Backgrounds
Although d20 is about telling your character’s story, an important part
of creating a character is figuring out his or her background, and how that
history affects the character’s traits in the present.
Background is an optional trait in RPd20, suitable for some games and
allowing you to further differentiate characteres from each other. It provides
extra detail as well as a fewt capabilities to give your character an edge.
Background Features
Backgrounds determine a characters race. A character starts out with any three background feats from any two different races, each race bestowes upon them the appropriate Heritage descriptor as well one of the races favored feats set.
Ability Adjustments: the background adjusts some of the character’s starting
abilities from the normal baseline score of +0. Generally speaking, a
background should only increase or decrease abilities by +0/–1 and should
decrease an ability for every increase in equal measure.
Note that these ability adjustments are to the baseline or starting ability
scores. The player can spend the character’s ability points normally to raise
the scores. However, the adjustment also affects the maximum score
the character can have, since players cannot put more than 5 of the character’s
starting ability points into any one ability score, or decrease any beyond -4. With the exception of racial adjustments.
Bonus Skill: A background either grants a bonus starting skill of the
player’s choice, two bonus starting skills that are part of the background, or one bonus feat that is part of the background. The latter two options
are set by the Narrator and cannot be changed. The bonus skill(s) can
be any available in d20 and the character’s starting rank in the skill(s) is
4 (level +5), as usual.
Favored Feats: A background grants access to two favored feats, only if the character takes it as their heritage. These
are feats the character can acquire at normal cost regardless of role. Since general feats are available to any
character, they are never favored; favored feats are chosen from the expert,
warrior, and adept feat lists. Optionally, a Wild Talent
does not count against a characters normal ability to take the Wild Talent feat only once.
Heritage: A character must spend a feat on the given heritage in order to get anything from that Background. If a players wishes to be a "Half Blood" they may do so by taking the heritage of the backgrounds that they desire. They then have access to both of the heritages traits but do not gain as many of either.
Powers: If a racial description grants a character a power it supercedes the normal limit for the campaigns power level, and stacks with any powers the character may choose.
Sample Backgrounds Feats (Select any four)
The following are some sample backgrounds for a classic fantasy setting
that you can use as examples for creating your own d20 backgrounds.
You can find other sample backgrounds in the d20 settings later in
this book.
Note: A character may only pull background feats from 2 different races. Additonaly racial feats cost +1 per additional feat.
Human
This is the default background for d20 characteres in a game using
backgrounds. Human characteres may have cultural backgrounds in addition
to their racial background to provide additional depth and options for
the players.
The Feats of a human background are:
• Bonus Skill: The character gains one bonus known skill at 1st level, in
addition to those gained for the character’s role and Intelligence
score.
• Favored Feats: A human may select any two feats at the GM's discrestion.
• Human Heritage: For the purpose of appearance or any other factors the character has a Human Heritage.
Dwarf
Dwarves are a race of stocky, taciturn humanoids that generally live
underground and are known for their skill in stone- and metalworking.
Dwarves have the following background traits:
• Ability Adjustment Feat: +1 Constitution, –1 Charisma
• Favored Feats: Diehard, Favored Opponent (goblins or giants) or Tough
• Dwarf Heritage: For the purpose of appearance or any other factors the character has a Dwarf Heritage.
Elf
Elves are a race of slender humanoids with delicate features and pointed
ears. They live in forest and sythan environments and are known for
their love of beauty and their skill with magic.
Elves have the following
background traits:
• Ability Adjustment Feat: +1 Dexterity, –1 Constitution
• Favored Feats: Wild Talent, Fascinate, Skill Mastery, Favored Opponent (orc)
• Elf Heritage: For the purpose of appearance or any other factors the character has a Human Heritage.
Gnome
Gnomes are small humanoids (see the Small Heroes sidebar). They
prefer to live in comfortable burrows in hillsides where animals abound,
and they’re well known for both their gregarious nature and as cunning
tricksters and practical jokers.
