Backstory
What is it that turned your favorite character into who they are today? What events triggered the insanity that bred your favorite villain? It is all covered in their history. Their Backstory.
Backstory is the sum of events that happened
to the characters before the game started. Many times, players will write out a general history of the character, complete with the most important events that made that character who they are today.
Often, this is fine, and the player can spend points through their character to make the numbers match the backstory. Some times, though, we are playing after a long day of work and are tired enough that our muse is not working as well as we might wish.
Or perhaps you want to get a game running on short notice. In cases like these, we provide archetypes you can use to build your character very quickly.
These Backstories are divided into four Life Stages. They are: Childhood, Education,
Passion, and Career.
Backstory Descriptions
CHILDHOOD
Academic Prodigy. Either through nature or other means, the character is born with an incredible talent for certain skills. This is combined with a prodigious intellect.
Mental +1, Physical -1, Negotiation +1
Child Laborer. The character is put to work in some fashion, either because their family requires every penny, or possibly to generate income for the lazy guardians. Either way, life is hard, but the character learns to take their knocks early, along with an understanding of appropriate machinery (looms, presses, forges, etc.)
Physical +1, Technology +1
Created. The character was brought to life in some manner outside of the normal mechanisms. This includes vat-grown clone warriors or beings summoned from another dimension.
Physical +1, Fitness +1
Mercantile. The character’s parents were traveling merchants, either from a merchant
guild, or peddlers. Regardless, the character spends a lot of their childhood traveling and learning to communicate with others.
Social +1, Negotiation +1
Military Brat. The character grew up attached to a military unit. They became accustomed to the discipline of a military life, and learned the basics of warfare.
Physical +1, Combat +1
Monastic. The character was raised in a cloistered manner, possibly in a religious environment.
Spiritual +1, Everyman +1
Mystical. The character is born into a mystical blood line. Perhaps the blood of dragons flows in their veins, or their ancestors consorted with daemons. For whatever reason, the forces of magic flow easily with them.
Spiritual +1, Supernatural +1
Natural. The character is brought up in harmony with nature, possibly with a tribal or aboriginal group. Their parents might be outdoors people, or they might live in a rural environment.
Social +1, Nature +1
Orphanage. The character was raised in an orphanage, which might have been a run-down state home or a private home. Money is scarce, but the character is taught the basics of learning. These children
learn to work with others to achieve their goals.
Social +1, Everyman +1
Royal. The character’s parents or direct bloodline are royalty. This puts the character
in a favorable position socially, but may bring responsibilities later in life.
Social +1, Negotiation +1
Schooled. The character’s parents are regular folks. Their childhood consists of climbing trees, getting into a little trouble,
and generally being average.
Mental +1, Everyman +1
Street Urchin. Growing up in the streets, the character had no permanent guardian or family. They became tough and wily enough to survive rough nights, often relying on contacts.
Physical +1, Skullduggery +1
EDUCATION
Academic. The character enters full-time academia. This could be as a willing student
or cloistered against their will. They may serve as a librarian, scribe, or in the service of more mysterious masters.
Mental +1, Negotiation +1
Criminal. The character receives their early training from criminals, likely as part of a gang or other organized group, or working on their own. They may be a thug, con-artist, burglar, or belong to some other nefarious profession.
Physical +1, Skullduggery +1
Laborer. The character works diligently through their apprenticeship. They could work in construction, in a factory, or in agriculture.
Physical +1, Everyman +1
Military. The character learns with a group of warriors or as part of an army. They may work as a squire, help with the horses, or be involved in drilling or weapons work.
Physical +1, Combat +1
Mystic. The character’s education was provided by an organization or individual that has strong connections with the supernatural. This could be a coven of witches, a strange alien benefactor, or a group of zealous cultists.
Spiritual +1, Supernatural +1
Socialite. The character spends all of their time partying and otherwise enjoying
themselves. Such characters may well go on to be productive members of society, but might also stay this way.
Social +1, Everyman +1
PASSIONS
Collector. Be it a pack rat, a stamp collector, or a vintage car enthusiast, this character will have a passion for one or two types of items, and strives to find them.
Mental +1, Everyman +1
Dilettante. The character is a social creature, finding recreation in the company of others, be it in a quiet dinner party or a raucous evening in a crowded tavern.
Social +1, Everyman +1
Knowledge. The character thirsts for knowledge, spending their free time reading or studying.
Mental +1, Negotiation +1
Occult. The character desires knowledge of things beyond mortal ken, finding dark lore and searching the shadows.
Spiritual +1, Supernatural +1
Rebel. This person seeks to do everything different
than their parents, their friends, their family, their supervi-sors, their peers. Trailblazing or revolting...
Social +1, Everyman +1
Service. Be it service to country or service to an organization, or even to themselves, a person with this passion will devote their energies to activities to fulfill a purpose higher than themselves.
Social +1, Everman +1
Sports. The character enjoys one, or several, sporting activities and is proficient in their chosen sport.
Physical +1, Fitness +1
Survivalist. The character enjoys outdoor pursuits, or possibly is a student of combat in one form or another. Armchair generals, hunters, martial arts enthusiasts, and others fit into the category.
Physical +1, Combat +1
CAREERS
Academic. A character specializing in knowledge of some sort. Could be a professor, scientist, or sage.
Mental +3, General +1, Negotiation +1
Con Artist. Quick banter and swaying others to their cause are the hallmarks of this class. Could be a demagogue, a trickster, bard, or even salesman.
Social +2, Mental +1, Skullduggery +1, Negotiation
+1
Diplomat. A character that specializes in dealing with others, often of different cultures or races. Could be a diplomat, an interpreter, or anthropologist.
Mental +2, Social +1, Negotiation +1, Everyman +1
Entertainer. A character who earns their living entertaining others. Includes singers, dancers, professional gamblers, bards and the like.
Mental +1, Social +2, Everyman +1,
Fitness +1
Investigator. The investigator joins academic promise with a nose for trouble. This could represent
a government agent, a detective, journalist, or a whip-wielding archeologist.
Physical +1, Mental +1, Social +1,
Everyman +1, Negotiation +1
Laborer. A character whose living is made from hard manual labor, street gangs, factory workers,
chain gangs. Can also represent professional athletes.
Physical +2, Social +1, Fitness +2
Muscle. Strong-arm tactics are this character’s weapon of choice. Without specific military training, the character gets through life with a rough and tumble approach. Bikers, thugs, militia, or bouncers fit into this category.
Physical +2, Social +1,
Fitness +1, Skullduggery +1
Mystic Warrior. A warrior who has supernormal abilities influencing his martial abilities. Could include Paladins, mystical martial artists, or energy-sword-wielding mystics.
Physical +2, Spiritual +1,
Combat +1, Supernatural +1
Occultist. A specialist in secrets and forgotten lore.
Mental +1, Spiritual +2,
Supernatural +2
Soldier. Whether a modern infantryman, a musketeer,
or an archer, the character spends their time training in the arts of warfare.
Physical +2, Social +1,
Combat +2
Tactician. A military career where brains are as, if not more, important than brawn. Includes command positions as well as Special Forces and other military specialists.
Physical +1, Mental +2,
Combat +1, Negotiation +1
Thief. A catch-all career for those whose
careers depend on stealth and agility. This could represent a professional art thief, a street-smart burglar, or a well-trained infiltration agent.
Physical +1, Mental +1, Social +1, Skullduggery
+1, Technology +1
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