Horm’s Chronicles of Common Backgrounds

From Fortunate Blades

This Book contains all of the various starting Backgrounds that are included in the default version of Fortunate Blades. Please feel free to add more, or remove some, to make the game you want, as these are just intended to be a basic starting point for a workable fun game.

Your Backgrounds gives your character Special Abilities or advantages, a possible future Hindrance that comes with it, and the root of the stories you tell from your people and past. Here Horm has documented Twenty of the most common Backgrounds found in the Stories told by Fortunate Blades.

Pick Two when you first create your character, or if you want to be brave and randomize it, roll a D20 twice to determine them instead.

1.From A Great Family

You come from money, status, or both. Write down the name of your Family and a few details about them, as they are now another Force within the Story. When trying to impress / intimidate others by using your family name, buy goods on credit, or gain an audience to a minor power you are in good standing with your Rolls are Lucky. For one Fortune, you can purchase goods outright, call in a simple favor, or gain an audience to a greater Power they are in good standing with. For two Fortune, you can procure a major asset, produce a major bribe, or call in a serious favor from a Force they are in good standing with.

However, using your Family name (and possibly throwing your weight around on it) could have consequences, as every Great Family has a reputation to protect, and enemies waiting…

2.Hero To Their People

You defeated a notable foe and/or saved something important. Write down who or what that enemy was and/or what you saved. Either the enemy or the thing saved is now another Force in the game. You can ask for minor favors and preferential treatment from the ones you saved, and your Rolls when dealing with them are Lucky. For one Fortune your Rolls are also Lucky whenever making an Roll regarding the same or similar foes. For two Fortune, and if they are available, you can call upon the people that you saved for aid, and they will answer it to the best of their ability to do so.

However, the Force wants vengeance, and you and your Party are targets for revenge.

3.No Home to Return To

Your Family, Village, Kingdom, or Entire world is Lost. Write down its name, a few general facts about it, and what Force destroyed it. Others from this lost place will treat you special, and any Rolls made involving interactions with them are Lucky. For one Fortune, if they are available, you can call upon them for aid and they will do their best within reason to help you. For two Fortune, state a relevant secret that only people from your home would know about the current situation, or if available produce a one-time-use artifact from your homeland that could help with the current situation.

However, whatever destroyed that place is still after you and your people.

4.Religious Enclave

You spent some serious time in a temple, church, monastery, druid grove, etc. Write down the name of this place, the name of the religion it practices, and some facts about both, as it is now a Force in the world. Gain the Cast Simple Divine Spells Talent from the Cleric Trade.

However, you are very naïve about the world, and so your Rolls are Unlucky whenever dealing with complex social situations or trying to not get bamboozled.

5.Academic

You spent some time in a library, archive, wizard college, etc. Write down the name of this place and some facts about the nature of it’s studies, as it is now a Force in the world. Gain the Cast Simple Magical Spells Talent from the Wizard Trade.

However, you are very naïve about the world, and so your Rolls are Unlucky whenever dealing with complex social situations or trying to not get bamboozled.

6.Military

You spent some time as a soldier, a city guard, a sailor, etc. Write down some facts about it, what rank you had, and your former duties, as it is now a Force in the world. When dealing with others from the same background or with issues firmly in the area of your background, your Rolls are Lucky. For Two Fortune, if they are available, you can call upon the local authorities for help, and they will try to answer it to the best of their abilities.

However, you have old debts, obligations, and/or enemies, and your Party is a target for that.

7.Built not Born

You were made for a specific purpose and not born. Write down who made you and why, they are now a Force within the world. Gain two more points in your abilities to place where you please.

However, you no longer heal naturally when Camping, but need to be repaired by someone or magically healed instead.

8.Chosen for Greatness

Your Fortunate Blade chose you. Write down how you were chosen. Pick two more Talents for your Fortunate Blade.

However, also lose four Fortune off your maximum when you don’t have it with you.

9.Wasteland wanderers

You spent some serious time wandering a wasteland, struggling to survive. Write down the name of this wasteland and some facts about it, as it is now a Place within our world. Any rolls concerning survival in the wild are Lucky for you.