Must be small
• Ability Adjustment Feat: +1 Constitution, –1 Strength
• Favored Feats: Fascinate and Favored Opponent (goblins),
Jack of All Trades, or Wild Talent.
• Gnome Heritage: For the purpose of appearance or any other factors the character has a Gnome Heritage.
Orc
Orcs have great strength and equally great tempers.
Orcs make fierce warriors and usually become soldiers, mercenaries,
or raiders.
• Ability Adjustment Feat: +1 Strength, –1 Intelligence
• Bonus Skill: Orcs have one bonus known skill
• Favored Feats: Cleave, Favored Opponent, Tough, or
Rage.
• Orc Heritage: For the purpose of appearance or any other factors the character has a Orc Heritage.
Halfling ( Template Cost - 6)
Halflings are small humanoids, almost exactly half the height of humans
(thus the name, see Small Heroes). They’re clever and insist they have
to be in a world of “big people.” They’re most often found living among
other races, particularly humans.
• Size: Small
• Feats: Elusive Target
• Halfling Heritage: For the purpose of appearance or any other factors the character has a Halfling Heritage.
Half-Celestial ( Template Cost - 10)
No matter the form, half-celestials are always comely and delightful to the senses, having golden skin, sparkling eyes, angelic wings, or some other sign of their higher nature.
• Ability Adjustment: select one of ( +1 Strength, Wisdom or Charisma)
• Immunity (2 Ranks)
• Energy Control ( 1 Rank) (only cold, electricity or light)
• Divine Relationship (2 ranks)
• Damage Reduction: +1 Toughness against acid, cold and electricity
• Flight (1 Rank)
•Celestial Heritage: The character has traits and appearances of both their parents heritages.
Half-Dragon ( Template Cost - 8)
| Dragon Variety |
Energy |
Dragon Variety |
Energy |
| Black |
Acid |
Brass |
Fire |
| Blue |
Electricity |
Bronze |
Electricity |
| Green |
Acid |
Copper |
Acid |
| Red |
Fire |
Gold |
Fire |
| White |
Cold |
Silver |
Cold |
Half-dragon creatures are always more formidable than others of their kind that do not have dragon blood, and their appearance betrays their nature—scales, elongated features, reptilian eyes, and exaggerated teeth and claws. Sometimes they have wings.
• Ability Adjustment: +1 Strength
• Damage Reduction: +3 Toughness to your dragon variety energy type
• Energy Control (1 Rank): of your chosen dragon variety energy type
• Flight (2 Ranks, flaws -1 Gliding)
•Feat: Tough
•Dragon Heritage: The character has traits and appearances of both their parents heritages.
Half-Fiend ( Template Cost - 9)
No matter its form, a half-fiend is always hideous to behold, having dark scales, horns, glowing red eyes, bat wings, a fetid odor, or some other obvious sign that it is tainted with evil.
• Ability Adjustment: select one of (+1 Strength, Dexterity or Intelligence)
• Immunity (2 Ranks)
• Flight (2 Ranks, flaws -1 Gliding)
• Damage Reduction: +1 Toughness against acid, and +2 against fire
• Feat: Wild Talent
•Demon/Devil Heritage: The character has traits and appearances of both their parents heritages.
Favored Feats and Culture
One use of favored feats in a background is to provide context for the
character’s culture or social background. Since favored feats are merely the
opportunity to acquire certain traits, rather than required as part of the
background, they can represent inclinations of a culture. For example,
perhaps dwarven culture offers the opportunity to acquire the Favored
Opponent feat for goblinoids, because dwarves often fight them. A
human raised among dwarves might have this favored feat as well,
representing the cultural background. Likewise, a barbarian culture
might have Rage as one of its favored feats, people from a particular
planet or colony might have cultural feats, and so forth. The Narrator
should feel free to create “packages” or lists of suitable favored feats
for different cultures within the setting.
