TEXT: Background
  Character Background
  There are of course no hard and fast rules about background development. Much can depend on 
  the world the game master presents and any limitations imposed. However, to help you get started,
  this chapter presents a detailed list of background elements that can flesh out your character. Of 
  course, you aren’t required to address every issue here, and it’s certainly possible to build on your 
  narrative over time, filling in details as you go.
  As a general rule, when developing your background, try to be dramatic but not over the top. In the 
  long run, it is more interesting to have weaknesses, barriers to overcome, and difficult goals to fulfill
  than to have abundance, power, or effortless strength (this last note is just as, if not more important
  for game masters). Ideally, you want to address four domains in your background:
  1) Conflict (who or what does your character fight or fight for?)
  2) Challenges (what limits your character?)
  3) Mystery (what doesn’t your character know?) and
  4) Passion (what drives your character?)
  If you already have your personality traits worked out, you can use the background to develop why 
  your character is the way he or she is. If you don’t have Part I done yet, you can start with your 
  background and then develop personality traits that fit the narrative.
  Brief Background
  Writing a complete background can be time consuming. So, if you want something quick and dirty, I
  recommend answering the following questions as a good way to start…
  •
  Where were you born? (name, size, location, interesting features)
  •
  Who were your family? (family members, social class, profession)
  
  •
  Name one mystery, conflict, or significant past event
  •
  What is your adventure trigger?
  •
  If different from your trigger, do you have a quest?
  I confess that this Guide is geared towards fantasy-based games. However, this shouldn’t stop a 
  clever player from using the basic ideas to create backgrounds for any kind of setting.
  Birthplace
  •
  Name
  •
  Location
  •
  Size
  •
  Geography (e.g. desert, plains, tropical, mountainous, tundra, forest, island, etc)
  •
  Weather
  •
  Industry
  •
  Local government/nobility
  •
  General character, what it was like (e.g. hospitable, communal, ugly, sleepy, dangerous, educated, 
  commercial, pious, stuffy, fun, historical, youthful, political, upscale, transient, depressing, 
  laborious, etc.)
  •
  Or were you born isolated from a population center or in a group/family that travelled?
  
  Family
  •
  Father, mother, siblings, other relatives in your household growing up. If you didn’t have a 
  “traditional” family, what did it look like—explain what was different. E.g. maybe you grew up with 
  a gaggle of urchins learning how to pick pockets for a local gang.
  •
  What did your family do to earn a living? (See Professions & Crafts below)
  •
  Socioeconomic class (e.g. nobility, gentry, merchant, peasant, serf, slave, etc.) Compared to 
  average, how wealthy was your family? What kind of influence did it have? What kind of connections
  to power centers did it have? Did this change over time, and if so why?
  •
  What was your family’s reputation?
  •
  Any family myths, curses, or legends?
  •
  Did any members have a mental illness? (see the list above—remember, your character likely 
  wouldn’t know these terms, and might instead think a supernatural cause was the explanation)
  •
  Were you raised by someone other than your biological parents?
  •
  Do you know anything about your extended family and your relationship with them?
  Professions & Crafts
  Before we go on, here is a handy list of possible professions and crafts, which can be applied to your
  character, various NPCs, and people from your character’s past. A way to differentiate them is to 
  think of a craft as something a character can do or make whereas a profession is how one earns a 
  living. As an example, one person can know the craft of brewing ale, whereas another has the 
  training to engage in the profession of being a Brewer.
  
  Most player characters are adventurers of one sort or another by profession. Giving up a home life 
  to go around trudging through ancient dungeons and fighting dangerous creatures is a full time job 
  (and takes a certain kind of unusual personality). So, as a rule of thumb, many characters will have 
  learned something of a craft or profession well before they hit the adventuring trail. At the same 
  time, some professions can make for interesting adventuring motivations. Is your character a 
  scrivener or natural philosopher, adventuring to get material to write a book or publish an essay? Is 
  he a spy under the guise of a hapless sorcerer? How about a storyteller who makes a living going 
  from town to town? There are many possibilities, and this list is far from complete. In such a case, 
  there’s a lot to consider:
  •
  What level did you achieve (apprentice, journeyman, or master)?
  •
  Where did you train, and who did you work with—the family or someone else?
  •
  Being a journeyman can require a contract with a master—did you break it to go adventuring?
  •
  Were you part of a professional guild (or still)?
  •
  Did you own a business?
  •
  What drove you to leave the profession?
  •
  Was your profession a family business?
  •
  How successful were you in business?
  Also, don’t forget the list of religious roles in the Personality chapter.
  
