Generator - Background

GM-Info!
Work in progress!
Slightly NSFW!
This background generator is built to spark story. Each d100 table uses weighted odds - 01-40 is the ordinary, expected life; 41-62 is a slight twist; 63-100 are rare oddities - so most characters begin grounded, with the occasional lightning strike of fate. Players may pick an entry with the GM's blessing; otherwise the GM rolls. If the result is marked as GM secret, tell the player the ordinary version for now and jot the truth in your notes for a later reveal.   Every entry is ready to plug into WFRP4e and the Cypher System. In WFRP4e, backgrounds often grant a small, situational edge (typically +10 to a fitting Test once per scene or adventure), a Contact, or a recurring Complication; some entries nudge Renown, trigger Curses, or tangle with sorcery. In Cypher, they usually provide an Asset in the right circumstances, and make delicious GM Intrusion hooks when the past comes calling. If a background seems spicy, keep the mechanical impact light but persistent; let it shape play rather than overshadow it. Several entries are intentionally terse and are meant to be fleshed out collaboratively by the player and GM.   Use these tables as connective tissue. An old enemy might covet the heirloom from your family table; a secret known only at a certain shrine ties neatly to your "close location"; wealth quirks lure the party into side-jobs. Reveal secrets at dramatically kind moments - holy days, eclipses, final doors - so the backstory pays off in the spotlight.
 

Ancestry

d100 Result
01 Roll twice.
02-40 They are 100% the chosen ancestry.
41-62 Mixed blood (subtle): minor hints only (freckled iridescence, oddly sharp canines).
63 Mixed blood (obvious): visible features (ear shape, eyes, hooves, vestigial tail).
64 Shapechanger (aware): has been passing as this ancestry.
65 Shapechanger (unaware): stress may trigger a first involuntary change. GM secret
66 Fae-touched (aware): small glamour tricks & fae etiquette.
67 Fae-touched (unaware): iron stings; weird dreams. GM secret
68 Changeling: actually full fae swapped after birth; the original child lives elsewhere. GM secret
69 Demon-tainted (unaware): faint heat tolerance; odd shadow behaviour. GM secret
70 Witchbound: planted by a witch; a subtle bond lets the witch tug at fate. GM secret
71 Angelic mark (unaware): calm around holy sites; moon-pale birthmark. GM secret
72 Patron's Debt: a warlock's patron saved their life at birth and will collect debt later. GM secret
73 Star-touched: starlight freckles; sees well at dusk; occasionally hears the music of spheres.
74 Ancestor Echo: strongly resembles a storied forebear; sometimes slips into their mannerisms.
75 Reincarnate Fragments: flashes of another lifetime during danger or prayer. GM secret
76 Twin-soul: a stillborn sibling's spirit lingers as a quiet advisor - or a jealous whisper.
77 Runestone-attuned: certain runes prickle their skin; old stones point the way.
78 Time-brushed: was born between moments; once per year they lose an hour nobody can account for.
79 Beast-strain: faint beast traits (whiskers, nictitating membrane, patterned skin) from old mingling.
80 Hearth-blessed: midwives swore the fire bent towards them at birth; smoke rarely stings their eyes.
81 Grave-kissed: went cold at birth for a minute; can see ghosts, ghosts sometimes watch them curiously. GM secret
82 Old Pact Heir: a grandparent bargained for boons; the pact wants service, not coin.
83 Homunculus past: rumours say they were grown to 'replace' a lost baby - true or not, someone believes it.
84 Glamour-Sealed: A faint fae glamour hides a small giveaway in your appearance, but a touch of cold iron dispels it for a moment. GM secret
85 Mirrored Double: there exists a living double with inverted handedness and temperament. GM secret
86 Royal Echo: carries a diluted noble bloodline; certain doors open - and rivals notice.
87 Sea-sung: hears tide-like rush in silence; swims like a seal; sea-folk take interest.
88 Dust-kin: deserts never quite cling; tracks fade faster behind them.
89 Warden's Mark: animals seldom startle; angry beasts hesitate before striking.
90 Dream-walker: occasionally appears in others' dreams. GM secret
91 Blight-scar: healed from a cursed illness; leaves a faint thorn-shaped scar.
92 Sanctified: baptised thrice for reasons unknown; relics feel warm to the touch in their hands.
93 Ash-lineage: fire leaves unusual patterns on their skin - never quite burning where expected.
94 Runewright's Child: inked at birth with a protective sigil; once per season it flares faintly.
95 Cold-born: never fogs their breath; snow squeaks less under their feet.
96 Storm-hair: hair lifts in static before thunder; lightning veers - but so do tempers near them.
97 Oracle's Cradle: a midwife heard a prophecy at your birth and swooned; sooner or later the temples will seek you out about it. GM secret
98 Hag-gift: a crone 'blessed' the baby; they recover oddly fast after nightmares. GM secret
99 Sanctuary Waif: found on a chapel step with a charm and a line: "Owed to the Light."
100 Eclipse Birth: born under an omen; eclipses bring visions or episodes.
 
