---
title: "Chapter 8: Backgrounds"
description: "The term “adventurer” is one used regularly in this book, but it’s not a profession per se. A character doesn’t apply to adventuring school or train [AS](https://openadventurerpg.com/glossary/as/) an adventurer’s apprentice. More likely, the character had a more practical occupation before…"
url: "https://openadventurerpg.com/coc/backgrounds/"
updated: "2025-12-31"
category: Core Rules
---

# Chapter 8: Backgrounds

The term “adventurer” is one used regularly in this book, but it’s not a profession per se. A character doesn’t apply to adventuring school or train [AS](https://openadventurerpg.com/glossary/as/) an adventurer’s apprentice. More likely, the character had a more practical occupation before they embraced the adventurer’s life and learned the skills and knowledge of their [MO](https://openadventurerpg.com/glossary/mo/).

A character’s [Background](https://openadventurerpg.com/glossary/background/) represents their old life. It’s a chapter of the character’s story that helps to define who they are, the way they think, and their personality. It also serves [AS](https://openadventurerpg.com/glossary/as/) fodder for writing the character’s backstory. Do they have friends from their old life who might be available to help them in a pinch? Did they make enemies that haven’t forgotten them, even though the character has moved on? Are there particular accomplishments, or perhaps failures, that stick with the character to this day?

## **[Background](https://openadventurerpg.com/glossary/background/) Entries**

Included here are rules for nine backgrounds you can choose from when creating a character.

- **Acolyte**
- **Arcane Apprentice**
- **Criminal**
- **Farmer**
- **Healer**
- **Merchant**
- **Noble**
- **Sailor**
- **Soldier**

If none of these fit the story you have in mind for your character, you can work with the Adventure Guide to make a new [Background](https://openadventurerpg.com/glossary/background/) using these [AS](https://openadventurerpg.com/glossary/as/) templates.

#### **Reading the Entries**

Each [Background](https://openadventurerpg.com/glossary/background/) entry includes:

- **Name**:The name of the [Background](https://openadventurerpg.com/glossary/background/).
- **Description**: A description of the skills, training, types of work, and future careers common for someone with this [Background](https://openadventurerpg.com/glossary/background/).
- **Prerequisite**: Some backgrounds require a specific trait, [Exceptional Ability](https://openadventurerpg.com/glossary/exceptional-ability/), or [Culture](https://openadventurerpg.com/glossary/culture/). Without this prerequisite, it’s unlikely—or impossible—that a character will have this [Background](https://openadventurerpg.com/glossary/background/).
- **Traits and Talents**: Tricks, talents, traits, and perks acquired by individuals with this [Background](https://openadventurerpg.com/glossary/background/).
- **Suggested Specializations**: A list of suggested Specializations appropriate for a character with this [Background](https://openadventurerpg.com/glossary/background/). During character creation, a character gains two [Background](https://openadventurerpg.com/glossary/background/) Specializations. Choose from these suggestions or work with the Adventure Guide to create your own. [AS](https://openadventurerpg.com/glossary/as/) with MOs, the character’s Specializations are not the limit of their [Background](https://openadventurerpg.com/glossary/background/) knowledge. Rather, they represent areas in which they’ve received extra training or have exceptional talent.
- **Starting Equipment**: A character of this [Background](https://openadventurerpg.com/glossary/background/) begins the game with the listed gear.

#### **Acolyte**

You trained for a career in the clergy. After becoming an acolyte, however, you did not go on to complete the training required to become a full priest or priestess. There is no formal amount of time one spends [AS](https://openadventurerpg.com/glossary/as/) an acolyte before ascension, but acolyte status typically lasts between five and ten years.

[AS](https://openadventurerpg.com/glossary/as/) an Acolyte, you trained to serve in a temple or shrine of your patron deity. You studied the rituals and ceremonies of the temple, learned the ancient prayers, studied stories and legends about your god, and prepared for your eventual leadership role in the clergy.

**Prerequisite**: Read and write in your native language.

**Traits and Talents**

**[Ordained](https://openadventurerpg.com/glossary/ordained/)**: Your character left their studies to pursue the life of an adventurer, but unless they were cast out of the temple, they retain the right to perform all the lesser sacred ceremonies of their deity. They can lead penitents in prayer, perform sacrifices on the behalf of others, and execute the lesser rites such [AS](https://openadventurerpg.com/glossary/as/) naming ceremonies and marriages.