  PROFESSIONS & CRAFTS
  Actor
  Jeweler
  Apothecary
  Chemist, druggist, 
  pharmacist
  Joiner
  Cabinet or furniture maker
  Arbiter
  Judge
  Architect
  Lady in 
  Waiting
  Noble woman who waits 
  upon higher nobility
  Archivist
  Landlord
  Armorer
  Leather 
  worker
  Assassin
  Limner
  Paints signs and heraldic 
  devices
  Astrologer
  Locksmith
  Bailiff
  Serves writs and makes 
  arrests
  Lumberjack
  Baker
  Maidservant
  Banker
  Manservant
  Barber
  Marbler
  Worker in marble or stone
  Barkeep
  Mariner
  Barrister
  Lawyer
  Mason
  Builder in stone
  Beekeeper
  Mendicant
  Bellifounder
  Bell maker
  Mercer
  Dealer in textile fabrics
  Blacksmith
  Merchant
  Bonder
  One who keeps slaves
  Messenger
  Bookbinder
  Metalworker
  Silver, gold, bronze, iron, etc.
  Bookkeeper
  Midshipman
  Officer in training
  Bookseller
  Midwife
  Bowyer
  Bow maker
  Miller
  Breeder
  Dogs, cats, horses, 
  donkeys, etc.
  Miner
  Brewer
  Minstrel
  Brewing
  Maker of ales, beers, or 
  meads
  Moneylender
  
  Butcher
  Musician
  Butler
  Navigator
  Calligrapher
  Page
  Noble child in service to 
  another noble
  Candlemaker
  Painter
  Carpenter
  Papermaker
  Cartographer
  Map or chart maker
  Parchment 
  maker
  Cartwright
  Performer
  Juggler, tumbler, acrobat, 
  fire-eater, etc.
  Clerk
  Perfumer
  Clockmaker
  Philosopher
  Law, ethics, or the natural 
  sciences
  Coachman
  Physicist
  Cobbler
  Shoe maker
  Playwright
  Coiner
  Poet
  Composer
  Politician
  Confectioner
  Maker of candies
  Potter
  Makes pottery
  Cook
  Prostitute
  Can be noble, religious, or 
  criminal
  Cooper
  Barrel maker
  Puppeteer
  Coper
  A horse dealer
  Quarrier
  One who cuts stone from 
  natural deposits
  Coppersmith
  Quartermaster
  Military provisioner
  Costumer
  Rancher
  Horses, cattle, or other 
  livestock
  Courier
  Recruiter
  Cryptographe
  r
  Writes and breaks codes
  Scribe
  Dairyman
  Scrivener
  Writer, author
  Dancer
  Scullion
  One who cleans in the 
  kitchen
  Dentist
  Sculptor
  Draper
  Deals in cloth, clothing 
  Seamstress
  
  and dry goods
  Dressmaker
  Shepherd
  Dyer
  Dyes cloth into various 
  colors
  Ships Captain
  Embroiderer
  Shipwright
  One who makes ships and 
  boats
  Emissary
  Slaver
  Engineer
  Designs public works, like
  bridges
  Soap maker
  Engraver
  Soldier
  Rank and file or officer class
  Executioner
  Songwriter
  Falconer
  Trainer of hawks for 
  gaming
  Soothsayer
  A fortune-teller
  Farmer
  Spinner
  One who spins into wool
  Ferrier
  Horseshoe-maker
  Spy
  First mate
  Stableman
  Fisherman
  Steward
  Servant that oversees the 
  running of a household
  Fishmonger
  A dealer in cheap and 
  imitation goods
  Storyteller
  Fletcher
  Tailor
  Florist
  Tanner
  Tans animal skins to make 
  leather
  Forester
  Manages forestland
  Taxidermist
  Furrier
  Dealer in furs; trapper
  Teacher
  Gem cutter
  Teamster
  Glassblower
  Thatcher
  One who thatches roofs
  Groom
  Horse keeper
  Tinker
  A maker in small devices for 
  common use
  Groundskeep
  er
  Toolmaker
  A smith who makes metal 
  tools
  Harrier
  Trainer of hunting hounds
  Torturer
  Hatter
  Maker and repairer of 
  hats
  Toymaker
  
