Junior League Rulebook
Dec 31, 2012 19:11:12 GMT -8
Post by Celebfealor on Dec 31, 2012 19:11:12 GMT -8
The backstory chart for Junior League has been finalized. I'm posting it for the people who rolled 100s, so that they can choose their backstory. Note several things:
a) There are two charts - one for Roekron, and one for Teriock.
b) When you roll 100, you must choose from the chart you were rolling on. So the people who rolled 100s for Roekron characters would have to roll on the Roekron chart.
c) I'm only posting the Roekron chart right now. Maybe the Teriock one a different time.
And, without further ado...
1) Fae born: You have faerie traits and abilities. You enjoy pulling pranks on the party.
2) Baby Giant: roll for type. First season Improved Strength etc. 2nd mature.
3) Natural Class: already Tier 1 something (though lvl 1). Must go that class anyway.
4) Magic Item Competent: +1 Magic Item Tier. Cursed.
5) Raised by Hunters: Track at 2X your lvl but cannot do in town missions.
6) Raised by Scouts. Scouting if you are stationary. Hate Thieves!
7) Sired by Elemental: have 1 spell of your type and Resistance to that magic type.
8) Deity Competent: +10 lvl is priest (all pantheons!). Very pious.
9) "Not Left Handed": With off hand only you have Disarm, Snare, and Knockback 2.
10) Sired by Troll: Healing Factor. Hate fire! - won't use it, attack those that do.
11) Sired by Death Ogre: Improved Strength, fighting cravings to eat people...
12) Raised by Weapon Master: Weapon Mastery with 1 weapon - must always use it.
13) Defector: Recently switched sides. Culture shock. +10lvl in Track/Diplomat vs. previous side.
14) Ent Friend: They won't attack you. Tree form as Ritual. Hate those who use axes.
15) Healing Competent: your are healed in 1/2 normal time. Won't allow people to be killed.
16) Gifted Healer: Double Heal, all your healing takes 1/2 time. You take 2X rate to heal.
17) Gifted Fighter: Demeaning to mages. Limited Endure and Adrenaline (in melee combat).
18) Raised by Barbarians: suspicious of mages. Magic Resistance OUT only.
19) Weapon Specialist: Pick 1 weapon. Only use items in that class. Hack and Impale with it.
20) Sherlock: Obsessed w/ solving mysteries. Identify sight at lvl, Peacekeeper, Arrogant.
21) Failed Villain: Dark Hero didn't work out. +3 lvls. Ashamed. Have skills you won't use.
22) Half-Breed. Blend your species with one of the 5 base species.
23) PTSD: Unbreachability in Combat. Cannot stomach sight of blood. Become nauseous!
24) Trap Squad: +10 lvls in Trap Deactivation. Obsessed. Take 1/2 damage from traps. But party takes 2X!
25) Weapon Style Training: Choose: Two-Handed, Dual Wield, Shield and Sword. See GM.
26) Raised by (Class): Have limited skill/spell, armor restriction, behavior of that class.
27) Natural Journeyman: cannot enter a class. Add Trade/Craft each tier instead.
28) Popeye Syndrome: Improved/Giant Strength when eat rare food. Must physrep food!
29) Power Object: Have a magic item. You believe it gives you ALL your powers.
30) Vendetta: Plan to take the lord! He killed your family... Hit Man.
31) Ward of the Enemy: Child of a powerful enemy. You are a hostage. Roll for treatment.
32) Hard of Hearing: Mix up what people say all the time. Impulsive. Peacekeeper lvl 10.
33) Nearsighted: can only see clearly within 10 ft. Must squint. Throwing Training!
34) Nemesis: Dark Hero killed your family. You have Slay for all Dark Heroes!
35) Raised by (Guild). Have OUT of that class. You count as a member.
36) Raised by (species): Speak their language, only broken common. Have 1 species ability.
37) Secret identity. Roll twice again. First is actual, second is a cover you act out.
38) Hero of a Species: Your family is revered by (species); treated as Royalty by them.
39) Isolated Upbringing: Know NOTHING of the game world... "Elves? What are those?"
40) Negative Healer: Can only heal others OUT of combat. Disrupt Healing by touch.
41) Delusions of Grandeur: Believe you're skilled - actually -5 effective lvl. Immune to fear.
42) Gift of the Tongue: can speak any/all normal languages. Can't understand them...
43) Weather Sensitive: weather damage kills you. Sense Weather. Fear out of town missions.
44) Treasure Stolen: Inheritance gone! On a mission to hunt down thieves.
45) Overconfident Jock: Braggart, +1 Tier in mock battles. +/-10 Courtesan in/out of combat.
