Roll for family background: (Roll 1D20)
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1) [Background] Born into Slavery:
Your mother was captured by (insert) men & you were born into slavery. You have been abused & forced into heavy labor by your masters. You escaped by killing your owner & fled into the night. Any body mods you have will have most likely been inflicted on you by your former owner. You also possess 3D4 various property & shaming brand marks on your skin.
(-1 BEA, +1 STR, bonus language of race who enslaved you.)
Weapons & Armor: Start with Soft Leather Armor and average quality (non-high tech) weapon of choice.
Starting Equipment: Average Quality [Click to go to Equipment Section]
*NOTE: If your tech level is below 4, you cannot start with metal armor, weapons or equipment.
2) [Background] Freed Slave:
Your mother was captured by (insert) men & you were born into slavery. You have been treated well & proved yourself as an almost equal member of your tribe. If you have body mods, they are those of your adopted culture.
(bonus language of race who enslaved you.)
Weapons & Armor: Start with Soft Leather Armor and average quality (non-high tech) weapon of choice.
Starting Equipment: Average Quality [Click to go to Equipment Section]
*NOTE: If your tech level is below 4, you cannot start with metal armor, weapons or equipment.
3) [Background] Indentured Servant:
For some reason you had been a servant to a tribe of (insert) Men in a debt of bondage, though you are treated better than a slave. This may have been part of a deal to avoid conflicts or to save your life. If you are not on the run you may still be serving another character for 1D4 years, if there is a (insert from above) character in the group (optional). If you have body mods they can be from your original culture or culture you are currently serving.
Weapons & Armor: Start with Soft Leather Armor and average quality (non-high tech) weapon of choice.
Starting Equipment: Average Quality [Click to go to Equipment Section]
*NOTE: If your tech level is below 4, you cannot start with metal armor, weapons or equipment.
4) [Background] Agriculture:
You participate in a little known/practiced art on this world. Examples: Grub farmer, Tube worm harvester, Bronar herder, you domesticate bugs & lizards as pack animals/mounts, Root or Fungi Farmer, etc... You get a +5 specialization (based on Lore) for which ever agricultural form you practice. If you got a cool idea ask GM. (Dino training covered elsewhere.)
(Skills: LORE + 1, CRAFT + 1)
Weapons & Armor: Start with Soft Leather Armor and average quality (non-high tech) weapon of choice.
Starting Equipment: Average Quality [Click to go to Equipment Section]
*NOTE: If your tech level is below 4, you cannot start with metal armor, weapons or equipment.
5) [Background] General Labor:
Before your life of adventure, you performed the usual general labor of your tribe. Perhaps you were not initially considered suitable as a warrior or skilled as a craftman, or you were limited by your culture/family in what you could do in your tribe.
(Bonus: STR + 1)
Weapons & Armor: Start with Soft Leather Armor and average quality (non-high tech) weapon of choice.
Starting Equipment: Average Quality [Click to go to Equipment Section]
*NOTE: If your tech level is below 4, you cannot start with metal armor, weapons or equipment.
6) [Background] Craftsman/woman:
You have been brought up by your family to be your best in some form of craft or artform. You are good at a few but in your specific field you receive a +5 specialization (based on Craft skill). You also receive a +3 bonus when you attempt to sell/trade/buy or appraise something in your field.
(Skills: CRAFT + 2)
Weapons & Armor: Start with one good quality (non-high tech) weapon of choice.
Starting Equipment: Average Quality [Click to go to Equipment Section]
*NOTE: If your tech level is below 4, you cannot start with metal armor, weapons or equipment.
7) [Background] Warriors:
Your family has had some of the greatest warriors in the history of your tribe. Even if you were not a Warrior, you will have had the influence from your family. (Bonus: STR + 1 ,CON + 1 ,Hit Bonus Melee + 1)
Weapons & Armor: Start with Soft Leather Armor and two average quality (non-high tech) weapon of choice.
Starting Equipment: Average Quality [Click to go to Equipment Section]
*NOTE: If your tech level is below 4, you cannot start with metal armor, weapons or equipment.
8) [Background] Merchants:
Your family & most likely culture is of the less common trade settlements, or your people are nomadic. You have experience haggling for best deal on goods you trade as well as appraising goods. You may have been from a Nomadic Caravan or a Chaos Carnival if your culture travels.
(Specializations: Haggle + 3 [Influence Based], Appraise + 2 [Lore Based])
Weapons & Armor: Start with one average quality (non-high tech) weapon of choice.
Starting Equipment: Average Quality [Click to go to Equipment Section]
*NOTE: If your tech level is below 4, you cannot start with metal armor, weapons or equipment.
9) [Background] Cultists:
You are related to high ranking members of the cult of your people. As such you will have been brought up with the dogma of the cult. You may have embraced it or have denied it. Perhaps you became an adventurer to escape from the clutches of the family cult.
(Bonus: Lore + 1, Influence + 1, WIS + 1, CHA + 1, PP + 2)
Weapons & Armor: Start with one good quality (non-high tech) weapon of choice.
Starting Equipment: Average Quality [Click to go to Equipment Section]
*NOTE: If your tech level is below 4, you cannot start with metal armor, weapons or equipment.