Ancestry Tag Mechanics
Use these only when a tag appears; otherwise the character is ordinary.   Fae-touched - WFRP4e: Iron Bites: -10 Endurance vs. iron contact; Glamour Nudge 1/scene: +10 to Charm vs. fae or to oppose minor illusions. Cypher: Asset on deception/stealth tied to glamours; GM Intrusion: cold iron hinders a task by one step. (Fae ancestry anchor and fae rarity see Ancestry.)   Demon-tainted - WFRP4e: Heat-hardy (ignore trivial heat), Stigma: -10 Charm with devout NPCs; holy places may test Cool. Cypher: Asset on resisting environmental heat; GM Intrusion: a ward flares and marks them.   Angelic mark - WFRP4e: +10 Cool vs. Fear once per scene; Vow: breaking a solemn oath imposes -10 to Fellowship until atoned. Cypher: Asset on Fear defense; GM Intrusion: compel aid to the helpless.   Shapechanger (aware) - WFRP4e: 1/day Assume Form (Minor beast/folk; counts as Talent-like narrative shift; GM sets stat tweaks, usually +10 to one appropriate Test for one scene; risks social fallout). Cypher: 1/day change grants Asset on fitting tasks for 10 minutes; GM Intrusion on stress = partial reversion.   Shapechanger (unaware) - as above, but the first shift is an involuntary complication the GM times dramatically.   Witchbound / Hag-gift / Blight-scar - borrow the idiom of lingering curses/links; use the Curses rules for severity and overcasting backlashes where relevant. WFRP4e: when the bond tugs, resist with WP or suffer a mild curse effect for a scene. Cypher: treat as an on-theme GM Intrusion or hindered task until appeased.   Patron's Debt - once per adventure the patron offers a boon (Asset / +10) in exchange for a later service; refusing incurs a curse-like penalty until repaid.   Time-brushed / Eclipse Birth - allow tiny foresight/echo moments; model with Time Magic "glimpses" vibe - brief re-rolls or 1-minute suspensions at a cost (Fatigue / Intellect).
 
 

