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LINEAGE CATALOG
Format per Lineage
• Heritage Concept: quick lore flavor
• Affinity Tree: which Skill Tree(s) gain +1
• Legacy Feature: passive or limited-use ability
• Reputation Tag: how the world tends to see that bloodline
1. Warrior Lineage
Your ancestors were bladesmen, guardians, or soldiers of renown.
• Affinity Tree: Combat +1
• Legacy Feature: Battle-Trained Reflexes — once per combat, gain Advantage on a single attack or parry.
• Reputation: respected in militias; distrusted by pacifists or scholars.
2. Guardian Lineage
Your family protected people or sacred sites.
• Affinity Tree: Endurance +1
• Legacy Feature: Shieldblood — once per day, reduce incoming damage by 1d6 × Tier (minimum 1).
• Reputation: trusted defenders, sometimes inflexible.
3. Hunter Lineage
Trappers, scouts, monster-stalkers — survivalists to the bone.
• Affinity Tree: Survival +1
• Legacy Feature: Tracker’s Instinct — Advantage on first Survival or Perception check each travel day.
• Reputation: self-reliant, wary of cities.
4. Caster Lineage
Magic hums in your blood; an ancestor bent the weave itself.
• Affinity Tree: Magic +1
• Legacy Feature: Innate Cantrip — once per rest, cast a minor magical effect (simple utility or 1d4 elemental damage) with DC 10 + Tier.
• Reputation: mysterious, sometimes feared or coveted.
5. Scholar Lineage
Generations devoted to knowledge, record-keeping, or invention.
• Affinity Tree: Crafting +1
• Legacy Feature: Research Insight — once per session, ask the GM one lore fact about an item, creature, or place.
• Reputation: educated; occasionally naive in the field.
6. Merchant Lineage
Your kin thrived on trade, negotiation, and coin.
• Affinity Tree: Social +1
• Legacy Feature: Silver Tongue — +2 on first Persuasion or Barter each session.
• Reputation: charming but suspected of greed.
⸻
7. Noble Lineage
Blue blood, old oaths, and heavier expectations.
• Affinity Tree: Social +1 or Combat +1 (choose)
• Legacy Feature: Commanding Presence — once per social encounter, one ally gains +1 to a roll from your leadership.
• Reputation: privileged; earns respect or envy.
⸻
8. Mystic Lineage
Your blood carries strange visions, pacts, or divine echoes.
• Affinity Tree: Focus +1
• Legacy Feature: Trance Sight — once per long rest, meditate to sense nearby magic or emotional residue (GM hint).
• Reputation: unsettling prophets or holy madmen.
⸻
9. Nomad Lineage
Wanderers and herders who lived by the road and sky.
• Affinity Tree: Survival +1 or Subterfuge +1
• Legacy Feature: Pathfinder — ignore first Fatigue from travel each day.
• Reputation: free-spirited; mistrusted by city folk.
⸻
10. Outcast Lineage
Your family bore stigma — criminals, heretics, or cursed blood.
• Affinity Tree: Subterfuge +1
• Legacy Feature: Shadow Adaptation — +2 to Stealth or Deception when acting alone or at night.
• Reputation: feared or pitied; easier to blend with rogues.
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CHARACTER CREATION FRAMEWORK (REFINED)
Character creation follows these steps:
This order ensures story identity forms before mechanical optimization.
RACES (UNIVERSAL)
All universal races are intentionally light mechanically, because most differentiation will come from skills, lineage, and background.
Each race grants:
• 2 skill points
• access to 5 racial skill options
• choose 1 racial trait
Human
Skill Options:
Traits (choose 1):
Adaptable
+1 additional skill point.
Relentless
+1 bonus to Resolve saving throws.
Versatile
Gain 1 additional favored specialization.
Elf
Skill Options:
Traits:
Keen Senses
+1 to Perception checks.
Graceful
+1 Reflex saves.
Ancient Knowledge
+1 Spellcasting skill.
Dwarf
Skill Options:
Traits:
Stoneborn
+1 resistance vs blunt damage.
Stubborn
+1 Resolve saves.
Craftmaster
+1 crafting skill point.
GENDER
Gender in your system is biological rather than social, providing small statistical trends.
These bonuses apply to skill checks only.
Gender
Bonus
Male
+2 Survival, +2 Combat
Female
+2 Social, +2 Subterfuge
These represent statistical tendencies, not hard limitations.
AGE CATEGORIES
Age is one of the most important identity choices.
Each category reflects experience vs vitality trade-offs.
Young
Represents teenagers or inexperienced adventurers.
Benefits:
• +1 Skill Point
• Advantage on Training checks
• Advantage on Endurance saves
• +1 Favored Specialization
Drawbacks:
• 3 Flaws
• Disadvantage on Focus saves
• No Background
• No Feats
• No Old Injuries
Theme:
high potential, low experience
Prime
Typical adventurer age.
Benefits:
• +2 Skill Points
• Advantage on training trained skills
• Advantage on all saving throws
• 1 Background
• +2 Favored Specializations
Choices:
• 2 Flaws
• 1 Feat or Infamy
• Optional Old Injury for +1 skill point
Theme:
balanced capability
Mature
Experienced veterans.
