Backgrounds

## Disciple

You have spent your life in the service of a temple to a specific
god or pantheon of gods. You act as an intermediary between the realm of the holy
and the mortal world, performing sacred rites and offering sacrifices in order to
conduct worshipers into the presence of the divine. You are not necessarily a priest
- performing sacred rites is not the same thing as channeling divine power.

Work with your GM to detail the nature of your religious service.
Were you a lesser functionary in a temple, raised from childhood to assist the priests
in the sacred rites? Or were you a high priest who suddenly experienced a call to
serve your god in a different way? Perhaps you were the leader of a small cult outside
of any established temple structure, or even an occult group that served a fiendish
master that you now deny.

**Skill Proficiencies:**
Insight, Religion

**Languages:**
Two of your choice

**Equipment:**
A holy symbol (a gift to you when you entered the priesthood), small items that
represent the ritual needs of your faith, vestments, a set of common clothes, and
1,500 Links.

### Feature: Shelter of the Faithful

As a disciple, you command the respect of those who share
your faith, and you can perform the religious ceremonies of your deity. You and
your adventuring companions can expect to receive free healing and care at a temple,
shrine, or other established presence of your faith, though you must provide any
material components needed for spells. Those who share your religion will support
you (but only you) at a modest lifestyle.

You might also have ties to a specific temple dedicated to
your chosen deity or pantheon, and you have a residence there. This could be the
temple where you used to serve, if you remain on good terms with it, or a temple
where you have found a new home. While near your temple, you can call upon the priests
for assistance, provided the assistance you ask for is not hazardous and you remain
in good standing with your temple.

### Suggested Characteristics

Disciples are shaped by their
experience in temples or other religious communities. Their study of the history
and tenets of their faith and their relationships to temples, shrines, or hierarchies
affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or
heretical idea, or an ideal or bond taken to an extreme.

## Criminal

You either are still wanted for crimes, or have already paid
your dues; in either case, you have a connection with the syndicates, and that is
not something that can easily be erased.

The level of involvement with the syndicates is something
to work out with your GM but can range anywhere from just a low level look out to
an enforcer. You could also not be directly affiliated with any of the syndicates,
but your criminal history means you have at least encountered them once or twice.

You could be a criminal that is trying to leave that life
behind but you keep finding your connections to the criminal element useful

**Skill Proficiencies:**
Deception, Sleight of Hand

**Languages:**
Two of your choice

**Equipment:**
Lock pick set, gaming set (dice or cards), a set of common clothes, and 500 Links.

### Feature: Syndicate Ties

Your connection with the syndicates, no matter how tenuous,
has given you some ties that can be explored. You have access to the *shadow market* and the *shadow net.* But you only can trust those
from syndicates you have a good reputation with, or run the risk of being outed
or worse, a syndicate that has a bounty on you finding you. Otherwise treat it like
the *shadow marketeer* feature of the scoundrel.

If you have friends or allies within a local syndicate, you
can even get their help to get the local authorities off your trail or even tell
you who to bribe to gain access to locations that are normally restricted.

## Explorer

When you see some place no one has ever been, you want to
be there. You have seen sights that very few have ever seen. You have explored the
deepest reaches of starlight, or even strange sections of hyper-space.

The overall nature of the expeditions and your responsibilities
there in should be set by you and your GM, but it gives you access to fellow researchers
and explorers in adjoined fields such as biologists and archeologists.

**Skill Proficiencies:**
Investigate and survival

**Languages:**
One of your choice.

**Equipment:**
tough work cloths, common cloths, survival kit, and 1,000 Links.

### Feature: Survivor’s Instinct

Years of exploring strange wilds, you develop a strange instinct
for when things are gonna turn either your way or against it. This can be anything
from sensing when the weather is going to change, or if you are being tracked by
wildlife.

At any time, the GM can ask you to roll a survival check to
sense if something is off or if something is going to change.

## Freelancer

You are either part of a lancer company or an independent
contractor. You do deliveries, transport jobs, or even private security. Freelancers
are the lifeblood of many communities as commercial industries may not have made
their way to smaller and lower population areas.

Many find themselves in the life of a freelancer as a chance
to explore or to get off world. Others become lancers attempting to escape whatever
is hunting them. In any case, freelancers are highly adaptable and fiercely independent,
forming teams and companies with strong bonds of loyalty.

**Skill Proficiencies:**
Computers, Mechanics

**Languages:**
One of your choice

**Equipment:**
Tough work cloths, common cloths, survival kit, mechanical tool kit. 500 Links.

### Feature: Adaptable

Being a lancer requires tremendous adaptability any situation
that comes to you. Once per long rest, you may ignore disadvantage to any roll you
make until the beginning of your next turn.

## Military

You have experience as part of a faction’s militia; be it
the Coalition of Humanity Honor Guard or a grunt within the Kari Syndicate.

You are used to organization and high levels of discipline
that comes with it.

**Skill Proficiencies:**
Intimidation, survival

**Equipment:**
Old uniform, common cloths, survival kit, mechanical tool kit. 500 Links.

### Feature: Rank

You have or retired with a rank and reputation. Discuss with
your GM about your backstory and what rank would be appropriate for whatever militia
you were a part of and the reputation you would have. Current and former members
of your militia recognize your rank, allowing you to double your renown when interacting
with them.