GM RANDOM TOOLS (BASIC):
CHARACTERS:
CHARACTER PRIOR HISTORY:  Any item may be arbitrated, rather than randomly generated, by a Player or GM.  Any item that does not fit the Character concept may be discarded, ignored or re-rolled @PCD/GMD.
	PERSONALITY:
ALIGNMENT (1d6, x2)										
1-2...Good				3-4...Neutral			5-6...Evil
1-2...Neutral			3-4...Lawful			5-6...Chaotic		
MOTIVATION (1d12)											
1...Passion/Altruism				  7...Ego/Self-Empowerment  
2...Acceptance/Belonging			  8...Power/Control				
3...Materialism/Lust				  9...Survival/Safety
4...Freedom/Autonomy 			10...Comfort/Ease					
5...Duty/Morality					11...Adventure/Boredom			
6...Purpose/Ambition				12...Posterity/Name				
PERSONALITY (1d20, x2)										
	Roll once each for Primary and Secondary personality traits, based on 
Alignment.  Neutral (True) Alignments check the same category twice; for TN, 
determine category randomly.
	Good: 		Evil:			Lawful:		Chaotic:			
2...	Kind			Cruel			Obsessive		Nonchalant
3...	Honest		Deceptive		Inflexible		Rebellious					
4...	Humble		Arrogant		Intolerant		Permissive				
5...	Honor-Bound	Devious		Open			Secretive			
6...	Benevolent		Greedy		Hesitant		Reckless		
7...	Forgiving		Vengeful		Soft-Spoken	Brazen					
8...	Abstinant		Hedonistic		Methodical		Random
9...	Unresponsive	Lecherous		Megalomaniacal	Power-Shy			
10...	Gullible		Manipulative	Sober			Silly		
11...	Foolhardy		Cowardly		Bull-Headed	Weak-Willed		
12...	Trusting		Paranoid		Team-Player	Loner
13...	Naive			Cynical		Reserved		Extravagant			
14...	Prideful		Shameless		Level-Headed	Moody			
15...	Polite			Rude			Pious			Uncouth								
16...	Empathetic		Callous		Overbearing	Slack
17...	Cheerful		Angst-Ridden	Obdurate		Curious			
18...	Selfless		Selfish		Passive		Aggressive	
19...	Pacifistic		Bloodthirsty	Patient		Impulsive			
20...	Acquiescent		Jealous		Submissive		Obstinate			
MOST VALUED POSSESSION (1d12)								
1...	Weapon		5...	Book/Diary				9...	Toy
2...	Tool			6...	Recording				10...	Letter/Message	
3...	Piece of clothing	7...	Musical instrument		11...	None
4...	Picture		8...	Piece of jewelry			12...	Roll twice		
MOST VALUED PERSON (1d12)									
1...	Parent		5...	Self					9...	Personal Hero
2...	Sibling		6...	Pet					10...	Historical Figure	
3...	Lover			7...	Teacher/Mentor			11...	None	
4...	Friend		8...	Public Figure/Celebrity		12...	Roll twice		

	FAMILY: 
FAMILY, SOCIAL STATUS (2d6)									
See Campaign for description of Status levels							
2...	Status -2	5...	Status 0	  8...	Status 0/1		11...	Status 3/4
3...	Status -1	6...	Status 0	  9...	Status 1/2		12...	Status 5+		
4...	Status -1	7...	Status 0	10...	Status 2/3						
UPBRINGING (2d6)											
2...Dysfunctional, Unusual	6...Mundane, Strict		10...Unusual, Benign
3...Dysfunctional, Hostile	7...Mundane, Neutral		11...Unusual, Chaotic	
4...Dysfunctional, Chaotic	8...Mundane, Permissive	12...Unusual, Absent
5...Absent				9...Absent								
UPBRINGING, ABSENT (1d12)									
Roll 1d6 to determine affected parent; 2-3=mother, 4-5=father, 1 or 6=both;
raised by one parent, or by relatives/organization/fostered if both parents absent	
1...	Complex; roll twice
2...	Parent(s) murdered/killed under suspicious circumstances				
3...	Parent(s) killed in accident/combat
4...	Parent(s) incapacitated by long-term (mental/physical) illness, coma		
5...	Parent(s) separated, remarried (single step-parent)	
6...	Parent(s) separated, raised by single parent						
7...	Parent(s) separated, alternating custody
