Backgrounds

When making a character, after selecting a race and class, you have to chose a background. Backgrounds help to expand your character, and can be easily created. Some backgrounds are labeled as "Nurture", which is because during long downtimes, you can select new backgrounds, apart from the nurture ones.

Thief
Ability Score: +1 Nimbleness, +1 Charisma

Extra Readiness: +5

Skills: +5 Stealth, +2 Wisdom, +2 Charisma, +1 Perception

Starting Skill: Nimble Fingers (+3 to picking locks)

Starting Coinage: 6p 2t

Starting Equipment: Poor Clothes, 2 Daggers, Pistol, 30 bullets, Thieves Kit/Burglar Kit, Rope and Hooded Lantern

Proficiencies
Languages: Common, Elvish

Weapon Skills: Hand-to-hand Combat, Daggers, Simple Weapons, Pistols

Skills/Features: Stealth, Thievery/Burglary, Deception

Folk Hero
Ability Score: +2 Might

Extra Readiness: +3

Skills: +3 Perception, +5 Motivation, +1 Wisdom, +1 Creativity/+1 Magic

Starting Skill: Role-Model (people are respectful of you)

Starting Coinage: 2b

Starting Equipment: Short Sword, Wooden Club, 5 Torches, Bear Skin Cloak, Padded Clothes, Tinderbox, Map, 3 Tunatfish Sandwiches/Equivalent racial dish

Proficiencies
Languages: Common, Street Slang, one uncommon language

Weapon Skills: Hand-to-hand Combat, Simple Weapons, Martial Weapons, Books, Scrolls

Skills/Features: Public Speaking, Manners and Etiquette, Tamed Animals

Miner
Ability Score: +1 Charisma, +1 Might

Skills: +4 Perception, +3 Wisdom, +3 Nature

Starting Skill: Know your Metals (You are able to identify any metal by just looking at it)

Starting Coinage: 1t, 5l

Starting Equipment: Picaxe, Beer Bottle, Metal Helmet, Common Clothes, Padded Armour, Leg of Shogoat, 10 slices of bread

Proficiencies
Languages: Common, Street Slang

Weapon Skills: Simple Weapons, Picaxe, Drill, Gas Mask

Skills/Features: Robotics, Teamwork Skills

Bartender
Ability Score: +2 Charisma, +1 Knowledge, -1 Nimbleness

Skills: +3 Wisdom, +2 Perception, +2 Creativity, +2 Nature, +1 Stealth

Starting Skill: Variety of Cultures (pick up languages quicker than anyone else)

Starting Coinage: 4f, 1p

Starting Equipment: Frying Pan, Knives x4, 10ft of Rope, 3 Bottles of Beer, 10 Soda Bottles, Common Clothes

Proficiencies
Languages: Common, Street Slang, Elvish, three uncommon languages

Weapon Skills: Simple Weapons, Frying Pans

Skills/Features: Knowledge of Poisons, Manners and Etiquette, Teamwork Skills, Tamed Animals

Noble
Ability Score: +2 Knowledge, +1 Charisma, -1 Nimbleness

Skills: +5 Wisdom, +3 Magic, +1 Perception, +1 Creativity

Starting Skill: Prestige (able to forge documents and pull strings to get your party what they want)

Starting Coinage: 172f, 4p

Starting Equipment: Eldritch Wand, Umbrella, Telescope, Cane, 4 Crabster Thermidors, Top Hat, Sunglasses, Business Suit, Noble Robes

Proficiencies
Languages: Common, Elvish, Dandelion Whispers

Weapon Skills: Simple Weapons, Telescopes

Skills/Features: Knowledge of Poisons, Manners and Etiquette, Battle Strategy, Complex understanding Mathematics and Science

Species Rights Activist
Ability Score: +1 Knowledge, +2 Charisma, -1 Nimbleness

Skills: +6 Motivation, +2 Creativity, +1 Wisdom, +1 Nature

Starting Skill: Contacts in High Places

Starting Coinage: 1p, 3b

Starting Equipment: Script, 15 Blank Letters, Writing Quill, Ink Pot, Notebook, Common Clothes, 10 train tickets

Proficiencies
Languages: Common, Elvish, Street Slang

Weapon Skills: Simple Weapons

Skills/Features: Knowledge of Poisons, Manners and Etiquette, Public Speaking, Persuasion

Child Worker - Nurture
Ability Score: +3 Nimbleness

Skills: +4 Nature, +2 Creativity, +2 Motivation, +2 Stealth

Starting Skill: Easy escape (if trapped, child workers get an advantage on roles to break out)

Starting Coinage: 2t

Starting Equipment: 50 ft of String, 15ft of Rope, Knives x15, Poor Clothes, Black Leather Jacket, Bronze Knuckles

Proficiencies
Languages: Common, Street Slang

Weapon Skills: Simple Weapons

Skills/Features: Trapping, Climbing, Factory Machines

Hermit
Ability Score: +2 Knowledge, +1 Nimbleness, -1 Charisma

Extra Readiness: +4

Skills: +4 Nature, +4 Taming, +1 Creativity, +1 Wisdom/+1 Stealth/+1 Magic

Starting Skill: On the hunt (hermits can role to see if they know the weakness of a monster or creature)

Starting Coinage: 4t

Starting Equipment: Quarterstaff, Trap equipment, Pet (Tiqurelloise or Catdeer), Pet Food, Salmonk Fish x2, padded clothes

Proficiencies
Languages: Common, Desert Cant, Druidic

Weapon Skills: Hand to Hand Combat, Simple Weapons

Skills/Features: Traps, Climbing, Sailing, Hiking

Eco-Terrorist
Ability Score: +2 Charisma

Skills: +5 Nature, +5 Motivation

Starting Skill: Variety of Cultures (pick up languages quicker than anyone else)

Starting Coinage: 2b

Starting Equipment: Poor Clothes, Dagger, two cooked dishes, 10 Blank Letters, 6 pieces of Dynamite, Writing Quill, Ink Pot

Proficiencies
Languages: Common, Elvish

Weapon Skills: Hand to Hand Combat, Simple Weapons

Skills/Features: Public Speaking, Persuasion

Revived
Ability Score: +2 Knowledge, +1 Charisma, -1 Might

Extra Readiness: +3

Skills: +3 Stealth, +4 Wisdom, +3 Magic, +2 Nature, +2 Taming, -2 Creativity, -2 Perception

Starting Skill: Lifetime of Skill (choose another Starting Skill)

Starting Coinage:

Starting Equipment:

Proficiencies
Languages: Common, Elvish, Street Slang, Desert Cant, 2 uncommon language

Weapon Skills: Hand to Hand Combat, Simple Weapons, Martial Weapons

Skills/Features: Choose 5 different skills

Disciple
Ability Score: +2 Knowledge

Skills: +5 Magic, +3 Wisdom, +2 Motivation

Starting Skill: Religious Conversion (you get an advantage in persuasion and religion roles)

Starting Coinage:

Starting Equipment:

Proficiencies
Languages: Common, Spirit Speak, Elvish, one uncommon language

Weapon Skills: Simple Weapons, Wands, Staffs, Books, Scrolls

Skills/Features: Public Speaking, Persuasion, Religion

Tinkerer
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Acupuncturist
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Pilot
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Artist
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Astronaut
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Apprentice - Nurture
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Mathematician
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Story Teller
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Prisoner
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