  Hawker
  Sells goods by yelling in 
  the street
  Tracker
  Headmaster
  Head of a school
  Trader
  Healer
  With or without magic
  Trainer
  Herald
  Trapper
  Herbalist
  For healing or hurting
  Treasurer
  Herder
  Undertaker
  Historian
  Vintner
  Wine maker
  Hoyer
  Animal driver
  Wainwright
  Maker and repairer of 
  wagons
  Iceman
  Keeper of the ice house
  Watchman
  Importer
  Weaponsmith
  Innkeeper
  Weaver
  Interpreter
  Wheelwright
  Jester
  Woodcarver
  Significant past events
  Anything, even something small, can change you in major ways and lead to interesting game play. 
  You can always look at your personality traits and come up with reasons why you’re that way (an 
  example: your Primary Motivator is Liberation because you were sold into slavery until you 
  managed to kill your owner in the night, swearing that you would forever help free anyone in 
  bondage). The possibilities are endless.
  Family-related events
  •
  Did your father tell you a dark family secret?
  •
  Any unusual problems, deaths, illnesses, or trauma? E.g. did the landlord throw your family into the 
  street? Were your parents or yourself taken into slavery?
  
  •
  Or did something of great fortune happen?
  •
  Were you taken far away from your family for some reason?
  •
  Were there any interesting traditions, celebrations, or holidays in your family?
  •
  Did you ever fall in love or have a serious relationship?
  •
  Do you have a spouse or any children of your own? Where are they now?
  Personal events
  •
  Were you ever really sick or injured?
  •
  What kind of education did you have, if any?
  •
  Were you ever betrayed?
  •
  Did you find a magic item buried in the woods? Or did a rabbit suddenly start talking to you?
  •
  Were you ever dirt poor or filthy rich for a brief time?
  •
  Did you ever commit any crimes, or be falsely accused of one?
  •
  Did something happen that revealed an unusual talent?
  •
  Did you do anything interesting, like travel with a performing troupe, join the military, serve the 
  local nobility, or jump a trading ship for a year?
  •
  Were you ever active in a church, religion, cult, or secret order?
  
  •
  Did you ever have a chance to show leadership, such as leading a local rebellion, founding a school 
  or animal sanctuary, being elected mayor of your small village, etc.
  •
  Did anything really funny ever happen to you? Embarrasing stories can make for great tavern 
  entertainment.
  Notable individuals
  •
  Any strangers come through town that gave you an unusual gift?
  •
  Did a fortune teller predict something strange and unlikely?
  •
  Was there a nearby hermit that taught you about herbs or other lore?
  •
  Any local clergy to influence your religion?
  •
  Did you ever have any mentors or patrons before adventuring?
  •
  Did you form any close friendships while growing up or in early adulthood? Is there anyone out 
  there that you can really trust or look to for help?
  Mysteries
  Mysteries are great opportunities for role-playing and help keep your character interesting. They 
  can provide the GM with ideas for sub-plots or even whole adventures, so be sure to let her know 
  what you come up with. The ol’ amnesia hook is discouraged unless you can come up with a really 
  good story to support it. Some good mysteries could be:
  •
  Who murdered my best friend?
  •
  Who is my real mother?
  
  •
  I had a strange vision when I was ten—what did it mean?
  •
  Why do I keep having recurring nightmares about a flaming sword?
  •
  One morning I woke up with this strange mark on my chest
  •
  Why does the full moon fill me with dread?
  •
  What did that cryptic prophesy given by an oracle mean?
  •
  Why did the king grant 100 acres of land to my father 20 years ago without an explanation?
  •
  Every now and then I think I see strange creatures out of the corner of my eye—what are they?
  •
  Just before he disappeared, my father gave me a magical box that I can’t open.
  •
  A black cloak appeared one day in my room; I don’t know who put it there or what it’s about
  •
  I was drinking one night at the local tavern and the next thing I remember I was alone, naked, and 
  lying on a stone altar in an outdoor temple dozens of miles away
  Existing Conflicts
  It is possible to have ongoing conflicts in your character’s life. Such conflicts are often between 
  individuals, but they can also be between groups and institutions (such as another village, church, 
  guild, school, family, or the law). You can add other details, like if you are mainly out to get them, or 
  they you, or if the antagonism is mutual. If you choose to have a pre-existing or ongoing conflict, 
  create the circumstances surrounding it:
  •
  Who exactly is the conflict with?
  •
  Why does the conflict exist? What happened?
  