Benefits:
• 2 Feats
• 2 Infamies
• 2 Backgrounds (or double background)
• 2 Old Injuries
• +3 Favored Specializations
Drawback:
• Disadvantage on learning new skills
Theme:
skilled but worn
Elder
Legendary survivors.
Benefits:
• 3 Feats
• 3 Backgrounds
• 3 Old Injuries
• 3 Infamies
• +4 Favored Specializations
Drawbacks:
• –10 on learning new skills
• Disadvantage on stamina/endurance checks
• Disadvantage vs poison and disease
• Rest takes double time
Theme:
mastery with physical decline
LINEAGE (ANCESTRY)
Lineage represents family tradition, upbringing, and cultural history.
Each lineage grants:
• +1 skill bonus to a skill tree
• a small narrative perk
Players choose one lineage.
Warrior Lineage
Family tradition of fighters.
Bonus:
+1 Combat Skills
Trait:
Once per combat you may reroll a failed Defense check.
Settler Lineage
Frontier families and survivalists.
Bonus:
+1 Survival Skills
Trait:
Ignore penalties from poor weather.
Noble Lineage
Raised among power and politics.
Bonus:
+1 Social Skills
Trait:
Advantage on Etiquette checks.
Merchant Lineage
Born to trade networks.
Bonus:
+1 Social Skills
Trait:
Gain advantage when bartering.
Artisan Lineage
Raised among skilled craftspeople.
Bonus:
+1 Crafting Skills
Trait:
Crafting projects reduce DC by 1.
Hunter Lineage
Wilderness trackers and predators.
Bonus:
+1 Subterfuge Skills
Trait:
+1 Tracking checks.
Mystic Lineage
Touched by magic.
Bonus:
+1 Spellcasting Skills
Trait:
Reduce spell backlash severity by 1 tier.
Soldier Lineage
Military upbringing.
Bonus:
+1 Combat Skills
Trait:
+1 initiative rolls.
Scholar Lineage
Family of teachers and historians.
Bonus:
+1 Knowledge skills
Trait:
Advantage on History checks.
FAVORED SPECIALIZATIONS
These represent signature expertise.
Examples:
Each specialization grants:
+2 to that specific application
STANDARD BACKGROUNDS (20)
1. Farmer
A life of hard work, soil, and seasons.
Skills
+2 Survival Skills (Bushcraft, Animal Handling, Endurance, Packcraft, Herbalism)
Ability — Hardy Labor
You gain +1 on Endurance checks involving fatigue, hunger, or weather.
Starting Equipment
Choose two:
Why Leave Farming? (d6)
1 crop failure ruined your family
2 monsters destroyed your land
3 tax collectors took everything
4 dreams of something greater
5 a traveling hero inspired you
6 the farm hides something mysterious
2. Hunter
A predator of the wilderness.
Skills
+2 Survival or Subterfuge (Tracking, Stealth, Marksmanship, Animal Handling)
Ability — Trail Sense
Advantage on tracking wounded creatures.
Starting Equipment
Choose two:
Why Leave?
1 prey became scarce
2 you hunted something unnatural
3 rival hunters forced you out
4 wanderlust took hold
5 a noble hired you as a scout
6 you seek a legendary beast
3. Soldier
A trained warrior of an army.
Skills
+2 Combat Skills (Defense, Melee Combat, Tactics, Shield Combat)
Ability — Battlefield Discipline
Once per combat, ignore morale loss for one round.
Starting Equipment
Choose two:
Why Leave?
1 war ended
2 dishonorable command
3 your unit was destroyed
4 deserter from a corrupt army
5 seeking glory
6 a mysterious battlefield omen
4. City Guard
Protector of streets and law.
Skills
+2 Combat or Social (Defense, Perception, Interrogation, Leadership)
Ability — Authority
Advantage on intimidation against criminals.
Equipment
Choose two:
Why Leave?
1 corruption in the guard
2 framed for a crime
3 crime syndicates grew too strong
4 boredom with routine
5 demotion or exile
6 witnessed a conspiracy
5. Merchant
Trader across towns and roads.
Skills
+2 Social (Bartering, Speechcraft, Appraisal, Languages)
Ability — Trader’s Instinct
Advantage on bartering checks involving goods.
Equipment
Choose two:
Why Leave?
1 caravan destroyed
2 partner betrayed you
3 smuggling opportunity
4 pursuit of rare goods
5 debts to dangerous people
6 discovered a lost trade route
6. Blacksmith
Master of hammer and forge.
Skills
+2 Crafting (Smithing, Engineering, Equipment Maintenance)
Ability — Weapon Insight
You can evaluate weapon quality instantly.
Equipment
Choose two:
Why Leave?
1 forge burned down
2 a masterpiece weapon must be made
3 war demanded new opportunities
4 guild politics forced exile
5 magical metal discovered
6 a prophecy involving your craft
7. Sailor
Life upon seas and storms.
Skills
+2 Survival or Vehicles (Navigation, Swimming, Piloting, Endurance)
Ability — Sea Legs
Ignore penalties while moving on unstable surfaces.
Equipment
Choose two:
Why Leave?
1 shipwreck survivor
2 mutiny
3 pirate pursuit
4 treasure map found
5 sea monster encounter
6 yearning for land adventures
8. Scholar
A life of books and knowledge.
