Anam:Backgrounds

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Chosen backgrounds provide the character with two Abilities at Apprentice (3). If the character already has that Ability from Cultural upbringing, the Ability level is raised to Apprentice (3).

This list is, obviously, not complete. Players can come up with their own Backgrounds – As GM, I will review any new Backgrounds.

Acolyte – The character has some religious training. Abilities: Bureaucratics, Oratory.


Acrobat – The character has some training as an acrobatic performer. Abilities: Acrobatics, Performance.


Animal Handler – The character knows animals, either from herding, ranching, or hunting. Abilities: Animal Handling, Survival

Apprentice Mage – The character apprenticed to a Mage or Wizard, or attended a school to learn magic. Abilities: Magic (Wizardry); Scholarship

Artisan – The character has spent some time in studying a craft. The exact craft should be noted as part of the Background – i.e., Artisan (Smith). Abilities: Crafting, Persuasion

Artist – The character has either talent or some training in a specific style of art (painting, writing, sculpture, etc). Abilities: Crafting, Social Circles

Barkeep – The character has served drinks and meals at a tavern or inn. Abilities: Awareness, Seduction.

Bounty Hunter – The character has hunted other intelligent people, usually on behalf of the law, but not necessarily. Abilities: Bureaucratics, Intimidation

Charlatan – The character made a living through some form of deceit. Abilities: Deceive, and one of Disguise, Oratory, Persuasion or Seduction.

Criminal – The character made a living through some form of criminal activity (usually violence). Abilities: Intimidate, Melee Weapons (Short Swords)

Emissary – The character was a go-between, at any level. Abilities: Bureaucracy, Social Circles

Entertainer – The character was a singer, actor, dancer or some other active artist. Abilities: Performance and one other of the player’s choice.

Farmhand – The character lived on a farm, ranch or the like. Abilities: Animal Handling, Crafting.

Gambler – The character played various games of skill for their living. Abilities: Deceive, Seduction.

Guard – The character served as a guard in someone’s household, for a village, town or city, or for a merchant’s caravans. Abilities: Melee Weapons (Cudgels), Unarmed Fighting (Street Fighting)

Herbalist – The character is a healer, using plants and other growing things to help others. Abilities: Herbalism, Scholarship

Hermit – The character is a religious hermit, and lived alone for a very long time. Abilities: Survival and one of Bureaucracy or Scholarship

Hunter – The character hunted animals, for food, for pelts, or for sport. Abilities: Animal Handling, Survival

Investigator – The character seeks out secrets – sometimes working on behalf of the courts, sometimes as a spy. Abilities: Awareness, Persuasion

Laborer – The character worked – or works – at a job that’s heavy on physical effort. Abilities: Athletics, Unarmed Fighting (Brawling)

Merchant – The character is, was, or worked as a clerk for a merchant, selling goods, services and speculation across the ‘Hand. Abilities: Empathy, Persuasion

Miner – The character mined something for a living – metals, gems, etc. Abilities: Awareness, Unarmed Fighting (Brawling)

Noble – The character comes from the ruling classes. Abilities: Bureaucracy, Social Circles

Nomad – The character’s family travels – or travelled – a lot. Maybe even as a way of life. Abilities: Animal Handling, Survival

Prisoner – The character has been imprisoned – maybe for political crimes, maybe for actual crimes. Abilities: Survival, Unarmed Fighting (Street fighting)

Sailor – The character has traveled the waters – lakes, rivers, seas or oceans. Abilities: Athletics, Ships

Scholar – The character has spent a long time in some form of school or academy. Abilities: Bureaucracy, Scholarship

Tinker – The character is or was a traveling repair person. Abilities: Crafts, Survival

Warrior – The character spent time as a soldier or mercenary – or just as a warrior for hire. Abilities: Melee Weapons (One Preferred Weapon); Ranged Weapons or Thrown Weapons (One Preferred Weapon)

Witch – The character grew up as, or chose to become, a Witch, at least for a time. Abilities: Herbalism, Magic (Witchcraft).