46) Gambling Debt: must pay 8 gold a week to banks/lenders. Gambler - 10lvl. Love it!
47) Slow Metabolism: Slow, motions drawn out. Can't bleed to death. Tough, +1 AV.
48) Samurai Guardsman: Won't use shields. Allied Samurai are Fortified Areas for you.
49) Raised by Pacifist: Won't deal damage. Martial Arts. Diplomat lvl 10.
50) Raised by Mafia: Unglued Search. Thief/Assassin Guild Member (no rank - ever!)
51) Pyromaniac: Go Berserk in presence of fire! Not allowed to use fire... legal issues...
52) Necrosavant: Count as undead. Bury. Spirit Guide - spacey, distant, emotionless?
53) Random Resistance: Resistant to one specific skill/spell.
54) Misguided Follower: Have taken you deity's beliefs too far... extremist! Disenchant.
55) Legal Enforcer: Instructed to enforce specific law... Obsessed with the responsibility!
56) Crazy Scientist: See the world as your lab - testing on everyone. Alchemist lvl 10.
57) Retired Mage: +50% to your lifespan. Tier 1 Mage - banned from use. Going semi.
58) Hallucinations: Roll again for perceived backstory. See/hear things! Spirit Guide.
59) Banned by Warriors/Semis/Mages: can't go that. +1 tier to first class you go!
60) Raised by Spirits: Spirit Guide, Ethereal Travel (Ritual). Terrifed of non-undead!
61) Unforger: Unforge Magic Items (only): no mana cost. Can't use magic items.
62) Child of the Siren: Mind Control. Aloof and uncaring. Hate Amazons!
63) Won't Fly: No air travel (Polymorph, Flying, Glide, etc). Earthbind Aura (1 mana).
64) Chronic Insomnia: Regain no mana. Immune to unconsciousness (as undead). Cranky.
65) Abusive Sibling(s): Ugly duckling syndrome - Martial Arts vs party members.
66) Retired Military: region's military treats you as an ally; always help you.
67) Melee Incompetent: can't use melee weapons. Multi Shot.
68) Spell Dampener. Dispel Magic (aura). Can't use standard spells - ES only.
69) Philosopher: +10 lvl in chosen philosophy. Always spouting quotes and "wisdom".
70) Terrified of Animals: Their touch is as Fear to you. Cook/Chef at +5 for meat dishes.
71) Undecided Paths: +6 to effective class lvl in all classes, but can't go 2nd tier in anything.
72) Soul Warden: Grant Resistance to a mage type by touch (one person at a time only).
73) Fate Guardian: Bound to a player. If they PD - you do instead. Brace Elite.
74) Rules: can't use/eat/see etc specific item or food etc. Punish self if do! Divine gift.
75) Djinn Cursed: The words "I wish..." are as mind control to you. You count as a torch.
76) Formbound: Your shape is unchangeable (no treeform, polymorph, size effects, etc)
77) Magic Item Trader: Historian lvl 10, Identify. Item Cursed 1d4 times.
78) Transferrable Blessing: Can bless other players (not yourself) for the encounter.
79) Circle Form: Can become a circle of protection (OUT). You are the door.
80) Ritual Resistant: Resistant to ritual effects (mana drain type too). Disrupt them by touch.
81) Spirit Strongbox: Stash, Death Grip. Bound to anyone whose items are glued to you!
82) Living Wand: Cast spells when "command word" is spoken by others (only).
83) Team Player: your trade crafts get +1 lvl per party member! They are all at -5 to start.
84) Strong Silent Type: Improved Strength. Speak in one word sentences (except in combat).
85) Ethereal Denier: Don't believe in Ethereal. Can't see/hear them. They can't damage you.
86) (Species) Slayer: Have slay for specific species. Always kill them in combat.
87) In Love! Secretly in love with someone (another player)? They have Allure to you.
88) Face in the Crowd: Seen an NPC. Wear "allied" sash always. Never taken hostage.
89) Power Sinkhole: Mana spent in your vicinity OUT of combat is drained away (where?).
90) Dodge Well: Resistant to Missile Weapons. Won't use any.
91) Unaffected: Honest and straightforward individual. Humble. Effects Resistance.
92) Accidental Enchanter: Items you use sometimes become magic... flaws too (watch out!).
93) Fate Shield: Can protect others from PDing (see GM). You draw instead!
94) Outsider Worshipper: Make sacrifices to specific type. Attempting to summon your lord.
95) Backstory Denial: think you have no backstory... but actually do! Roll for it.
96) Roll on a different chart of GM's choosing (any chart): Modify into backstory.
97) Roll on Events Chart/Happenings Chart: build into backstory.