Skills
+2 Social or Spellcasting (History, Literacy, Theology, Divination)
Ability — Researcher
Reduce time to investigate written sources by half.
Equipment
Choose two:
Why Leave?
1 forbidden knowledge uncovered
2 expelled from academy
3 searching ancient ruins
4 academic rivalry
5 funding lost
6 prophecy discovered
9. Priest / Acolyte
Servant of a divine order.
Skills
+2 Social or Spellcasting (Theology, Restoration, Persuasion)
Ability — Spiritual Presence
Advantage on calming frightened allies.
Equipment
Choose two:
Why Leave?
1 crisis of faith
2 divine vision
3 corrupt temple
4 missionary journey
5 holy relic lost
6 war against evil
10. Thief
Survivor of criminal streets.
Skills
+2 Subterfuge (Stealth, Lockpicking, Sleight of Hand, Disguise)
Ability — Street Escape
Advantage when escaping pursuit in urban areas.
Equipment
Choose two:
Why Leave?
1 gang betrayal
2 bounty on your head
3 big score gone wrong
4 wanted freedom
5 revenge
6 found a legendary treasure map
11. Herbalist
Master of plants and remedies.
Skills
+2 Survival or Crafting (Herbalism, Medicine, Bushcraft)
Ability — Natural Remedies
Reduce severity of poisons by 1 tier if treated quickly.
Equipment
Choose two:
Why Leave?
1 rare plant discovered
2 plague outbreak
3 forest destroyed
4 druidic calling
5 magical flora discovered
6 mentor vanished
12. Miner
Worker of deep earth.
Skills
+2 Crafting or Survival (Engineering, Endurance, Masonry)
Ability — Stone Sense
Advantage when detecting unstable tunnels.
Equipment
Choose two:
Why Leave?
1 mine collapse
2 monster infestation
3 discovered strange metal
4 gold rush elsewhere
5 guild dispute
6 secret cavern found
13. Noble
Born among wealth and politics.
Skills
+2 Social (Etiquette, Leadership, Persuasion)
Ability — Noble Authority
Gain advantage on social checks with commoners.
Equipment
Choose two:
Why Leave?
1 family scandal
2 disinherited
3 quest for glory
4 assassination attempt
5 political exile
6 secret mission
14. Ranger
Wilderness protector.
Skills
+2 Survival (Tracking, Bushcraft, Navigation)
Ability — Wilderness Awareness
Cannot be easily surprised in natural environments.
Equipment
Choose two:
Why Leave?
1 monsters invade the wilds
2 protect distant lands
3 lost homeland
4 seeking vengeance
5 ranger order mission
6 strange forest magic
15. Gladiator
Arena fighter.
Skills
+2 Combat (Unarmed Combat, Melee Combat, Defense)
Ability — Arena Instinct
+1 to attacks when outnumbered.
Equipment
Choose two:
Why Leave?
1 bought your freedom
2 arena destroyed
3 rival hunts you
4 thirst for true battle
5 escaped slavery
6 champion seeking legend
16. Courier
Messenger of dangerous roads.
Skills
+2 Survival or Subterfuge (Navigation, Riding, Stealth)
Ability — Swift Traveler
Reduce travel fatigue penalties.
Equipment
Choose two:
Why Leave?
1 message too dangerous
2 discovered secret plot
3 courier guild collapse
4 enemy pursuit
5 lost route
6 royal mission
17. Engineer
Builder of machines.
Skills
+2 Crafting (Engineering, Invention, Tinkering)
Ability — Improvised Repair
You can temporarily repair equipment during travel.
Equipment
Choose two:
Why Leave?
1 invention stolen
2 guild conflict
3 ancient machine discovered
4 war engineering needed
5 experiment gone wrong
6 seeking rare materials
18. Performer
Artist and entertainer.
Skills
+2 Social (Performance, Speechcraft, Charm)
Ability — Crowd Control
Advantage on entertainment-based morale recovery.
Equipment
Choose two:
Why Leave?
1 troupe disbanded
2 scandal
3 royal patron vanished
4 seeking inspiration
5 performer rivalry
6 ancient play discovered
19. Scout
Forward observer and pathfinder.
Skills
+2 Survival or Combat (Tracking, Marksmanship, Perception)
Ability — Early Warning
Advantage on spotting ambushes.
Equipment
Choose two:
Why Leave?
1 scouting mission failed
2 unit destroyed
3 lost territory
4 chasing a mysterious trail
5 secret war mission
6 map of unknown lands
20. Smuggler
Trader of forbidden goods.
Skills
+2 Subterfuge or Social (Deception, Bartering, Stealth)
Ability — Hidden Cargo
Reduce encumbrance penalties for contraband items.
Equipment
Choose two:
Why Leave?
1 bounty placed on you
2 big job went wrong
3 cartel conflict
4 search for greater riches
5 government crackdown
6 discovered ancient contraband
PRIME BACKGROUNDS (OLDER CHARACTERS)
These represent lifetimes of experience.
Only Mature or Elder characters may select them.
1. Retired Adventurer
Skills
+2 any combat or survival
Ability — Veteran Instinct
Once per combat, reroll a failed defense or attack.
Equipment
Why Return?
1 old enemy returns
2 unfinished quest
3 student needs guidance
4 lost treasure resurfaces
5 prophecy fulfilled
6 final adventure
2. War Captain
Skills
+2 Leadership or Tactics
Ability — Battlefield Command
Grant ally +1 to next action once per combat.