**[Sacred Shelter](https://openadventurerpg.com/glossary/sacred-shelter/)**: An acolyte in good standing with the clergy is granted a bed and meal at any temple or shrine of their deity (and sometimes of other deities) upon request. This is limited only by the location’s ability to provide these boons, although even the poorest shrine will attempt to fulfill their [Duty](https://openadventurerpg.com/glossary/duty/). In [Turn](https://openadventurerpg.com/glossary/turn/), an acolyte who wishes to retain their good standing is expected to use this right sparingly and contribute to the temple’s work while there.

**Suggested Specializations**

- **Active**: Advise, Calm, Comfort, Orate
- **Craft**: Calligraphy
- **Knowledge**: Myths and Legends, Religion

**Starting Equipment**

- Acolyte’s robes
- Candles (5)
- Chalk (5)
- Incense (2 sticks)
- Ink (vial)
- Parchment (2)
- Quill pen
- 10 [SP](https://openadventurerpg.com/glossary/sp/)

#### **Arcane Apprentice**

You studied the arcane arts [AS](https://openadventurerpg.com/glossary/as/) the apprentice of an experienced arcane [Spellcaster](https://openadventurerpg.com/glossary/spellcaster/). Unlike other students of the arcane who attended formal academic magical colleges, your training was hands-on and practical. You saw with your own eyes how magic impacts the world around you, discovered the secrets of how magic interacts with everyday objects, and learned to see magic through the eyes of common folk.

Each arcane apprentice has a unique experience. Some study under amateur hedge mages—spellcasters unaffiliated with any circle or college who wander from town to town offering their services for a bit of food, a few pieces of silver, and a place to stay for the night. Other apprentices work with formally trained wizards who left academia behind—either by choice or by compulsion—and today conduct private research in remote towers. 

**Prerequisite**: Read and write in your native language, Spellcasting [AS](https://openadventurerpg.com/glossary/as/) Primary or Secondary [Exceptional Ability](https://openadventurerpg.com/glossary/exceptional-ability/).

**Traits and Talents**

**[First Spell](https://openadventurerpg.com/glossary/first-spell/)**: The character mastered the casting of a single, simple, non-combat spell of your choosing. This is the [First Spell](https://openadventurerpg.com/glossary/first-spell/) their master taught them, and they have cast it so many times that they can cast it without even thinking. Examples include creating [Light](https://openadventurerpg.com/glossary/light/), producing a candle flame, or lifting small, lightweight objects. The character does not need to make a [Spellcasting Check](https://openadventurerpg.com/glossary/spellcasting-check/) when casting this spell.

**Language**: The character was taught to speak, read, and write an additional language. This could be a modern language or an ancient one. It could even be a dead language known only to a handful of people in the world.

**Suggested Specializations**

- **Active**: Concentration, Research
- **Craft**: Spell Component Preparation
- **Knowledge**: Arcana, Monsters, [Spell Components](https://openadventurerpg.com/glossary/spell-components/)
- **Spellcasting**: Air Spells, Earth Spells, Fire Spells, Water Spells

**Starting Equipment**

- Apprentice’s hooded robe
- Chalk (5)
- Ink
- Quill pen
- Spell component satchel
- 10 [SP](https://openadventurerpg.com/glossary/sp/)

#### **Criminal**

Before you became an adventurer, you lived outside the law. You might have been a member of a brutal bandit gang, a sneaky pick-pocket, or a clever burglar. You were almost certainly caught at least once and spent time imprisoned, sentenced to hard labor, or on display in the town’s stocks. It wasn’t an easy life, but it was the best you could manage.

Somewhere along the [Line](https://openadventurerpg.com/glossary/line/) you were given the chance to become an adventurer, and you knew it was your way out. Still, old habits die hard and you never lose the skills you developed in your old life. You know where the nearest exits are in any situation, can pick a lock in pitch darkness, and when you need to get something done on the down-low, you always “know a guy.” Not necessarily useful skills for polite society, but pretty darn helpful for an adventurer.

**Prerequisite**: None

**Traits and Talents**

**[Bolt Hole](https://openadventurerpg.com/glossary/bolt-hole/)**: If things ever get too hot, the character has a secret [Bolt Hole](https://openadventurerpg.com/glossary/bolt-hole/) where they and a few friends can hide out. It is stocked with a week’s worth of food, a bit of gold, a change of clothes, and a couple spare daggers. It’s not comfortable, but it’ll keep the character out of sight until the heat dies down.

