Creating your Background

Your *Background* represents the capabilities your *Character* has as a result of the experiences they have had upto the point when they are introduced to the story.

Often the professional life, upbringing or passions of a *Character* will be reflected within their *Background*, and you may use those elements of a *Character's Backstory* to inform your choices here.

To create your *Background* follow the below steps:

1. **Choose one Skill you are proficient in:**
	* Options include **Athletics**, **Communication**, **Creativity**, **Trickery**, **Knowledge**, **Medical**, **Survival** and **Technology**
2. **Choose a Skill Specialisation**
	* Pick an activity your *Character* consistently excels at
3. **Choose your Tool** **and** **Language Experiences**
	* Choose **two** **languages** or **one** **tool** and **one** **language** you are capable of using. This is in addition to the being able to use most commonly language of the setting.
4. **Choose your Starting Inventory**
	* Choose equipment your Character begins the game with

## Step 1: Choose One Skill

In 7e there are **8** ***Skills*** available to choose from: **Athletics**, **Communication**, **Creativity**, **Trickery**, **Knowledge**, **Medical**, **Survival** and **Technology**.

You may select **one** of these *Skills* to be "*Proficient*" in. That means whenever you make a *Check* directly related to that *Skill* you may add a modifier equal to your *Proficiency Bonus* to the *Result* of the *Check.* Your *Proficiency Bonus* is a modifier that increases steadily as your *Character* grows in experience.

Once you have selected a *Skill* to be proficient in, mark the part of your *Character Sheet* which denotes you have proficiency in that *Skill*.

## **Step 2: Choose One Skill Specialisation**

*Skill Specialisations* represent a particular task your *Character* excels at, irrespective of the *Skills* they may be proficient in.

A *Skill Specialisation* is always described by the mechanical effect of that *Skill Specialisation,* the *Skill* it is related to and a single word or a short phrase which describes the context where you receive that benefit.

**In the case of a *Skill Specialisation* obtained through your *Background*, you gain *Advantage* on a relevant *Check* using that *Skill when it involves your Skill Specialisation*.**

For example, a *Character* who due to their *Background* excels at Swimming may have a *Skill Specialisation* as follows: "Has *Advantage* when making *Athletics Checks* involving Swimming".

Whenever a *Skill Specialisation* is gained, add it to the relevant *Skill Specialisation* section of your *Character Sheet*, and besides the *Skill Proficiency* of the related *Skill* mark the "asterisk". This denotes that when you make a *Check* with this *Skill* there are circumstances where you may have an additional benefit, and therefore you may wish to review the *Skill Specialisations* section.

A full list of **suggested** *Skill Specialisations* may be found within the ***Skills*** section.

Alternatively, you may choose to create a **unique** *Skill Specialisation* not otherwise listed. See the ***Skills*** section for more details.

Your *Skill Specialisation* may be related to a *Skill* you are *Proficient* in, or a Skill you are not *Proficient* in.

## Step 3: Choose your Tool and Language Experiences

*Tool* and *Language Experience* represents a specific experience a Character has using such things. Typically, a Character without these experiences cannot use them effectively, if at all.

All *Player* *Characters* are assumed to have experience understanding, speaking, reading and writing a shared language, typically the most commonly spoken language of the setting. E.g. "Common" in a fantasy setting, "English" in a modern setting set in the UK or U.S.A or "Latin" in a historical setting such as Ancient Rome.

As part of your Background you may in addition choose the following:

*Experience* with **two** *Languages.*

*Experience* with **one** *Tool* and **one** *Language*.

### Tool Experience

*Experience* with a *Tool* grants the *Character* one or more *Skill Specialisations* involving the use of that *Tool*, granting the *Character* *Advantage* in the use of that *Skill* when it directly relates to using that Tool.

For example, *Experience* using Thieves Tools may grant the following *Skill Specialisation:* "Has *Advantage* when making *Trickery Checks* using theives tools".

Some *Tools* may grant *Skill Specialisations* in multiple *Skills* if they may *reasonably* be used in relation to those *Skills*.

For example, *Experience* with using a *Disguise Kit* may grant the following **two** *Skill Specialisations*. "Has *Advantage* when making *Creativity Checks* using a disguise kit". and "Has *Advantage* when making *Trickery Checks* using a disguise kit".

For a list of **suggested** *Tools* and the relevant *Skills* they apply too, see the **Tools** section.

As with *Skill Specialisations,* it is possible that the list of suggested *Skills* do not cover the full range of possible *Tools* available in a given setting. For example, a setting may feature a form of jet propelled aircraft not listed under the *Tools* section. To create a **unique** *Tool*, see the **Tools** section.

### Language Experience

In order to speak, understand and write a *Language*, a character must have *Experience* in that *Language*.