8...	Parent(s) defected to [the other side]							
9...	Parent(s) in hiding/on the run
10...	Parent(s) gone missing, for reasons unknown						
11...	Parent(s) have amnesia (or similar affliction)						
12...	Complex; roll twice										
UPBRINGING, DYSFUNCTIONAL (1d12)							
Roll 1d6 to determine affected parent; 2-3=mother, 4-5=father, 1 or 6=both		
1...	Complex; roll twice
2...	Parent(s) in [and out of] financial crisis							
3...	Parent(s) in [and out of] prison/legal trouble
4...	Taken away from real parents, who constantly fought for custody			
5...	Parent(s) separated, multiple step-parents 	
6...	Parent(s) separated and hostile; in [and out of] court/trouble			
7...	Kidnapped by (real/current) parent(s)
8...	Parent(s) is drunk/junkie									
9...	Parent(s) required special (medical) care
10...	Parent(s) mentally/physically abusive							
11...	Parent(s) of radically different/opposing Alignment/mentality
12...	Complex; roll twice										
	Notes: For more detail about disappearances/accidents/secrets/etc., see Mission/Plot Generation.
UPBRINGING, UNUSUAL (1d12)									
Roll 1d6 to determine affected parent; 2-3=mother, 4-5=father, 1 or 6=both		
1...	Complex; roll twice
2...	Parent(s) is a social/physical aberration							
3...	Parent(s) is deep-cover operative (or similar)
4...	Parent(s) is living under a secret identity							
5...	Raised with large "extended family"
6...	Constantly moving around									
7...	Raised by foreign/alien parent(s)
8...	Raised in foreign country/environment							
9...	Raised by [an organization/group]
10...	Parent(s) has paranormal/unusual ties/background											
11...	Parent(s) are part of [secret organization]						
12...	Complex; roll twice										
FAMILY, CURRENT SITUATION (1d12)							
1-2...	Hostile			5-6...	Neutral			9-10...Close
3-4...	Distant			7-8...Good				11-12...In Crisis		
FAMILY, CRISIS (1d12)										
Roll 1d6 to determine affected member(s); 2-3=individual, 4-5=group, 1 or 6=all	
1...	Complex; roll twice
2...	Family [member(s)] lost all possessions/standing; betrayal/criminal cause	   
3...	Family [member(s)] lost all possessions/standing; bad management
4...	Family [member(s)] lost everything when fortunes collapsed			
5...	Family [member(s)] exiled from homeland; you may return under alias
6...	Family [member(s)] captured/imprisoned							
7...	Family [member(s)] vanished, suspicious circumstances
8...	Family [member(s)] vanished, mysterious circumstances				
9...	Family [member(s)] dead/crippled/ill, suspicious cause
10...	Family [member(s)] dead/crippled/ill, mysterious cause				
11...	Family [member(s)] dead/crippled/ill, mundane cause
12...	Complex; roll twice										
	Siblings:  Chk:Pos/Neg(closed)+avg. family size (min=0) to determine number of siblings.  Other mods per GM. 			
SIBLINGS, GENDER (1d6)										
odd=male								even=female			
SIBLINGS, RELATIVE AGE (2d6)									
1-2...Much Older		6-8...Younger			11-12...Twin	
3-5...Older			9-10...Much younger							
SIBLINGS, CURRENT SITUATION (1d12)							
1-2...	Hostile		5-7...	Neutral			10-11...Friendly
3-4...	Distant		8-9...	Rivals				12...Unusual/Unhealthy		
	Notes: For more detail on siblings, use Upbringing.

	OTHER RELATIONSHIPS:
	Friends:  This section refers to the Character's current circle of friends; does not necessarily include all friends, but the more important/influential ones.  Chk:Pos/Neg(closed) (min=0) to determine number of friends.				
