do | 120 | 15 | 200 | C |
81-95 | Wealthy | 170 | 20 | 250 | C |
96-00 | Very Wealthy | 200 | 30 | 400 | D |
NOBLE
- | - | Initial | Allow. | Inher. | Skills |
01-20 | Impoverished | 80 | - | 100 | D |
21-40 | Poor | 120 | 10 | 150 | D |
41-85 | Average | 200 | 25 | 300 | E |
86-95 | Well-to-do | 250 | 35 | 450 | E |
96-97 | Wealthy | 300 | 45 | 700 | F |
98-00 | Very Wealthy | 400 | 60 | 1000 | F |
"Initial" is the amount of money
a player receives
at start. It is multiplied
by the player's level.
"Allowance" is the sum of money a player's
family sends each month
for the 1st year or
until the player reaches
3rd level, whichever
comes first.
"Skills" -- The letter determines how many
skills
may be chosen.
A -- 1 from Group 1
B -- 1 from Group 1 and Group 2
C -- 1 from each group
D -- 2 from Groups 1 and 2 and 1 from Group
3
E -- 3 from Group 1, 2 from Groups 2 and
3
F -- 4 from Group 1, 3 from Groups 2 and
3
If: | Roll on this able |
Commoner | 1 |
Merchant | 2 |
Gentleman | 3 |
Noble | 3 |
The number obtained
indicates which table
under SKILLS should be
used to roll father's
occupation.
V. SKILLS
Percentage numbers are
ignored when choosing
a player's skills. One of a player's
skills must be
his father's occupation (unless prohibited)
Group 1
01-10 = Vagabond <alien
entity>
11-55 = Farmer/Serf
56-60 = Tinker
61-65 = Miner
66-70 = Woodsman
71-75 = Sailor <Mariner>
76-85 = Fisherman
86-95 = Craftsman
96-99 = Soldier
00 = Adventurer*
Group 2
01-35 = Normal Merchant
36-60 = Ind. Craftsman
61-65 = Scribe
66-70 = Seaman <Mariner>
71-75 = Slaver <Slave Lord?>
76-80 = Animal
Trainer
86-90 = Master Merchant
91-95 = Bird Trainer
96-00 = Adventurer*
Group 3
01-02 = ASSASSIN/Spytracker
03-05 = Sheriff
06-08 = Magistrate
09-11 = Sage
12-15 = Alchemist
16-20 = Physician
21-25 = Artist/Sculptor/Musician
26-30 = Engineer
31-40 = Soldier
41-45 = Interpreter
46-50 = Writer
51-55 = Astronomer
56-60 = Don Juan
61-65 = Orator/Actor
66-70 = Dream Interpreter
71-75 = Biologist
75-80 = Seaman
81-85 = Gambler
86-90 = Astrologer
91-00 = Adventurer*
Crafts
1 = Tailor
2 = Smith
3 = Fletcher
4 = Cobbler
5 = Horseman
6 = Weaver
7 = Carpenter
8 = Armorer
9 = Bowyer
11 = Cartographer
12 = Jeweler
Notes
Group 1 — Peasant may not roll above
70; Wellto-
do may not roll below 31; Wealthy may
not
roll below 52, with 52-55 equalling
Adventurer.
Group 3 — A player may not choose the
first 5
skills: they are prohibited.
Adventurers — No player may be an Adventurer.
This possibility is taken care of under
PREVIOUS EXPERIENCE. For fathers, roll
on Table VII.
Craftsman — Roll under Crafts for a father.
Ind. Craftsman — Independent Craftsman:
A
craftsman who owns his own shop. A player
would not own a shop, but would know
a craft.
Roll under Crafts for a father.
Soldier — Player receives +1 on hit probability
until he reaches 4th level.
Interpreter — Character may know languages
as
if his intelligence was 3 higher.
Orator/Actor — +1 when rolling random
reaction of monsters.
VI NOBILITY
Table I: Father's Title
01-30 | Knight |
31-60 | Baron |
61-80 | Count (Earl) |
81-90 | Marquis |
91-95 | Duke |
96-00 | Royalty |
Proceed to Table 3 (unless Royalty)
(If a player is a 1st son and his father
is dead, he
receives his father's title, but not his
position.
