Dark Fantasy Core Set/Backgrounds

Backgrounds:
Each character has the following default backgrounds unless other rolled/chosen backgrounds override them:


 * Lower class


 * Kingdom


 * Never seen combat

Roll 1D8 to find out how many backgrounds your character possesses.
 * Never left town
 * Accustomed to Cold: 5% cold resistance
 * Accustomed to Heat: 5% heat/fire resistance
 * Ambassadorial Service: free Cultures skill, possible free language
 * Aristocracy: +1 skill, +2D20 silver
 * Befriended--Monstrous: free non-sentient Buddy contact
 * Befriended--Person: free Buddy contact
 * Berserker: add character level when berserk to attack, damage, Strength checks, & saving throws; no pain, fear, fatigue, shock or system shock; no Common Sense checks; 2 rounds to go berserk, 4 rounds to calm down; take 1D6 fatigue plus fatigue accumulated while berserk
 * Best Friend: free Companion contact
 * Bilingual
 * Black: +1 to all attributes
 * Black Troll: sun-sensitive skin or eyes; night vision; doesn't get lost
 * Blessing: something nice
 * Blooded: has seen combat
 * Blood Feud
 * Cave Troll: +2 Strength, +1 Stamina, +1D8 hit points, -1 to all mental attributes, -2 Common Sense, Tough trait
 * Child Prodigy: +3 to all mental attributes, +1 Awareness, -1 on all social attributes, -3 to Strength, -2 to Stamina, -3 to Common Sense; free Prodigy trait
 * Comedy & Tragedy: something good, something bad
 * Confederation
 * Confederation Ancestry
 * Debt: owe 10D12 x 10 silver
 * Demonic Blood: +3 to attributes in one category, -3 in another; 2 free supernatural Traits
 * Disciplined Study Habits: +2 Knowledge
 * Educated: 1D6 free skills
 * Efreet Blood: 10% fire/heat resistance
 * Empire
 * Empire Ancestry
 * Experienced: start with skills higher than III/journeyman
 * Fae Blood: free supernatural trait
 * Familiar with Area
 * Favour
 * Feral Upbringing: Uneducated trait & native language is at journeyman level
 * Foreign Birth
 * Found Item
 * Freeholder
 * Gothic
 * Gothic Ancestry


 * Gift


 * Guild Membership


 * Ice Troll: -1 Appearance & Personality; 15% cold resistance


 * Injury


 * Kingdom


 * Kingdom Ancestry


 * Labourer: 1/2 starting funds


 * Less Sleep: 1 hour less


 * Lower Class: 1D20 silver


 * Mentor: free Companion contact


 * Merchant: have a stake in a business


 * Middle Class: 1D100 silver


 * Military Experience: free Experienced background


 * Money: 10D20 silver


 * Mountain Troll: immune to acrophobia, agoraphobia, & claustrophobia Naturalist: +3 to survival skill checks


 * Never Left Town


 * Never Seen Combat


 * Nobility: x2 starting funds & noble title


 * Orphan


 * Outcast


 * Patron


 * Physically Abusive Upbringing: +1D8 hit points


 * Portents


 * Resources: 2D12 silver per month


 * Rock Troll: +2 Personality


 * Roughhousing: +1D4 hit points


 * Serf


 * Sickly Childhood: -1 Strength, -2 Stamina, and -2 to all saving throws


 * Strong Religious Upbringing: chose one: Birth Blessing background, Guilt (Conscience trait), Physically Abusive Upbringing background, Resistance to Alcohol trait, or Mentor background


 * Taught by a True Weapons Master: +2 attack & damage


 * Tragic Event


 * Travelling Childhood: learn cultures & languages at half time & effort


 * Trollblood: +2 to Strength, -3 Appearance, Distinctive Appearance trait, and roll once on the Troll traits table


 * Unsanitary: -2 all social attributes; +2 to saving throws against disease, poison, & paralysis


 * Upper Class: 2D12x10 silver


 * Vegetarian: -1 Strength or Stamina; +1 save against disease


 * Wilderness


 * Wizard's Experiment


 * Wolf Blood: if infected with lycanthropy, may choose wolf type from infector or ancestor