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Background Aptitudes

 

Background Aptitudes vary greatly and rarely have a relative stat. They represent what the character was up to before the story began. Each character starts with one free Background Apt at character creation. Depending on the situation the Narrator may allow Background Apts to be taken later in play, for example a character may take a Birthright Apt after finding their long lost parent or get a Tricks of the Trade Apt after a hiatus between story parts where they may have tried a different career or such. Generally a specific Background Apt can only be taken once each. Though the character can have more than one of the same overall type, like two Birthright Apts.

 

Birthright: As implied this is something the character is basically born with, by blood or by some other means. This can be a defining aspect of a character.

 

Heir (cost: 100/ rel: Wealth): The character was born with a silver spoon. Either born to a life of riches and privilege, or else surprised by it when a long lost relative kicks the bucket leaving them a fortune. This money is only accessible occasionally and so grants +5 to the weekly splurge.

 

Legacy (cost: 100 / rel: None): The character was born into the empowered community, though not necessarily raised among them, with one or more parent being so empowered. As such they tend to be more well known than other empowered tend to be starting off. This tends to go with Empowered Upbringing but not always. A character need not be empowered themselves to take this apt. Gain 10 fame (empowered) and empowered beings count as having 5 more fame when making checks to determine if the character is aware of them.

 

Empowered Upbringing (cost: 100/rel: Reason): The character was raised as part the empowered community, whether one by birth or adoption. As such they tend to be more knowledgeable of the empowered community and lore. This tends to go with Legacy, but not always. A character need not be empowered themselves to take this apt. The character with this aptitude has access to the knowledge of Empowered Lore. As well as a plus 5 to the total score of any roll based on knowledge of the Empowered. Also empowered beings count as having 5 more fame when making checks to determine if the character is aware of them.

 

Chosen by Prophecy (cost: 100 /rel: None): The character seems to be the subject of a mysterious but important prophecy. As such they tend to be more well known than other empowered tend to be starting off. A character need not be empowered themselves to take this apt. They gain 10 fame (empowered) and some story element of prophecy.

 

Tricks of the Trade (cost: 50-100 each): These skills are based on the jobs, education and other similar life experiences the character has picked things up from that go beyond Skill Apts and Competency Apts, though they tend to combine well with such and such combinations are suggested in some entries, some are flat out required. Some also give access to the related spheres of influence, because sometimes it is as much who you know as what you know. Generally they grant a +2 bonus to the total score of all rolls associated with the profession. Generally they cost 100xp for more useful fields and 50xp for more niche or less useful professions.

 

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