Heroes of a Different Size
Some backgrounds—such as gnome and halflings races
smaller than humans. A character must purchase their size with character points if it different than medium.
| Size Table |
|
|
|
|
|
|
|
|
|
|
|
| Size |
Atk/Def Modifier |
Grapple Modifier |
Stealth Modifier |
Intimidation Modifer |
Toughness Modifier |
Height |
Weight |
Space |
Reach |
Carrying Capacity |
Point Cost |
| Awesome |
-12 |
+20 |
-20 |
+10 |
+12 |
128 ft. or more |
2 mil lbs. + |
40 f.t |
20 ft. |
+25 Str |
60 |
| Colossal |
-8 |
+16 |
-16 |
+8 |
+8 |
64-128 ft. |
250k-2 mil lbs. |
30 ft. |
15 ft. |
+20 Str |
48 |
| Gargantuan |
-4 |
+12 |
-12 |
+6 |
+4 |
32-64ft |
32-250k lbs. |
20 ft. |
15 ft. |
+15 Str |
36 |
| Huge |
-2 |
+8 |
-8 |
+4 |
+2 |
16-32 ft. |
4k-32k lbs |
15 ft. |
10 ft. |
+10 Str |
24 |
| Large |
-1 |
+4 |
-4 |
+2 |
+1 |
8-16 ft. |
500-4,000 lbs. |
10 ft. |
10 ft. |
+5 Str |
12 |
| Medium |
+0 |
+0 |
+0 |
+0 |
+0 |
4-8 ft. |
60-500 lbs. |
5 ft. |
5 ft. |
x1 |
0 |
| Small |
+1 |
-4 |
+4 |
-2 |
-1 |
2-4 ft. |
8-60 lbs. |
5 ft. |
5 ft. |
x 3/4 |
4 |
| Tiny |
+2 |
-8 |
+8 |
-4 |
-2 |
1-2 ft. |
1-8 lbs. |
2.5 ft. |
0 ft. |
x 1/2 |
8 |
| Diminutive |
+4 |
-12 |
+12 |
-6 |
-4 |
6 in - 1 ft. |
0.25-1 lbs. |
1ft. |
0 ft. |
x 1/4 |
12 |
| Fine |
+8 |
-16 |
+16 |
-8 |
-8 |
3-6 in. |
0.9 - 0.1 lbs. |
6 in. |
0 ft. |
x 1/8 |
16 |
| Miniscule |
+12 |
-20 |
+20 |
-10 |
-12 |
3 in. or less |
1 oz. or less |
3 in. |
0 ft. |
x 1/16 |
20 |
Roles
Heroes in d20 come in different types and from many walks of life.
Your character’s role is the part he or she plays in the game. A role is like a
character’s part in a story; stories have different sorts of characteres, from
brave and skilled warriors to cunning diplomats to wise wielders of
the supernatural arts. The role you choose for your character affects the
other choices you make, including your character’s skills and feats. Still,
roles in d20 are broad enough to allow plenty of freedom of choice
in creating your character.
There are three roles in d20, in addition to characteres with mixed, or
multiple, roles. The roles are:
• Adept: The Talent
(Core Ability) [4+ INT skills]
The adept can spend a Conviction point to make one use of a
supernatural power they do not possess. This works much like
spending a Conviction point to emulate a feat. An adept with
the Talent can also spend a Conviction point to eliminate any
accumulated modifiers to fatigue saving throws for using powers.
See Chapter 4 for more information on supernatural powers and
later in this chapter for more on Conviction. The Adept also receives a +3 bonus to any power level check.
• Expert: Expertise
(Core Ability) [8+ INT skills]
When an expert spends a point of Conviction to gain a Heroic Feat it lasts for the duration of the scene.
• Warrior: Determination
(Core Ability) [4+ INT skills]
A warrior can spend a point of Conviction to immediately erase all bruised
and hurt damage conditions (and their associated penalties).