98) Roll again and reverse the roll - see GM.
99) Roll again and exaggerate the roll - see GM.
100) Pick the Backstory you want (with GM approval of course).
a) There are two charts - one for Roekron, and one for Teriock.
b) When you roll 100, you must choose from the chart you were rolling on. So the people who rolled 100s for Roekron characters would have to roll on the Roekron chart.
c) I'm only posting the Roekron chart right now. Maybe the Teriock one a different time.
And, without further ado...
1) Fae born: You have faerie traits and abilities. You enjoy pulling pranks on the party.
2) Baby Giant: roll for type. First season Improved Strength etc. 2nd mature.
3) Natural Class: already Tier 1 something (though lvl 1). Must go that class anyway.
4) Magic Item Competent: +1 Magic Item Tier. Cursed.
5) Raised by Hunters: Track at 2X your lvl but cannot do in town missions.
6) Raised by Scouts. Scouting if you are stationary. Hate Thieves!
7) Sired by Elemental: have 1 spell of your type and Resistance to that magic type.
8) Deity Competent: +10 lvl is priest (all pantheons!). Very pious.
9) "Not Left Handed": With off hand only you have Disarm, Snare, and Knockback 2.
10) Sired by Troll: Healing Factor. Hate fire! - won't use it, attack those that do.
11) Sired by Death Ogre: Improved Strength, fighting cravings to eat people...
12) Raised by Weapon Master: Weapon Mastery with 1 weapon - must always use it.
13) Defector: Recently switched sides. Culture shock. +10lvl in Track/Diplomat vs. previous side.
14) Ent Friend: They won't attack you. Tree form as Ritual. Hate those who use axes.
15) Healing Competent: your are healed in 1/2 normal time. Won't allow people to be killed.
16) Gifted Healer: Double Heal, all your healing takes 1/2 time. You take 2X rate to heal.
17) Gifted Fighter: Demeaning to mages. Limited Endure and Adrenaline (in melee combat).
18) Raised by Barbarians: suspicious of mages. Magic Resistance OUT only.
19) Weapon Specialist: Pick 1 weapon. Only use items in that class. Hack and Impale with it.
20) Sherlock: Obsessed w/ solving mysteries. Identify sight at lvl, Peacekeeper, Arrogant.
21) Failed Villain: Dark Hero didn't work out. +3 lvls. Ashamed. Have skills you won't use.
22) Half-Breed. Blend your species with one of the 5 base species.
23) PTSD: Unbreachability in Combat. Cannot stomach sight of blood. Become nauseous!
24) Trap Squad: +10 lvls in Trap Deactivation. Obsessed. Take 1/2 damage from traps. But party takes 2X!
25) Weapon Style Training: Choose: Two-Handed, Dual Wield, Shield and Sword. See GM.
26) Raised by (Class): Have limited skill/spell, armor restriction, behavior of that class.
27) Natural Journeyman: cannot enter a class. Add Trade/Craft each tier instead.
28) Popeye Syndrome: Improved/Giant Strength when eat rare food. Must physrep food!
29) Power Object: Have a magic item. You believe it gives you ALL your powers.
30) Vendetta: Plan to take the lord! He killed your family... Hit Man.
31) Ward of the Enemy: Child of a powerful enemy. You are a hostage. Roll for treatment.
32) Hard of Hearing: Mix up what people say all the time. Impulsive. Peacekeeper lvl 10.
33) Nearsighted: can only see clearly within 10 ft. Must squint. Throwing Training!
34) Nemesis: Dark Hero killed your family. You have Slay for all Dark Heroes!
35) Raised by (Guild). Have OUT of that class. You count as a member.
36) Raised by (species): Speak their language, only broken common. Have 1 species ability.
37) Secret identity. Roll twice again. First is actual, second is a cover you act out.
38) Hero of a Species: Your family is revered by (species); treated as Royalty by them.
39) Isolated Upbringing: Know NOTHING of the game world... "Elves? What are those?"
40) Negative Healer: Can only heal others OUT of combat. Disrupt Healing by touch.
41) Delusions of Grandeur: Believe you're skilled - actually -5 effective lvl. Immune to fear.
42) Gift of the Tongue: can speak any/all normal languages. Can't understand them...
43) Weather Sensitive: weather damage kills you. Sense Weather. Fear out of town missions.
44) Treasure Stolen: Inheritance gone! On a mission to hunt down thieves.
45) Overconfident Jock: Braggart, +1 Tier in mock battles. +/-10 Courtesan in/out of combat.
46) Gambling Debt: must pay 8 gold a week to banks/lenders. Gambler - 10lvl. Love it!