  •
  Why can’t it be worked out?
  •
  How do you think it will end?
  •
  What are the emotions surrounding it—hate, jealousy, vengefulness, grief, bitterness, regret, fear?
  What triggered adventuring?
  Even if you don’t answer many other questions about your background, this is a good one to know. 
  Again, look to your personality traits to get ideas for your triggers, especially the Primary Motivator. 
  Also, any of the background items above can act as your adventuring trigger. But if you’re still not 
  sure, here are some ways to explore the essential question—how did you happen to take up a 
  sword, lockpick, or spell book and go looking for trouble?
  •
  Was it a thoughtful decision to go adventuring or did circumstances compel you? Why did you make
  that decision or what circumstances pushed you into it?
  •
  If you left home, what set you off? Are you looking for something? Or…
  •
  trying to accomplish anything? Or…
  •
  was it wanderlust? Or…
  •
  seeking fame and fortune? Or…
  •
  trying to walk in a parent’s or sibling’s footsteps?
  •
  If you are a fighter, you must have some minimal training with a sword—where did you get it and 
  how did you learn to use it (friend, a job, parent, military)? Or if you have a knack for picking 
  pockets, how did you learn the ropes? If you are a cleric, did you get “the call” from a deity, or were 
  you indoctrinated into a religion?
  
  Think about it this way—if the very first place you get to on your adventure is a pub and someone 
  asks “so, what brings you here?” an honest answer to this hypothetical question would be based on 
  your trigger.
  Initial possessions
  Do you own anything other than what you are wearing and what’s in your backpack? Do you have a 
  family home, or own land? Also, don’t just think about adventuring equipment—look at your 
  hobbies, quirks, and craft skills above and think if you might have items related to those things.
  Bound duties
  Are there any outstanding obligations or oaths that you need to fulfill? Any unusual debts? Is 
  anyone looking for you for deserting service or a contract, or for some other reason? Did you make a
  promise to your family or friends?
  Quests
  Like the adventure trigger, this is the other background area that should be known for a well-played
  character. If you have filled out a good portion of the other background areas, then it is likely your 
  quests are already known—they can come from anything in the Events, Mysteries, or Conflicts 
  sections, for example (your trigger can also be a quest). You should add more quests as you 
  continue to adventure. Having short and long term quests is a good idea—developing both can 
  allow you to accomplish things sooner rather than later while still retaining something that drives 
  you.
  When working on your quests, think in terms of clearly defined goals—e.g. to become rich is a 
  motivation, not a quest, but to obtain Brad’s Chest of Neverending Gold from the Cave of Certain 
  Death is. Here are some basic ideas—remember, it works best if you can develop quests that 
  collaborate with your personality traits:
  •
  Revenge
  
  •
  Solve a mystery
  •
  Resolve a conflict
  •
  Fulfill an oath
  •
  Deliver a message or package
  •
  Find or save someone or something that was lost or taken
  •
  Discover a mythical place
  •
  Solve a crime
  •
  Remove a curse
  •
  Provide a suitable person as a physical vehicle for your deity
  •
  Earn membership in an exclusive organization
  •
  Kill every last troll in the Brashduk Clan
  •
  Open the portal to the Fifth Dimension
  •
  Depose the local baron
  •
  Fix the terrible mistake I made long ago
  •
  Obtain Brad’s Chest of Neverending Gold from the Cave of Certain Death
  Again, the possibilities are endless. It might be worthwhile to work with the DM on coming up with 
  quests that fit within the game world.
  
  Personality Part 2
  Secondary Traits
  Character Sheets
  Basic and Full sheets
  Got From http://www.ashami.com/rpg/background/
  
SOURCE: textdata/thevault/ Any (Any System ; Generic)/Ash's Guide to RPG Personality and Background/Ash's Guide to RPG Personality and Background - Background Part 3.pdf