FRIENDS, GENDER (1dx)										
odd=male								even=female			
FRIENDS, ORIGIN (1d12)										
1...	Roll twice					7-8...	Family friend('s child)
2...	Childhood buddy				9...	Random meeting/acquaintance	 					
3...	School ex-enemy	/rival			10...	Ex-lover
4...	School buddy				11...	Teacher/Mentor					
5-6...	Partner/Co-worker			12...	Paranormal/Unusual [ties]		
	Notes: For more detail on friends, use Romance, Involved.
	Enemies:  This section refers to the Character's current enemies.
ENEMY, PRESENCE (1d12)										
1-9...None							10-12...Enemy present			
ENEMY, NATURE 											
See Subject/Task to determine who the Enemy is
See Motivation to determine Enemy's motivation
See Mission to determine what was done					
ENEMY, STANDING (1d12)										
1-2...		Very Hostile; will sacrifice himself to hurt you
3-4...		Hostile; actively wants to hurt you							
5-6...		Dislike; won't go out of his way to hurt you
7-8...		Rival; doesn't actually want to hurt you						
9-10...	Neutral; couldn't really care about you	
11-12...	Unwitting; has no idea why you hate him						
	Romance:  This section refers to the Character's current romantic situation.  Whether or not the Character is currently married may be arbitrated by Player or GM, or may be randomly determined; current romantic status can still be randomly determined and applied without modification, even if the Character is determined to be married.
ROMANCE, CURRENT (1d12)									
1-4...Uninvolved		5-8...Involved			9-12...Recovering		
ROMANCE, ORIGIN (1d12)										
1...	Roll twice					7-8...	Cousin/family friend('s child)
2...	Childhood buddy				9...	Random meeting/acquaintance	 					
3...	School ex-enemy	/rival			10...	Ex-lover
4...	School buddy				11...	Teacher/Mentor					
5-6...	Partner/Co-worker			12...	Paranormal/Unusual [ties]		
ROMANCE, INVOLVED (1d20)									
Randomly determine affected party, where applicable						
1...	Secret: existence of relationship being kept from others
2...	Disapproved: your/their friends/relatives hate you/them				
3...	Troubled: you hate/avoid their friends/relatives/upbringing
4...	Mismatched: (phys/soc) race, age, religion, etc.					
5...	Serious: engaged, newly-wed, or could be soon		
6...	Long-Term: married, co-habitating, or could be soon					
7...	Non-Serious: sex-buddies, on & off, or just not willing to commit
8...	Healthy: everything is going smoothly, at the moment				
9...	High-Maintenance: may be a Dependent
10...	Long-Distance: one moved away/met remotely, corresponding			
11...	Rocky: you constantly fight
12...	Paranoid: one is jealous/suspicious								
13...	One-Sided: one is less serious than the other
14...	Unhealthy: one is psychotic, clingy, or otherwise dysfunctional			
15...	Cheating: one or both of you is seeing other(s) (openly/secretly)	
16...	Contested: one of you has a romantic rival.						
17...	Slipping: started well, but (one/both) getting bored/tired of it
18+	Complex: roll twice, re-roll any same/similar results					
ROMANCE, UNINVOLVED (1d20)								
Randomly determine affected party, where applicable						
1...	Short Attention Span: date often, but they "never seem to work out"
2...	Saving Yourself: waiting for the right person						
3...	Preoccupied: don’t have time for romance
4...	Shallow: just can't get serious								
5...	Crush: someone you're not (currently) interested in is interested in you	
6...	Loser: not for lack of trying									
7...	Apathetic: just don't care
8...	Lacking Opportunity: not enough "suitable" fish in your stretch of ocean	
9...	Wallflower: inexperienced and/or shy	
10...	Gutless: have a crush on someone, but can't bring yourself to do anything	
11...	Oblivious: you wouldn't know if someone was interested in you
12...	Picky: you can never find someone that meets your "requirements"		
13...	Sabotage: some one/thing always kills your efforts before they fully develop
14...	Hermit: you don't get out enough to meet anyone					
15...	Scary: someone/thing tends to frighten prospects off before they get settled
16...	Turned-Off: you had a "bad experience,"	and want nothing to do with love	
17...	Phobic: the opposite sex/romance (or possible consequences) scares you
18+	Complex: roll twice, re-roll any same/similar results					
ROMANCE, RECOVERING (1d20)								
Randomly determine affected party, where applicable						
1...	Killed, combat/accidental circumstances
2..	Killed, suspicious circumstance								
3...	Killed, mysterious circumstances
4..	Kidnapped or imprisoned, never able to find them					
5..	Committed suicide or went insane								
6.. 	They changed (mentally/emotionally/physically); no longer "compatible"	
7..	Parted, but after some time, (one/both) still somewhat interested		
8..	Left with good reason, and pays you no further thought										
9..	Parted amicably for normal reasons, moved on						
10.	Parted, but remained friends (see Friends)						
11..	Kept apart (by society/geography/injury/ilness), and eventually gave up	
12..	Rival/enemy cut you out of the action							
13..	"Taking a break," trial-separation, etc.							