**[I Know a Guy](https://openadventurerpg.com/glossary/i-know-a-guy/)**: If the character needs something unsavory or illegal done in a place with a fair-sized underworld, they can make a [Presence](https://openadventurerpg.com/glossary/presence/) Check to see if they already know a guy who can do the job. The Adventure Guide sets the [Difficulty Score](https://openadventurerpg.com/glossary/difficulty-score/) based on the type of skills the character is looking for, and on a success, they find someone who will do the work. They may still need to pay the person or offer something in exchange, but the person is available and willing.

**[Wanted](https://openadventurerpg.com/glossary/wanted/)**: You can’t escape your past, and this is even more true for criminals. Someone is looking for the character. This might be local law enforcement who want the character to pay for a past crime, a bounty hunter hoping to collect a bounty on the character’s head, or an old [Adversary](https://openadventurerpg.com/glossary/adversary/) out for revenge.

**Suggested Specializations**

- **Active**: Climb, Hide, Sneak, Withdraw
- **Combat**: Dagger [Attack](https://openadventurerpg.com/glossary/attack/), Hand Crossbow [Attack](https://openadventurerpg.com/glossary/attack/)
- **Craft**: Build Trap, Create Poison
- **Knowledge**: Crime Families, Criminal Etiquette

**Starting Equipment**

- Cloak with internal pockets
- Crowbar OR small sledge hammer
- Dice (3)
- Hood (masked)
- Pouch
- [Rope](https://openadventurerpg.com/glossary/rope/) (50 feet)

#### **Farmer**

You grew up on a farm. This might have been a family farm, owned by your family for generations, or the farm of your liege lord, where you toiled [AS](https://openadventurerpg.com/glossary/as/) a serf. You learned to plow, plant, and harvest the crops that you and the people of your community relied on to survive. You also learned the care and breeding of livestock, from chickens to cows.

[AS](https://openadventurerpg.com/glossary/as/) a farmer, you picked up a host of useful skills, including simple carpentry, a bit of herbalism (especially when it comes to caring for animals), and a deep understanding of the weather and seasons. You might know a bit about butchering, and although you’re not a [Warrior](https://openadventurerpg.com/glossary/warrior/), you likely had to fight off bandits or wolves on more than one occasion.

**Prerequisite**: None

**Traits and Talents**

**[Predict Weather](https://openadventurerpg.com/glossary/predict-weather/)**: The character can automatically predict the weather for the next few hours without making an [Action](https://openadventurerpg.com/glossary/action/) Check. Once a day, the character may attempt an [Intuition](https://openadventurerpg.com/glossary/intuition/) Check with a [Benefit](https://openadventurerpg.com/glossary/benefit/) to their [Action](https://openadventurerpg.com/glossary/action/) Score to predict the weather over a longer period. The number of days out they are trying to predict (maximum of 10) acts [AS](https://openadventurerpg.com/glossary/as/) the [Difficulty Score](https://openadventurerpg.com/glossary/difficulty-score/) for the [Action](https://openadventurerpg.com/glossary/action/) Check.

**[Salt of the Earth](https://openadventurerpg.com/glossary/salt-of-the-earth/)**: When dealing with other farmers in social situations, they sense the character is one of them and tend to react favorably. The character gains a [Benefit](https://openadventurerpg.com/glossary/benefit/) to [Action](https://openadventurerpg.com/glossary/action/) Scores when making social [Action](https://openadventurerpg.com/glossary/action/) Checks involving farmers.

**Suggested Specializations**

- **Active**: Harvesting, Planting, Plowing, Riding
- **Combat**: Club [Attack](https://openadventurerpg.com/glossary/attack/), Dagger [Attack](https://openadventurerpg.com/glossary/attack/)
- **Craft**: Carpentry
- **Knowledge**: Agriculture, Domestic Animals, Weather
- **Strengths**: Animal Empathy

**Starting Equipment**

- Canvas sack
- Gloves
- Shovel or hoe
- Skinning knife
- Small hammer
- String (10 yards)
- Sturdy leather work boots
- Wide brimmed hat
- 10 [SP](https://openadventurerpg.com/glossary/sp/)

#### **Healer**

[AS](https://openadventurerpg.com/glossary/as/) a healer you are skilled in the use of herbs, prayers, rituals, and talismans to treat simple injuries and cure common illnesses. There aren’t many small settlements [Lucky](https://openadventurerpg.com/glossary/lucky/) enough to have a [Cleric](https://openadventurerpg.com/glossary/cleric/) in residence, but every village has a healer. Some healers perform their craft in addition to another occupation, not [AS](https://openadventurerpg.com/glossary/as/) their sole profession.

