If the player wants or needs to have a history for his/her character, then use the following table for events that have shaped that character's life… it is recommended to have between 1 and 3 backgrounds.
D100 Event
01 Accidentally injured or killed a childhood friend.
02 Afflicted by visions of a God or Goddess.
03 Afflicted by visions of the future.
04 Amnesia. No memory of life before age of 18. Unsure if current family are real or bogus.
05–06 Attacked or chased by a creature or monster – harbour a deep fear of the creatures as a result.
07–08 Battle – Adventurer witnessed a great battle or other conflict.
09 Birth Mark. Adventurer has a prominent and unusual birth-mark that has been mistaken for the holy sign of a particular god.
10 Blind. Adventurer either born blind or struck by blindness later. Other senses have compensated.
11 Body Double. The Adventurer is either a very close likeness or almost identical double of someone famous (or infamous).
12 Born under a significant conjunction of the stars and thus marked for greatness.
13–15 Brother or Sister died or killed.
16–18 Bullied viciously by one or more youths.
19–20 Childhood sweetheart – Adventurer was once married to childhood sweetheart.
21–22 Childhood sweetheart lost – Adventurer’s childhood sweetheart married a friend or rival.
23 Deaf. Adventurer either born deaf or struck by deafness later. Other senses have compensated.
24 Destitution – the Adventurer’s family fell into destitution.
25 Disappearance. A family member disappeared 1D10 years ago and Adventurer is on a quest to find them.
26 Discovery – Adventurer discovered, by accident, some long-lost lore, formula or piece of knowledge that various agencies are now hunting.
27–29 Disease or Plague – Adventurer suffered disease or grave illness as a child.
30 Family Secret – the Adventurer’s family harbours a great secret.
31 Family Treasure – the Adventurer’s family are the custodians of a great treasure.
32–35 Father died or killed.
36 Feud and Romance. Adventurer’s family has a long-standing feud with religious/trade/political rivals. Adventurer has fallen in love with son/daughter of the rival family/organisation – something which must be kept secret.
37 Feud. Adventurer’s family has a long-standing feud with religious/trade/political rivals that has recently turned to bloodshed.
38 Foundling – Adventurer was abandoned by birth parents and brought up by adoptive guardians.
39–40 Fraud – The Adventurer has been part of a fraud or scam: or the victim of one.
41 Fugitive – Adventurer gave secret help to a known fugitive.
42 Gender Change – Adventurer was once a member of the opposite sex but changed to current gender through a curse or powerful magic.
43 Identity change – The Adventurer has adopted a new identity for some reason.
44 Inadvertent Comments. Something the Adventurer did or said resulted in a fight, battle or war. The remark or action was innocent but the repercussions tragic.
45–46 Inheritance or Legacy Denied. Adventurer has been cheated out of a huge legacy left by a parent or relative.
47–48 Inheritance or Legacy. Adventurer is set to inherit a huge legacy from a parent or relative.
49 Kidnapped and/or indentured by a powerful sorcerer who needed an apprentice.
50 Kidnapped or press-ganged into military service.
51 Last Will. Adventurer is on a quest to fulfil the dying wish of a relative or loved one.
52 Local Coward. Well-known in local community for a particularly unheroic deed.
53–54 Local Hero. Well-known in local community for a particularly heroic deed.
55–56 Major Wound – Adventurer suffered a major wound as a child that leaves a permanent scar or other sign of injury.
57 Merchant Dynasty. Adventurer is born into a powerful mercantile family or dynasty.
58 Met a great hero at a time when he or she was relatively unknown.
59 Met a villain at a time when he or she was relatively unknown.
60 Mistaken Identity – Case of mistaken identity resulted in a period of imprisonment or some other punishment.
61–63 Mother died or killed.
64 Mute. Adventurer either born mute or struck mute later. Fluent sign language communicator.
65 Orphaned. The Adventurer lost both parents either through illness, an accident or some other tragedy.
66–67 Ostracised from family.
68 Penance. Adventurer is undergoing penance for some insult or slight committed against someone in power or authority.
69 Personal Treasure – Found a great treasure and hid it for safekeeping.
70 Physical deformity of a random location. No ill effects, as Adventurer has learned to adapt.
71–72 Pioneers. Family moved to a new country as settlers, refugees or pioneers.
73 Political Family. One parent is a high-ranking political official.
74 Prosperity – The Adventurer rises from destitution to great wealth.
75 Raised by a cult or monastic Order.
76 Raised by a Guild or Military Order.
77 Raised by distant relatives.
78 Raised by another race.
79 Ran away to sea or to join a travelling troupe.
80 Religious Family. One parent is a high-ranking religious official.
81 Sect or Cult. Discovered that family is part of a secret sect or cult and disagrees with their views. Trying to escape both family and those who hunt them.
82 Shipwrecked or stranded as a youth and lived alone for several years before rescued or found.
83 Sidekick. Somehow the Adventurer has picked up a loyal companion or retainer. This does not make the companion a welcome presence, necessarily, but the relationship has somehow endured over the years.
84 Slavery. Spent childhood and young adulthood as a slave before escaping or being freed.
85 Sole Survivor – Family wiped out by some tragedy.
86 Sole survivor of a tragedy that wiped out the Adventurer’s entire settlement/community.
87–88 Squire – Adventurer indentured as a vassal or squire to a famous knight or warrior.
89–90 Twin. Adventurer has a twin brother.
91–92 Twin. Adventurer has a twin sister.
93 Visited by ghosts or spirits.
94–95 Well-travelled. The Adventurer either singly or with family/friends, has travelled widely.
96 Wicked Step-Parent. One parent died and the other remarried. The step-parent is cold, calculating and brutal towards the Adventurer. A typical evil step-parent.
97–98 Roll again and take both events.
99–00 Roll twice more and take all events.