TEXT:  
   
  Meta Play Record# 
  596 CY 
  O r g a n i s a t i o n  
   
  A N N U A L  
  C O S T S  
   
  FAMILY OR 
  PRIVATE 
  AFFAIRS 
  2 TU 
  In Ratik, independence and individual endeavour are valued. A Ratikan’s loyalty and interests may change 
  throughout their lifetime, but their background sets the foundations for their future. 
   
  Requirements: 
  � 
  Starting Home Region of Ratik (or exceptions as defined by the Ratik Triad). 
  This Record Certifies that 
  ______________________________ 
  Played by 
  ______________________________ 
  Player 
  RPGA # 
  has a 
  Ratikan Background 
  An Archbarony of Ratik Meta-Organisation 
   
  Event: ________________ Date: ________ 
  DM:_______________________________ 
   
  Signature 
   
   
   
  RPGA # 
  Org Notes: 
  � 
  First Joined AR # ___ 
  � 
  Left  
  AR # ___ 
  _______________________
  _______________________
  _______________________
  _______________________
  _______________________
  _______________________ 
  Home Region____________ 
  Benefits: 
  � 
  +1 Circumstance bonus to Knowledge (local, Nyrond & Environs MR) skill checks when dealing with 
  knowledge pertaining specifically to Ratik. 
  � 
  +1 Circumstance bonus to Charisma-based skill checks when dealing with Ratikan NPCs of a similar 
  background to the PC. 
  � 
  +1 Circumstance bonus to one other skill, selected from one choice appropriate to the character’s 
  background (listed below), when using that skill within a Ratik regional adventure. 
  Second skill bonus chosen: _____________________________________ 
   
  Backgrounds: 
  � 
  Academic: The PC’s formative years involved the 
  pursuit of knowledge. Perhaps the PC had a sage for a 
  parent, or was apprenticed to a magician. Bonus skill 
  choices: any one Knowledge skill or an appropriate 
  Profession skill (eg. scribe). 
  � 
  Agricultural: The PC’s formative years were spent in a 
  simple rural environment. Perhaps the PC’s family were 
  farmers or animal herders, or something similar. Bonus 
  skill choices: Handle Animal, Knowledge (nature), or an 
  appropriate Profession skill (eg. beekeeper). 
  � 
  Artisan: The PC spent time in the company of skilled 
  professionals or craftsmen. Maybe the PC’s family were 
  shipbuilders, dwarven smiths or even professional 
  playwrights. Bonus skill choices: Appraise, Knowledge 
  (architecture & engineering), a Perform skill, or an 
  appropriate Profession or Craft skill (eg. shipwright). 
  � 
  Barbarians: The PC was born and raised in one of the 
  Frost or Snow barbarian tribes. Bonus skill choices: 
  Handle Animal or Survival skill checks. 
  � 
  Court: The PC grew up involved in the environment 
  surrounding the baronial court or that of one of the major 
  freeholds. Perhaps the PC is a minor aristocrat, or a child 
  of a castle seneschal. Bonus skill choices: Bluff, 
  Diplomacy or Knowledge (nobility & royalty). 
  � 
  Criminal: The PC grew up engaged in criminal 
  activities. Perhaps the PC was a desperate beggar, or 
  comes from a family of thieves. Bonus skill choices: 
  Appraise, Bluff or Intimidate. 
  � 
  Foreigners: The PC was not born in Ratik, but has 
  immigrated from elsewhere. Perhaps the PC is a refugee 
  or a visitor from a far flung place (eg. Perrenland). Bonus 
  skill choices: Knowledge (geography), Knowledge 
  (local, Core), or Survival. 
  � 
  Gatherers: The PC’s formative years were spent in 
  rough or wild places. Perhaps the PC’s family were 
  loggers, trappers, or miners, or were travelling folk. 
  Bonus 
  skill 
  choices: 
  Survival, 
  Knowledge 
  (dungeoneering), Knowledge (nature) or an appropriate 
  Profession or Craft skill (eg. miner). 
  � 
  Guardians: The PC’s formative years were engaged in 
  vigilance and protection of the nation. Perhaps the PC’s 
  family were coast guards, forest rangers, or protected a 
  mountain pass. Bonus skill choices: Listen, Spot or 
  appropriate Profession skill (eg. sailor). 
  � 
  Martial: The PC’s background involved skill at arms. 
  Perhaps the family have always been household guards, 
  or knights. Bonus skill choices: Craft (weaponsmith or 
  armourer), Knowledge (nobility & royalty), or an 
  appropriate Profession skill (eg. soldier). 
  � 
  Mercantile: The PC comes from a background where 
  money was the primary motivation. Maybe the PC’s 
  family owned one or more shops, or were members of a 
  trading cartel. Bonus skill choices: Appraise, Bluff, or an 
  appropriate Profession skill (eg. banker).  
  � 
  Nautical: The PC’s formative years were spent on and 
  around the sea. Perhaps the PC’s family are merchant 
  sailors, privateers or whalers. Bonus skill choices: 
  Knowledge 
  (geography), 
  Knowledge 
  (nature) 
  or 
  Profession (sailor). 
  � 
  Religious: The character grew up in the service of a 
  faith. Maybe the PC was a church novice, or was the 
  child of a local preacher. The PC need not have a divine 
  character class. Bonus skill choices: Heal or Knowledge 
  (religion). 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Metaorg Material/Ratik/Ratik Background Meta-org.pdf