Knighthood cannot be inherited.)
Table 2: Royalty
- | - | minimum wealth |
01-30 | Distant | Average |
31-60 | 3rd Cousin | Well-to-do |
61-80 | 2nd Cousin | Wealthy |
81-99 | 1st Cousin | Very Wealthy |
00 | Immediate Family | Initial: 1000, Allow: 100 |
All of the above are traced from the Royal
Family to the player.
A child in the immediate family is never
an
orphan.
If a player’s Social Rank does not conform
to
the minimum wealth, it is immediately raised
to
that level.
After rolling on Table 2, all but those
in the
immediate family return to Table 1 and
reroll,
ignoring 96-00. Immediately raise father’s
title
one notch (Knight = Baron; Duke = Duke.)
Table 3: Father's Position
Knight
01-40 | 1 |
41-50 | 2 |
51-90 | 3 |
91-95 | 4 |
96-00 | 5 |
30% A
Baron
01-40 | 1 |
41-50 | 2 |
51-90 | 3 |
91-95 | 4 |
96-00 | 5 |
25% A
Count (Earl)
01-35 | 1 |
36-45 | 2 |
46-65 | 3 |
66-80 | 4 |
81-90 | 5 |
91-00 | 6 |
20% A
Marquis
01-30 | 1 |
31-35 | 2 |
36-50 | 3 |
51-80 | 4 |
81-90 | 5 |
91-99 | 6 |
00 | 7 |
20% A
Duke
01-20 | 1 |
21-25 | 2 |
26-40 | 3 |
41-72 | 4 |
73-82 | 5 |
83-95 | 6 |
96-00 | 7 |
15% A
Key:
1 — Land Holder Only
2 — Orator
3 — In Army
4 — Courtier
5 — Sheriff
6 — Magistrate
7 — Advisor to the King
A — Adventurer*(this is a separate roll.)
VII
*ADVENTURERS
Commoner
01-50 = 1st level
51-70 = 2nd level
71-95 = 3rd level
96-00 = 4th level
* *
Merchant
01-40 = 1st level
41-65 = 2nd level
66-75 = 3rd level
76-85 = 4th level
86-95 = 5th level
96-00 = 6th level
* *
1-4 = fighter
5 = thief
6-7 = cleric
8 = magic-user
Gentleman
01-35 = 1st level
36-50 = 2nd level
51-65 = 3rd level
66-80 = 4th level
81-90 = 5th level
91-95 = 6th level
96-98 = 7th level
99-00 = 8th level
* *
1-3 = fighter
4 = thief
5-6 = cleric
7-8 = magic-user
Noble
01-30 = 1st level
31-45 = 2nd level
46-60 = 3rd level
61-75 = 4th level
76-85 = 5th level
86-90 = 6th level
91-94 = 7th level
95-98 = 8th level
99-00 = 9th level
* *
1-3 = fighter
4 = thief
5 = cleric
6-8 = magic-user
A player may roll a random race under Table
1 OR roll his characteristics first, and
then hope
to fulfill the requirements under Table
2.
