Player Backgrounds in Society of Educated Gentlewomen | World Anvil

Player Backgrounds

Player backgrounds represent your character's background - the skills they accumulated during their upbringing. They fall into two categories, to represent changes in fortune or situation which may have occurred during your childhood, and to create a more varied background:  
  • early years (0-10)
  • teen years (11-17)
  • You may choose your Personality Trait, Ideal, Bond and Flaw from either your Early Years or Teen Years background.   It is assumed that most characters will begin the game aged between 18-28 years. If your character's starting age is 30+, you may take two backgrounds from the Teen Years section (for the second, replace "in your teens" with "in your twenties") and use the benefits of both, but you must take one additional Flaw.     

    Early Years backgrounds

     
  • Early years backgrounds usually reflect the environment the character was born into 
  • This is usually, if not always, determined by the parents' or adoptive parents' professions and way of life
  •   Jump Straight to:
    • Acolyte
    • Aristocrat
    • Criminal
    • Entertainer
    • Outlander
    • Poorhouse Child
    • Pre-Apprentice
    • School pupil
    • Servant
    • Urchin

    Urchin

    You grew up on the streets as part of a child gang, with either neglectful parents or no parents at all. You know every cranny of the city or town you grew up in, and are an expert in local knowledge.    You gain proficiency in one of the following skills:
  • Sleight of Hand
  • Stealth
  • Language/Tool proficiencies:
  • thieves tools
  • thieves cant
  • Master of the Streets (Feature): whilst in the city boundaries, you always know exactly where you are, even on the darkest night, and cannot become lost. You (and companions you lead) can travel double speed within the city limits, due to secret alleys and little-known shortcuts.    Personality traits:
    1. I sneak scraps of food, trinkets and anything not nailed down in my pockets.
    2. I ask questions about everything I see, the moment I see it.
    3. I like to squeeze into small places where no one else can get to me.
    4. I can only sleep with my back against a wall and a dagger within reach.
    5. I eat so fast I frequently give myself hiccoughs, indigestion or the burps. 
    6. I'm immediately suspicious of anyone who's nice to me.
    7. I don't like to bathe.
    8. I bluntly say what other people are hinting at or hiding.
      Ideals (1d6)
    1. Respect. All people, rich or poor, deserve respect. (Good)
    2. Community. We have to take care of each other, because no one else is going to do it. (Lawful)
    3. Change. The low are lifted up, and the high and mighty are brought down. Change is the nature of things. (Chaotic)
    4. Retribution. The rich need to be shown what life and death are like in the gutters. (Evil)
    5. People. I help the people who help me-that's what keeps us alive. (Neutral)
    6. Aspiration. I'm going to prove that I'm worthy of a better life. (Any)
      Bonds (1d6)
    1. My town or city is my home, and I'll fight to defend it.
    2. I sponsor an orphanage to keep others from enduring what I was forced to endure.
    3. I owe my survival to another urchin who taught me to live on the streets.
    4. I owe a debt I can never repay to the person who took pity on me.
    5. I escaped my life of poverty by robbing an important person, and I'm wanted for it.
    6. No one else should have to endure the hardships I've been through.
      Flaws (1d6)
    1. If I'm outnumbered, I will run away from a fight.
    2. Gold seems like a lot of money to me, and I'll do just about anything for more of it.
    3. I will never fully trust anyone other than myself.
    4. I'd rather kill someone in their sleep then fight fair.
    5. It's not stealing if I need it more than someone else.
    6. People who can't take care of themselves get what they deserve.