Equipment
Why Leave?
1 war lost
2 political betrayal
3 seeking new battles
4 army disbanded
5 revenge mission
6 mercenary opportunity
3. Master Craftsman
Skills
+2 Crafting
Ability — Legendary Artisan
Reduce crafting DC by 2.
Equipment
Why Leave?
1 perfect masterpiece quest
2 guild rivalry
3 artifact commission
4 forge destroyed
5 magical metal discovered
6 patron disappeared
4. Arch Scholar
Skills
+2 Knowledge or Spellcasting
Ability — Encyclopedic Knowledge
Advantage on ancient lore checks.
Equipment
Why Leave?
1 lost civilization
2 forbidden knowledge
3 rival scholars
4 library burned
5 magical anomaly
6 prophecy research
5. Veteran Hunter
Skills
+2 Survival or Combat
Ability — Predator Instinct
+1 attack vs beasts or monsters.
Equipment
Why Leave?
1 ultimate beast
2 cursed forest
3 revenge hunt
4 hunter guild call
5 creature migration
6 ancient predator awakens
through hardship, not optimization.
Flaws provide:
• narrative hooks
• mechanical tradeoffs
• future training quests
• meaningful character weaknesses
Below is a large Flaw Catalogue organized by category.
Each flaw includes:
Your rule about DC escalation is good, so I recommend:
Flaw Tier
Skill Points
Training DC
Minor
1
18
Moderate
2
22
Major
3
26
Overcoming a flaw should require quests, trainers, or extended downtime.
PHYSICAL LIMITATIONS
Cannot Swim
You panic in deep water.
Effect
• disadvantage on swimming checks
• must make morale check when submerged
Reward
+1 skill point
Overcome
Training with swimming instructor
Training DC
18
Poor Endurance
Your body tires easily.
Effect
• –1 stamina saves vs fatigue
• vigor loss checks occur 1 round earlier
Reward
+2 skill points
Overcome
Endurance training and long travel
Training DC
22
Weak Grip
Your hands lack strength.
Effect
• disadvantage on grappling checks
• harder climbing
Reward
+1 skill point
Overcome
Climbing training or manual labor
Training DC
18
Bad Balance
Effect
• disadvantage on tumbling checks
• –1 on tightrope or narrow terrain
Reward
+1 skill point
Overcome
Acrobat training
Training DC
18
Slow Reflexes
Effect
• –1 reflex saves
Reward
+2 skill points
Overcome
Combat drills
Training DC
22
Frail
Effect
• lose +1 additional vigor from injuries
Reward
+2 skill points
Overcome
Years of endurance training
Training DC
24
Weak Lungs
Effect
• disadvantage on endurance checks in smoke, altitude, underwater
Reward
+1 skill point
Overcome
High altitude conditioning
Training DC
20
KNOWLEDGE LIMITATIONS
Illiterate
Effect
Cannot read books, maps, or spell texts.
Reward
+1 skill point
Overcome
Learn literacy
Training DC
16
Uneducated
Effect
Disadvantage on History and Lore checks.
Reward
+1 skill point
Overcome
Academic training
Training DC
18
Superstitious
Effect
Morale loss when encountering magic.
Reward
+1 skill point
Overcome
Magical exposure and study
Training DC
20
Technologically Illiterate
Effect
Cannot use complex machines.
Reward
+1 skill point
Overcome
Engineering training
Training DC
18
SOCIAL FLAWS
Socially Awkward
Effect
Disadvantage on charm and persuasion.
Reward
+1 skill point
Overcome
Etiquette training
Training DC
18
Brutally Honest
Effect
Cannot lie convincingly.
Reward
+1 skill point
Overcome
Deception training
Training DC
18
Short Temper
Effect
Morale loss more likely during insults.
Reward
+1 skill point
Overcome
Meditation training
Training DC
18
Distrustful
Effect
Hard to accept aid or leadership.
Reward
+1 skill point
Overcome
Team training arcs
Training DC
18
Notorious Face
Effect
People recognize you easily.
Reward
+1 skill point
Overcome
Changing identity
Training DC
22
MENTAL FLAWS
Easily Distracted
Effect
Disadvantage on focus saves.
Reward
+1 skill point
Overcome
Meditation or mental discipline
Training DC
20
Fear of Blood
Effect
Morale save when witnessing severe injury.
Reward
+1 skill point
Overcome
Exposure therapy
Training DC
20
Fear of Darkness
Effect
Morale loss in dark environments.
Reward
+1 skill point
Overcome
Facing darkness trials
Training DC
20
Nightmares
Effect
Sleep sometimes fails to restore morale.
Reward
+2 skill points
Overcome
Therapy or magical aid
Training DC
22
COMBAT FLAWS
Clumsy Fighter
Effect
–1 attack rolls with melee weapons.
Reward
+2 skill points
Overcome
Weapon mastery training
Training DC
24
Poor Shot
Effect
–1 ranged attacks.
Reward
+2 skill points
Overcome
Marksmanship training
Training DC
24
Cannot Use Shields
Effect
No shield proficiency.
Reward
+1 skill point
Overcome
Shield training
Training DC
18
Fear of Injury
Effect
Morale loss when wounded.