To determine what *Languages* are relevant to the setting, discuss with the *GM.* Many *Ancestries*, particularly those depicted in *Fantasy* settings, may have a *Language* associated with them. In such cases you may wish to select that *Language.*

Note *Languages* may vary in their mechanics and purposes drastically. A *Language* may represent what is commonly spoken between people sharing a particular country or *Ancestry*, it may represent a means to communicate without the use of words or sight (e.g. Sign Language and Braille). It may also represent a coded language between certain groups who do not wish to be understood (e.g. Thieve's Cant), or a means of interacting with certain technologies (e.g. Computer Code) or understanding and writing in a magical script (e.g. Metaphysical Runes).

For a full list of suggested *Languages* relevant within a range of possible settings, see the *Languages* section.

## Step 4: Choose your Starting Inventory

Few *Characters* begin their story with no items or money to their name at all (although in some stories this may be an interesting way to start your adventure!). To address this follow the below guidelines to determine the initial equipment your character begins with.

Here's a brief summary of your Character's Starting Equipment:

* 50 Credits OR 10 Credits + a mount/personal mode of transport
* A Set of *Tools*
* Typical Clothing your Character would be expected to own
* A light source
* A source of fire
* Food to last 5 days
* Communication tools (e.g. writing implements or smartphone)
* 3 Personal Possessions (i.e. objects of sentimental importance

* **Your Character has 50 Credits**
	+ We recommend this choice for stories where significant travel is not expected, such as stories set in a single location like a city.
	+ Note: Credits represents the most commonly traded denomination of a given currency within the setting, such as "Dollars" in a modern setting, "Drachma" in Ancient Greece, "Gold coins" in many fantasy settings or "Galactic Credits" in a Sci-Fi setting. It is generally assumed 1 Credit can be further broken down into 100 sub-credits for smaller purchases. These might include bronze coinage in fantasy settings, or "cents" in a modern setting. More details may be found within the ***Equipment*** section.
* **Alternatively, you may instead choose to have only 10 Credits and a commonly owned mode of transportation typical of your setting**
	+ We recommend this choice for settings where having a means to travel quickly between locations is preferable.
	+ You mode of transport may include a mount such as a riding horse in a historic setting. It may include a **reasonably priced** car or motorcycle in a modern setting. A small boat in a sea faring setting. Or it might even include a small personal spacecraft in a sci-fi setting.
	+ If you choose this option, the mount or vehicle is assumed to hold sentimental significance to your *Character,* and is unlikely to part from it willingly. This is intended to mitigate potential exploitation of monetary differences between the value of mounts and Tools.
	+ At the DM's discretion, instead of beginning with personal modes of transport the Players Characters may instead pool their resources to begin with a **shared** mode of transport. For example, two *Characters* may choose to begin with a horse and carriage they share. Or the full group may choose to share a medium sized sailing vessel in a seafaring campaign, or a medium sized spacecraft in a space faring campaign etc.
* **A Set of *Tools***
	+ Your *Character* will begin the story with a set of *Tools* associated with their *Background* (as suggested under *Choose your Tool* or *Language Expertise).*
	+ If they lack a *Tool* *Experience*, then they will have "writing materials*"* instead.
* **Your *Character* will have clothing typical of their *Background****.*
	+ For example a peasant would have course, patched and frayed clothing. A noble would have a set of fine robes. A soldier would have an appropriate uniform etc.
* **A light source typical of your setting**.
	+ This might be a flashlight in a modern or sci-fi setting or a set of 5 torches in a historic or fantasy setting.
* **A source of fire typical of your setting**.
	+ This might be a lighter or set of matches in a modern setting, or flint, iron and tinder box in a historical setting.
* **Food rations for sufficient nourishment for 5 days**.
	+ The flavour (both literally and figuratively) of your food rations will depend upon the setting.
* **A means to communicate at a distance**.
	+ In historical settings this may include "writing implements", such as quill, ink or charcoal and a few sheets of paper. In a modern or sci-fi setting this may be much more advanced, including such things as a cellular or smartphones, radios or interplanetary transponders.
* **3 personal possessions of significant importance to your Character** which they would be expected to have from their *Background*.
	+ These must be items which you *Character* can be easily carried and have limited to no mechanical impact (so no, your personal possesions cannot include a sportscar, another weapon, or a million "credits"...). For example, a noble may have a signet ring, documents marking their station and a second set of fine clothing. A soldier meanwhile may have a letter from home, a second set of sturdy footwear and a set of dark clothes for covert operations.
	+ These items are assumed to hold sentimental significance to your *Character,* and they are unlikely to part from them willingly. This is intended to mitigate potential exploitation of monetary differences in trinkets chosen.

After determining your *Equipment*, you may at the *GMs discretion* choose to spend the *Currency* you have been awarded on additional *Equipment* commonly available within the setting. See the *Equipment* section for more options.

## Example Backgrounds

There are many elements which go into creating a *Character's Background.* For this reason we have provided a range of **Example** **Backgrounds** you may choose from. You may use these **Example Backgrounds** as presented, or change them with reference to the rules presented above.

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