    Poorhouse child

    You grew up in the poor house, malnourished and the lowest of the low, but somehow you survived. This has taught you the ability to hide in plain sight, disappear without a trace, and hide small morsels from prying eyes. In addition, you have an iron stomach, and can eat anything without getting sick.
    You gain proficiency in one of the following skills:
  • Stealth
  • Sleight of hand
  • Perception
  • Vermin Friend (Feature): You gain a loyal pet. This can be a dog, rat, fox, pigeon, raven, or other vermin-like creature with a CR of 1/8 or lower.
    Language/Tool skill  
       

    Aristocrat

    You grew up in the lap of luxury, with servants at your beck and call. You were educated by the top masters in ready, writing, arithmetic, history and more.
      You gain proficiency in one of the following skills:
     
  • History
  • Religion
  • Athletics
  • Animal handling

  • Overwhelming Arrogance (Feature):  
    Language/Tool proficiencies:
  • Calligraphy set
  • Latin, French, Italian or German

  • Personality traits (1d8):
    1. My fine words and golden tongue make even my witty insults seem like flattery
    2. I'm always right - and if I'm not, I'll arrange things so that I am
    3. It's clear to all that I'm a cut above the common folk and their petty squabbles
    4. As an aristocrat, my job is to serve & protect people, as well as lead them
    5. Manners maketh man, and I'm polite to everyone
    6. If you wrong me, I will hunt you down, and salt the fields with your blood
    7. I wouldn't be caught dead without my finery
    8. Let's be honest, some tasks are beneath me and those of my blood
      Ideals (1d6)
    1. Respect. All people, rich or poor, deserve respect and dignity. (Good)
    2. Responsibility. No man is above the law, and we all have our duty to it. (Lawful)
    3. Independence. I wish to strike out away from my interfering and claustrophic family. (Chaotic)
    4. Power. I crave power for myself, so none may dictate to me. (Evil)
    5. People. I help the people who help me-that's what keeps us alive. (Neutral)
    6. Aspiration. I'm going to prove that I'm worthy of a better life. (Any)
      Bonds (1d6)
    1. My town or city is my home, and I'll fight to defend it.
    2. I sponsor an orphanage to keep others from enduring what I was forced to endure.
    3. I owe my survival to another urchin who taught me to live on the streets.
    4. I owe a debt I can never repay to the person who took pity on me.
    5. I escaped my life of poverty by robbing an important person, and I'm wanted for it.
    6. No one else should have to endure the hardships I've been through.
      Flaws (1d6)
    1. If I'm outnumbered, I will run away from a fight.
    2. Gold seems like a lot of money to me, and I'll do just about anything for more of it.
    3. I will never fully trust anyone other than myself.
    4. I'd rather kill someone in their sleep then fight fair.
    5. It's not stealing if I need it more than someone else.
    6. People who can't take care of themselves get what they deserve.
     

    Servant

    You grew up serving those who have it all, and were pressed into service early. Whether loyal to your family and honoured by your life or service, or fiercely aware of the inequalities of life, your childhood was a dichotomy of haves and have nots. From watching the family you gain etiquette (aristocrat) and etiquette (servant), as well as a proficiency in either the cook, clean, squire or other relevant profession.
    You gain proficiency in one of the following skills: - 
    Everyman (feature): Having spent your childhood observing two opposite worlds, you have learned to get on with everyone, and are as at home with aristocrats as with servants. You do not roll at disadvantage on charisma skills, no matter how unusual the culture.
    Language/Tool proficiencies:

    Acolyte

    You grew up as an altar boy, a ward of a monastery, or otherwise serving the church.  
    You gain proficiency in one of the following skills:
  • Religion
  • Medicine
  • History

  • Feature:
    Language/Tool proficiencies:
  • Latin, Greek

  • Personality Traits
       

    School pupil

    As a child of the middle classes, your parents were well off enough to send you to a public school, where you learned not only your letters and numbers, but how to take a sound beating.     You gain proficiency in one of the following skills: -     Quick study (Feature): You're used to learning, and grasp things quickly. Whenever you are taught a skill, add plus one to your proficiency bonus.   Language/Tool proficiencies:
  • Latin, French, Italian, Greek