14..	Parted and hostile, became enemies (see Enemies)					
15..	Defected to [the other side]									
16..	Left without explanation, and never seen again						
17..	Vanished, mysterious circumstances
18.	Vanished, suspicious circumstances								
19+	Complex: roll twice, re-roll any same/similar results					
	Children: Married or otherwise, number of children sired/birthed by the Character can be determined, as for Siblings.  Obviously, there can be no children if the Character has never been "involved" (or can there?).

	CAREER AND EDUCATION: Consult appropriate Job Tables for the campaign to determine available jobs, and job statistics; Player-created jobs are @GMD.  Two further statistics must be determined for each career type used -danger and Risk.  Risk represents the job's stability, and is arbitrated by the GM or generated randomly using a Chk:Pos/Neg(closed)(max ±4); job-related Risk is treated as for standard Risk (increased/decreased difficulty, for increased/decreased benefit).  Danger Level affects the results of failure, and is arbitrated by the GM, using the following example:
EMPLOYMENT, DANGER LEVEL (2d6)											
					Examples											
2-3...		Injury Common	Professional sports
4-5...		Injury Possible	Construction, fast-food									
6-8...		No Danger		Desktop publishing, corporate administration, politics, technical
9-10...	Death Possible	Beat-cop, military in peacetime, race-car driver, rodeo			
11-12...	Death Common	Military in wartime, politics in Colombia, any job in a combat zone	
	Employment/Education Checklist: Generated in segments of four years (or less, @GMD), referred to as a Term.  Each change of career for the Character should be generated as a new Term, UOS.  The following items are checked once each per Term:
	1) Chance Events: determines number and nature of opportunities or hazards that occur, not as a result of Character action.
	2) Competence: determines Character's level of performance; standard Risk modifiers apply.
	3) Consequence: determines the after-effects of the Character's performance, and how others viewed or responded to it.
	4) Morale: determines Character's attitude toward his job, and the likelihood of him staying or leaving.
	5) Continuation: as required.  Affected by Character's Competence, random events and Morale.
	Characters receive a base of 10XP per Term, or 10XP per year of Term for full-time education/intensive training, @GMD.  XP should be spent on work/training-related Skills or Traits (or Attributes, if appropriate).
	Chance Events:  Chk:Pos/Neg(open) ±[Mods] once per Term for the number of Chance Events occurring in that period.  Same Event occurring during the same Term increases the severity/benefit of a single Event.
	Mods:
4-year Term...	±0
2-year Term...	 -1 
1-year Term... 	 -2
½-year Term..	 -3
1-month Term	 -4
TERM, CHANCE EVENTS (1d12)											
1-2...	Enemy; see Enemy					7-8...	Affair; see Romance, Involved		
3-4...	Break-Up; see Romance, Recovering		9-10...Windfall/Award; see below		
5-6...	Friend; see Friends					11-12...Incident; see below			
	Notes: A Break-Up, when no previous Affair exists, indicates an affair that starts and ends in the same Term.  Romance/Friends/Enemies generated normally, and may not be work-related (@GMD), although work-related NPCs will often be somehow related to Competence/Consequence results.