Most of the healer’s art is wisdom passed down through the generations. Your methods are a mix of superstition, religion, hedge magic, and science. [AS](https://openadventurerpg.com/glossary/as/) a result, sometimes your treatments work and sometimes they don’t, but it’s better than nothing when help is needed.

**Prerequisite**: None

**Traits and Talents**

**[Critical Care](https://openadventurerpg.com/glossary/critical-care/)**: [AS](https://openadventurerpg.com/glossary/as/) a Minor [Action](https://openadventurerpg.com/glossary/action/), the healer can keep one [Dying](https://openadventurerpg.com/glossary/dying/) character alive. If the healer remains within [Reach](https://openadventurerpg.com/glossary/reach/) of the [Dying](https://openadventurerpg.com/glossary/dying/) individual and expends their Minor [Action](https://openadventurerpg.com/glossary/action/) to keep them alive, the [Dying](https://openadventurerpg.com/glossary/dying/) individual will not die, no matter how many Rounds pass. A character kept alive in this fashion, dies immediately if the healer fails to use their Minor [Action](https://openadventurerpg.com/glossary/action/) to keep them alive or moves farther than [Reach](https://openadventurerpg.com/glossary/reach/) [Distance](https://openadventurerpg.com/glossary/distance/) at any time before the [Dying](https://openadventurerpg.com/glossary/dying/) individual is stabilized.

**[Signature Cure](https://openadventurerpg.com/glossary/signature-cure/)**: You have a particular talisman, potion, or ritual you absolutely swear by for curing all manner of ills. Perhaps it’s a stinking poultice you’ve seen cure everything from ulcers to burns, or maybe it’s a particular talisman design that you’re certain brings good health to everyone who wears one. You decide what your [Signature Cure](https://openadventurerpg.com/glossary/signature-cure/) is, and it is up to the Adventure Guide to determine how real its effects are in any given situation.

**Suggested Specializations**

- **Active**: Diagnose, First [Aid](https://openadventurerpg.com/glossary/aid/), [Treat Wounds](https://openadventurerpg.com/glossary/treat-wounds/)
- **Craft**: Create Antidote, Create Herbal Remedy
- **Knowledge**: Diseases, Physiology, Poisons
- **Spellcasting**: Healing Spells

**Starting Equipment**

- Flask (tin)
- Healer’s kit
- Metal hand mirror
- Potion bottle (glass)
- [Signature Cure](https://openadventurerpg.com/glossary/signature-cure/) (5)
- Small knife
- Soap
- 10 [SP](https://openadventurerpg.com/glossary/sp/)

#### **Merchant**

Before your life [AS](https://openadventurerpg.com/glossary/as/) an adventurer, you were a humble merchant. Each morning, you raised the shutters or set up your tent, stocked the shelves, and set out your wares in preparation for the daily rush of eager shoppers. You haggled and traded, weighed coins, and otherwise worked to [Turn](https://openadventurerpg.com/glossary/turn/) a healthy profit selling your chosen products.

Over the years, you honed your ability to size up a customer at a glance, convince hesitant buyers to hand over their hard-earned silver, and make personal connections with people from all walks of life. You also mastered the ins and outs of owning a small business, [AS](https://openadventurerpg.com/glossary/as/) well [AS](https://openadventurerpg.com/glossary/as/) how to navigate the endless red tape of both guild and governmental bureaucracies.

**Prerequisite**: None

**Traits and Talents**

**[Good Eye](https://openadventurerpg.com/glossary/good-eye/)**: The character has developed a knack for spotting items of value. When first seeing a collection of goods or treasure, the merchant knows immediately which item is the most valuable. They won’t know what the item is worth or even why it is valuable, but they automatically recognize its value without needing an [Action](https://openadventurerpg.com/glossary/action/) Check.

**[Non-Verbal Trading](https://openadventurerpg.com/glossary/non-verbal-trading/)**: Over the course of the character’s career, they ran into their share of shoppers who didn’t speak their language. [AS](https://openadventurerpg.com/glossary/as/) a result, they’ve perfected the skill of trading with others, even if they do not speak their language. In simple trades and negotiations with others whose language the character does not speak, they can haggle [AS](https://openadventurerpg.com/glossary/as/) effectively [AS](https://openadventurerpg.com/glossary/as/) if they spoke and understood the customer’s language.

