Prelude of Darkness character system - Backgrounds
Prelude of Darkness character system - Backgrounds
Information - posted by Saint_Proverbius on Sat 16 November 2002, 02:54:12
Tags: Prelude to Darkness; Zero SumBackgrounds
Backgrounds in Prelude to Darkness can essentially be considered classes for the game, since they set up the archetypal starting role for player characters. They determine what the characters were skilled in prior to starting out their adventures in The Valley, what worldly assets they have, and so on. However, unlike typical classes, they don't typically force things upon the player beyond with what they start. There are a few exceptions, however, like Backgrounds that hinder certain skill development.
Backgrounds have attribute and lineage requirements for picking them. If you don't meet those requirements, you can't chose that background. After all, no one would be allowed to become a Scholar with a low Intelligence, nor would a physically weak individual be expected to make a good Bodyguard. Likewise, if your lineage is such that the background doesn't exist for those people, you can't choose it either. As such, the possibility of what you were before starting the game is literally determined by your chose of what bloodline your character has, and what attributes you pick for that character.
Equipment is also determined, at least partially, by your background. If your Background involves money, your starting clothing will reflect that character's worldly refinement. Backgrounds can also determine what weapon your character starts with, but skill point allocation plays a factor in this as well to insure that your character starts with a weapon he can use. Farmers, for example, start with a pitchfork, since that's a typical tool/weapon one would expect a person of that Background to have with him.
Acolyte
Description:
Trained in any number of temples in The Valley, acolytes have an especially deep understanding of how to call and channel the Power of the Flame.Acolytes begin highly skilled in the Power of the Flame, skilled in Literacy and Lore, proficient in Dagger, and choose 1 additional skill.
Requirements:
Flame Bloodline, 16 Intelligence, 16 Endurance, 14 Willpower
Starting Skills:
Power of Flame: 20, Literacy and Lore: 15, Dagger: 10
Starting Equipment:
Ironwood Dagger, Black Robes, Sandals, weapon based on other choices.
Bandit
Description:
Robin Hood, Raynard the Fox, or maybe just a highway-man. Bandits are highly skilled in Stealth and choose 2 additional combat skills and 2 additional non-combat skills.
Requirements:
None
Starting Skills:
Stealth: 20
Starting Equipment:
Dark Blue Shirt, Dark Brown Leather Pants, Leather Boots, Leather Gloves, weapon determined by other choices.
Bard
Description:
These traveling musicians and storytellers find welcoming audiences in inns and pubs throughout the Valley. Bards begin highly skilled in Music, skilled in Speech, and can choose 3 additional skills.
Requirements:
17 Charisma, 14 Dexterity
Starting Skills:
Speech: 15, Music: 20
Starting Equipment:
Yellow Woman's Shirt or Yellow Shirt, Fancy Purple Skirt or Fancy Purple Pants, Leather Boots or Sandals, weapon determined by other choices.
Bodyguard
Description:
From caravan escorts to personal bodyguards, a guard's life and livelihood depends upon his ability to defend himself and others. Guards start highly skilled in 1 combat skill and proficient in 2 other combat skills. In addition they have 2 free skills of any type.
Requirements:
14 average of Strength, Dexterity, Endurance, and Speed
Starting Skills:
10 in Martial Skill of choice, Sword: 20
Starting Equipment:
Leather Tunic, Leather Leggings, Leather Boots, Leather Gloves, weapon determined by other choices.
Craftsman
Description:
The Valley supports a diverse array of craftsmen, from masons to cobblers.Craftsmen are highly skilled in Tinker and skilled in Barter. They also have 1 free non-combat skill and 2 free skills of any type.
Requirements:
15 Dexterity
Starting Skills:
Tinker: 20, Barter: 15
Starting Equipment:
Purple Shirt, White Skirt or Tan Cloth Pants, Sandals, weapon determined by other choices.
Dilettante
Description:
Dilettantes are men and women from wealthy Flame backgrounds who have time, resources and little focus.Dilettantes begin with the lowest level of skill in all available skills and may choose 1 skill to become proficient in. They also begin better equipped.
Requirements:
Flame Bloodline, 12 in all Attributes
Starting Skills:
N/a
Starting Equipment:
Necklace, Degral, Soap, Blue Gem, Leather Tunic, Fancy Orange Skirt or Dark Brown Leather Pants, Fancy Orange Women's Shirt or Fancy Blue Vest, Leather Boots, weapon based on other choices.
Doctor
Description:
Doctors are a rare and valuable commodity in The Valley, and medical training is reserved for those from wealthy Flame backgrounds. Doctors begin highly skilled in Medical, skilled in Literacy, proficient in Speech, and may learn two additional skills.
Requirements:
Flame Bloodline, 16 Intelligence
Starting Skills:
Medical: 20, Literacy and Lore: 15, Speech: 10
Starting Equipment:
Orange Shirt, Fancy Brown Skirt or Tan Cloth Pants, Grey Flame Boots, weapon determined by other choices.
Druid
Description:
Druids are those who have elected to devote their lives to worship of the Goddess through the celebration and protection of the natural world. Druids begin highly blessed by the Goddess and are skilled in Nature. They have access to 1 additional non-combat skill and 1 skill of any type.