TERM, WINDFALL/AWARD RESULT (1d12)									
2...	Favor: 					per Basic Set, +5 CP; 50% work-related
3...	Contact: 					per Basic Set, +5 CP; 50% work-related			
4-5...	Management Change/New Job:	+1 Morale
6-7...	Business Boom:				SW+10%, +1 Morale						
8-9...	Better-Paying Job/Raise: 		Pay+10%, +1 Morale
10...	Side Job:					SW+10%, -1 Morale						
11...	Prize:						[SW +amt.]
12...	Roll twice/GM Choice:			re-roll & apply both, @GMD					
	Notes: SW adjustments are assessed when finalizing the Character, and are cumulative.  CP bonus for Favor/Contact is above the campaign CP limit; more points may be spent on Favor/Contact as desired, @GMD.  Morale adjustments apply to current Term, and are cumulative with other Morale adjustments.
TERM, INCIDENT RESULT (1d12)										
2...	Owe A Favor:				ltd. Duty, per Basic Set, -5 CP; 50% work-related
3...	Blamed/Implicated:			Bad Rep, per Basic Set, -5 CP; 50% work-related	
4...	Long-Term Job-Loss:			SW-(MCL x1d4)
5-6...	Mgmt Change/Temp Job-Loss:	-1 Morale								
7-8...	Business Crash:				SW-10%, -1 Morale
9...	Accident:					Chk:10 vs Consequence, under DthPos			
10...	Surprise Debt/Financial Ruin:		[SW -amt.]
11...	Lose Friend/Family:			see Parents, Absent/Romance, Recovering		
12...	Roll twice/GM Choice:			re-roll & apply both, @GMD					
	Notes: SW adjustments are assessed when finalizing the Character, and are cumulative.  If final result is a negative total, that Character is "in debt" for that amount; starting equipment may be purchased, up to Poor SW, and the amount added to the debt total.  CP penalty for Duty/Rep is above the campaign Disad limit; more points may be spent on Duty/Rep as desired, @GMD; other appropriate Disads may be substituted for Duty/Rep @GMD.  Morale adjustments apply to current Term, and are cumulative with other Morale adjustments.  Temp Job Loss assumes a job within the current career field is eventually available, within the Term.  Long-Term Job Loss is assumed to last for the entire Term, and may be ended by taking a new career next Term, or Re-Enlistment success.
	Risk: Standard Risk mods apply, above & beyond the Risk-level of the job itself, up to ½Working Skill.  The actual nature of Risk should be specified, and will depend on the career.  High risk at a desk-job might represent working a lot of overtime, serious brown-nosing, cheating, etc.
 	Competence Check: For Employment Terms, Chk:[Working Skill] ±Risk(total) ±Morale Adjustment; apply the result to the Competence table to determine the Character's job performance success.  If Working Skill has not yet been determined, use a base check of 12 (results may be adjusted later if final working skill differs, @GMD).
	For Education Terms, Working Skill is replaced by IQ.  If IQ score has not yet been determined, use a base check of 10.
TERM, COMPETENCE CHECK RESULTS (Working Skill)									
		Performance:		Reputation:				Reward:		Promotion:	XP Bonus:	
+10+...	Amazing			+2 Local Rep, +1 Perm Rep	Rewarded		12		+7
+8-9...	Distinguished		+1 Local Rep			Rewarded		10		+5		
+5-7...	Helpful			-					Recognized		8		+3
+0-4...	Competent			-								No Check	+0		
 -1-4...	Barely Competent 	-					Ridiculed		No Check	+0
 -5-7...	Incompetent		-					Reprimanded	8		+1		
 -8-9...	Bumbling			-1 Local Rep			Punished		10		+2
 -10+...	Dangerous			-2 Local Rep, -1 Perm Rep	Sev.Punished	12		+3		
	Notes: 
	Local reputation only applies to the immediate career-field or geographic area, and and is lost when the Character changes careers or moves away.