10) [Background] Alchemists:
You come from a long line of Alchemists (or Witch Doctor, Shamans, etc...). Either way you have gained a number of specialized skills, such as Fungi, Plant & Mineral lores, as well as a bonus to the Alchemy specialization itself. This is a big bonus if you are of the Artificer or Sorcerer class. It will prove useful for other classes as well. (You can attempt Formulae at a -5 penalty if not an Artificer.)
(Bonus: Specialization: Alchemy + 1[Lore Based], Plant Lore + 1 [Lore Based], Fungi Lore + 1 [Lore Based], Mineral Lore [Lore Based] )
Weapons & Armor: Start with one good quality (non-high tech) weapon of choice.
Starting Equipment: Average Quality [Click to go to Equipment Section]
*NOTE: If your tech level is below 4, you cannot start with metal armor, weapons or equipment.
11) [Background] Sorcerers:
You come from a long line of Sorcerers. This may have been a family secret, or your culture may have openly accepted Sorcery as a way of life. As such you will have gained a number of Sorcery related bonuses due to this. If you are a Sorcerer, you get a +1 to Will save to avoid effects of a critical fumble on spell casting (or a standard save if save is normally not available for that critical fumble) & you may subtract five from any difficulty of performing Free Form sorcery at 5th level.
(Bonus: Lore + 1, Arcane + 2, WIS + 1, PP + 3)
Weapons & Armor: Start with one good quality (non-high tech) weapon of choice.
Starting Equipment: Average Quality [Click to go to Equipment Section]
*NOTE: If your tech level is below 4, you cannot start with metal armor, weapons or equipment.
12) [Background] Psychics:
You come from a long line of Psychics. This may have been a family secret, or your culture may have openly accepted Psychics. As such you start with a psychic ability & have bonuses associated with psychics. At first level you may choose the Ascendant character class if you wish.
(Psyke +2, PP +3, WIS +1)
Weapons & Armor: Start with average quality (non-high tech) weapon of choice.
Starting Equipment: Average Quality [Click to go to Equipment Section]
*NOTE: If your tech level is below 4, you cannot start with metal armor, weapons or equipment.
13) [Background] Hunters/Trackers:
Weapons & Armor: Start with Soft Leather Armor and average quality (non-high tech) weapon of choice.
Starting Equipment: Average Quality [Click to go to Equipment Section]
*NOTE: If your tech level is below 4, you cannot start with metal armor, weapons or equipment.
14) [Background] :
Weapons & Armor: Start with Soft Leather Armor and average quality (non-high tech) weapon of choice.
Starting Equipment: Average Quality [Click to go to Equipment Section]
*NOTE: If your tech level is below 4, you cannot start with metal armor, weapons or equipment.
15) [Background] :
Weapons & Armor: Start with Soft Leather Armor and average quality (non-high tech) weapon of choice.
Starting Equipment: Average Quality [Click to go to Equipment Section]
*NOTE: If your tech level is below 4, you cannot start with metal armor, weapons or equipment.
16) [Background] :
Weapons & Armor: Start with Soft Leather Armor and average quality (non-high tech) weapon of choice.
Starting Equipment: Average Quality [Click to go to Equipment Section]
*NOTE: If your tech level is below 4, you cannot start with metal armor, weapons or equipment.
17) [Background] :
Weapons & Armor: Start with Soft Leather Armor and average quality (non-high tech) weapon of choice.
Starting Equipment: Average Quality [Click to go to Equipment Section]
*NOTE: If your tech level is below 4, you cannot start with metal armor, weapons or equipment.
18) [Background] :
Weapons & Armor: Start with Soft Leather Armor and average quality (non-high tech) weapon of choice.
Starting Equipment: Average Quality [Click to go to Equipment Section]
*NOTE: If your tech level is below 4, you cannot start with metal armor, weapons or equipment.
19) [Background] Adviser:
You are a trusted adviser and possibly friend of the village leader, unless you have become outcast at some time. This gives you some advantages when dealing with the ruler of your settlement. You may choose to take a +1 bonus to either INT, WIS or CHA, choose only one. If you are still in good graces with the ruler you advised, you will have a +5 bonus to any influence checks to persuade, bargain or lie to her/him.
Note: In high tech societies, such as in an Arcology run by Space Alien Overlords, you directly communicate with Aliens and will gain Space Alien Language.
*If the tech level of your culture is below 18 and you take the Warrior or Maurader class, you will also be a Juskar (sub class kit) at first level.
*If the tech level of your culture is above 18 and you take the Warrior or Maurader class, you will also be a Arbitrator (sub class kit) at first level.
*This background allows you to take the sub class for free only if you become a Warrior or Maurader at first level.
Weapons & Armor: Start with Armor and one Weapon of choice at Excellent Quality.
Starting Equipment: Good Quality [Click to go to Equipment Section]
*NOTE: If your tech level is below 4, you cannot start with metal armor, weapons or equipment.
20) [Background] Nobility:
You are from some ancient line of Nobility still recognized by your tribe. You and others of this bloodline may not actually be in charge of your settlement, but you will have a recognized place of status and limited power. Your character will start with a 2D4x10 gp value decorative headdress, crown, etc...
Weapons & Armor: Start with Armor of choice and two weapons (one can be a shield) all at Master Quality. If you are from a high tech society (Tech Level 19+) the Armor and weapons can be high tech but GM must ok which is available to you.
Starting Equipment: Excellent Quality [Click to go to Equipment Section]
*NOTE: If your tech level is below 4, you cannot start with metal armor, weapons or equipment.