Table 1
Commoner
2 = Half-goblin
3 = Half-orc
4-10 = Human
11 = Half-elf or Dwarf
12 = Hobbit
Merchant
2 = Hobbit
3 = Half-elf
4-11 = Human
12 = Dwarf
Gentleman or Noble
2 = Hobbit
3-4 = Half-elf
5-8 = Human
9-10 = Dwarf
11-12 = Elf
Race # of dice rolled
Half-goblin/Half-orc | 3 | 2 | 3 | 3 | 2 | 2 |
Elf | 3 | 3 | 4 | 3 | 4 | 4 |
Dwarf | 4 | 3 | 3 | 4 | 3 | 3 |
Half-elf | 3 | 3 | 3 | 3 | 3 | 4 |
Hobbit | 2 | 3 | 3 | 4 | 4 | 3 |
Human | 3 | 3 | 3 | 3 | 3 | 3 |
- | S | I | W | C | D | Ch |
Table 2
Elf
S -- any
I -- any
W -- 9-18
C -- 9-18
D -- 9-18
Ch -- 13-19
Dwarf
S -- 9-18
I -- any
W -- any
C -- 13-18
D -- any
Ch -- any
Hobbit
S -- 3-12
I -- any
W -- any
C -- 13-18
D -- 13-18
Ch -- any
Half-elf
S -- any
I -- any
W -- 9-18
C -- any
D -- any
Ch -- 13-18
Half--goblin/orc
S -- any
I -- 3-12
W -- any
C -- any
D -- 3-12
Ch -- 3-15
Human
S -- any
I -- any
W -- any
C -- any
D -- any
Ch -- any
X. PREVIOUS EXPERIENCE
(multiply by % dice)
Commoner
01-85 = nil
86-96 = x20
97-99 = x30
00 = x50
Merchant
01-70 = nil
71-90 = x20
91-96 = x30
97-99 = x50
00 = x70
Gentleman
01-60 = nil
61-80 = x20
81-93 = x30
94-97 = x50
98-99 = x70
00 = x100
Noble
01-50 = nil
51-70 = x20
71-85 = x30
86-92 = x50
93-97 = x70
98-99 = x100
00 = x130
The tables themselves should be self-explanatory;
simply go straight through them,
ignoring anything that isn’t appropriate.
I adjust nobility to the race. I know that
in our
campaigns the world is dominated by the
humans.
Therefore, a non-human cannot be
higher than Earl.
Either or both tables under RACE can be
used.
We both use Table 2. Table 1 has been used
in the
past. A variation of Table 2 can be used
by
substituting 9-18 wherever 13-18 appears,
thereby
making it easier to become a non-human.
Also,
when Table 2 (not a variant) is used, it
may be
possible to remove some of the restrictions
pertaining to the various races. Rather
than
letting any player be an elf and then limit
his
advancement, simply limit the number of
people
who can be elves.
This is done by placing the
requirements on various features. (Anyway,
whoever heard of an ugly elf?)
To those who worry about letting a player
start
at higher than first level: It is a great
help in
keeping the low level parties alive. Anyway,
if
players don’t deserve it, for some odd
reason, they
don’t tend to keep themselves alive. A
player who
can never get himself past 1st level, is
still going to
get himself killed if he starts at 2nd;
it will just
take him longer.
Now to run an imaginary player through the
tables: His roll under I is a 97 = Noble.
Under II,
he rolls a 7 = Bastard. He rolls to see
if his father
is alive: 5 = yes, he is.
Under III, he rolls a 95 = Well-to-do.
Therefore his initial gold is 250 (-10%
for bastard)
with an allowance of 31. His skill class
is E.
Under IV, he finds that his father’s occupation
is to be rolled under Table 3: 42 = Interpreter.
This is automatically one of the player’s
skills. He
may now choose 3 from Group 1, 2 from Group
2
and 1 more from Group 3.
Under VI, Table 1, he rolls a 92 = his father
is
a Duke. Table 2 is ignored. Table 3: he
rolls a 52;
looking under Duke he finds that his father
is a
courtier. He rolls to see if his father
is an
Adventurer (15% chance): 9 = yes.
Under VII, he rolls a 63 and a 7. Looking
under
Noble, he finds that his father is a Theurgist.
He now goes to VIII and decides to use Table
2.
He rolls his characteristics and, fit for
nothing
else, chooses to be a human.
He now chooses his character class — cleric.
Under X, he rolls an 89. Looking under Noble,
he finds that his multiplier is 50. He
again rolls
the percentile dice, getting a 41. 41 X
50 = 2050.
He starts the game as an Adept.
These tables should take care of most aspects
of
a character. However, more tables can be
added.
Some may be wondering why each table is
used,
so we will give you a few reasons.
In a human oriented society, it is very
important to know in which social class
the
character belongs. It determines how the
character should be treated (i.e., nobles
are more
honorable with nobles). Sibling rank is
important;
it dictates treatment from the character’s
parents.
Instead of every character starting with
3 dice
of gold, we feel that this amount should
be
determined by the wealth of the family;
in a
campaign there is always a minute chance
of
being an influential person (high noble
or
adventurer.) Of course, these tables are
just
suggestions and can be modified to fit
each of
your campaigns.