Family

Pick one or roll. Pick a second one if you are hiding your actual family connection.  
d100 Result
01 Amnesia or was on their own since young age with no memory about the family.
02-40 Family known and alive, ordinary ties; no drama beyond the usual.
41-62 Estranged but reachable: a single letter could mend things.
63 Sold: in hardship (or given as ward), one kin regrets it deeply.
64 Runaway: left after an unforgivable row; a sibling still idolises them.
65 Pirate clan (alive): a black flag shows up in port now and then.
66 Warlock in the family: a parent/aunt is bound to a patron; bargains sometimes splash onto the PC.
67 Temple-raised: effectively adopted by clergy; festivals feel like home.
68 Guild brood: grew up in a craft hall; master counts as family.
69 Noble bastard: one powerful parent keeps it quiet... and funded. GM secret
70 Exiles: banished from a homeland; letters pass through third parties.
71 Dead by the character's hand: accident? possession? justified defence? Truth is messier than the rumour.
72 Debt-chain: family owes a cartel; collectors track the PC for leverage.
73 Fostered with another ancestry: customs and foodways not of 'their' people.
74 Silent feud: two families haven't spoken for a generation; PC is the crack in the dam.
75 Heirloom guardian: sworn to protect a specific item, not a person.
76 Missing: yearly letter has always arrived... until now.
77 Cursed line: misfortune follows firstborns unless a rite is performed each winter.
78 Renown-tangled: kin are minor celebrities or notorious villains; your name opens - and shuts - doors. Adjust Renown ±1 with one faction.
79 Tithe-bound: 10% of income goes to a shrine due to an old miracle.
80 Secret protectors: unknown allies watch from afar, intervening sometimes. GM secret
81 Oath of Silence: family will not discuss a vanished relative; anyone who breaks it "falls ill."
82 Heir to a feud: you've inherited both the grievance and the evidence box.
83 Adopted by an order: your "siblings" are initiates; you left on good terms.
84 Royal service: a parent serves at court; news travels fast both ways.
85 Smugglers' kin: you always know a hidden cove; officials sniff harder.
86 Mixed-faith household: you speak two liturgies and offend everyone a little.
87 Academic nest: dinner talk is footnotes; you were the wild one at 14.
88 Travelling troupe: can busk, mend, barter, vanish.
89 Silent monastery: who left you at their gate, and why?
90 Beast-herders: a famed breed carries your family mark.
91 Broken oath: an ancestor swore and failed; the oath occasionally echoes.
92 Plague survivors: you keep careful, ritual cleanliness; some towns still fear you.
93 Foreign quarter: you're from a city's foreign quarter, feeling both native and outsider wherever you travel.
94 Artificer line: everyone can fix something; you smell faults like rain.
95 Living ledger: your kin record births, deaths, debts for a whole ward; the Watch owes favours.
96 Political radicals: family prints pamphlets; you know all the quiet doors.
97 Orphanage alumni: a dozen "siblings" and one caretaker who can still command you with a look.
98 Mercenary company: you can always find a bunk, for a price.
99 Witness relocation: new names; the old case isn't as closed as promised.
100 Prophecy brood: you're one of "the seven"; at least one other is dead. GM secret
 
Family Tag Mechanics
Renown-tangled - set Renown with one relevant faction to +1 (admired) or -1 (reviled) at start; shift harder thereafter per your Renown ladder. Cypher: treat as an ongoing Asset (or hindrance) for social tasks with that faction; extra GM Intrusions when it bites.   Cursed line / Oath echoes - model via the Curse framework: mild, lingering penalties until resolved by rite/quest. Cypher: recurring GM Intrusion triggers tied to the family theme.   Debt-chain / Smugglers / Pirate clan - grant a Contact (fence, quartermaster, lookout) and a mirrored Complication (wanted poster, random search, ‘tax'). In WFRP4e that's usually ±10 situational on Gossip/Charm with the network, -10 with Watch/Officials once per scene.
 
 

