Broken Sorcery
Chapter 4
Backgrounds
You start with a Background at Level 1: a professional career or apprenticeship which grants you expert knowledge and skills from a lifetime of training and practice.
Your background grants you an automatic success while performing routine tasks you’ve practiced hundreds of times before (an Acrobat doesn’t require a Check to do a standing backflip, a Fisher doesn’t require a Check to catch fish, etc.).
When performing a difficult task, your GM may request an appropriate Ability Check (a Blacksmith requires a Wisdom Check to forge a finely crafted Weapon, an Equestrian may require a Wisdom Check to befriend a wild horse, etc.).
| # | BACKGROUND | DESCRIPTION |
|---|---|---|
| 1 | Acrobat |
You are a professional performer with the ability to land gracefully, do backflips, aerial flips, wall jumps, and walk nimbly across tightropes— assuming you are not Encumbered. Acrobatics: Advantage on acrobatic stunts. Tumbling: You may use your Action to tumble while unburdened, granting +4 Defense until your next Turn. |
| 2 | Animal Trainer |
You whisper to a type of animal (e.g. domesticated dogs, horses, or falcons, or wild animals such as squirrels, bears, or wolves) as agreed upon with your GM. Animal Training: You can train your chosen type of animal to obey simple commands such as guard, attack, carry a rider, hunt, and track. Training requires a few months. You can train up to 3 animals at once. Animal Loyalty: Animals you train have innate loyalty to you and those you trust. Animal Companion: You start with an animal companion of this type. Remember to name them! |
| 3 | Apothecary |
You are an expert in the creation and application of medicines. You can identify plants and fungus for medicinal and poisonous applications. First Aid: You can create First Aid Kits and Healing Salves from raw materials you purchase in Civilizations or gather in the Wilderness. You can create d4 First Aid Kits or Healing Salves each day of Resting. Alchemist: +1 Alchemy Equipment: d4 First Aid Kits, Ingredient Pouch (Belt Pouch) |
| 4 | Artist |
You are an accomplished master artist—painter and sculptor. Designer: Advantage drawing, painting, sculpting, and designing Schematics for Engineering. Equipment: Drafting Tools, Painting Supplies |
| 5 | Baker & Chef |
You are an accomplished chef and can concoct truly magnificent meals given access to quality ingredients. Gourmet Chef: You cook restorative food, granting d4 extra HP and reducing d4 extra Chaos to those who consume it while Resting. Equipment: Culinary Knife Kit, Frying Pan |
| 6 | Beekeeper |
You were mysteriously born with the ability to speak the language of bees (in addition to your starting Languages), and pursued a life as a Beekeeper. Hive Mind: Bees are almost everywhere, giving you the ability to quickly gather information about the surrounding areas, send out scouts, learn of recent activity and threats in the area, and establish warning systems which alert you to dangers or opportunities. Equipment: Smoker, Honey Jars |
| 7 | Blacksmith |
You can forge tools, Weapons, and Armor without a Check, assuming you have access to tools, materials, and a forge. Engineer: +1 Engineering. Advantage working with metal. Weaponsmith: Finely Crafted Weapons can be forged with an Intelligence Check, Difficulty 20, granting the Weapon a permanent +1 Attack or +1 Damage (your choice). Equipment: Smithing Hammer, Tongs |
| 8 | Bowyer / Fletcher |
You have learned to create high quality Bows and Arrows from choice saplings, assuming you have access to a quality crafting knife, oils, and sinew (however a Blacksmith is required to produce Arrow heads). Crossbows can be created in collaboration with a Blacksmith. Bowyer: Finely crafted Bows and Crossbows can be created with a Dexterity Check, Difficulty 20, granting the Weapon a permanent +1 Attack or +1 Damage (your choice). Equipment: Bowyer Kit (Knife, Hand Plane, Sandstone, 3 Bowstrings, Feathers, 4d4 Arrow Heads) |
| 9 | Brewer |
You are a brewer of quality spirits. You can create brewing formulas, select choice ingredients, control fermentation, and age liquor. You can set up and manage a brewery, winery, or distillery in a Town or City. Intoxicants: Imbibing drinks created with such talent grants +1 Strength, +1 Charisma, -1 Dexterity, and -1 Intelligence for a few hours. Equipment: Moonshine Jug |
| 10 | Butcher |
You chop meat, lots of it, expertly! You have experience with a wide variety of specialized blades for different jobs. Dagger Expert: +1 Attack with Daggers Equipment: Meat Cleaver (Dagger) |
| 11 | Carpenter |
You are a designer and builder of wooden tools, structures, cabinets, wagons, and engines of war. You must have access to carpentry tools and a shop to perform construction. Engineer: +1 Engineering. Advantage working with wood. Equipment: Saw, Drill, Hammer |
| 12 | Cobbler |
You are a professional crafter and repairer of shoes, boots, and sandals. Perfect Fit: Perfectly fitted and maintained shoes, boots, or sandals grant the wearer +4 Constitution for travel, endurance, and Dashing. Equipment: Cobbler Kit (Knife, Rubber Hammer, Awl, Tape Measure), Sewing Kit |
| 13 | Equestrian |
You love horses and are a skilled trainer. You excel at riding and caring for horses. Horses you have bonded with will never get skittish in battle or on dangerous terrain. Horse Whisperer: Advantage on all horse related activities. |
| 14 | Farmer |
You grew up on a farm. You can cultivate any crop and you have an affinity for livestock. Farm Hand: Advantage on agriculture and the handling of domesticated animals. Weather Sense: You can predict the weather with perfect accuracy for the next 24 hours. Safe Haven: Your affinity for farming is universal and you can often convince local farmers to give you haven while traveling. |
| 15 | Fisher |
