102-105 Background: Culture, Socal and Birth
Tables 102,103,104,105
Well we must start somewhere. First we need to know who your are and we need to know where the people you grew up with come from. Start with Culture from here this will create the Culture mod or CuMod. Which will affect roles that require your culture to trigger an a event. Next will be the Social Mod or SolMod. Social status dictates the life style and area your family grew up in. Once we know what your people did and the status of your family. We get to Roll your birth legitimacy and find out if your a damn dirty bastard who knows nothing or some normal person.102 Culture
Culture
102: The Culture in which the character begins his or her life in a significant factor in all successive backgrounds determinations. Most of a character's preconceptions and prejudices, will be an outgrowth of Culture.
1d10 for the culture. When Culture is selected write down the culture level and the Cul Mod value. These will be need later.
D10 | Level | CuMod | Native of ... |
---|---|---|---|
1 | Primitive | -3 | Wilderness |
2-3 | Nomad | 0 | Wilderness |
4-5 | Barbarian | 2 | Wild/Urban |
7-9 | Civilized | 4 | Wild/Urban |
10 | Civilized- Decadent | 7 | Urban |
- Culture mod -4
- Starts with Survival as proficient and has advantage on check to survival for hunting and gathering checks
Nomad Cultures
- Culture mod 0
- Start with Handel Animal as proficient and has advantage on Handle Animal for Ride checks.
- Proficient with Bows and do not gain a disadvantage from shooting from a mount.
Barbarian Cultures
- Culture Mod +2
- Start with +1 bonus to all simple weapons and damage.
Civilized Cultures
- Culture Mod +4
- Has a 50% chance to develop a hobby. Type of hobby on (427)
- Choose either urban or wilderness for advantage on survival checks.
Decadent Civilized Cultures
- Culture Mod +7
- Advantage on Survival checks in urban environments.
- Due to education choose one, History, Nature, Arcana, Religion to be proficient in.
103 Social Status
Social Status
103: Social Status
Which in a Culture, the social standing of a character's parents can affect the attitudes of other around them.
Roll a D100+CulMod 1d100
Write down the Social Level and Soc Mod as this may affect future rolls.
D100 | Social Level | SolMod |
---|---|---|
(-2)-12 | Destitute | -3 |
13-40 | Poor | -2 |
41-84 | Comfortable | 0 |
85 | reroll but no culmod | -- |
86-94 | Well to Do | 2 |
95-98 | Wealthy* | 4 |
99-107 | Nobility ** | 5 |
-- | Extreamly Wealthy | 8 |
*Some wealthy Character will be extremely wealthy. Roll D100 , if the roll is equal to or higher then the characters Timod (Title Mod) plus 1, they he or she is Extremely Wealthy. If a character is not a noble there title mod would be Zero. See. Titles table 758
**Go to Nobles table 758 and select the Noble's title. Then return to this table. Reroll the noble's Social Status adding his TiMod to the die roll then add +5 to the resulting SolMod. The Max possible SolMod for noble is 13.
Destitute These people are the dregs of society. They own no property and my have no home. Some perform no real work and are often unemployable. Chief industry of this class is foraging and scavenging for pure survival.
- Civilized or Decadent Civilized gain Feat Dirty Fighting.
- Civilized there a 40% change to have Underworld Experience (Table 534 Underworld)
- Decadent Civilized there is a 60% chance for Underworld Experience
- +1 bonus to Survival
- starts with 25% of normal starter money
Poor Poor people have comparatively low incomes. They usually do not or cannot own property. Homes are often lesser quality , sometime due to uncaring landlords who may also be the poor person's employer. Luxuries often include nice food, heat in the winter, pets and clean water.
- Choose +1 to hit and damage unarmed, or with dagger.
- 40% Chance for Underworld Experience
- +1 bonus to Religion checks
- starts with 50% of normal starter money
Comfortable This is the middle class of any culture. These folk usually live in lean nicely apportioned homes or apartments in better neighborhoods. They eat well children are often schooled, parents are often craftsmen, high skilled labors, low rank priest or military, or shopkeepers.
- Start with Heirloom Weapon
- Normal starting money
Well-to-Do These are the Upper end of the middle or merchant class. They typically own larger homes and have servants. Have private transportation and may even own more than one home. the children are privately educated.
- Starts with a riding animal and has two weapons
- Starts with 150% more than the normal starting money.
Wealthy These people are rich. They own Large Estates and have many servants with plush furnishing and large holdings of land. They make their money from real estates holding, commodity trading, or ripping off poorer people. What most lower socal view as luxuries they take for granted. this class includes mos of the titled nobility, merchants, high priests, owners of successful large companies, government leaders and maybe a successful criminal organization.
- Start with an extra language
- 300% of normal starting money
- Starts with a riding mount , fine Clothing and 1d3 bits of jewelry worth 100 gp each
- one masterwork weapon
- Character can start with most standard gear they want in the PHB with in reason. DM can override
- starts with carriage and two horses.
- Choose to start with +1 bonus in history or Arcane.
- Starts with 1 extra language
- 1 minor magical weapon.
- Starts game with 300% of starting money in coin
- Once a title has been selected reroll to find out the wealth current situation by adding the TiMod. Reroll 99-107.
- Nobility also will have a master work suit of armor and weapon. "Must have well to do status for plate armor"
- Will have formal training and will start with +1 with attack and damage with chosen weapon they are proficient with
- Nobles have a 50% chance to develop a special quark. Roll on Table 649: Exotic Personality Features
Birth
It time to figure out how you came into this world. Roll A 1D20+ CuMod. If the result is 19 or greater the child is illegitimate and will gain a LegitMod. If the character is from a Primitive culture and the roll is a natural 20 then they are considered Legitimate Roll a 1D4 to determine legitMod. Subtract the legit mod from the SolMod. (do not modify a negative SolMod)105 Reason For Illegitimate Births
If the Character is Illegitimate roll a D20 and add the CulMod
1d20
D20 | Reason for Illegitimate |
---|---|
(-2)-12 | Mother was a common Prostitute and unmarried. |
13-14 | Mother was raped and remained unmarried*** |
15-23 | Mother was unmarried ** |
24-27 | Mother was a courtesan** |
*** Will allow a reroll if the player does not feel conforitable with this result.
There is a 15% chance to know who the father is. 1d100
**Character has a 50% chance to know who the father is. 1d100
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