Wealth

Pick one or roll. Pick a second one if you are hiding your actual wealth.  
d100 Result
01-40 As expected for their background/career. No surprises.
41-62 Comfortable but tied up: assets in tools/stock; cash on hand is modest.
63 Destitute: started at rock-bottom after a calamity.
64 Debts: owes money to a named lender; interest is... creative.
65 Hidden cache (known): there's a stash only they can reach.
66 Hidden cache (unknown): an older relative left a coded note somewhere. GM secret
67 Heirloom instead of coin: valuable but awkward to sell (and recognisable).
68 Guild stipend: modest retainer if you wear the badge.
69 Temple tithe: 10% income pledged; clergy offer small favours.
70 Lavish tastes: your palate is expensive and impulsive, so you're perpetually broke because luxury keeps winning.
71 Windfall once: found a purse/paid a reward; not repeatable.
72 Seasonal boom/bust: money flows in one month, bleeds out the next.
73 Patron's purse: a patron funds gear, expects results.
74 Inheritance pending 1: probate delay; rivals circle.
75 Inheritance pending 2: a will names them if they achieve X.
76 Tax lien: officials skim until a past due is cleared.
77 Lucky coin: minor edge on haggling... except around magistrates.
78 Cursed coin: money seems to vanish unless ritually 'fed'.
79 Fence friend: can liquidate loot quickly at a slight loss - no questions.
80 Investor: they've backed a caravan; returns irregular but chunky.
81 Philanthropic vow: gives away any "excess" by choice - Renown uptick with the poor.
82 Insurance policy: if they die, someone gets paid... and might prefer it sooner.
83 Cardsharp: side-income from games; enemies from games.
84 Quartermaster kin: discounts on rations/basics; never fancy kit.
85 Hedge fund: literally hedges - land in scrub country; slow yield.
86 Pawned memories: useful gear sits in a pawnbroker's window, tagged with their name.
87 Alms roll: beggars network feeds them tips; they tithe back.
88 Illicit cut: a guard captain pays hush money monthly.
89 Broken lockbox: their first savings chest was robbed; lingering paranoia.
90 Blackmail purse: they pay to keep a secret hidden.
91 Ritual expenses: must buy odd components seasonally.
92 Family dowry in dispute: lawyers eat the interest.
93 Compensation annuity: tiny, regular payments from an old injury case.
94 Noble scrip: vouchers spendable only at certain houses.
95 Ship share: owns a sliver of a trading vessel; dividends when it docks.
96 Relic trader: occasionally flips a minor relic for profit - and ire.
97 Bounty cut: a watch sergeant slips them coin for tips.
98 Spoils clause: member of a company with written shares; income surges after victories.
99 Ascetic: deliberately carries little coin; fewer theft hooks, more favours owed.
100 Dragon's whisper: you sometimes dream vivid maps to real treasure; following them works unnervingly often - but a draconic price is baked in. GM secret
 
Wealth Mechanics
WFRP4e starting coin: treat the career's standard as Normal. Then apply: Destitute -50% starting coin; Comfortable +50%; Rich +100%; Windfall once grant +2d10x10 ss one-off; Debts/Blackmail start with 3d10x10 ss owed; Stipend/Annuity +10 ss per fortnight; Tax/Tithe skim 10%.   Cypher: starting Shins as per type; then apply: Destitute -50%; Comfortable +50%; Rich +100%; Windfall once +2d10 shins; Debt owe 2d10 shins; Stipend +2 shins/day; Tithe/Tax 10% skim; Fence friend grants an Asset on selling illicit goods checks.   Renown tie-ins: philanthropy/assistance can set a local faction Renown to +1; illicit income can set -1 with Watch/Temple.
Dragon's whisper
WFRP4e: Once per adventure the GM may offer a Whisper: accept to gain +20 to one Test to locate or access a treasure (Navigation/Perception/Lockpick), or simply find a modest cache. Cost (pick 1): gain 1 Corruption; suffer Greed for the session (−10 to resist costly temptations attract a guardian/claimant within 1–3 days; or earn −1 Renown with a local faction who wanted that hoard. The GM may raise the stakes.   Cypher: As a GM Intrusion, the dream grants an Asset (or immediate small loot), but imposes a 2-step complication: a marked item is cursed/claimed, a predator arrives, or you take 2 Intellect damage from obsessive pull. Ongoing quirk: when hoard-sign is near, make an Intellect defense or be compelled to pursue.
 
 

