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All bonuses and penalties from character backgrounds are Innate bonuses
and penalties. The starting wealth and starting gear respectively refer
to what the character has at the start of the campaign in addition to
what all characters start with (clothes and appropriate residence ƒ
see Starting Conditions for more information below). If a character
starts with a ranged weapon, it comes with three full reloads (for
firearms) or a quiver of twenty arrows or bolts (for more primitive
weapons). Characters must meet all the requirements for any free,
optional techniques (such as, “one free Weapon Proficiencies” from the
military background) from character backgrounds, but not specifically
mentioned free techniques, such as Flat of the Blade (granted by Law
Enforcement).
If the background has a separate listing for modern starting gear and
wealth, use that in a modern or futuristic setting. If it has only one
listing, use that in both.
“Starting Conditions” refer broadly to the state of a character‚s wealth
at the beginning of play. This includes residence, on-hand clothing,
and social status. These conditions are relative to the setting, and
can be voluntarily lowered by the player (for example, a player may
wish to play a destitute, out of work performer instead of a successful
one). For example, in a modern setting, an upper class character might
have a fancy downtown suite or a large suburban residence and a luxury
car, a middle class character might have a small house or apartment and
a decent car, a lower class character might have no car or an old
beaten up one and a small apartment in a bad district, and a destitute
character would have no car and probably be homeless. In a fantasy
setting, an upper class character has a manor and possibly a title, a
middle class character has a small house, a lower class character might
have a tiny cottage, and a destitute character would probably be
homeless.
Athlete
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Choose One:
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+1 Athletics
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+1 Fortitude
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+1 Acrobatics
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Weapon Proficiency: Martial Arts Family
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Starting Wealth: 50 mk
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Starting Wealth [Modern]: $5,000
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Starting Conditions: Lower Class
Religious
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Choose One:
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Access to Humanities (Religion)
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Any one technique in Faith
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Choose One:
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+1 Contacts (religious organizations tend to be very well-connected)
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+1 Charisma
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+1 Discipline
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Starting Wealth: 75 mk
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Starting Wealth [Modern]: $7,500
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Starting Gear: One holy symbol and/or holy book (if appropriate)
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Starting Conditions: Middle Class
Performer
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Access to Humanities (Arts and Culture) or Perform: Fame for free
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Choose One:
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+1 Charisma
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+1 Perform
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+1 Acrobatics
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+1 Contacts
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Starting Wealth: 75 mk
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Starting Wealth [Modern]: $7,500
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Starting Gear: one musical instrument
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Starting Conditions: Middle Class
Dealmaker
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Choose One:
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Access to Humanities (Business and Economics)
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Access to Humanities (Current Events and Politics)
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Access to Humanities (Psychology)
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Choose one:
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+1 Charisma
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+1 Perception
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+1 Contacts
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Starting Wealth: 100 mk
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Starting Wealth [Modern]: $10,000
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Starting Conditions: Upper Class
Military
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One free Discipline technique in the Teamwork tree
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Choose One:
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Armour: Light and Medium armour proficiency
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Any one Weapon Proficiencies technique
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Combat Expertise: Learn Combo
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Any one technique in Drive/Pilot
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Choose One:
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+1 Ride/Drive/Pilot
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+1 Fortitude
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+1 Perception
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Starting Wealth: 25 mk
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Starting Wealth [Modern]: $3,000
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Starting Gear: One weapon which you are proficient with from the
default listing, uniform.
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Starting Gear [Modern]: Sidearm, uniform
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Starting Conditions: Lower Class
Medical
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Choose One:
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Access to Science (Biology)
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Access to Science (Chemistry)
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+1 Medicine
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Starting Wealth: 75 mk
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Starting Wealth [Modern]: $7,500
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Starting Gear: Medical kit
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Starting Conditions: Upper Class
Academic
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Choose One:
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+1 to Science and access to one branch of Science
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+1 to Humanities and access to one branch of Humanities
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Starting Wealth: 50 mk
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Starting Wealth [Modern]: $5,000
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Starting Gear: Quill, inkwell, and a 100-page blank book
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Starting Gear [Modern]: Laptop
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Starting Conditions: Lower Class
Magical Education
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Choose One:
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Spell Repertoire: Learn Spell
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One technique in Arcana
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Access to Science (Alchemy)
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Access to Science (Elemental Physics)
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Access to Humanities (History)
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Choose One:
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+1 Arcana
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+1 Science
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+1 Humanities
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Starting Wealth: 75 mk
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Starting Wealth [Modern]: $7,500
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Starting Gear: one first level scroll
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Starting Conditions: Middle Class
Mechanic
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Choose One:
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+1 Engineering and access to one branch of Engineering
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+1 Science and access to one branch of Science
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Starting Wealth: 30 mk
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Starting Wealth [Modern]: $3,000
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Starting Gear: Mechanical toolkit
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Starting Conditions: Lower Class
Wilderness
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Choose One:
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+1 Perception
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+1 Stealth
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+1 Medicine
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Choose One:
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Weapon Proficiencies: Bow family
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Weapon Proficiencies: Firearms family [Modern only]
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Perception: Track
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Any one technique in Animal Backup
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Starting Wealth: 10 mk
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Starting Wealth [Modern]: $1,000
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Starting Gear: any bow
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Starting Gear [Modern]: Hunting rifle or hunting shotgun
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Starting Conditions: Lower Class
Drifter
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Choose One:
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+1 Fortitude
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+1 Stealth
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+1 Perception
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+1 Ride
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Choose One:
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Perception: Track
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Stealth: Sleight of Hand
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Access to Humanities (Geography)
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Fortitude: Immunity
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Starting Wealth: 5 mk
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Starting Wealth [Modern]: $500
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Starting Conditions: Destitute
Wealthy
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+1 Contacts
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Starting Wealth:1,000 mk
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Starting Wealth [Modern]: $200,000
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Starting Conditions: Upper Class
Criminal
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Choose one:
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+1 Stealth
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+1 Engineering
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+1 Contacts
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+1 Charisma
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Engineering: Pick Lock
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Starting Wealth: 15 mk
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Starting Wealth [Modern]: $2,000
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Starting Gear: Lockpicks, Dagger
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Starting Gear [Modern]: Sidearm, Lockpicks, Knife
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Starting Conditions: Lower Class
Law Enforcement
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Armour: Light Armour Proficiency
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Choose One:
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Weapon Skill:
Flat of the Blade
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Any one Weapon Proficiencies technique
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Access to Humanities (Law)
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Choose One:
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+1 to Perception
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+1 Athletics
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Starting Wealth: 30 mk
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Starting Wealth: $3,500
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Starting Gear: one simple weapon
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Starting Gear [Modern]: Sidearm, club or tonfa, handcuffs
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Starting Conditions: Lower Class
Covert
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Choose One:
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+1 Stealth
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+1 Charisma
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+1 Contacts
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+1 Perception
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Choose One:
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Access to Humanities (Politics and Current Events)
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Access to Humanities (Psychology)
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Weapon Proficiencies: Any one technique
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Starting Wealth: 75 mk
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Starting Wealth [Modern]: $7,500
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Starting Gear: Dagger
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Starting Gear [Modern]: Compact pistol, Silencer
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Starting Conditions: Middle Class
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