Lifepath Character Generation

Lifepaths #


Basic Assumptions #

This is a more involved way of making a character. I do find this method generally more enjoyable if the point is to not make disposable characters.

Your character begins at 18 years of age, untrained and inexperienced. By the end of character creation, you’re assumed to have either retired from your career in pursuit of other goals or began traveling while still practicing your preferred profession.

Each Skill adds a +2 or +4 to a 1d20 roll. You only roll a 1d20 when doing something risky like shooting a foe in a firefight or trying to pick a lock under duress. The number you need to beat is often between 10 and 15. It’s a 16+ when in a Firefight and a contested roll during melee.

At times you roll with Edge or Slack which is rolling two d20s and taking the highest or lowest, respectively.

Apply multiple Skills to a single roll if applicable.

Social Stratification #

Roll 2d6 to determine your starting Social Status. Record the number and starting statement.

2d6Social Status
2–7Never invited to dinner parties. Your family falls under any of these types: (A) those who have never had wealth, (B) those who’ve lost wealth, and (C) exempt from the state. The game is rigged and you were not permitted to rise above your station.
8–10Enforcers of the illusion. Your family was either luckily chosen to become of means or they’ve had a history of sustaining the status quo. Traditionally Petit Bourgeois educated enough to think they should lead the boat-rocking.
11–12Disturbingly rich. An inherited silver spoon since generations prior and henceforth—effectively entrenched landlords.

Fluent Languages #

Your starting social status determines the dice you roll for number of known languages. If you lack the native tongue of the starting region, presume you at least know the language functionally enough to survive.

Social StandingStarting Language(s)
2–71d2
8–101d6
11–122d4

Roll or choose from below.

1d8Languages
1Bisaya
2Ilonggo
3Waray
4Tagalog
5English (British or American)
6Cantonese
7French
8Spanish

Choose a Service #

To gain skills and acquire resources before adventuring, you must enroll in a Service. There are five to choose from:

  • Drifter—amoral vagabonds with a mercenary outlook on life.
  • Outlaw—unfortunate souls who have the law on their scent.
  • Soldier—professional fighters for and rigid enforcers of the state.
  • Tradesman—individuals specialized in a craft or expertise (e.g. doctors, engineers, architects, artisans, craftsmen, etc.)
  • Scion—lucky ones who were born into wealth.
  • Merchant—rigorous acquirer of riches through travel.

You can enroll in a Service multiple times. Each enrollment advancing your age by 4 years. Each term of Service permits you to roll on the Skills Table. Each result is a rank in a Skill. You may only enroll 8 times before you must retire.

Enrolling into a different Service after each term is possible, but requires a different target result to be accepted. Always roll for the Service Change enrollment target even if the Service was taken at an earlier term.

Enrollment #

Roll 2d6 to determine whether you succeed enrolling into your Service of choice. Roll +1 if you’re social standing is 11+. Failing the enrollment subsequently forces you to roll for your Draft, where the Service chooses you. Roll 1d6 and the result is your service for the term.

On the enrollment roll, you must also meet the minimum amount required to survive. Lower than the target means death—generate a new character.

Rolling high enough on enrollment also means you’ve served with Distinction and receive additional benefits. However, a roll of 12+ mandates an immediate second term in that same Service.

DrifterMerchantOutlawScionSoldierTradesman
Enrollment4+4+3+10+6+5+
Draft123456
Survival4+4+5+3+7+3+
Distinction6+7+7+11+8+6+
Service Change5+3+4+12+4+4+

Any time you finish your term of service, you may Muster Out and choose a benefit.

Mustering Out #

Whenever you end a term, Muster Out and roll once on either the Benefits Table or the Cash Table. Serving with Distinction grants an additional roll on either table.

