Therafter 5th Edition · Legacy archive
Backgrounds
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Backgrounds
#1Characters could take one of the Stock backgrounds, or select one of the following:
Arcologist
You come from a special enclave - the massive insular arcologies, subterranean shelters or even thawing out from cryogenic sleep.
Arcologist have, until they leave their homes, access to education and higher level skills including the Sciences.
Skill Proficiencies: Free choice of 2, including Martial weapons or Firearms
Tool Proficiencies: Free choice of 2
Equipment: 1 set of light Ballistic Overalls (DR 1, AC 1, Cond 1), Baton (club, Cond 1), Tools for one of your tool proficiencies (assuming portable tools).
Feature:
Choice of either a Home:
You retain a good relationship with your old home, and may draw on them from time to time. Please note, these things tend to end tragically. Expect this to end before your 3rd level
Or Parting Gift: You may select one item from the following list
Autochem dispenser - Allows storage of up to 4 chem doses that can be used either at will (uses no actions) or upon loss of consciousness.
Synamtomatic - Neural implant that allows for overclocking (haste). Requires a long rest to reset. Each use beyond the first requires a Wisdom save vs DC 10 or be stunned. This DC increases by 5 for each subsequent use. Critical failure (natural 1 on save) results in unconsciousness for 1 hour.
T5-1 PDA - This device provides limited long and short range mapping, along with providing a hacking interface, clock and compass. Can be enhanced with PDA mods.
Medium Handgun - 2d6 dmg handgun, 15 rnd magazine. 2 magazines.
Caravaner
Skill Proficiencies: Survival, Animal Handling
Tool Proficiencies: Land Transport (Wagon)
Equipment: Metal club, Set of all-weather clothing, 60 caps in trade goods.
Feature: Contacts Everywhere. You have solid contacts in 1d4+2 communities, and have a 20% chance of an acquaintance at all but Raider communities.
Courier
Skill Proficiencies: Survival, Persuasion, Firearms
Tool Proficiencies: Land Transport (Horse)
Equipment: Cond 4 Colt Python Revolver w/15 rnds, All weather clothing, backpack and 15 caps.
Feature: Jobs on Demand. You belong to an organization which is always looking to move objects between communities, and have very few people willing to take the risks.
Cultist of Dead Religions
Skill Proficiencies: Insight, Religion
Language: Two Languages
Equipment: Religious trappings, ‘holy’ item, common clothes and 30 Casings.
Feature: Shelter from fellow nutcases. When unobserved by unbelievers, you have a 20% chance to cast a 0-level Clerical cantrip. This ability can be used, success or failure, once between long rests. You gain additional uses at levels 5,10,15 and 20, and your chance of success increases by 10% each 5 levels as well.
Follower of the Machine
Skill Proficiencies: Perception, Insight
Tool Proficiencies: Electronics Toolkit, Mechanics Toolkit
Equipment: Coveralls & boots, Electronics toolkit, 30 Caps.
Feature: Contacts with the Followers. Your contacts allow you to buy and sell technological devices, as well as to gain their assistance with identification and repair.
Raider
Raiders are violent, drugged out gangs. They like guns, but lack any formal training.
Skill Proficiencies: Survival, Improvised Weapons,
Tool Proficiencies: Chem Lab, One of Smith, Leatherworker or Gunsmith
Equipment: 3 doses of random chems, Raider armor, 30 Casings, Spiked Club or Warhammer (Cond 2)
Feature: Drug Tolerance. You again advantage when resisting against negative drug effects. If you would have failed without advantage, you instead enter a Rage state (see Barbarian).
Road Warrior
Vehicle-born drifters and freebooters.
Skill Proficiencies: Survival, Firearms
Tool Proficiencies: One from Automobile, Motorcycle or ATV, Mechanics Tools
Equipment: Pouch of 30 Casings, Leather jacket and boots, tirejack or hunting knife, and a bedroll.
Feature: Clunker - You have access to either a motorcycle (Cond 2) or a small car (Cond 6) along with 2 tanks of fuel. Either vehicle will run on alcohol or gasoline, though requires 1 day of labor to convert from one to the other.
Scavenger
Skill Proficiencies: Perception, Stealth
Tool Proficiencies: Thieves Tools
Equipment: Crowbar, Thieves tools, large sack, normal clothes.
Feature: Scavenger’s Luck - you have a +2 bonus to perception checks when searching a fresh site, and +20% on any found ammunition or caps.