Requirements:
River Bloodline, 20 Willpower
Starting Skills:
Gifts of Goddess: 20, Nature: 15
Starting Equipment:
Turquoise Robes, Sandals, weapon determined by other choices.
Farmer
Description:
Farmers are a hearty breed. Their years working the land have earned them a +1 bonus to both Strength and Endurance. Farmers begin proficient in Polearm, Axe, and Nature, and have access to two additional skills of any type.
Requirements:
River Bloodline
Starting Skills:
Polearm: 10, Axe: 10, Nature: 10, Strength: +1, Endurance: +1
Starting Equipment:
Brown Woman's Shirt or Brown Shirt, Brown Skirt or Grey Cloth Pants, Ironwood Pitchfork, Leather Boots
Guardian
Description:
Only the most physically adept of all Children are accepted into the Amphitheater, the training academy for the Guardians of the Flame. Guardians of the Flame begin highly skilled in Armor, skilled in Sword, and choose two additional skills of any type.
Requirements:
Flame Bloodline, 16 average of Strength, Dexterity, Speed, and Endurance
Starting Skills:
Sword: 15, Armor: 20
Starting Equipment:
Ironwood Longsword, Wooden Small Shield, Red Leather Pants, Orange Shirt, Leather Boots
Herbalist
Description:
As healers of the poor, Herbalists compensate for their lack formal medical training with an intimate knowledge of herbs, potions, and poultice. Herbalists begin skilled in Nature and Medical and choose three more skills of any type.
Requirements:
River Bloodline, 17 Intelligence
Starting Skills:
Medical: 15, Nature: 15
Starting Equipment:
Blue Shirt or Blue Women's Shirt, Dark Green Skirt or Green Cloth Pants, Leather Boots, weapon determined by other choices.
Hermit
Description:
Hermits are those who have, for whatever reason, chosen to isolate themselves from society. Hermits begin with six free skills, but may not choose Speech or Barter. Additionally Hermits suffer a -3 penalty to Charisma.
Requirements:
River Bloodline
Starting Skills:
Charisma: -3
Starting Equipment:
Light Brown Robes or Green Robes, Sandals, determined weapon based on other choices.
Hunter
Description:
By providing food and protection for townsfolk, hunters play a critical role in River society.Hunters begin highly skilled in Missile, skilled in Nature, and proficient in Stealth. Hunters choose two additional skills of any type.
Requirements:
River Bloodline, 10 Strength, 17 Dexterity, 12 Speed
Starting Skills:
Missile: 20, Stealth: 10, Nature: 15
Starting Equipment:
Shortbow, 20 Wooden Arrows, Dark Green Shirt, Light Brown Leather Pants, Leather Boots
Merchant
Description:
Making a living from the exchange of goods, the merchant lives or dies by his ability to haggle. Merchants are highly skilled in Barter, skilled in Speech, and can choose three additional skills.
Requirements:
13 Charisma
Starting Skills:
Speech: 15, Barter: 20
Starting Equipment:
Tan Shirt, Purple Cloth Pants, Sandals, weapon determined by other choices.
Scholar
Description:
Having sacrificed physical activity for intellectual pursuits, Scholars receive a -1 penalty to Endurance and +1 bonus to Intelligence. Scholars begin highly skilled in Literacy and Lore, proficient in Speech, and may learn 1 non-combat skill and 2 skills of any type. Combat skills are taken at half value, but Scholars begin more learned in Thaumaturgy and Power of the Flame.
Requirements:
Flame Bloodline, 17 Intelligence
Starting Skills:
Literacy and Lore: 20, Speech: 10, Intelligence: +1, Endurance: -1, Martial Skills: x0.5, Magical Skills: x2
Starting Equipment:
White Robes, Sandals, weapon determined by other choices.
Thaumaturgist
Description:
Practicers of the maligned art of ritual magic, thaumaturists specialize in enchanting objects. They begin highly skilled in Thaumaturgy, but without knowledge of any specific rituals. Thaumaturgists are also proficient in Tinker and Literacy and Lore, and may choose 1 non-combat skill and 1 additional skill of any type.
Requirements:
16 Dexterity, 17 Intelligence
Starting Skills:
Thaumaturgy: 20, Tinker: 10, Literacy and Lore: 10
Starting Equipment:
Blue Robes, Sandals, weapon determined by other choices.
Thief
Description:
Ranging from box man to cut-purse, a thief in the Valley has the potential to become very rich or very dead. Thieves begin skilled in Stealth and Pickpocket and proficient in Tinker. In addition they choose 1 combat skill and 1 skill of any type.
Requirements:
16 Speed, 16 Dexterity
Starting Skills:
Pickpocket: 15, Stealth: 15, Tinker: 10
Starting Equipment:
Black Quilted Shirt, Black Leather Pants, Leather Boots, weapon determined by other choices.
Wanderer
Description:
Long journeys have enhanced the wanderer's fortitude, giving him +2 endurance. Picking up an eclectic array of skills in their travels they may pick 1 combat skill, 1 non-combat skill and three additional skills of any type. Wanderers cannot use any magics.
Requirements:
None
Starting Skills:
Endurance: +2, No Magical Skills
Starting Equipment:
Blue Shirt, Dark Brown Leather Pants, Leather Boots, weapon determined by other choices.
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