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    • Combat Framework
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    • Beldoran Monsters 1
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    • Home
    • Ttrpg Core Rules
      • Skill Engine
      • Vigor and Morale
      • Encumbrance
    • Combat
      • Combat Framework
      • Combat Maneuvers
      • Reaction Maneuvers
    • Damage Tables
      • Conditions
      • Damage Tables
      • Blunt Damage Tables
      • Cutting Damage Tables
      • Piercing Damage Tables
      • Crushing Damage Tables
      • Fire Damage Tables
      • Cold Damage Tables
      • Electric Damage Tables
      • Acid Damage Tables
      • Toxins and Poisons
      • Madness
      • Diseases and Illness
    • Downtime
      • Downtime
      • Crafting
      • Training
      • Food and Water
      • Recovery
    • Spellbook
      • Spellcrafting
      • Spellbook 1
    • Compendiums
      • Compendiums
    • Character Creation
      • Character Creation
      • Universal Races
      • Beloran Races
      • Backgrounds
      • Feats
      • Flaws
    • Monsters
      • mounts and pets
      • Universal Monsters
      • Beldoran Monsters 1
    • GM Section
      • GM’s guide
      • Npcs
      • Dungeons
      • Worldbuilding
      • Other
    • Beldora

The Heroes Bane

The Heroes BaneThe Heroes BaneThe Heroes Bane

Signed in as:

filler@godaddy.com

  • Home
  • Ttrpg Core Rules
    • Skill Engine
    • Vigor and Morale
    • Encumbrance
  • Combat
    • Combat Framework
    • Combat Maneuvers
    • Reaction Maneuvers
  • Damage Tables
    • Conditions
    • Damage Tables
    • Blunt Damage Tables
    • Cutting Damage Tables
    • Piercing Damage Tables
    • Crushing Damage Tables
    • Fire Damage Tables
    • Cold Damage Tables
    • Electric Damage Tables
    • Acid Damage Tables
    • Toxins and Poisons
    • Madness
    • Diseases and Illness
  • Downtime
    • Downtime
    • Crafting
    • Training
    • Food and Water
    • Recovery
  • Spellbook
    • Spellcrafting
    • Spellbook 1
  • Compendiums
    • Compendiums
  • Character Creation
    • Character Creation
    • Universal Races
    • Beloran Races
    • Backgrounds
    • Feats
    • Flaws
  • Monsters
    • mounts and pets
    • Universal Monsters
    • Beldoran Monsters 1
  • GM Section
    • GM’s guide
    • Npcs
    • Dungeons
    • Worldbuilding
    • Other
  • Beldora

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Chapter 17

Backgrounds

BACKGROUND CATALOG

Background Rules Summary

• Each Background grants:

• +2 Skill Points distributed among two related Skills (usually from 1–2 Trees)

• 1 Background Ability (minor but flavorful)

• Departure Question: a narrative prompt: Why did you leave this life behind?

• Standard Backgrounds (20) — available to all Age tiers except Young

• Prestige Backgrounds (6) — reserved for Mature and Elder characters only

⸻

🌍 STANDARD BACKGROUNDS (20)

⸻

1. Militia Guard

• Skills: +1 Combat, +1 Survival

• Ability: Stand Firm — Once per combat, gain +2 Defense while holding position.

• Departure: Why did you desert, retire, or lose faith in your command?

⸻

2. Soldier / Mercenary

• Skills: +2 Combat

• Ability: Weapon Familiarity — Choose one weapon type; you have Advantage on maintenance and repair for it.

• Departure: What war or contract scarred you enough to leave?

⸻

3. Hunter / Trapper

• Skills: +2 Survival

• Ability: Scent of Prey — You can identify animal species from tracks or remains with Advantage.

• Departure: Did your quarry turn out to be something else entirely?

⸻

4. Scout / Ranger

• Skills: +1 Survival, +1 Subterfuge

• Ability: Silent Step — Once per travel day, ignore noise penalties on Stealth.

• Departure: What made you step away from the wilderness?

⸻

5. City Watch / Investigator

• Skills: +1 Social, +1 Subterfuge

• Ability: Questioner’s Eye — Once per scene, detect lies with a Focus save vs DC 12.

• Departure: Were you dismissed, framed, or just tired of the corruption?

⸻

6. Thief / Smuggler

• Skills: +2 Subterfuge

• Ability: Underworld Contact — Once per session, call in a favor for minor info or gear.

• Departure: Did you turn over a new leaf, or just change targets?

⸻

7. Craftsman / Artisan

• Skills: +2 Crafting

• Ability: Master’s Touch — Advantage on one crafting roll per downtime phase.

