1.2 HP, pips and backgrounds
Roll 1d6 for your bats's starting pips. Also, roll a d6 for your HP. Match your HP result to the table below to find out how your bat came to leave their cave clan and live among mice.
1hp - Test subject - Your bat was a test subject in a human lab and somehow manage to escape or was set free. Their memory is hazy about what happened and a strange antenna sticks out the side of their head. Sometimes the bat will hear radio signals and in rare cases, unwillingly obeys remote control transmissions. 1 electric lamp, 2 button batteries
2hp - Pacifist - Your bat never liked the taste of moths or other insects and one day when their parents tried to force them to eat a helpless moth, they just couldn't do it. That night the bat befriended the little moth and kept it as a pet. This angered the bat clan elder who forced the bat to leave the cave and hunt for themselves. They wandered for a time until meeting mice who offered other forms of food including fruit which your bat found very agreeable. 1 bag of berries, 1 moth pet
3hp - Vampire Bat - Your bat hails from a clan of bats that drinks blood to sustain themselves. They can eat normal food but it is not as filling because they can barely stomach it. Vampire bats will seek a mouse that will allow them to drink their blood, up to 3 STR for a full meal. Up to 3 STR can be transferred to a bat in this way if they are down on their own hp. Because they do not want to kill the mouse that allows them to drink, they carry a healing spell to replenish their lost hp. 1 spell of heal
4hp - Crash Landed - Your bat was always afraid to fly and one day when they were forced to leave the cave to hunt, they plummeted to the ground and had a crash landing. They were unconscious for several days with an injury to their head, but a friendly family of mice took them in and nursed them back to health. A smart mouse offered the bat a "magic" feather and promised it would help them fly, which it did, but your bat feels in debt to mice for their kindness. 1 "magic" feather necklace
5hp - Cave Hermit - Your bat never got out very much and lived off insects that dwelled in their small cave which they lived in alone and away from other bats. One day a storm brought a flood into their cave and they were forced to leave. While they never liked their own kind, they found themselves washed up among mice that lived in a small underground dwelling and got along well with them. Even if the mouse thought that this bat was a little weird. 1 oil lantern
6hp - Exile - Your bat has always been strong and never let any other bats push them around. When the cruel cave elder sent other bats to bully some of the clan, the bat thought it was time to do something about it and maybe do a better job than the bully that ran the cave. After a fierce air battle in the middle of the night, your bat was bested and forced to leave the cave forever. It was not fair, having been ganged up on, but that is how things played out. Hungry and injured with nothing but their bruises hide, the bat lands in a tree lived in by mice. Owns nothing