However Rolls concerning anything about civil society, laws, or history are Unlucky, as you are completely uncivilized.

10.Elemental

Name an element of some kind, such as fire, water, air, earth, shadow, etc. You are either made of it, descended from it somehow, and/or your people have a special unique relationship with it. You are Immune from Harm caused by exposure to it.

However, whatever element would be considered it's opposite, such as with fire vs. water, your Saves when trying to avoid Harm that opposite element are Unlucky.

11.Mother Nature’s Child

You have a deep connection to the natural world. You can find food, water, and basic simple supplies from your surrounding natural environment just by looking around. You also spent some serious time alone or with a small group in the wilderness. Write down some facts about that wilderness and how you came to be in it. It is now a Place within our world. You can communicate with the animals from this Place, and ones similar you can communicate with via a successful Roll.

However Rolls concerning anything about civil society, laws, or history are Unlucky, as you are completely uncivilized.

12.Brutal Legend

You are strong and/or toothy! Add two points to any Physical Attribute you’d like to.

However, you are also scary, so any social interaction other than Intimidation is one level of Effect less for you when dealing with those outside of your people.

13.Tiny

Your people are wee, much smaller than most. Whenever you’re being sneaky, escaping, dodging, or trying to hide, your Rolls are Lucky. Also gain one point of Armor against physical damage, as you’re just harder to hit.

However, your Load can only ever be Light.

14.Huge

Your people are huge, much larger than most. You gain two ranks in the physical attributes of your choosing.

However, when outside your homeland finding properly-sized gear, mounts, or lodgings is difficult to impossible, and even just navigating normal buildings is sometimes a challenge, and can cause your Effect to be different than a normal-sized individual when making a Roll.

15.Incorporeal

You aren’t made of normal solid matter; whether you’re some kind of ghost, a living smoke, a fine mist, or just a shimmering light, that’s up to you. You can pass through the tiniest cracks, can’t be grappled, and can fly at your normal ‘walking’ speed.

However, while you can push or pull on physical objects, you can’t hold, carry, or wear anything physical (so your load is always zero) other than your Fortunate Blade which may or may not be physical, your choice. You also have a -2 to your Saves against physical Harm that’s of a nature that would disperse you somehow.

16.Undead

You are no longer living. So you gain a +3 to your Saves against physical Harm and are immune to suffocation, poison, drowning, starvation, and fatigue.

However, this means you can only heal from Harm by consuming something from living beings, your choice of what that is.

17.Nomadic Diaspora

Whether cultural or religious, whether by design or by tragedy, your people roam the world with no set home. Name them and write down a few facts about them, as they are now a Force in our world. When dealing with your people or those friendly to them, your Rolls are Lucky. Also, if they are available, you can spend one Fortune to gain aid from them, and two Fortune to call upon them and have them arrive to help when and if they are able.

However, when making Rolls against anyone who hates your people, your Rolls are Unlucky.

18.Criminal

You were raised by thieves, always on the run, and/or a street kid. When doing anything sneaky or underhanded, or to notice the same, your Rolls are Lucky. However, you have old debts, obligations, and/or enemies. Name them, and write down a few details about them, as they are now a Force within our world.

However, you and the Party are a target for revenge if they find you.

19.Extraordinary

Your people have abilities most don’t. Name your people and write down a few facts about them and how their abilities came to be. Write down three to four abilities you can do. Simple differences, like being able to see in the dark, having claws, very keen hearing, etc. cost no Fortune to use. Serious differences, like being able to completely resist fire, breath underwater indefinitely, change the color of your skin at will, etc. cost one Fortune to use. Heroic differences like being able to read minds, teleport short distances, breathe fire, fly, etc. cost two Fortune to use. Work with the GM, who has final say over how much Fortune a particular ability costs you.

However, the GM will make up with you a Hinderance your people also face.

20.No Memory

Find out through play where you came from: GM picks either one or two of your Backgrounds (your choice) and keeps them secret, revealing them to you through play over time.