Reward
+1 skill point
Overcome
Combat experience
Training DC
20
LIFESTYLE FLAWS
Addicted
Effect
Morale penalties without substance.
Reward
+2 skill points
Overcome
Long rehabilitation quest
Training DC
24
Debt
Effect
Someone is hunting you for money.
Reward
+1 skill point
Overcome
Pay or escape debt
Narrative resolution
Oathbound
Effect
Must obey strict moral code.
Reward
+1 skill point
Overcome
Breaking oath (major story event)
Hunted
Effect
Enemies pursue you.
Reward
+2 skill points
Overcome
Defeat or escape hunters
Narrative resolution
SENSORY FLAWS
Poor Vision
Effect
Disadvantage on distant perception.
Reward
+1 skill point
Overcome
Glasses or magical aid
Training DC
16
Partial Deafness
Effect
Disadvantage on auditory perception.
Reward
+1 skill point
Overcome
Medical treatment
Training DC
20
EXTREME FLAWS
Crippling Injury
Effect
Permanent limp or handicap.
Reward
+3 skill points
Overcome
Major medical quest
Training DC
26
Magical Curse
Effect
Minor supernatural penalty.
Reward
+3 skill points
Overcome
Remove curse quest
Training DC
26+
FEATS (Starting Achievements)
Feats represent things the character has done that people might know about.
They provide small situational bonuses, contacts, or reputation advantages.
Combat Feats
Veteran of a Skirmish
You fought in a real battle.
Effect
+1 to morale saves during combat
Known Duelist
You won several formal duels.
Effect
+1 on social checks among warriors
Shield Bearer
You trained with shield walls.
Effect
+1 defense while adjacent to an ally
Battlefield Survivor
You lived through a disastrous fight.
Effect
First morale loss in combat is reduced by 1
Weapon Specialist
You trained extensively with one weapon.
Effect
Choose one weapon type
+1 attack rolls with it
Survival Feats
Wilderness Guide
You have guided people through the wild.
Effect
+1 navigation checks
Beast Tracker
You are known for tracking animals.
Effect
+1 tracking beasts
Endurance Walker
You traveled long distances.
Effect
Ignore first fatigue penalty per journey
River Runner
You are comfortable around water.
Effect
+1 swimming checks
Night Watch
You have guarded camps many times.
Effect
+1 perception during night watch
Social Feats
Trusted Messenger
You once carried an important message.
Effect
+1 speechcraft checks when delivering news
Local Hero
You helped a village in the past.
Effect
Villagers begin slightly friendly
Storyteller
People enjoy your tales.
Effect
+1 morale recovery from entertainment
Apprentice Diplomat
You trained in etiquette.
Effect
+1 etiquette checks
Merchant's Apprentice
You worked trade routes.
Effect
+1 bartering checks
Craft Feats
Apprentice Smith
You trained in a forge.
Effect
+1 smithing checks
Tool Familiarity
You have used many tools.
Effect
+1 equipment maintenance checks
Tinkerer
You often repair broken things.
Effect
+1 tinkering checks
Magic Feats
Minor Arcanist
You studied basic magic.
Effect
+1 spellcraft checks
Ritual Assistant
You helped in rituals before.
Effect
+1 assisting spellcasters
Spirit Sensitive
You feel supernatural presences.
Effect
+1 perception vs magical anomalies
INFAMIES (Negative Reputation)
Infamies represent things people whisper about you.
They create story complications and social consequences.
Criminal Infamies
Former Thief
You were caught stealing.
Effect
Disadvantage on trust checks with officials
Known Smuggler
Authorities recognize you.
Effect
Guards may search you more often
Prison Survivor
You once served time.
Effect
Advantage on intimidation vs criminals
Disadvantage with lawkeepers
Debt Owed
You owe dangerous people money.
Effect
Bounty hunters may appear
Fugitive
You fled justice somewhere.
Effect
Certain regions treat you as hostile
Social Infamies
Insulted a Noble
A noble house dislikes you.
Effect
Disadvantage in noble courts
Drunkard Reputation
People know you drink heavily.
Effect
–1 social checks with professionals
Troublemaker
You often cause conflict.
Effect
Morale penalties in diplomatic meetings
Exiled
You were banished from somewhere.
Effect
Certain factions distrust you
Scandal Survivor
You were part of a public scandal.
Effect
Gossip spreads quickly about you
Combat Infamies
Brutal Fighter
You are known for excessive violence.
Effect
+1 intimidation
–1 persuasion
Coward Rumor
People believe you fled battle.
Effect
Disadvantage with soldiers
Duel Gone Wrong
Someone died in a duel with you.
Effect
Family or faction hostility
Mercenary Reputation
People think you fight for coin alone.
Effect
–1 trust with idealists
Weapon Accident
You caused harm unintentionally.
Effect
Disadvantage in disciplined military circles
Strange Infamies
Cursed Luck
People think you are unlucky.
Effect
Superstitious NPCs avoid you
Haunted
Rumors say spirits follow you.
Effect
–1 morale recovery in towns
Touched by Magic
People distrust your magical aura.
Effect
–1 social checks with commoners
Monster Witness
You claim to have seen something terrible.
Effect
People doubt you
But advantage when identifying monsters
Strange Survivor
You survived something others did not.
