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Backgrounds

These Traits describe the special advantages of your character. However, you must choose why and how you came to possess these particular Traits. These Traits tend to describe what your character has acquired, rather than learned.

            Backgrounds can be rolled in conjunction with other Traits, such as when you wish to obtain information, resources or favors. Most times, however, they represent an amount of influence or available resources. Some Backgrounds are restricted to particular characters as well.

 

Ally – Adventurers often encounter a variety of interesting people on their travels. While many are hostile, some befriend the character and possibly aid him. These Allies can be normal people, influential persons, or even magickal beings.

            Allies should be characters in their own right, not simple cannon fodder. Though they may be loyal unto even death, such friends will not throw their lives away for nothing, especially if the character does nothing to support that loyalty. Friendship is a 2-way street, and even Allies have their own agendas.

            Each dot in the Background gives the character one Ally, or increases the power of one that already exists; thus 5 dots in the Allies Background could indicate five Allies of moderate power or one extremely powerful entity. Nearly anyone (or anything) can be an adventurer’s Ally; some characters even have magickal creatures, vampires, and even spirits as Allies. The number of points allocated to an Ally determines its power level.

 

O            An Ally of moderate power, possibly a normal person of some skill

OO         A more powerful Ally, possibly one with minor magickal ability

OOO      A fairly powerful Ally, at or slightly above the character’s ability

OOOO     A remarkably powerful Ally, possibly a magickal creature or noble person with many resources

OOOOO  An extremely powerful Ally, with access to many resources

 

Companion – Many adventurers have people or animals that they travel with. They have a variety of names and titles: familiars, acolytes, apprentices, etc., but together they are classified as Companions.

In most situations the Companion acts in a secondary role to the character, as a student, pet or ward. This does not make them totally dependent on the character, but rather they choose to follow the character in a mutually beneficial relationship. Sometimes the Companion is actually more powerful than the character is!

The number of points assigned to the Companion determines its power level. If the GM wishes to generate the Companions statistics, then this rating will determine the number of Freebie points that the Companion has to spend to increase its abilities beyond the norm.

 

O                 A minor Companion, probably a familiar or small pet (5 Freebies)

OO         A useful Companion, up to human intelligence (10 Freebies)

OOO          A Companion of some ability, an Acolyte perhaps (15 Freebies)

OOOO        A Companion with impressive magickal abilities (20 Freebies)

OOOOO     A Companion of incredible power (possibly considers the character to be a familiar or pet?) (25 Freebies)

 

Domain – You own a room or building in which your power is more effective. This can be anything from a mage’s sanctum to a Faerie grotto. Within your Domain all of your magickal D#’s are reduced by ½ the rating of the Domain (round up). Also, any magickal work with a rating equal to or less than the Domain rating gains 1 automatic success. (Note: for Animist gifts, level 1 is rated at Domain 1 & 2, Level 2 is rated at Domain 3 & 4, and level 3 is rated at Domain 5.)

 

O                 A small Domain – an office or library sized room

OO              An impressive Domain – a small house or other enclosure

OOO          A large Domain - mansion, temple or small natural feature

OOOO       A very impressive Domain – a large complex or natural feature

OOOOO     A Domain of considerable worth – possibly a village or city

 

Fame – You are widely known within your homeland, or quite possibly across the face of Myth. This gives you great privileges when you travel abroad, but it can also attract just a bit too much attention. Fame can grant a lot of pull among the masses, allowing you to attempt to manipulate circumstances to your benefit.

            Sometimes Fame can seem like more trouble that it is worth, causing you to be recognized when you don’t wish to be seen. However there are many circumstances where it can come in handy, like getting you an audience with a nobleman that you would otherwise be unable to see. You are also harder for your enemies to physically dispose of, as you cannot just “disappear.” Sometimes Fame will be used with Manipulation in order to make a roll (“See if you can convince the door guard to let you in…”) but more often it is simply used as a measure of how well-known you are.

 

O                 You are known by a select subculture of society in your homeland

OO            Your face is recognized by the majority of the populace in your homeland

OOO            You are fairly famous; your name and face are known in more than one kingdom

OOOO       You are quite renowned; people seem to know you everywhere you go on Myth

OOOOO     You are famous all over Myth, possibly a diplomat or performer

 

Followers – This Background represents a group of low-powered individuals that obey your commands. This can be anything from a small army to household servants to sycophantic slaves. It is assumed that you have some measure of authority over these people and that they will obey your orders, though foolhardy and suicidal commands are likely to diminish your gathering rather quickly. It is not necessary to generate statistics for these Followers unless your GM wishes to. Rather, they should be normal, essentially generic beings of a single type.

 

O                 You have 2 or 3 Followers

OO           You have up to 8 Followers

OOO           You have a good-sized gathering of up to 15 Followers

OOOO       You have a small army of about 25 Followers

OOOOO      You have an impressive Following of up to 50 individuals

 

Font – Your character owns or has access to a place where raw Mana may be gathered. These can appear as magickal fountains, temples to the Gods, or in any form you (or the GM) decide. Most Fonts are held by powerful individuals – usually nobility – and you may be required to spend time defending it from others.

            The rating reflects both the size of the Font and the amount of Mana that can be gathered from it. Careful maintenance and harvesting from a Font will keep this supply flowing.

