For this GLOG hack I am making I want to do something like Electric Bastionland in approach to character options. This is because I have found that they are a great way to communicate a setting and get players excited. A large number of them isn't as overwhelming to newcomers because they are relatvely simple, having no advancement.
Now, I do not think myself capable of coming up with 100+ unique and interesting backgrounds, so instead I'll settle for 36. This way you can generate a background by rolling HP and something else (for now I am thinking starting wealth, but I might end up changing that).
These first six are variations of 6 HP characters, i.e. those who are at home on a battlefield.
Design principles:
- Players should be excited to play as one of these.
- Abilities should be incomparable rather than numerical.
- Abilities should expand player options rather than function as bonusses to what they can already do.
- Any further growth happens as a result of play through weird encounters, chance survivals, and otherworldly rewards.
Sword squire (6 HP, 1 GP)
It is difficult to imagine a better instructor: You are linked to a magical sword. Your bond allows you to communicate with each other silently and use eachother's senses.
- Ragged clothes
- Day to day sword (d6)
- Magical, sentient sword (your master, d8)
- Sword oil
- Whetstone
- Book of poetry (composed by your master)
Battlefield heretic (6 HP, 2 GP)
You deny the orthodoxy of canonical combat: Change one common sense rule of combat for your exchanges, something like 'duller edges cut better' or 'heavier armor increases speed'.
- Stained clothes
- Spear
- Dagger
- Shield
- Pistol (d10, on use: loud and creates smoke)
- Itching powder
Unbreathing templar (6 HP, 3 GP)
Through sheer force of will you refuse to breath your last breath: You cannot die as long as you hold your breath, but your body can no longer heal its wounds.
- Moth-eaten clothes.
- Battered curas
- Dented helmet
- Faded shield
- Old-fashioned sword
- Sewing kit
Thornlancer (6 HP, 4 GP)
You engage your foes on your moss charger, thorn lance and pineshield in hand: Given enough time you can shape plants in accordance with their nature to create mounts, arms and armor.
- Regal clothes
- Moss Charger (3 HP, protection against blunt force)
- Thorn lance (d12 when charging, otherwise d4)
- Pine shield
- Willow sapling
- Fertilizer
Witchhunter (6 HP, 5 GP)
All magic has a verbal component, so you learned to still their voice: When you wound someone you can take away someone's ability to speak. Lasts until they drink something.
- Solemn clothes
- Crossbow (d8)
- Bolts (10 steel, 3 silvered)
- Axe (d6)
- Fireproof rope
- Bundle of fire wood
Despised Champion (6 HP, 6 GP)
Winning is so much more fun if everyone hopes you lose: You know exactly what to do and say to draw everyone's attention and ire.
- Gaudy clothes
- Quarterstaff (d6)
- Black gauntlets
- Black curas
- Winner's laurels
- Rotten eggs