Effect
Rumors follow you everywhere
DESIGN BENEFITS
Your Feat / Infamy system works extremely well because:
• it reinforces story over power
• it connects characters to the world
• it gives GMs plot hooks
• it creates social consequences
This fits perfectly with your morale and reputation themes.
Suggested Limits
At character creation:
Age
Feats
Infamies
Young
0
0
Prime
1
optional
Mature
2
2
Elder
3
3
Which matches your earlier design.
Next Character Creation Section
The last major part you mentioned is:
Old Injuries
This section could become one of the most unique mechanics in your game, because it can tie directly to:
If you'd like, I can design a large Old Injuries table (30–40 entries) with:
• cosmetic scars
• lingering injuries
• mechanical limitations
• story hooks.
OLD INJURIES SYSTEM
Old Injuries represent wounds from past battles, accidents, or harsh lives.
They provide:
• narrative depth
• visible scars
• mechanical limitations
• bonus skill points
Most cannot be removed, though magical healing or rare surgery may reduce them.
OLD INJURY TIERS
Tier
Skill Points
Description
Minor
+1
healed but noticeable
Major
+2
lingering impairment
Severe
+3
permanent disability
MINOR OLD INJURIES
These mostly create flavor and small situational effects.
Facial Scar
Effect
You have a visible battle scar.
Bonus
+1 intimidation checks
Penalty
–1 charm checks
Reward
+1 skill point
Burned Skin
Effect
Part of your skin is scarred.
Penalty
Disadvantage resisting extreme heat pain.
Bonus
Advantage resisting intimidation.
Reward
+1 skill point
Crooked Nose
Effect
Broken nose healed poorly.
Penalty
Occasional breathing issues during endurance checks.
Reward
+1 skill point
Old Arrow Scar
Effect
You once took an arrow.
Penalty
Occasional pain during heavy exertion.
Bonus
Advantage identifying ranged attack direction.
Reward
+1 skill point
Torn Ear
Effect
Ear partially missing.
Penalty
–1 auditory perception.
Bonus
+1 intimidation vs criminals.
Reward
+1 skill point
Sword Cut Across Arm
Effect
Large scar.
Penalty
Minor stiffness during climbing.
Reward
+1 skill point
Frostbite Scars
Effect
Finger or toe damage.
Penalty
Disadvantage in extreme cold.
Reward
+1 skill point
Animal Bite Scar
Effect
You survived a beast attack.
Bonus
+1 tracking that species.
Penalty
Morale test when facing similar beast.
Reward
+1 skill point
MAJOR OLD INJURIES
These create clear mechanical limitations.
Limping Leg
Effect
Old fracture healed poorly.
Penalty
–5 movement speed.
Bonus
+1 endurance vs pain.
Reward
+2 skill points
Crushed Rib
Effect
Breathing discomfort.
Penalty
–1 endurance saves.
Reward
+2 skill points
Damaged Eye
Effect
Vision in one eye weakened.
Penalty
–1 ranged attack accuracy.
Bonus
+1 perception for nearby movement.
Reward
+2 skill points
Nerve Damage
Effect
Arm or leg nerve injury.
Penalty
–1 skill checks involving that limb.
Reward
+2 skill points
War Trauma
Effect
You survived a terrible battle.
Penalty
Morale loss when seeing mass casualties.
Bonus
+1 morale resistance vs intimidation.
Reward
+2 skill points
Old Poison Damage
Effect
Your body once survived toxin exposure.
Penalty
Disadvantage resisting similar toxins.
Bonus
+1 herbalism checks.
Reward
+2 skill points
Lung Damage
Effect
Breathing reduced.
Penalty
Disadvantage on long sprint endurance.
Reward
+2 skill points
Shattered Finger
Effect
Finger healed crooked.
Penalty
–1 sleight of hand.
Reward
+2 skill points
SEVERE OLD INJURIES
These are dramatic character-defining wounds.
Missing Eye
Penalty
Disadvantage on ranged combat.
Bonus
Advantage resisting visual fear effects.
Reward
+3 skill points
Missing Hand
Penalty
Cannot use two-handed weapons normally.
Bonus
+1 intimidation.
Reward
+3 skill points
Missing Foot
Penalty
Movement reduced significantly.
Bonus
Advantage endurance vs pain.
Reward
+3 skill points
Crushed Spine
Effect
Severe back injury.
Penalty
Encumbrance limits reduced.
Reward
+3 skill points
War Amputation
Effect
Lost limb replaced with prosthetic.
Penalty
Reduced dexterity in that limb.
Bonus
Prosthetics may be upgraded later.
Reward
+3 skill points
Disfigured Face
Penalty
–2 charm checks.
Bonus
+2 intimidation.
Reward
+3 skill points
Old Magical Curse Wound
Effect
Scar left by magical attack.
Penalty
Occasional morale disturbances.
Bonus
+1 detection of magical anomalies.
Reward
+3 skill points
OPTIONAL COSMETIC OLD INJURIES
These grant no points but add flavor.
Examples:
OPTIONAL: OLD INJURY ORIGIN TABLE
You could also add:
d12 Injury Origin
1 battlefield wound
2 monster attack
3 duel
4 accident
5 hunting mishap
6 siege weapon impact
7 fire accident
8 torture scars
9 magical backlash
10 shipwreck injury
11 gladiator arena
12 assassination attempt
FAMILY, FRIENDS & CONNECTIONS SYSTEM
During character creation, a player may establish personal connections.