• Departure: Did your work bring ruin or fame you didn’t want?

⸻

8. Alchemist / Apothecary

• Skills: +1 Crafting, +1 Magic

• Ability: Experimental Mix — Once per day, create a random potion (1d4 effect).

• Departure: Why did your studies become dangerous or forbidden?

⸻

9. Scholar / Historian

• Skills: +1 Crafting, +1 Social

• Ability: Lorekeeper — Gain a small clue once per session on history or artifact origins.

• Departure: What did you uncover that frightened the world?

⸻

10. Priest / Monk

• Skills: +1 Magic, +1 Social

• Ability: Divine Insight — Once per session, reroll a failed Focus save.

• Departure: Did you lose faith, or did your god lose you?

⸻

11. Performer / Bard

• Skills: +2 Social

• Ability: Inspire — Once per combat, one ally gains +1 to next roll.

• Departure: What song or act made you flee or become hunted?

⸻

12. Merchant / Trader

• Skills: +2 Social

• Ability: Appraiser — Instantly identify relative value of trade goods and gems.

• Departure: Did a deal go bad, or did greed hollow you out?

⸻

13. Sailor / Fisherman

• Skills: +1 Survival, +1 Crafting

• Ability: Sea Legs — Ignore penalties from unstable footing or ship motion.

• Departure: Why did you leave the waves for the land?

⸻

14. Farmer / Herder

• Skills: +1 Survival, +1 Crafting

• Ability: Steady Worker — Advantage on fatigue checks after long labor.

• Departure: What disaster drove you from home?

⸻

15. Entertainer / Courtesan

• Skills: +2 Social

• Ability: Graceful Mask — +2 to Deception vs social embarrassment or seduction scenes.

• Departure: Did love, scandal, or ambition push you onward?

⸻

16. Scribe / Clerk

• Skills: +1 Crafting, +1 Social

• Ability: Record-Keeper — Advantage on checks to recall written info or copy documents quickly.

• Departure: Whose secrets did you read that you shouldn’t have?

⸻

17. Street Urchin / Beggar

• Skills: +1 Subterfuge, +1 Survival

• Ability: Scavenger — Find one minor useful item during downtime (GM discretion).

• Departure: How did you crawl out of the gutters?

⸻

18. Beast Handler / Trainer

• Skills: +1 Survival, +1 Social

• Ability: Animal Empathy — Advantage on taming and calming beasts.

• Departure: What bond did you lose that drove you to travel?

⸻

19. Mage’s Apprentice

• Skills: +2 Magic

• Ability: Spell Recall — Once per rest, cast a spell you’ve already used without extra Fatigue.

• Departure: Did your mentor die—or cast you out?

⸻

20. Laborer / Miner

• Skills: +2 Endurance

• Ability: Backbreaker — Once per session, ignore 1 level of Fatigue from heavy exertion.

• Departure: Did you strike something in the deep that should have stayed buried?

⸻

🕰️ PRESTIGE BACKGROUNDS (6)

(For Mature & Elder characters only)

These represent entire chapters of life — the legendary or defining careers before adventuring again.

⸻

1. Retired Adventurer

• Skills: +1 any two

• Ability: Seasoned Reflexes — Once per session, ignore a critical hit on a Reflex save 15+.

• Departure: What pulled you back into danger after so long?

⸻

2. Knight / Commander

• Skills: +1 Combat, +1 Social

• Ability: Commanding Aura — Once per encounter, allies within 10 ft gain +1 to Attack or Resolve.

• Departure: Did politics, love, or guilt break your oath?

⸻

3. Master Craftsman / Guild Founder

• Skills: +2 Crafting

• Ability: Efficiency — Halve crafting time and +2 to repair checks for masterwork tools.

• Departure: What invention or betrayal made you walk away from fortune?

⸻

4. Archmage / Sage

• Skills: +2 Magic

• Ability: Arcane Mastery — Once per session, reduce a spell DC by 5 (minimum 10).

• Departure: What truth did you uncover that your peers feared?

⸻

5. Veteran Explorer / Pathfinder

• Skills: +1 Survival, +1 Subterfuge

• Ability: Trailblazer — Once per expedition, your group ignores one environmental hazard.

• Departure: What frontier still haunts your dreams?

⸻

6. Fallen Noble / Exile

• Skills: +1 Social, +1 Subterfuge

• Ability: Infamous Reputation — Advantage on Intimidation or Deception when invoking your past title.

• Departure: Who stripped you of power, and why?

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A wizard with white hair holding a staff and a small fiery dragon.

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