**Suggested Specializations**

- **Active**: Appraise, Haggle, Navigate, Negotiate, Teamster
- **Knowledge**: Art Objects, Bureaucracy, Mathematics
- **Strengths**: Resist influence

**Starting Equipment**

- Canvas sacks (3)
- Hand cart
- Portable scale and weights
- 10 [SP](https://openadventurerpg.com/glossary/sp/)

#### **Noble**

Born into your [Culture](https://openadventurerpg.com/glossary/culture/)’s ruling class, you grew up among the nobility. You enjoyed all the benefits of wealth and power, from always having enough to eat to receiving an exemplary education from the finest teachers. Yours was a life of wants, not of needs.

With these advantages came responsibility. You owed unwavering loyalty to the higher-ranking noble to whom your family pledged their allegiance. To those beneath you, you were expected to provide order, leadership, and security. You may have even been called to war by your lord or lady, forced to the battlefield for the good of the greater kingdom.

The question you must answer is, why did you leave this life behind? Did you fail to take your responsibilities seriously and found yourself cast out of the upper class? Or perhaps you were so far down the [Line](https://openadventurerpg.com/glossary/line/) of inheritance your future offered little more than comfort and [Duty](https://openadventurerpg.com/glossary/duty/).

**Prerequisite**: None

**Traits and Talents**

**[Duty](https://openadventurerpg.com/glossary/duty/)**: Characters who are a member of the nobility have numerous duties and responsibilities. They are held to a higher standard than the common people in all things, and their punishments for breaking the law or even transgressing on social norms are more serious. In addition, their family is expected to answer the call to war and raise an army at their expense if their liege so commands.

**[Foreign Dignitary](https://openadventurerpg.com/glossary/foreign-dignitary/)**: When traveling outside of their homeland, the character is a representative of their country [AS](https://openadventurerpg.com/glossary/as/) a foreign power. Their actions reflect directly on their home country, and any behavior that reflects poorly is severely punished on their return. At the same time, their status may open doors among foreign nobles—assuming they are on good terms with the foreigner’s people.

**[High Profile](https://openadventurerpg.com/glossary/high-profile/)**: This character stands out in a crowd in every way, from their refined mannerisms to their obvious wealth. Lower class citizens of any [Culture](https://openadventurerpg.com/glossary/culture/) will recognize them [AS](https://openadventurerpg.com/glossary/as/) nobles, and they are unlikely to forget the character, whether they interacted with them directly or not.

**[Right to Bear Arms](https://openadventurerpg.com/glossary/right-to-bear-arms/)**: [AS](https://openadventurerpg.com/glossary/as/) a member of the nobility, the character has the right to own martial military gear and use it when and how they see fit. This includes, but is not limited to, heavy armor, broadsword, and lance. The character may purchase such equipment without special permission, and they may carry a sword in public at their pleasure.

**[Valuable Hostage](https://openadventurerpg.com/glossary/valuable-hostage/)**: An enemy that recognizes the character [AS](https://openadventurerpg.com/glossary/as/) a member of the nobility will view the character [AS](https://openadventurerpg.com/glossary/as/) a [Valuable Hostage](https://openadventurerpg.com/glossary/valuable-hostage/). Rather than attempting to kill the character, they will want to capture them alive so they may ransom them back to their family. Unfortunately, this also makes the character a prime target for bandits and kidnappers.

**Suggested Specializations**

- **Active**: Charm, Command, Lead, Persuade, Riding
- **Combat**: Sword [Attack](https://openadventurerpg.com/glossary/attack/)
- **Knowledge**: Courtly Etiquette, Heraldry, History

**Starting Equipment**

- Perfume (vial)
- Signet ring
- Wired purse
- 25 [SP](https://openadventurerpg.com/glossary/sp/)

#### **Sailor**

Before you joined the ranks of the world’s adventurers, you made your living [AS](https://openadventurerpg.com/glossary/as/) a sailor. In your youth, you signed up to serve [AS](https://openadventurerpg.com/glossary/as/) crew aboard one of the many merchant vessels sailing out of a nearby port. Perhaps your ship traveled along the coast, moving goods between kingdoms, or maybe you crewed one of the [Long](https://openadventurerpg.com/glossary/long/)-haul ships, following the swift ocean currents to the distant lands on the far side of the ocean.