Old Friends, Teachers, or Mentors

d100 Result
01-05 Roll twíce.
06-40 No standout mentor; a scattering of decent folk and neighbours.
41-62 Kindly schoolmaster who still sends notes of encouragement.
63 Retired soldier who taught you to stand your ground.
64 Temple cantor who drilled you in poise and breath.
65 Travelling tinker who showed you ten uses for wire.
66 Librarian who let you read "beyond your years".
67 Apothecary who paid you in herbs and small wisdoms.
68 Rat-catcher who taught you city guts and quiet feet.
69 Sailor who taught knots, tall tales, and when to duck.
70 Street performer who taught misdirection and laughter.
71 Archivist who trusts you with odd errands.
72 Sergeant who taught you a drill and a glare.
73 Elder witch who corrected your superstitions.
74 Artisan master who prized your hands over your tongue.
75 Hedge-priest who taught mercy's sharp edge.
76 Scholar who argued with you properly and fairly.
77 Ranger who gave you your first decent knife.
78 Brewer who taught patience and cleanliness.
79 Scribe who trained your lettering enough to forge politely.
80 Fence who taught you when not to ask questions.
81 Court usher who taught you to move unseen in silk corridors.
82 Duellist who set your stance straight with a cane tap.
83 Midwife who taught you calm in crisis.
84 Mask-maker who showed you how people wear faces.
85 Engineer who taught you to trust the measurement, not the boast.
86 Hermit who taught you to listen to wind and water.
87 Bard who taught you stories people want to hear.
88 Spice-seller who taught you the language of markets.
89 Hunter who taught you to read ground like a book.
90 Smuggler who taught you tides and timings.
91 Secret benefactor who still pays a modest stipend.
92 Fallen mentor seeking redemption through you.
93 Dangerous teacher whose lessons have a cost.
94 Fae tutor who appears in dreams with tasks.
95 Spy handler who occasionally leaves dead-drop notes.
96 Renowned master who expects impossible standards.
97 Bookish friend who always finds the right reference.
98 Healer who trusts you with a key to their back door.
99 Retired adventurer who keeps one favour for you "when you really need it".
100 Legendary mentor whose name opens doors - and enemies' eyes.
 
Mentor Mechanics
WFRP4e: one Contact tied to the mentor's sphere; once per adventure gain +10 to a single relevant Test if you can plausibly ask their advice or use a trick they taught you. Legendary/secret variants allow a Favour (small miracle or introduction) once per arc; earn a Debt.   Cypher: the mentor provides an Asset for one relevant task per session if contact is plausible; legendary/secret versions can be a 2-step Asset once per arc with a narrative string attached.
 
 

Old Enemies

d100 Result
01-05 Roll twíce.
06-40 No notable old enemy; only everyday grudges that fade with time.
41-62 Rival, not hostile: you push each other; barbed compliments are the norm.
63 Spurned suitor who now snipes from the sidelines.
64 Former partner in crime who took the fall and blames you.
65 Crooked bailiff whose "fees" you exposed.
66 Street tough you humiliated in front of their gang.
67 Petty noble you embarrassed during a feast.
68 Guild clerk you caught skimming the books.
69 Witchfinder who suspects you of "improper sympathies".
70 Ex-mentor whose teachings you publicly refuted.
71 Highway brigand you wounded and escaped from.
72 Temple scribe you tricked for access to the archives.
73 Rival adventurer who thinks you stole their glory.
74 Quartermaster you reported for selling spoiled rations.
75 Tax collector who thinks you cost them a promotion.
76 Illusionist you unmasked mid-performance.
77 Smuggler whose hidden cove you revealed.
78 Apothecary you accused (rightly or wrongly) of watering tonics.
79 Cardsharp you out-cheated at their own table.
80 Loud pamphleteer whose cause you mocked.
81 Militia sergeant you defied in public.
82 Beast-handler whose prized animal fled because of you.
83 Ship's officer you reported for cruelty.
84 Priest who decries your "heresies".
85 Hedge-mage who swears you stole a grimoire page.
86 Archivist who barred you for "mud on the folios".
87 Bounty hunter who lost a mark thanks to you.
88 Baker with a public vendetta after you ruined their festival bread.
89 Necromancer who wants back a bone-charm you seized. GM secret
90 Crime lord whose courier you turned. GM secret
91 Monarch's fixer who filed your name under "problems". GM secret
92 Demon cultist who thinks you foiled their initiation. GM secret
93 Fae emissary slighted by your broken etiquette. GM secret
94 Duellist you disarmed; they crave a rematch at dawn.
95 Scribe who forged your signature and blames you when found out.
96 Alchemist whose lab you accidentally detonated.
97 Moneylender who holds a grudge long after the debt was paid.
98 Grieving relative who blames you for a death.
99 Silent hunter who has shadowed you for years. GM secret
100 True Nemesis: a patient mastermind tying threads against you. GM secret
 
Enemy Mechanics
WFRP4e: Old Enemy grants a recurring Complication once per adventure (-10 to one key Social Test in their sphere; or a surprise Encounter). True Nemesis: once per arc, they counter a plan unless foiled by a Hard (-20) Test or clever prep.   Cypher: treat named enemies as a standing GM Intrusion source; once per session they create a 1-step hindrance or arrive with a level-appropriate obstacle. True Nemesis: 2-step hindrance for one scene unless countered with an Asset, effort, or narrative prep.
 
