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Friday, January 14, 2011

Dragon Age Backgrounds - Part 2

I've done up my second batch of Backgrounds for the Alt History 1936 setting I'm working on.
Download links for the pdf files at the end of the post.

Swell
You are among the privileged.  Whether you were born with a silver spoon in your mouth, or have earned your fortune the hard way, you are among those fortunate few who include nobility and captains of industry.

Playing a Swell
If you choose to play a Swell, modify your character as follows:
•  Add 1 to your Communication Ability. 
•  Pick one of the following ability focuses:
    Communication (Persuasion) or Cunning (Heraldry)
•  You can speak and read your native language and any three others
•  Choose a class.  You can play a Warrior, Mystic or Expert
•  You start with five times your rolled funds.

Swell
2d6 Roll    Benefit

2               Focus: Communication (Gambling)
3-4            +1 Constitution
5               Focus: Cunning (Trade Lore)
6               Focus: Cunning (Evaluation)
7-8           +1 Willpower
9              Focus: Dexterity (Riding)
10-11       +1 Cunning
12            Focus: Cunning (Cultural Lore)





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Burglar
You are a master of breaking and entering.  Whether you retrieve objects stolen by others or are a gentleman cracksman or a common thief, locks have a way of bending to your skill.

Playing a Burglar
If you choose to play a Burglar, modify your character as follows:
•  Add 1 to your Dexterity Ability.  Deftness of touch is essential
•  Pick one of the following ability focuses:
    Dexterity (Lock Picking) or Cunning (Evaluation)
•  You can speak and read your native language and any Three others
•  Choose a class.  You can play a Warrior, Mystic or Expert
•  You start with a set of lockpicking tools and an additional 1d6 x $10 in funds.

Burglar
2d6 Roll    Benefit

 2                +1 Cunning
3-4            Focus: Communication (Deception)
5               Focus: Dexterity (Legerdemain)
6               +1 Perception
7-8            Focus: Willpower (Self Discipline)
9               Focus: Dexterity (Traps)
10-11        +1 Strength
12             Focus: Perception (Searching)


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Pilot
You are a dashing master of an air vehicle.  Whether it is an airplane, a dirigible or a rocket ship, you are at home in the air.

Playing a Pilot
If you choose to play a Pilot, modify your character as follows:
•  Add 1 to your Dexterity Ability.  Being able to maneuver your vehicle quickly comes in handy
•  Pick one of the following ability focuses:
    Dexterity (Piloting) or Cunning (Navigation)
•  You can speak and read your native language and any two others
•  Choose a class.  You can play a Warrior, Mystic or Expert
•  You start with a vehicle, you may choose from a biplane, a hot air balloon or a small dirigible.  Your vehicle is 2d6-2 years old and you still owe 1d6-1 years worth of  payments on it.    You start with 1/2 the normal starting funds (round up)

Pilot
2d6 Roll    Benefit

2                Focus: Communication (Seduction or Gambling)
3-4            +1 Cunning
5               Focus: Dexterity (Mechanic)
6               Focus: Cunning (Cartography)
7-8            +1 Perception
9               Focus: Willpower (Courage)
10-11        Focus: Dexterity (Brawling)
12             +1 Willpower


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Driver
You are a master of the ground vehicle.  Perhaps you run ‘shine, or race professionally, perhaps you drive a truck and make sure that peoples products get to them on time.  You are proud of your machine, and consider it to be part of your family.

Playing a Driver
If you choose to play a Driver, modify your character as follows:
•  Add 1 to your Dexterity Ability.  Being able to maneuver your vehicle quickly comes in handy
•  Pick one of the following ability focuses:
    Dexterity (Driving) or Cunning (Navigation)
•  You can speak and read your native language and any two others
•  Choose a class.  You can play a Warrior, Mystic or Expert
•  You start with a vehicle, you may choose from a motorcycle, a car or a pickup truck.  Your vehicle is 2d6-2 years old and you still owe 1d6-1 years worth of  payments on it.    You start with 1/2 the normal starting funds (round up)

Driver
2d6 Roll    Benefit

2              +1 Communication
3-4           Focus: Dexterity (Mechanic)
5              Focus: Cunning (Cultural Lore)
6              +1 Perception
7-8           Focus: Cunning (Trade Lore)
9              Focus: Perception (Seeing)
10-11      +1Cunning
12            Focus: Communication (Bargaining)


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Laborer
You may work in a factory, on the docks or just do odd jobs.  You work hard and earn your pay.  You may envy those with comfortable offices, or it is possible that  you may pity them due to their apparent lack of freedom.

Playing a Laborer
If you choose to play a Laborer, modify your character as follows:
•  Add 1 to your Strength Ability.  Lifting and Moving things is part of your daily routine
•  Pick one of the following ability focuses:
    Strength (Might) or Constitution (Stamina)
•  You can speak and read your native language and any two others
•  Choose a class.  You can play a Warrior or Expert

Laborer
2d6 Roll    Benefit
2                +1 Dexterity
3-4            Focus: Constitution (Drinking)
5               Focus: Communication (Gambling)
6               +1 Constitution
7-8            Focus: Dexterity (Brawling)
9               Focus: Strength (Intimidation)
10-11        Focus: Dexterity (Driving)
12             +1 Perception


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PDF Download Links:
Swell
Burglar
Pilot
Driver
Laborer

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