[AS](https://openadventurerpg.com/glossary/as/) a sailor, you’ve rubbed elbows with unsavory scoundrels and hard-edged ne’er-do-wells. You’ve learned language [AS](https://openadventurerpg.com/glossary/as/) salty [AS](https://openadventurerpg.com/glossary/as/) the sea and experienced the many pleasures the world offers in more ports of call than you can count. At the same time, you know what it means to be part of a team, where each person looks out for the others, and you know when a team pulls together, they can accomplish anything.

**Prerequisite**: None

**Traits and Talents**

**[Scoundrel](https://openadventurerpg.com/glossary/scoundrel/)**: The character can easily blend in with lowlifes, troublemakers, and criminals. Whether this is because they are one [AS](https://openadventurerpg.com/glossary/as/) well or because they developed the skills for dealing with such folk, the character doesn’t arouse suspicion or draw attention in the company of scoundrels. The character gains a [Benefit](https://openadventurerpg.com/glossary/benefit/) to their [Action](https://openadventurerpg.com/glossary/action/) Score for social [Action](https://openadventurerpg.com/glossary/action/) Checks when dealing with unsavory characters.

**[Sea Legs](https://openadventurerpg.com/glossary/sea-legs/)**: The character moves about the decks of ships with ease. The rock and sway, even in stormy seas, don’t impede the character at all. They treat the decks of ships [AS](https://openadventurerpg.com/glossary/as/) normal terrain, even if a rolling sea might make it difficult terrain for others.

**Suggested Specializations**

- **Active**: Climbing, Navigation, Ocean Survival, Sailing, Swimming, Swinging
- **Combat**: Dagger [Attack](https://openadventurerpg.com/glossary/attack/), Scimitar [Attack](https://openadventurerpg.com/glossary/attack/)
- **Craft**: Knot Tying, Whittling
- **Knowledge**: Weather
- **Strengths**: Resist Disease, Resist Poison

**Starting Equipment**

- Dice (5)
- Flask of rum (tin)
- Lantern oil (10 oz.)
- Rainproof cap
- [Rope](https://openadventurerpg.com/glossary/rope/) (50 feet)
- Sailor’s lantern
- Sewing needles (2)
- Thread (1 spool)
- 10 [SP](https://openadventurerpg.com/glossary/sp/)

#### **Soldier**

Thanks to good training and better luck you carved out a career on the battlefield. Perhaps you were a foot soldier, conscripted by a noble to fight in their latest private war, or maybe you fought [AS](https://openadventurerpg.com/glossary/as/) a mercenary, leveraging your natural talents at warfare to earn a bit of gold. Either way, you lived by the blade, and combat is your profession.

Along with your skill at arms, you grew strong on [Long](https://openadventurerpg.com/glossary/long/) marches between battles. You also learned to carry a pack, build a camp, and scrounge up a meal anytime and anywhere. You’ve seen terrible things, but somehow, you found a way to put those thoughts out of your mind and carry on.

**Prerequisite**: None

**Traits and Talents**

**[Half-Rations](https://openadventurerpg.com/glossary/half-rations/)**:Soldiers can survive on [Half-Rations](https://openadventurerpg.com/glossary/half-rations/) for a number of weeks equal to their [Toughness](https://openadventurerpg.com/glossary/toughness/) score. Afterwards, they must spend a month on full rations before they can go on [Half-Rations](https://openadventurerpg.com/glossary/half-rations/) again.

**[Sleep Anywhere](https://openadventurerpg.com/glossary/sleep-anywhere/)**: The character can [Sleep Anywhere](https://openadventurerpg.com/glossary/sleep-anywhere/) and under almost any conditions. From pouring rain and freezing cold, to a bed of rocks in a broiling desert, there isn’t much that can keep this character from getting a good night’s sleep. This includes sleeping in full armor, a life-saving skill for any soldier. 