  • Criminal

    You grew up among criminals and were pressed into service early as a look out, a pick pocket, or simply a child who could squeeze themselves through small back windows.
    You gain proficiency in one of the following skills:
  • Sleight of hand
  • Deception
  • Stealth

  • Criminal Contacts. (Feature): You have connections in most criminal networks, and can otherwise smell out a bad apple willing to pass on a message. Whenever you go to a new location, you can learn two facts about the criminal underworld after a few hours of asking about.
    Language/Tool proficiencies:
  • Thieves Cant
  • Theives tools
  • Gaming set
  • Entertainer

    You grew up treading the boards, stitching costumes, or otherwise involved in the performer's life. Whether on the road or beneath the opera house, you've learned from the best how to
      You gain proficiency in one of the following skills:
  • Performance
  • Deception
  • Persuasion

  • Feature:
    Language/Tool proficiencies:

    Outlander

    You grew up far from civilisation, from towns, villages and even hamlets. You stride far and know the sounds of the countryside you grew up in, as well as how to survive there.
      You gain proficiency in one of the following skills:
  • Survival (choose biome)
  • Nature

  • Feature:
    Language/Tool proficiencies:

    Pre-apprentice (choose profession)

    - examples include fisherman, farmer, potter, baker, glass blower, ink maker, smith, farrier, stable boy You grew up in a household of professionals, and whether you were mending the fishing nets, helping with the harvest, or manning the bellows of the forge, no one with able hands escaped work.   You gain proficiency in one of the following skills:
  • the profession of your choice
  • perception
  • athletics

  • Feature:
      Language/Tool proficiencies:Teen Years backgrounds   
     

    Teen Years Backgrounds

     

    Aristocrat

     
    In your teens, you
      You gain proficiency in one of the following skills:
      Feature:  
    Language/Tool proficiencies:

    Lawyer

    In your teens, you
      You gain proficiency in one of the following skills:
    Feature:
    Language/Tool proficiencies:

    Sailor

    In your teens, you
    You gain proficiency in one of the following skills:
    Feature:
    Language/Tool proficiencies:

    Soldier

    In your teens, you
    You gain proficiency in one of the following skills:
    Feature:
    Language/Tool proficiencies:

    Urchin

    In your teens, you
    You gain proficiency in one of the following skills:
    Feature:
    Language/Tool proficiencies:

    Guild Apprentice (choose guild)

    - examples include dyers, haberdashers, Cooks, Masons, Carpenters, Butchers, Grocers Drapers, Goldsmiths etc.
    You gain proficiency in one of the following skills:  
      Guildsman (Feature): You are always welcome in the Guildhall, where rumours can be overheard and guild members casually questioned. Other guild members will grant small requests and favours, such a replenishing supplies or hosting for one night, for free. Repeated requests over a short space of time, or very large requests, will be met with hostility. 
    Language/Tool proficiencies:
  • the tools of your profession
  • French, German or Italian
  •  

    Profession apprentice (choose profession)

  • examples include fisherman, farmer, potter, baker, glass blower, ink maker, smith, farrier, stable boy
  • You gain proficiency in one of the following skills:   Feature:
    Language/Tool proficiencies:  

    Making your own backgrounds?

    Classic DnD5e backgrounds give: 
  • 1 "feature" - a situational bonus often involving role play, the ability to source information, be hidden or stay somewhere

  •  
  • 2 skills proficiencies
  • 2 of EITHER
  • tool proficiencies
  • languages

  • In contrast, because in SoeG you select 2 backgrounds (Early Years and Teen Years), you should create:
  • 1 "feature" - a situational bonus often involving role play, the ability to source information, be hidden or stay somewhere
  • 1 skills proficiencies
  • 1 of EITHER
  • tool proficiencies
  • languages

  • Each background also has:
  • 1d8 Personality traits
  • 1d6 Character ideals
  • 1d6Bbonds
  • 1d6 Flaws

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