 

O                 Very small Font, perhaps a spring or small shrine (3 Mana/week)

OO           Small Font, about the size of a large room (1 Mana/day)

OOO           Medium-sized Font, a small temple or cave (10 Mana/week)

OOOO        Large Font, possibly a temple or glen (2 Mana/day)

OOOOO     A Font of immense proportions, not likely able to be hidden (20 Mana/week

 

Mentor – A figure of enormous influence in most people’s lives, a Mentor may be an older adventurer, a spirit or possibly a figure from the character’s childhood. This Mentor may or may not have been the one who awakened the sense of adventure in the character in the first place. Whatever their early relationship may have been, however, the Mentor now instructs his pupil in the ways of the world and helps him when he can.

            The rating reflects how helpful the teacher is. A dull or distant Mentor is better than none, but barely; the wiser, more learned or more influential the Mentor, the higher his rating.

            Mentors are important both for what they can teach, and how they can intercede in their pupils’ lives. The stereotypical Mentor/student relationship involves apprenticeship – the youthful character learning from a master who demands tasks in return for instruction. Such tutelage may last from weeks to years and could range from affectionate to abusive. Whatever the relationship may be, a Mentor will always feel (and be held) accountable for his student’s actions. The pupil, likewise, benefits or loses status with others on account of his Mentor’s reputation. Either partner could either help or harm the other during the course of a chronicle.

            A Mentor can also aid a character who wants to increase his skills or magickal abilities. By convincing his Mentor to teach him what he wants to know, the character can roll his rating in Mentor(7) and save on experience costs. Each success will save 1 point of experience. This can only be done once per experience expenditure. In some cases the Mentor may be necessary for learning the skill or power at all – learning the principles of the elements without instruction can take years or even decades!

            A Mentor should not be a collection of dots on a character sheet. Though he should not overshadow the player character, a Mentor must be a potent and colorful person in his own right. This Background is not a free ride; Mentors, especially powerful ones, should not give something for nothing. Mentors have motivations like any other person, and will often demand favors or services for their teachings. This could be as simple as keeping his books in order or as dangerous as retrieving strange artifacts from a distant Realm. In general, though, the character receives much more from his Mentor than he requires of him.

 

O                 Unimportant or distant Mentor

OO           Helpful but eccentric Mentor

OOO           Good and notable Mentor

OOOO       Wise and respected Mentor

OOOOO     Powerful or influential Mentor

 

Title – This Trait denotes your rank in society. Not all people have a Title; in fact, few rise above the first rank if they attain any title at all. Title bestows a variety of benefits on a character, but most specifically grants them the privilege of authority. Within one’s own culture, those of lesser rank defer to those of greater rank. Even in mixed company those with a higher rank tend to hold authority over others.

            Each culture has different names for each rank in this Background. The chart below will describe the most common Titles, though there are variations even within the same culture.

 

Rating

Tambrect

Cybaria Alanth

Balgar

Aelfar

O

Squire, Page or Thane

Squire, Thane or Acolyte Squire, Page or Thane

Warrior

Page

OO

Knight, Lady or Cleric

Knight, Lady or Cleric Knight, Lady, Cleric or Sheriff

Warrior

Knight, Lady or Lord

OOO

Baron(ess) or Priest

Baron(ess) or Priest Earl or Lord/Lady or Priest

Warlord

Marquis or High Lord/Lady

OOOO

Count(ess) or High Priest

Duke or Duchess or High Priest Count or Contessa or High Priest

 

Lord/Lady of Light (or other title)

OOOOO

Duke or Duchess

Dragon Lord/Lady

Chieftan

Prince, Princess or

 

Treasure – Treasures are items that have been imbued with magickal power, thus giving them the power to perform specific magickal effects. This Background allows a character to begin the game with a treasure already in his possession. This Treasure could be a gift from a mentor, an incredibly lucky find, or a family heirloom. The rating of this Trait determines the power of the Treasure.

 

O                 A minor Treasure

OO           A useful Treasure

OOO           A Treasure of significant power

OOOO       A very powerful Treasure

OOOOO     A Treasure of incredible power

 

Wealth – This Background represents material possessions and money. A character with the Wealth Background has some steady source of money and likely has some property. The level of the Background also determines an allowance for the character, an amount of money that he can spend each month without seriously impacting his resources. This allowance is measured in “points,” which are translated into actual currency of the appropriate type. 1 point of money equals:

1 Gold Crown (gold piece) - Varial, 2 Kùch - (Ibarites), 2 Kroud - Balgar, 2 Wen - Leng

 

O                 Poor, but manageable; your character probably owns a small hut or home in a city - Monthly allowance is 1 point

OO              Comfortable; your character probably owns a small plot of land or has a useful trade in a major city -                        Monthly allowance is 2 points

OOO           Well-to-do; your character is probably a minor land owner or a skilled artisan - Monthly allowance is 5 points

OOOO        Quite Wealthy; your character probably owns a good sized spread of land or is a wealthy merchant - Monthly allowance is 10 point

OOOOO     Rich; Your character is probably a nobleman or wealthy merchant, with business in many quarters of Myth - Monthly allowance is 20 point


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