I'll use the made up name of OneMoreMan, and my own name flabort, for the examples.
1) Convert the name from the Hexatridecimal system to a decimal (Base 36: A=10, B=11, C=12... Y=34, Z=35). This is variable A. (OneMoreMan=2503470972642143; flabort=33938866217)
2) Replace all lower case letters in the name with the number 0, then convert from Hexatridecimal. This is variable B. (OneMoreMan->O00M000M00=2437486849281888; flabort->0000000=0000000)
3) Compare Variable A with Variable B. Line up the right most digits. Highlight any digits that match (Known as Set Y). In a different color, highlight any that are 1 away from each other (1 and 2, 4 and 5, 9 and 0, etc., known as Set X). The blank space to the left of Variable B (If there's a space, it will be from B) is filled with zeroes.
(OneMoreMan:
2503
470
97264
2143
2437
486
84928
1888
flabort:
33
9388662
17
00
0000000
00)
4) Any singular number from either Set Y or Set X becomes an
Uncommon Trait. Roll a d20, and multiply by the highlighted digit's value plus one. Digits from Set Y are only counted once. Use both digits if they are from Set X.
(OneMoreMan:
9 8 2 1[1d20:6]*(9+1)=60: Albino
[1d20:20]*(8+1)=180: +2 to working with technology, -2 to working with or resisting magic
[1d20:8]*(2+1)=24: Complete heterochromia iridum (Two eye colors)
[1d20:1]*(1+1)=2: +1 to music related rolls
flabort:
9 0 1 0[1d20:2]*(9+1)=20: Over 6'6"
[1d20:8]*(0+1)=8: +1 to brawny rolls, -1 to brainy rolls
[1d20:12]*(1+1)=24: Complete heterochromia iridum
[1d20:1]*(0+1)=1: +1 to actions involving fire)
Uncommon traits usually have little or no effect, or have equal drawbacks.
5) Any pair of numbers from the same set next to each other become
Inherited Supernatural Traits. Roll a d6 and multiply by the digits' value. If the pair is from Set X, only use the set from Variable B.
(No such pairs in either example)
Inherited Supernatural Traits are things that you have because of being born that way (though they may not manifest until puberty or later; or they may show up right at birth). Most have major drawbacks related to them, such as Super Strength turning into Super Weakness in the presence of certain rocks.
6) Any pair of numbers from different sets next to each other become
Gained Supernatural Traits. Roll a d6 and multiply by the digits' values. Only use the set from Variable A.
(OneMoreMan:
25 47[1d6:4]*25=100: Magic Sword (Next trait determines sword's ability), requires souls or it turns on owner
[1d6:5]*47=235: Powered Armor, Energy shield variant (Halo), sometimes has a will of it's own
So OneMoreMan starts with a magic sword that produces an indestructible field of energy around anyone who wields it, as if they were wearing a suit of armor. If he doesn't kill people with it, it will kill him, and sometimes (while it's armoring him), it will move for him, taking control of his movements.
flabort: No such pairs)
Gained Supernatural Traits are things that you have because they happened to you (Super Soldier Serum, spider bite, frozen in ice cream), or you had them given to you, or you made them. They also have drawbacks, to balance them out. Many of them say something about the next trait; this turns the next trait (either another GST, a Divine Trait, or a Mundane Trait) into a modifier for the first.
7) Any run of three or more highlighted numbers regardless of set is a
Divine Trait. Just read the number off the table to get the trait.
(No example)
Divine traits are ridiculously powerful, you must be the child of a god. That said, you have powers that fit that theme, but several weaknesses, too. Generally more weaknesses then benefits.
Remove any highlighted numbers from both variables. Add them together to get Variable C. Divide the number into sets of 3, the first number in each set is the second in the previous one. Take each 3 digit number and it becomes a
Mundane Trait.
(OneMoreMan: 0307264143+3764928888= 4072193031
407 072 721 219 193 930 303 031
too lazy to come up with 8 mundane traits at the moment
flabort: 333886627 + 000000000 = 333886627
333 338 388 886 866 662 627
seven more traits. See how this works, though?)
Mundane traits basically just describe appearance, with the occasional rare modifier to certain specialty rolls. +1 to using a sniper rifle, for example. Or +2 to styling hair. Usually they'll be like hair color, size, a favored piece of clothing, jewelery (or lack of), facial or body hair, etc.
They are far, far more likely not to do anything than uncommon traits.
9) Compile the list of traits, hide any rolls or numbers, give to player. Let them fill in any blanks if it doesn't affect any rolls.
Players with longer names will probably get more traits. But more traits generally means more drawbacks, with the exception of mundane traits. And those are mostly appearance or life story stuff.
OneMoreMan wound up being cursed with a vampire blade, for example, while flabort (that's me!) didn't get any bad stuff like that; I'm pretty dumb and will be banging my head on doors all the time, but I'm big and strong.