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Saturday, June 11, 2016

Backgrounds, Again

Trying for a second time my hand at remedying the starting inventory dispensed in the AFF rulebook. Earlier this week I posted about the very same thing: However, it still didn't get to the heart of what I wanted, which was a simple way to tie the characters into the world and not to a certain inventory. So let's fix that bitch.

First of all, a character starts with cash to spend equal to 2d6 x their social class +1. Of course, this cash can be spent on buying basic equipment, weapons et cetera before the game begins, or kept if a character's feeling especially frugal.

Second of all, and here's the rub; a character's social class is determined by/a character gains a few perks & items from their past, a working name for the handful of entries below. They're things you did and whatever skills and tools you picked up while doing it. Old habits die hard and old skills come in handy. Yes, everyone is assumed to start with a befitting set of clothes, and magic-users a book of spells.

Pilferer. SC 0. You make money taking other people's things. Sometimes, that's a good enough reason to go adventuring. +2 to any two stealth skills that befit your particular pilfering tastes. One weapon that's quiet and not incredibly huge; a plethora of lock-picking tools OR a grappling iron with 2d6 meters of rope.

Yorao Slaver. SC 0. Yorao's merchants don't only trade in gold and electrum. +1 bargain, +2 to one extra language. You get a mace, a leather cuirass, a pair of shackles, and a remarkably prickly attitude.

Veteran of the Red Overking’s War. SC 1. You're old and tired of the long-roving Royalist bands still plaguing the high roads. +1 to two combat skills. Start with polearm or a sword of some kind, a leather cuirass and a small shield OR a breastplate, a horn of Toskar wine, and gambling ephemera.

Militiaman of Hrad. SC 1. Keeping the horrors of the wild off the walls since you can last remember. +1 to a combat skill, +1 awareness. A weapon, a torch, leather cuirass, and a surcoat with Hrad's arms displayed in glorious blazon.

Gladiator from Hyrdzia. SC 1. A fighter from a realm where it is always night. +1 awareness, +2 in one combat skill. Two weapons of your choice and enamelled ceremonial armour with similar morion.

Minstrel-Warrior of Toskar. SC 2. Toskar– where the warriors handle a broadsword and barbiton with equal potency. +2 to a combat skill, and you're an excellent musician. A weapon, a barbiton, garish clothes, and a scroll of sheet music which could be sold or used as tinder.

Merchant from Distant Yorao. SC 2. The lighter side of Yorao's trading coin. +1 evaluate, +1 awareness. There's a bejewelled dagger stuffed somewhere in your turban and a water buffalo laden with 2d6 pounds of precious goods following you.

Yellow Magi of Ommon. SC 3. Known for their inappropriately- and unexpectedly-timed yelping or chanting, only wearing yellow, and semi-religious devotion to the Grand Ommo. +1 You've got a saffron robe and a delicate sword OR a rhinoceros-horn box of Yellow Powder (2d6 doses).

Sartullan Companion of Ong. SC 3. Worshippers of Ong, King of the Anti-Sea, Slayer of the Horrors-in-the-water. +1 religion lore, +1 sea lore. A tasselled chiton and draped fish-scale cloak (will count as a chainmail hauberk for one use, breaks after). A mace.

Persimmon Initiate. SC 4. Initiates into the Mystery Cults of the Persimmon, devoted to wandering in search of the City of Orchards. +2 religious lore, +1 survival. Pilgrim's staff, rations amounting to 1d6 days, and the sombre orange vestments of your order.

Apprentice of the Grand Helix Lord. SC 4. You were apprenticed to the Grand Helix Lord at his tower in Kemmoria, but you were discharged as you didn't suit his purposes. Your knowledge is still very valuable though. 1d6 chance you fled and he's hunting you. +2 to two lore skills. violently blue robes, curly hat, strange artefact: enormous blue star map OR device for telling the weather OR lenses that provide +2 second sight when worn.

Postulant of the Blood Sun. SC 5. The priests of the Blood Sun are strange, but the closest thing to a real religion that people can follow in the Kraje. So you're loved. +1 to any social skill, +1 religious lore. Red robes with golden streamers and tassels, a golden knife, and the Four Books of Ivshank (the Most Mad and Most Holy).

Law-speaker of Dalibar. SC 5. You told the law in your home city until you told it wrong, and now they want your head. +2 law, +1 to some skill involved in your escape. A woad-coloured robe, a short sword, and gold triangle medallion of your ex-station.




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