These represent people who:
Connections provide small narrative benefits, but also give the GM story leverage.
NUMBER OF CONNECTIONS
Players may choose or roll connections.
Recommended totals:
Age
Connections
Young
1
Prime
2
Mature
3
Elder
4
Connections may be:
Players may also choose:
Orphan / Loner
which removes connections but grants +1 skill point.
GM LEVERAGE BONUS
If a player allows the GM to use a connection for story complications, they gain a benefit.
Each such connection grants:
• +1 Morale recovery during downtime
or
• +1 Social skill bonus when referencing that connection
This rewards players who allow narrative consequences.
RELATIONSHIP STATUS
Each connection has a relationship status.
Roll 1d6 or choose.
d6
Relationship
1
Estranged
2
Distant
3
Neutral
4
Friendly
5
Loyal
6
Devoted
Status affects how much help they will provide.
CURRENT STATUS TABLE
Roll 1d8 to determine what the connection is doing now.
d8
Current Status
1
living peacefully
2
traveling
3
missing
4
working a dangerous job
5
recently injured
6
in trouble with the law
7
rising in status
8
secretly involved in something mysterious
FAMILY CONNECTIONS
Roll 1d12 or choose.
d12
Family Member
1
parent
2
sibling
3
cousin
4
grandparent
5
aunt or uncle
6
spouse
7
former spouse
8
child
9
adoptive parent
10
foster sibling
11
clan elder
12
distant noble relative
Family Benefits
Family members may provide:
• safe place to stay
• small financial help
• local information
• emotional support (morale recovery)
FRIEND CONNECTIONS
Roll 1d12.
d12
Friend Type
1
childhood friend
2
fellow soldier
3
hunting partner
4
traveling companion
5
drinking buddy
6
former coworker
7
fellow student
8
rescued stranger
9
loyal servant
10
guild member
11
messenger contact
12
merchant contact
Friend Benefits
Friends may offer:
• rumor information
• safe meeting places
• trade favors
• introductions
MENTORS
Mentors are important for training and advancement.
Roll 1d10.
d10
Mentor Type
1
retired soldier
2
master craftsman
3
village elder
4
mage tutor
5
priest or spiritual guide
6
wilderness ranger
7
gladiator trainer
8
scholar
9
spy handler
10
mysterious hermit
Mentor Benefits
Mentors provide:
• advantage on training checks once per campaign arc
• access to rare knowledge
RIVALS
Rivals create tension but not necessarily hostility.
Roll 1d10.
d10
Rival
1
competing adventurer
2
rival student
3
jealous sibling
4
competing merchant
5
duelist rival
6
rival hunter
7
academic competitor
8
political rival
9
former friend turned competitor
10
unknown rival watching you
Rival Effects
Rivals may:
• challenge the character
• appear during quests
• compete for fame
Mechanical effect:
+1 morale when defeating rival achievements
ENEMIES
Enemies are dangerous relationships.
Roll 1d10.
d10
Enemy
1
angry noble
2
criminal gang
3
former commander
4
rival adventurer
5
monster hunter you cheated
6
betrayed smuggler
7
cultist you angered
8
bounty hunter
9
former lover
10
mysterious masked enemy
Enemy Effects
Enemies create:
• ambush events
• bounty hunters
• sabotage attempts
If player allows GM use freely:
Gain +1 intimidation checks when reputation spreads.
RELATIONSHIP DEVELOPMENT
Connections can change.
Events may:
• improve relationships
• create betrayal
• deepen loyalty
GM may roll:
Relationship Shift Table
d6
Shift
1
betrayal
2
conflict
3
no change
4
improved bond
5
loyal ally
6
heroic sacrifice opportunity
OPTIONAL: RANDOM CONNECTION GENERATOR
If players want quick results:
Roll 3d12:
1 = family
2 = friend
3 = rival/enemy
This creates fast but interesting relationships.
EXAMPLE CONNECTION
Older Sister
Relationship: Loyal
Status: Traveling merchant
Benefit:
Provides trade rumors and safe lodging.
Risk:
May request dangerous escort missions.
STARTING EQUIPMENT SYSTEM
Starting equipment comes from three sources:
Not all characters begin wealthy.
STEP 1 — BACKGROUND GEAR
Each background grants 2–3 starting equipment options.
The player chooses two items from the background list.
These represent tools of their previous life.
Background gear usually includes:
It rarely includes armor or expensive weapons.
STEP 2 — PERSONAL ITEM
Each character begins with one personal item.
This item represents something meaningful.
Roll 1d12 or choose.
d12
Personal Item
1
heirloom weapon
2
lucky charm
3
old journal
4
family ring
5
worn cloak
6
childhood toy
7
map fragment
8
medal or award
9
strange trinket
10
religious relic
11
tool set
12
mysterious key
Personal items usually grant no mechanical benefit, but may influence story or morale.
Optional rule:
When used in emotional scenes:
+1 morale recovery.
STEP 3 — STARTING WEALTH
Characters begin with variable wealth depending on background and life circumstances.
