backgrounds

cavernfolk The character was raised in caves or underground dwellings. As a result, he possesses the DARK SIGHT gimmick, but is also sensitive to bright light, receiving a penalty of -2D when making awareness-based tasks in daylight or bright light. cityfolk The character was raised in a large city, where crime, no matter how rare, does occur. He is familiar with the streets and people that he has seen. It costs one point for every two allocated to the STREETWISE and GEOGRAPHY (THE CITY) skills, and three points for every one allocated to the SURVIVAL skill when creating the character, although raises through experience are not affected. faithful The character is a member of a church or cult that worships a particular deity or set of deities. Most of these groups travel great distances in order to spread the word. The character’s faith allows him to call upon divine powers in order to accomplish miracles; points may be allocated to the DIVINITY ability when creating the character. Lord The character was born into noble blood and as a result has been granted title to his own land. It costs one point for every two allocated to the influence ability or influence-based skills when creating the character, although raises through experience are not affected. The character also possesses the WEALTH gimmick. mountainfolk The character was raised high in the mountains, where cold weather and a diet of root vegetables and fatty animals are typical all year long. It costs one point for every two allocated to the SURVIVAL skill when creating the character, although raises through experience are not affected. The character also possesses the RESISTANT (COLD) gimmick. nomAd The character was brought up in a nomadic way of life. Nomads pitch tents wherever suitable for their livestock to graze, and then once the land’s value has been depleted, they simply pick up and leave, in search of better pastures. It costs one point for every two allocated to the RIDING and ANIMAL HANDLING skills when creating the character, although raises through experience are not affected. plainsfolk The character was raised on the grassy plains, where farming and herding is commonplace. It costs one point for every two allocated to the ANIMAL HANDLING and RIDING skills, and three points for every one allocated to the STREETWISE skill when creating the character, although raises through experience are not affected. seafolk The character was raised on an island or along the coast, where fishing, water travel, and trade are necessities. He is familiar with navigating the seas and trading goods with distant neighbors. It costs one point for every two allocated to the BOATING, SAILING, and COMMERCE skills, and three points for every one allocated to the SURVIVAL skill when creating the character, although raises through experience are not affected. The character may not possess the divinity, totem, or crafting abilities as his background is not conducive to their development. slave The character is a slave and performs duties as given by his master, a character controlled by either another player character or the director. It costs three points for every one allocated to the INFLUENCE ability or influence-based skills when creating the character, although raises through experience are not affected. treefolk The character was raised in tree-top villages high above the forest’s surface. Traversing the narrow bridges and pathways requires a fairly high degree of agility and reliance on athletics— the character possesses the SURE-FOOTED gimmick. david mcphee (order #91207) 68.40.166.238 tribesman The character comes from a tribal gathering or village and is not privy to the ways of the city or town. It costs two points for every one allocated to the INFLUENCE ability or influence-based skills when creating the character, although raises through experience are not affected. The character also receives +1D on INFLUENCE rolls when they relate to affairs of his tribe (it is possible that his fellow tribesmen occupy many provinces or even distant lands). ward The character was separated from his kin in his infancy and left in the care of wizards, priests, wisemen, or mystics. More often that not, these orphans are selected by the group because of their inherent magical ability and trained early; points may be allocated to any one magical ability when creating the character. Whether the character chooses to continue in his vocation upon reaching maturity is his decision, but it costs three points for every one allocated to any influence-based skill when creating the character, although raises through experience are not affected.