**Suggested Specializations**

- **Active**: Climbing, Jumping, Swimming
- **Combat**: Block, Short Sword [Attack](https://openadventurerpg.com/glossary/attack/), Spear [Attack](https://openadventurerpg.com/glossary/attack/)
- **Craft**: Build Camp, Build Fortification
- **Knowledge**: Combat Maneuvers
- **Strengths**: Resist Fatigue, Resist Fear

**Starting Equipment**

- Bag of [Caltrops](https://openadventurerpg.com/glossary/caltrops/) (20)
- [Rope](https://openadventurerpg.com/glossary/rope/) (50 feet)
- Water resistant oiled cloak
- 15 [SP](https://openadventurerpg.com/glossary/sp/)

## **Creating New Backgrounds**

These instructions describe how to create new, unique backgrounds appropriate for the game world where your Adventures take place. The steps for creating a new [Background](https://openadventurerpg.com/glossary/background/) are:

- **Step 1**: Choose a Name
- **Step 2**: Describe the [Background](https://openadventurerpg.com/glossary/background/)
- **Step 3**: Describe traits and talents.
- **Step 4**: Create a [Specialization](https://openadventurerpg.com/glossary/specialization/) List
- **Step 5**: Choose Starting Equipment

#### **Step 1: Choose a Name**

When choosing a name for the new [Background](https://openadventurerpg.com/glossary/background/), think in terms of a mundane occupation, [Line](https://openadventurerpg.com/glossary/line/) of work, or title. Examples include occupations such [AS](https://openadventurerpg.com/glossary/as/) carpenter, scribe, or messenger.

#### **Step 2: Describe the [Background](https://openadventurerpg.com/glossary/background/)**

Use these prompts to describe the new [Background](https://openadventurerpg.com/glossary/background/):

What does a day in the life of a person with this [Background](https://openadventurerpg.com/glossary/background/) look like?

What are some specific tasks a person with this [Background](https://openadventurerpg.com/glossary/background/) must master to achieve success in their career?

How does one end up pursuing the career described in this [Background](https://openadventurerpg.com/glossary/background/)?

Once you have your responses, write up a full prose description, or just call it good and move on to Step 3. [AS](https://openadventurerpg.com/glossary/as/) [Long](https://openadventurerpg.com/glossary/long/) [AS](https://openadventurerpg.com/glossary/as/) you and the Adventure Guide understand the [Background](https://openadventurerpg.com/glossary/background/) that’s all you need.

#### **Step 3: Create Traits and Talents**

Come up with two special traits, tricks, or talents a person with this [Background](https://openadventurerpg.com/glossary/background/) is likely to pick up during their career. Creating traits and talents is more art than science. In general, these should provide relatively minor game effects, usable only in specific circumstances related to the [Background](https://openadventurerpg.com/glossary/background/)’s purpose in the world. Use the traits and talents provided for the backgrounds described here [AS](https://openadventurerpg.com/glossary/as/) guidance. 

If the Adventure Guide rules that a trait or talent is too powerful or wide-reaching, an alternative to toning the trait or talent down is to add a negative trait. These are responsibilities, unshakeable burdens, or persistent troubles a person with this [Background](https://openadventurerpg.com/glossary/background/) might acquire. The [Duty](https://openadventurerpg.com/glossary/duty/) trait for the noble [Background](https://openadventurerpg.com/glossary/background/) and the [Wanted](https://openadventurerpg.com/glossary/wanted/) trait for the criminal [Background](https://openadventurerpg.com/glossary/background/) are examples of negative traits.

#### **Step 4: Create a [Specialization](https://openadventurerpg.com/glossary/specialization/) List**

Make a list of skills and abilities people within this [Background](https://openadventurerpg.com/glossary/background/) are likely to learn and spend extra time perfecting. You only need two, since that is all that is needed for character creation, but coming up with a few extras is a good way to help imagine the way what the people of this [Background](https://openadventurerpg.com/glossary/background/) are like and what they do in the world.

You may find it helpful to think of Specializations in terms of the groupings described in ***Chapter 4***:***[Modus Operandi](https://openadventurerpg.com/glossary/modus-operandi/)***. For additional information about creating your own Specializations, see ***Creating New Specializations*** in ***Chapter 4: [Modus Operandi](https://openadventurerpg.com/glossary/modus-operandi/)***.

#### **Step 5: Choose Starting Equipment**

List the equipment a character starts the game with if they choose this [Background](https://openadventurerpg.com/glossary/background/). This equipment should directly relate to tasks a person with this [Background](https://openadventurerpg.com/glossary/background/) was called on to perform [AS](https://openadventurerpg.com/glossary/as/) part of their job. The total value of the starting equipment should not exceed 60 [SP](https://openadventurerpg.com/glossary/sp/).
