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
Thoughts
I am pretty happy with these. 
Some of them might require a bit of extra legwork to better communicate to players what is possible. For example, a little table of d20 battlefield exceptions for the Battlefield heretic might be nice. Same for the Thornlancer, but with some example manipulations of common plants. 
Whether or not I make those probably depends on whether or not players end up playing as either of those. 
I also refer to magic rules without having a clear magic system in place. 
Some of the inventory could be a bit more interesting I think. I don't like overpowered, but I do like weird and whimsicle. Maybe a bit more Troika!-esque items could be a good sollution. 
Finally, some tables to help you flush out the character a bit might be nice, as it allows players to quickly roll up a random character to rejoin the party with. Something like 'd6 reasons you are risking your life for a potentially non existent wish.'?