47) Slow Metabolism: Slow, motions drawn out. Can't bleed to death. Tough, +1 AV.
48) Samurai Guardsman: Won't use shields. Allied Samurai are Fortified Areas for you.
49) Raised by Pacifist: Won't deal damage. Martial Arts. Diplomat lvl 10.
50) Raised by Mafia: Unglued Search. Thief/Assassin Guild Member (no rank - ever!)
51) Pyromaniac: Go Berserk in presence of fire! Not allowed to use fire... legal issues...
52) Necrosavant: Count as undead. Bury. Spirit Guide - spacey, distant, emotionless?
53) Random Resistance: Resistant to one specific skill/spell.
54) Misguided Follower: Have taken you deity's beliefs too far... extremist! Disenchant.
55) Legal Enforcer: Instructed to enforce specific law... Obsessed with the responsibility!
56) Crazy Scientist: See the world as your lab - testing on everyone. Alchemist lvl 10.
57) Retired Mage: +50% to your lifespan. Tier 1 Mage - banned from use. Going semi.
58) Hallucinations: Roll again for perceived backstory. See/hear things! Spirit Guide.
59) Banned by Warriors/Semis/Mages: can't go that. +1 tier to first class you go!
60) Raised by Spirits: Spirit Guide, Ethereal Travel (Ritual). Terrifed of non-undead!
61) Unforger: Unforge Magic Items (only): no mana cost. Can't use magic items.
62) Child of the Siren: Mind Control. Aloof and uncaring. Hate Amazons!
63) Won't Fly: No air travel (Polymorph, Flying, Glide, etc). Earthbind Aura (1 mana).
64) Chronic Insomnia: Regain no mana. Immune to unconsciousness (as undead). Cranky.
65) Abusive Sibling(s): Ugly duckling syndrome - Martial Arts vs party members.
66) Retired Military: region's military treats you as an ally; always help you.
67) Melee Incompetent: can't use melee weapons. Multi Shot.
68) Spell Dampener. Dispel Magic (aura). Can't use standard spells - ES only.
69) Philosopher: +10 lvl in chosen philosophy. Always spouting quotes and "wisdom".
70) Terrified of Animals: Their touch is as Fear to you. Cook/Chef at +5 for meat dishes.
71) Undecided Paths: +6 to effective class lvl in all classes, but can't go 2nd tier in anything.
72) Soul Warden: Grant Resistance to a mage type by touch (one person at a time only).
73) Fate Guardian: Bound to a player. If they PD - you do instead. Brace Elite.
74) Rules: can't use/eat/see etc specific item or food etc. Punish self if do! Divine gift.
75) Djinn Cursed: The words "I wish..." are as mind control to you. You count as a torch.
76) Formbound: Your shape is unchangeable (no treeform, polymorph, size effects, etc)
77) Magic Item Trader: Historian lvl 10, Identify. Item Cursed 1d4 times.
78) Transferrable Blessing: Can bless other players (not yourself) for the encounter.
79) Circle Form: Can become a circle of protection (OUT). You are the door.
80) Ritual Resistant: Resistant to ritual effects (mana drain type too). Disrupt them by touch.
81) Spirit Strongbox: Stash, Death Grip. Bound to anyone whose items are glued to you!
82) Living Wand: Cast spells when "command word" is spoken by others (only).
83) Team Player: your trade crafts get +1 lvl per party member! They are all at -5 to start.
84) Strong Silent Type: Improved Strength. Speak in one word sentences (except in combat).
85) Ethereal Denier: Don't believe in Ethereal. Can't see/hear them. They can't damage you.
86) (Species) Slayer: Have slay for specific species. Always kill them in combat.
87) In Love! Secretly in love with someone (another player)? They have Allure to you.
88) Face in the Crowd: Seen an NPC. Wear "allied" sash always. Never taken hostage.
89) Power Sinkhole: Mana spent in your vicinity OUT of combat is drained away (where?).
90) Dodge Well: Resistant to Missile Weapons. Won't use any.
91) Unaffected: Honest and straightforward individual. Humble. Effects Resistance.
92) Accidental Enchanter: Items you use sometimes become magic... flaws too (watch out!).
93) Fate Shield: Can protect others from PDing (see GM). You draw instead!
94) Outsider Worshipper: Make sacrifices to specific type. Attempting to summon your lord.
95) Backstory Denial: think you have no backstory... but actually do! Roll for it.
96) Roll on a different chart of GM's choosing (any chart): Modify into backstory.
97) Roll on Events Chart/Happenings Chart: build into backstory.
98) Roll again and reverse the roll - see GM.
99) Roll again and exaggerate the roll - see GM.
100) Pick the Backstory you want (with GM approval of course).