	Punishments/Rewards are @GMD, according to the nature of the job being performed and the nature of Risk taken.  In many cases, the only reward may be a cash-bonus (which should be around a month's pay), and the only punishment available would be firing.  Severe punishment can include blacklisting (Character can no longer take that career (w/ex)), jail-time or similar legal condition @GMD; on a natural critical result, at least one Term of jail time (or similar) is automatic.
	Promotion/Demotion may mean being moved to a more/less enjoyable or advantageous position (lateral), rather than an increase/decrease in authority.  In dead-end or small-time jobs (or any job that does not use some form of Rank), promotion/demotion only occur on a critical or ±10 result, promotion representing an opening in management or similar condition.  A Succ/Fail bt 5+ can mean commission/de-commission, @GMD.
	Bonus experience points should only be spent to improve job-related Skills or Traits.
	Education Terms should be treated as a dead-end job.  Promotion might mean being elevated to student-teacher, teacher's assistant, etc.
	Consequence Check: Chk:Base Success ±Risk(total) ±Morale Adjustment; apply the result to the Consequence table to determine the result.   
TERM, CONSEQUENCE RESULTS	 (Base Success)							
Result	Morale:	NoDgr:	InjPos:	InjCom:	DthPos:	DthCom:		
cSucc...	+2	-	-		-		-		-
xSucc...	+1	-	-		-		-		-			
Succ...	-	-	-		-		-		Min.Inj
mSucc...	-	-	-		Min.Inj	Min.Inj	Min.Inj		
mFail...	-	-	-		Min.Inj	Maj.Inj	Maj.Inj		
Fail...	-	-	Min.Inj	Maj.Inj	Maj.Inj	Crp.Inj		
xFail...	-1	-	Maj.Inj	Maj.Inj	Crp.Inj	Death		
cFail...	-2	Min.Inj	Crp.Inj	Crp.Inj	Death		Death			
nFail...	-3	Maj.Inj	Death	Death		Death		Death			
	Notes: 
	For Friends or Enemies, refer to their respective sections in Prior History.  "Local" refers to NPCs that remain behind when the Character changes careers/schools, and are not currently active.  Multiple Enemy/Friend occurences can "upgrade" or "downgrade" that NPC; Friend(s) upgrades to Ally(Group), or Contact(s), or downgrades to "not friend(s)," or further downgrades to Enemy(s).  In either case, the Friend/Enemy remains inactive unless they are purchased normally.
	Injuries do not account for every instance within a given Term, but only specific injuries that have effects that last beyond the Term itself.  Specifics are left to the GM or Player to define, but should be limited to job-related injuries.  Minor Injuries require no hospitalization, and generally have no lasting effects (but earn a Purple Heart or equivalent, in military careers), but can add up over time or cause problems later.  Major Injuries require some hospital-time, expeditures, etc., and may have lasting effects (no more than 10-15 points of Disads).  Crippling Injuries will include significant down-time, and have no Disad point limit.  Death represents a near-death incident (and not actual death), and can include coma, or other long-term medical problems, serious loss of income, large expenditures, etc.; at least one Term of comatose state, physical therapy, etc. should follow, @GMD, and there should be some lasting after-effect (no Disad limit).
EMPLOYMENT/EDUCATION, STARTING WEALTH ADJUSTMENTS	 			
Minor Injury:		No Effect
Major Injury:		SW-(MCL x1d6-3 (min=1))							
Crippling Injury:		SW-(MCL x1d6)
Near-Death:		SW-(MCL x3d6) (or less, depending on Term length))			
Cash Bonus/Penalty:	SW±Month's Pay									
	Morale: Starting Morale for a given career is 10, or random rolled as for Reaction (see Basic Set).  Morale adjustments accumulate as long as the Character remains in the same career field.  Morale re-sets any time the Character changes careers, even mid-Term (as opposed to changing jobs).
	Continuation:  Chk:Morale ±Competence Result; Succ=career may continue for another Term; mFail=change job (not career); Fail=change career (honorably discharged, resigned); xFail=dishonorably discharged/fired; cFail=barred from re-enlistment, blacklisted.  Nature of failure is determined by Player/GM.