 

A Location They Are Closely Connected To

d100 Result
01-40A familiar home ward or village green; you know faces, corners, and shortcuts.
41-62The bridge under-arches where you learned to listen to the river.
63 A hilltop shrine where a vow was made.
64 The old watchtower that kept you safe during storms.
65 A library alcove that still smells of dust and lemon oil.
66 A marketplace awning where you hid and watched people.
67 A city gate where you once worked the queues and heard all tongues.
68 The quarry path where you outran falling stone.
69 A ruined villa whose mosaic you nearly finished cleaning.
70 The bell-foundry where you learned timing and heat.
71 A riverside boathouse with a loose plank and secrets beneath.
72 A salt-marsh boardwalk that sings when the tide turns.
73 The hospice where someone you loved recovered - or didn't.
74 A windmill whose turning soothed your worst nights.
75 A chalk-cut figure on the downs that feels like an old friend.
76 The glade where you first met something not quite human.
77 A smugglers' tunnel with your initials scratched at child-height.
78 A derelict bathhouse whose steam still rises on cold mornings.
79 The rookery roof where you learned rooftops as roads.
80 A broken menhir that hums when you press your ear to it.
81 The court stairs where you swore never to beg pardon again.
82 An orchard where you earned your first honest coin.
83 The ship's figurehead carved by your own hand.
84 A hidden cistern you once used as a secret meeting place.
85 A city archive annex that hides a window just your size.
86 The pilgrim road milestone where you left flowers each year.
87 A bell-less belfry that frames your favourite piece of sky.
88 A burned-out townhouse where you found a half-melted charm.
89 A cold-iron fence you dare not cross any more.
90 A sleeping barrow that dreams loudly near the solstice.
91 A fae stile where time felt soft for an hour.
92 A chapel crypt where the air tastes of copper.
93 A lighthouse stair you can climb blindfolded.
94 The lock-keeper's cottage that always had warm bread.
95 A stage trapdoor you fell through and learned to bow.
96 A training yard whose dust you still smell in rain.
97 A tavern corner where the wall listens kindly.
98 A boundary stone that moves an inch each spring.
99 A hollow tree that keeps your letters dry.
100 A silvered pool that once showed you something impossible.
 
Secret Knowledge Mechanics
WFRP4e: when acting in or about this place, gain +10 to one relevant Test per scene (Navigation in ward, Charm with locals, Stealth on familiar roofs, Lore about its history). GM secret places can also impose Fear/Stress tests or offer unique boons. You also start with one Contact tied to the site.   Cypher: treat tasks tied to the place as having an Asset once per scene; secret places are fertile GM Intrusion ground and may grant a 2-step Asset if the PC embraces a complication tied to the site.
 
 

