Dark Fantasy Core Set/Backgrounds

==Backgrounds:==
Each character has the following default backgrounds unless other rolled/chosen backgrounds override them:
*Lower class
*Kingdom
*Never seen combat
*Never left town
Roll 1D8 to find out how many backgrounds your character possesses.
*Accustomed to Cold: 5% cold resistance
*Accustomed to Heat: 5% heat/fire resistance
*Ambassadorial Service: free Cultures skill, possible free language
*Aristocracy: +1 skill, +2D20 silver
*Befriended--Monstrous: free non-sentient Buddy contact
*Befriended--Person: free Buddy contact
*Berserker: add character level when berserk to attack, damage, Strength checks, & saving throws; no pain, fear, fatigue, shock or system shock; no Common Sense checks; 2 rounds to go berserk, 4 rounds to calm down; take 1D6 fatigue plus fatigue accumulated while berserk
*Best Friend: free Companion contact
*Bilingual
*Black: +1 to all attributes
*Black Troll: sun-sensitive skin or eyes; night vision; doesn't get lost
*Blessing: something nice
*Blooded: has seen combat
*Blood Feud
*Cave Troll: +2 Strength, +1 Stamina, +1D8 hit points, -1 to all mental attributes, -2 Common Sense, Tough trait
*Child Prodigy: +3 to all mental attributes, +1 Awareness, -1 on all social attributes, -3 to Strength, -2 to Stamina, -3 to Common Sense; free Prodigy trait
*Comedy & Tragedy: something good, something bad
*Confederation
*Confederation Ancestry
*Debt: owe 10D12 x 10 silver
*Demonic Blood: +3 to attributes in one category, -3 in another; 2 free supernatural Traits
*Disciplined Study Habits: +2 Knowledge
*Educated: 1D6 free skills
*Efreet Blood: 10% fire/heat resistance
*Empire
*Empire Ancestry
*Experienced: start with skills higher than III/journeyman
*Fae Blood: free supernatural trait
*Familiar with Area
*Favour
*Feral Upbringing: Uneducated trait & native language is at journeyman level
*Foreign Birth
*Found Item
*Freeholder
*Gothic
*Gothic Ancestry
*Gift
*Guild Membership
*Ice Troll: -1 Appearance & Personality; 15% cold resistance
*Injury
*Kingdom
*Kingdom Ancestry
*Labourer: 1/2 starting funds
*Less Sleep: 1 hour less
*Lower Class: 1D20 silver
*Mentor: free Companion contact
*Merchant: have a stake in a business
*Middle Class: 1D100 silver
*Military Experience: free Experienced background
*Money: 10D20 silver
*Mountain Troll: immune to acrophobia, agoraphobia, & claustrophobia Naturalist: +3 to survival skill checks
*Never Left Town
*Never Seen Combat
*Nobility: x2 starting funds & noble title
*Orphan
*Outcast
*Patron
*Physically Abusive Upbringing: +1D8 hit points
*Portents
*Resources: 2D12 silver per month
*Rock Troll: +2 Personality
*Roughhousing: +1D4 hit points
*Serf
*Sickly Childhood: -1 Strength, -2 Stamina, and -2 to all saving throws
*Strong Religious Upbringing: chose one: Birth Blessing background, Guilt (Conscience trait), Physically Abusive Upbringing background, Resistance to Alcohol trait, or Mentor background
*Taught by a True Weapons Master: +2 attack & damage
*Tragic Event
*Travelling Childhood: learn cultures & languages at half time & effort
*Trollblood: +2 to Strength, -3 Appearance, Distinctive Appearance trait, and roll once on the Troll traits table
*Unsanitary: -2 all social attributes; +2 to saving throws against disease, poison, & paralysis
*Upper Class: 2D12x10 silver
*Vegetarian: -1 Strength or Stamina; +1 save against disease
*Wilderness
*Wizard's Experiment
*Wolf Blood: if infected with lycanthropy, may choose wolf type from infector or ancestor
Category:DFCS