Benefits Table #

1d6Benefits
12 Skills Table rolls
2learn 1d4 language(s)
3+1 to next enrollment rolls
41d4 race horse(s)
51d4 loyal companions
62 Cash Table rolls
1d6Benefits
11d6 pack horse(s) and 1d4 cart(s)
22 Skills Table rolls
3land and home
4learn 1d4 language(s)
52 Cash Table rolls
61d8 imported cattle
1d6Benefits
11d6 pack horse(s)
2+1 to next enrollment rolls
3war horse
42 Skills Table rolls
51d6 devoted followers
6land and home
1d6Benefits
12 Cash Table Rolls
2learn 1d4 languages
3fine fighting cock
41d4 race horses
5additional homestead
6hectares of land
1d6Benefits
1+1 to next enrollment rolls
2additional 1d6 Luck
3land and home
42 Skills Table rolls
5war horse
62 Cash Table rolls
1d6Benefits
12 Skills Table Rolls
21d4 pack horse(s) and 1 wagon
3owned storefront
41d4 loyal apprentices
52 Cash Table Rolls
6+1 to next enrollment rolls

Cash Table #

At the end of character creation, 1000 is the maximum that can be carried on hand. The rest is placed into a bank.

1d6Amount in Pesos
150
275
3150
4350
5750
6900
1d6Amount in Pesos
1100
2300
3500
4700
5950
61500
1d6Amount in Pesos
125
250
375
4300
5750
62000
1d6Amount in Pesos
1500
2750
31250
41750
52000
62500
1d6Amount in Pesos
1250
2400
3500
4750
5900
61250
1d6Amount in Pesos
1100
2250
3500
4700
5850
6975

Skills #

Whenever you roll on the Skills Table, roll only on the Service of your current term.

CriteriaPermissible number of Skills Table rolls
Initial term of service2
Subsequent terms1
Distinction2
Mustering Out†2

†Applies only if the benefit is rolled.

All Skills on the table can only be acquired twice. The second time raises the Skill’s modifier to +4. Re-roll freely should you roll the same Skill more than twice.

1d10Drifter
1Throwing
2Gambling
3Folk Medicine
4Athletics
5Survival
6Fisticuffs
7Quick Draw
8Shooting
9Riding
10Iron Liver
1d10Merchant
1Diplomacy and Law
2Navigation
3Etiquette
4Gambling
5Iron Liver
6Performance
7Sailing
8Intuition
9Forgery
10Rhetoric and Poetry
1d10Outlaw
1Shooting
2Riding
3Throwing
4Shooting
5Gambling
6Knife Fighting
7Survival
8Athletics
9Sleight of Hand
10Fisticuffs
1d10Scion
1Etiquette
2Sciences
3Rhetoric and Poetry
4Performance
5Diplomacy and Law
6Horsemanship
7Shooting
8Athletics
9Fencing
10Medicine
1d10Soldier
1First Aid
2Filibusterism
3Demolitions
4Gunnery
5Athletics
6Gambling
7Weapon Fighting
8Survival
9Fisticuffs
10Shooting
1d10Tradesman
1Medicine
2Metallurgy
3Mechanics
4Carpentry and Masonry
5Architecture
6Animal Medicine
7Navigation
8Sailing
9Sleight of Hand
10Sciences

Starting Inventory #

When you finish character creation, you begin adventuring. Purchase your starting equipment. Prices are listed in the Gear section .

You have 12 Inventory slots. First 6 are quick slots, anything you can pull out at a moment’s notice. These could be things in your pockets, belt, bandolier, coat, or hung on your back. The next 6 require 8 seconds or more to pull out from your caryall.

Luck #

Spend Luck points to add to 1d20 rolls. You may also spend Luck to have things go your way, if possible.

Roll 1d6 at the start of every session. You start with that many Luck points.

Aging #

As you age, both during character creation and after, your potential Luck reduces.

A negative modifier to your starting Luck rolls is applied at age 38 and periodically increases following the rubric below.

AgeTotal Luck Modifier
38-1
50-2
58-4
70-6

Last Steps #

Don’t forget about a name.