You were fishing before you could walk and can reliably catch fish with hook and line, net, trap, or spear. Nature’s Abundance: You can reliably obtain food from bodies of water (assuming they harbor fish) by creating fish traps, fishing spears, or tackle using only the natural environment. Fish Vendor: Fresh fish often fetch a premium price at market. Equipment: Fishing Pole & Tackle |
| 16 | Herbalist |
You have expert knowledge of plants and fungi and are able to identify edible and poisonous flora with 100% accuracy. You are skilled in the creation of Potions, poultices, balms, and salves. Nature’s Miracle: You can create 1 Healing Salve each day of Resting, assuming you spend an hour gathering ingredients in the Wilderness. Advanced Alchemist: +2 Alchemy Equipment: Ingredient Pouch (Belt Pouch) |
| 17 | Hunter |
You are a master of stalking and downing wild animals with Bows or Spears to gather food, bones, horns, and pelts. Precision: +1 Attack with either the Shortbow, Longbow, or Spear. Meat Vendor: Meat, fat, and pelts can often be sold to locals. Equipment: Shortbow, Longbow, or Spear |
| 18 | Juggler |
You’ve made your way in the world thus far as an entertainer by juggling. However, this talent has benefited you with the ability of distraction and desperate saving moves. Snatch Projectile: You may attempt to catch objects which are thrown or fired at you. You must have at least one free hand. To catch a Thrown or Ranged Weapon Attack, make a Dexterity Check with Advantage vs the Attack Difficulty before rolling your Defense. On success you catch the projectile. On failure, roll Defense at Disadvantage. Equipment: Juggling Balls or Pins |
| 19 | Merchant |
You’ve grown up in the care of a traveling merchant and have traveled more than the average peasant by the age of 5. You can quickly adapt to the customs of foreign regions and people generally want to get along with you. Appraiser: You can appraise the value of an item with complete accuracy, and people will typically trust your appraisal (assuming there is no deception). Haggler: Advantage while bartering. Equipment: Merchant’s Scale |
| 20 | Militia |
You were once employed as a common soldier. Thug: +1 Attack with Maces and Clubs. Equipment: Mace or Club, Studded Leather Armor |
| 21 | Miner |
Years of toil deep in mines has granted you amazing raw physical Strength! Buff: Your Strength is increased by 1. Inspector: Advantage identifying unstable tunnels and structures while underground. Prospector: Advantage determining what types of ores and Gems can be found in a cave or mine, which takes several hours. Operator: You can establish a mine and oversee operations, assuming you have access to tools and timbers. |
| 22 | Minstrel |
You are a singer and musician, entertainer, and the life of the party. People are soothed by your music and may even become hypnotized by your playing. Virtuoso: Advantage to performance. Celebrity: People who have heard you perform are more likely to share goods and information with you. Equipment: A prized musical instrument. |
| 23 | Noble |
Your lineage is of a noble household in a City or Keep. Etiquette: You are trained in multiple regions of etiquette and know how to conduct yourself in the presence of other nobles. Full Purse: As an aristocrat from a wealthy family, you start the game with an extra 4d12 GP. Snobbery: +4 Charisma when interacting with nobles, lords, ladies, kings and queens. Equipment: Family Signet |
| 24 | Scholar / Scribe |
You are well versed in languages, research, writing, and astrology. Oracle: You may study the influence of the stars to make predictions of the future (with GM collaboration). Linguist: Read and write all Languages you know, instead of just one. Researcher: Advantage on research related to local lore, ancient history, cultures, and monsters. Equipment: Quill Pen & Ink |
| 25 | Server / Bartender |
You are a tavern worker or owner who knows the locals and can easily charm travelers with great food, drink, and conversation. Loose Tongue: +4 Charisma when extracting information from NPCs. Easily Employed: You can usually pick up odd-jobs at local inns and taverns while on the road for room, board, and pay. |
| 26 | Stonemason |
You are a perfectionist in the craft of shaping, stacking, and applying mortar to stone, and can carve stunning, ornate embellishments into stone. You must have access to the appropriate tools to work with stone. Supervisor: You can supervise an unskilled crew in the construction of stone structures. Engineer: +1 Engineering. Advantage when working with stone. Equipment: Chisel Set, Hammer |
| 27 | Storyteller |
You are a keeper and sharer of lore and tradition, which has been memorized and passed down through generations. Captivating: Your Charisma is increased by 1. Lore Keeper: Advantage recalling ancient history or lore about locations, deities, and monsters. |
| 28 | Tailor |
You are an expert at designing, producing, and mending clothing. Your trade is often in high demand and you can typically find work in Towns and Cities as you travel. Mender: Repair clothing which has degraded due to travel and combat—restoring it to a like-new condition. Smuggler: You can sew secret pockets into garments which makes concealing and smuggling small items nearly impossible to detect. Equipment: Sewing Kit |
| 29 | Tinkerer |
You are a fixer, creator, and experimenter. Mechanical contraptions fascinate you and you have an uncontrollable urge to take them apart and reassemble them. Fixer: Repair simple and complex mechanical devices with a 100% success rate. Tinkering: +2 Engineering. +2 Wisdom or Dexterity while disabling traps. Equipment: Small ToolKit (Hammer, Knife Screwdrivers, Clamps, Wire) |
| 30 | Zealot |
You are a fanatical and uncompromising individual in pursuit of your religious, political, or other idealistic agenda. Cult Leader: Your Charisma is increased by 1. Brainwasher: +2 Loyalty |