Roll 1d6 or choose.
d6
Wealth Level
Starting Coin
1
Destitute
0 coins
2
Poor
10 coins
3
Modest
30 coins
4
Comfortable
60 coins
5
Prosperous
120 coins
6
Privileged
200 coins
Reminder:
20 coins = 1 encumbrance slot
So carrying large wealth is dangerous.
OPTIONAL: BACKGROUND WEALTH MODIFIER
Certain backgrounds modify starting wealth.
Background Type
Modifier
Farmer / Laborer
–1 wealth tier
Merchant / Noble
+1 wealth tier
Scholar
+0
Soldier
+0
Criminal
roll twice, take lower
STARTING EQUIPMENT PACKAGE
After choosing items and wealth, the character also receives basic survival gear.
This ensures characters are not unplayable.
Each character begins with:
Total slots used: 3–4
STARTING WEAPON OPTIONS
Players may purchase one weapon with starting wealth.
Typical prices might be:
Weapon
Cost
Dagger
10 coins
Club
5 coins
Spear
15 coins
Short sword
40 coins
Axe
35 coins
Bow
50 coins
Arrows (20)
10 coins
Heavy weapons and armor should be difficult to start with.
STARTING ARMOR OPTIONS
Most characters begin with light protection only.
Armor
Cost
Clothing
free
Gambeson
40 coins
Leather
60 coins
Shield
30 coins
Mail and plate should normally be unavailable at character start unless justified.
OPTIONAL: STARTING MOUNT
Some backgrounds allow mounts.
Roll 1d6:
d6
Mount
1–3
none
4–5
mule
6
horse
Mounts use the encumbrance system.
POVERTY OPTION
Players may choose to begin with nothing.
Starting with no gear grants:
• +1 skill point
or
• +1 favored specialization
This represents a hard life survivor.
EXAMPLE STARTING CHARACTER
Background: Hunter
Background Gear Choices:
Personal Item:
Wealth Roll:
3 → Modest (30 coins)
Purchased:
Final gear fits easily into encumbrance slots.
OPTIONAL: RANDOM STARTING KIT
For players who like randomness.
Roll 1d12:
d12
Kit
1
hunter kit
2
traveler kit
3
laborer kit
4
soldier kit
5
scout kit
6
scholar kit
7
priest kit
8
merchant kit
9
thief kit
10
explorer kit
11
sailor kit
12
survivor kit
Each kit contains 3–5 thematic items.
DESIGN BENEFITS
This system:
CHARACTER CREATION IS NOW ALMOST COMPLETE
You now have:
✔ race
✔ gender
✔ age
✔ lineage
✔ backgrounds
✔ feats
✔ flaws
✔ infamies
✔ old injuries
✔ family & friends
✔ starting equipment
This is a very rich character creation system.
Best Next Section
The most natural next section is:
Universal Monster System
Because monsters will interact with:
And once monsters exist, the entire game loop becomes playable.
Great—detailing the kits is important because they give players fast starts and help GMs equip NPCs quickly. They should also respect your encumbrance slot system, your survival mechanics, and your background philosophy (practical gear, not heroic loadouts).
Each kit below includes:
Most kits should total 5–8 slots, leaving room for weapons, armor, and personal gear.
STARTING EQUIPMENT KITS
1. Hunter Kit
For wilderness trackers and trappers.
Items
Total Slots: 7
Notes
Excellent for tracking, food gathering, and stealth travel.
2. Traveler Kit
For wanderers and road adventurers.
Items
Total Slots: 7
Notes
Balanced gear for long journeys.
3. Laborer Kit
For workers and builders.
Items
Total Slots: 6
Notes
Useful for repairs and physical tasks.
4. Soldier Kit
For trained fighters.
Items
Total Slots: 8
Notes
Strong defensive starting gear.
5. Scout Kit
For reconnaissance and skirmishers.
Items
Total Slots: 6–7
Notes
Excellent for stealth and observation.
6. Scholar Kit
For academics and researchers.
Items
Total Slots: 3–4
Notes
Low encumbrance but valuable knowledge tools.
7. Priest Kit
For religious servants.
Items
Total Slots: 4–5
Notes
Supports morale, rituals, and healing roles.
8. Merchant Kit
For traders and negotiators.
Items
Total Slots: 5–6
Notes
Useful for bartering and social encounters.
9. Thief Kit
For stealthy operators.
Items
Total Slots: 4–5
Notes
Designed for infiltration and escape.
10. Explorer Kit
For ruin delvers and adventurers.
Items
Total Slots: 5–6
Notes
Great for dungeon exploration.
11. Sailor Kit
For life on ships.
Items
Total Slots: 5
Notes
Good for sea travel and climbing rigging.
12. Survivor Kit
For those living rough.
Items
Total Slots: 5–6
Notes
Represents hardship survival.
OPTIONAL KIT MODIFIERS
Kits can be adjusted based on:
Wealth
Wealth
Effect
Poor
remove one item
Comfortable
add one useful item
Wealthy
upgrade weapon or tools
Background
Backgrounds may swap items in kits.
Example:
Hunter + Explorer Kit → replace crowbar with trap kit.
QUICK KIT TABLE
For random gear selection:
d12
Kit
1
Hunter
2
Traveler
3
Laborer
4
Soldier
5
Scout
6
Scholar
7
Priest
8
Merchant
9
Thief
10
Explorer
11
Sailor
12
Survivor