Secret Knowledge

d100 Result
01-40No secret lore beyond common sense and rumours.
41-62Knows a safer city shortcut the Watch hasn't mapped.
63 Knows the true name of a minor local spirit.
64 Knows a temple's hidden reliquary hatch.
65 Knows which guildmaster takes bribes - and how.
66 Knows the password to an old smugglers' bolt-hole.
67 Knows the recipe for a rare hangover cure that actually works.
68 Knows the burial place of an unclaimed minor noble.
69 Knows a fae etiquette rule that averts grave insult.
70 Knows a banned pamphlet's printer and safe-house.
71 Knows which relic is fake in a famous chapel.
72 Knows a forgotten clause in local charter law.
73 Knows an oared way upriver against strong current.
74 Knows who really owns a popular tavern.
75 Knows the signs of a demon cult's meeting night.
76 Knows the three-knock code of the night-soil guild.
77 Knows a ruined watchtower where messages are cached.
78 Knows a hedge ritual to calm angry beasts.
79 Knows the heraldic tell that marks a bastard line.
80 Knows the minor rune that warns of meddled locks.
81 Knows that a "ghost" is a living blackmailer.
82 Knows which judge gambles, and where.
83 Knows a lighthouse signal meaning "do not dock".
84 Knows the bell-sequence for a false fire alarm.
85 Knows the old name of a street that hides a deed.
86 Knows a market stall that sells true maps under the table.
87 Knows the chapel hour when the reliquary is unattended.
88 Knows the trick to open a sealed family crypt.
89 Knows a faltering ward protecting a very old cellar.
90 Knows a monarch's embarrassing childhood nickname.
91 Knows the route a certain treasure wagon always takes.
92 Knows a noble's illegitimate child's whereabouts.
93 Knows the final verse to a song that opens a door.
94 Knows the quarry path that avoids the landslides.
95 Knows a secret in your mentor's past.
96 Knows how to break a minor local curse - at a price.
97 Knows the real cause of a famous fire.
98 Knows the keeper of a black ledger and their fear.
99 Knows the symbol of a sleeping conspiracy.
100 Knows a world-shaking truth in fragmentary form.
 
Secret Knowledge Mechanics
WFRP4e: when the secret applies, gain +20 to a single relevant Test (Lore, Navigation, Gossip, Pick Lock, etc.) once per session; GM secret entries also grant a ready-made Hook/Complication the GM can cash in.   Cypher: when leveraged, treat the task as having an Asset (or 2 steps if especially apt) once per session; secrets marked GM secret are ideal GM Intrusion triggers if ignored or mishandled.
 
 

Ultimate goal

What are you trying to achieve in the long run? Pick one or roll. You can pick a second one if you want to keep your actual goal a secret.  
1d15 GoalDescription
1Discovery and ExplorationUncovering hidden lands, ancient ruins, and uncharted territories, driven by the thirst for knowledge and the thrill of the unknown.
2Wealth and ProsperityAccumulating riches, valuable artifacts, and resources, aiming to secure a comfortable and opulent lifestyle.
3Mastery of SkillsBecoming a master in various fields, whether combat techniques, magic, crafting, or diplomacy, and pushing personal boundaries to achieve perfection.
4Fame and ReputationEstablishing a renowned name in the world through heroic deeds, daring feats, and remarkable achievements, leading to admiration and respect from peers.
5RedemptionSeeking to atone for past mistakes or crimes, and working towards becoming a force for good and righteousness.
6Avenging a Loved OnePursuing a personal vendetta against those responsible for the harm or death of a beloved family member or friend.
7Quest for True LoveFinding a soulmate or reuniting with a lost love amidst the adventures and challenges of the world.
8Restoring a KingdomReclaiming a lost throne, rebuilding a fallen empire, or overthrowing a tyrant ruler to establish justice and stability.
9Preserving a LegacySafeguarding ancient traditions, rare species, or fading cultures to ensure they're not lost to time.
10World-Altering DiscoveryUnraveling a cosmic secret, a forgotten prophecy, or uncovering an artifact that holds the power to reshape the world.
11Becoming a LegendTransforming into a legendary figure, spoken of in tales and songs, and achieving a level of greatness that echoes through generations. This could also be ascension into a higher being.
12Exploration of IdentityEmbarking on a personal journey to discover one's true origins, heritage, and uncovering hidden lineage.
13Harmony with NatureStriving to achieve a balance between civilization and the natural world, fostering environmental protection and coexistence with magical creatures.
14EnlightenmentSeeking profound spiritual or philosophical understanding, and exploring the mysticism and mysteries of existence.
15Protection of Loved OnesEnsuring the safety and happiness of family and friends, and shielding them from the dangers of the world.
 


Cover image: article-header-character-background by Tillerz using MJ

Comments

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Sep 19, 2025 18:08 by Moonie

love this, so well laid out and well thought out to boot!

Moonie
Still standing. Still scribbling. Still here.
The Last Home
Sep 22, 2025 18:36

Yo, the DM secret is an absolutely brilliant mechanic!

Nov 18, 2025 23:45 by Dr Emily Vair-Turnbull

This is fun. I love the twist of the DM secrets.

Emy x
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