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INFO: BACKGROUNDS.

Posted by The GMFor group 0
The GM
GM, 14 posts
Sat 11 Aug 2018
at 12:36
  • msg #1

INFO: BACKGROUNDS

Fighters:

Bounty Hunter: You get hired to hunt down outlaws. You prefer not to deal with actual monsters... though sometimes you have to if your bounty dies and comes back from the dead.

Deserter from The Company: For whatever reason, you used to work for the company in some fighting capacity (probably a guard), but for reasons of your own (probably you realized The Company is kinda evil and the main thing getting humans cursed?), you've quit. But that's serious, because it means you're basically a runaway indentured servant. So now you're kind of a drifter, hoping no one from the Company realizes who you are and that you're in breach of contract...

Thunderheart Chief: You are the leader of your own sub-tribe of Thunderhearts, who's currently traveling alone for some reason...

Thunderheart warrior: You are a tribal warrior, pursuing your own agenda...

Outlaw: You live outside the law. There may or may not be any warrants for your arrest yet, but you basically take what you want out of life, and you don't always respect the laws of towns, The Company, nor social convention.

Lawman (includes Deputies): It's your job to enforce the law... and to protect humans from the monsters The Curse sends...

Soldier for The Company: You work as a fighter for The Company.

Elite Company Troubleshooter: When The Company needs a special job done (almost always monsters/undead), they send you.

Cowboy:: You don't want no trouble-- it's just your job to move the dogies (cattle) from one place to another, whether that's so they can graze, or to deliver 'em to market... But your gun'll keep the dogies and yourself safe from irritated tribes who say you're grazing on their grass... or from monsters looking for an easy meal...

Gunslinger: You're just a gunslinger lookin' t' make a name for himself or herself... and occasionally get paid for something now and then...

Guard (bank, wagon train, bodyguard, etc.): You don't work for The Company, but you're not a lawman, either-- you're just a private guard that rich men pay to keep their stuff (or themselves) safe.

Recently-arrived immigrant (Fighter):

--Fighter: You are from the Old World, and are used to fighting with sword and/or bow. Each still work... but what a strange land where "guns" are the powerful weapon used. If only these "guns" worked in the old world! Will you fight and win your way... or will you learn to master these strange new "guns" and "rifles" of the Frontier...?

--Paladin: You have been cut off from the divine... but you are still a paladin. You must still uphold the will of the almighty... however you decide will be the most effective way... And then, there's the fact that there are no monsters left in the Old World to fight... which is quite untrue here...

--Barbarian: The ways of the Thunderhearts tribes are both like and unlike your own. You have much to learn from them about this new land... and to teach them, if you wish, for they are soft compared to you...

--Ranger: What a beautiful land... shame that fools are already destroying it... and forcing it to try to destroy them. Is there anything you can do to help? (For that matter, which side to you want to help? The human side? Or the side of the Frontier, in destroying The Company...?)

Elite Church monster hunter: When The Church needs a special job done (almost always monsters/undead), they send you. (Note: you can't take a move if it says "Holy can't take these moves." But you can take Inspiring Oratory.)



Frontiersmen (includes women, or anything else)


Prospector: There's gold in them thar hills! And silver! And iron! And even copper-- the New World engineers need lots of copper for their newfangled "teleographs," or whatever they're called! You can make a fortune out here! ...If you can stay alive...

Dancehall girl: You're just an entertainer, really... but when the audience tips in gold nuggets, why would you ever leave? If any outlaws or monsters come for you, well, you've got a derringer they'll get the business end of...

Scout: It's not your job to fight... it's your job to go see what's over the next hill, and come back and report about it, without ever getting caught. If what's over the next hill is a band of outlaws or a monster or a horrible army of the undead, that's not your problem... as long as you never get caught...

Newspaper crusader: The people have a right to know... everything. And you're gonna be the person who lets them know, and I mean the real truth, about everything... even though some people want to shut you up...

Tribal liason agent (liason to one or more Thunderheart tribes): It's your job to try to keep the tribes peaceful, but it gets harder every week, what with human outlaws intruding on their territory and The Company stomping all over what's always been their land and resources... Can you get them to see that The Curse is dangerous to them as well as to humans? Could The Curse end if you got the tribes on humans' side...?

Grifter/Snake-Oil salesman: There's so much money changing hands, you hardly know where to look. Now to get it into your hands.

Gambler: You make your living at games of chance... but you've got a weapon ready in case of trouble, too...

Recently-arrived immigrant (non-fighter and non-holy):

--Dude: You're from the New World, not the Old World, but to the locals, that's still "from back east." They make fun of you, say you can't ride, say you're a "greenhorn." But you've got a reason for being here, just like they do... and you're not leaving until you get good and ready... maybe you're never going back...

--Bard: There's an epic ballad to be written about the people of the Frontier, you're sure of it. But can you stay alive in a place where magic doesn't work but "guns" do?

--Immolator: Fire magic doesn't work here. What burns is gunpowder. That's the NEW fire. You're determined to master its ways...

--Thief: There's stuff to take here, just like in the Old World. More, really. All so fresh and rough and shiny and new... You're gonna take it.

--Wizard: What the hell kind of place is this, where spells don't work? How are you going to get what you need in such a place? Whatever it is you're here for, spell components or who-knows-what, get it fast, before the land destroys you all...

Express post rider: It's your job to deliver the mail, no matter how risky a job that is. So how is it that you keep getting roped into extra problems?

Merchant: You're just here to make money. Doing it here on the Frontier means it's danger money. But hey, danger money is big money.

Engineer: You've got a ton of great ideas to try out... new ways to engineer fortress walls, new applications for steam engines... you just need time. And money. And people to help you...


Holy Folks:

Preacher: There are souls to be saved, and you're the one to do it.

Tribal Shaman: The humans have badly lost their way, and they'll drag the tribes along with them if you don't fight it...

Recently-arrived immigrant (Holy):

--Cleric: The divine doesn't answer you, when you call out from the new world. You'll have to actually get your hands dirty to fight for what you believe in here. At least turning the undead still works, sometimes...

--Druid: This place is a nightmare. It's no surprise the land is angry. What will you to do fight for nature's balance?

Circuit Rider (GM may allow certain Fighter moves): It's your job, whether because the church has assigned it to you, or because you've chosen it for yourself, to ride from place to place, offering divine comfort to those who live too far from a sizable town to otherwise worship with a man of the cloth. But it's dangerous--now more than ever... (The GM may allow you to take certain Fighter moves...)
This message was last edited by the GM at 20:58, Sat 11 Aug 2018.
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