Level-Dependent Benefits
Character CREATION SUMMARY
Creating a character in this system follows a series of simple
steps, using the information presented in the other chapters of this book.
You’ll need a copy of the character sheet and some scratch paper to create
your character.
1. Character CONCEPT
Before you get started, consider what sort of character you want to create.
What are the character ’s basic abilities? What are the character ’s powers? What’s
the character ’s origin? You may want to take a look at the character archetypes
on pages 17-23 for some idea of the different types of character es you can
create. You also can draw inspiration from your favorite characters from
comic books, television, or the movies. Take a look through Chapter
5 and see if any of the powers there inspire a character idea. You may
want to jot down a few notes about the sort of character you’d prefer to play,
which will help guide you through the rest of the character creation
process.
2. CHECK WITH YOUR GAMEMASTER
Your GM may have particular house rules or restrictions on characters in
the game, not allowing certain powers or concepts. If there are no aliens
in the setting, for example, then you can’t play an alien character . Likewise, if
your Gamemaster bans mental powers from the campaign, then a psychic
isn’t appropriate. Run your character concept by your Gamemaster before you
start working on it. You might also want to consult with your fellow players
so you can create your characters together and ensure they’ll make a
good team.
3. POWER LEVEL
Your GM sets the starting power level for the series. Generally this is 10th
level, but it may range anywhere from around 5th level to 20th level or
more. All characters begin play at the same power level, which determines
their starting character points and where you can spend them. See Power
Level later in this chapter for details.
4. BASIC ABILITIES
Choose the ability scores you want your character to have and pay 1 power
point for each ability score point over 10. Choose the attack bonus and
defense bonus for your character, paying 2 character points per +1 to attack
or defense bonus. Choose the saving throw bonuses for your character,
paying 1 power point per +1 save bonus. Keep in mind these bonuses are
limited by power level. See Chapter 2: Basic Abilities, for details on
these abilities and Power Level later in this chapter for more on power
level limits.
5. SKILLS
Choose the skill ranks you want your character to have and pay 1 power
point per 4 skill ranks. Keep in mind your character can’t have a rank in
any skill greater than the campaign’s power level +5. See Chapter 3:
Skills, for details.
6. FEATS
Choose the feats you want your character to have and pay 2+ power point
per feat or rank in a feat. See Chapter 4: Feats, for details.
7. POWERS
Choose the powers you want your character to have and pay the power’s
base cost, multiplied by the number of ranks. Power modifiers increase
or reduce a power’s capabilities and cost. See Chapter 5: Powers, for
details.
8. COMPLICATIONS & DRAWBACKS
Choose the complications you want your character to have. Choose the
drawbacks you want your character to have (if any) and add their value
to the character points you have to spend. Keep in mind you’re generally
limited to no more points in drawbacks than the campaign’s power level.
See Chapter 6, for more detail on complications, drawbacks and their
effects.
9. CHECK YOUR MATH
Go back through and add up the cost of your character ’s ability scores, attack
bonus, defense bonus, saving throw bonuses, skills, feats, and powers, and
subtract the value of your character ’s drawbacks. You should end up with a
figure equal to the starting character points shown on the Starting Power
Points Table on page 24. If not, double-check your math and either
remove or add traits to your character to reach the starting power point
total.
10. ADD UP SAVING THROWS
Calculate your character’s total saving throw bonuses by adding together
your base save bonus and ability modifier for each (Constitution for
Toughness and Fortitude saves, Dexterity for Reflex saves, and Wisdom
for Will saves).
11. FINISHING DETAILS
Look through Chapter 6: Characteristics and figure out details like
your character ’s name, appearance, origin, background, and motivation.
Choose your character ’s allegiances (if any). If you can, consider creating a
sketch or detailed description of your character ’s costume.
12. GAMEMASTER APPROVAL
Show your new character to the Gamemaster for approval. The GM should
check to make sure your character points are spent and added up correctly,
the character follows the power level guidelines, and is generally complete and
suited to the campaign. Once your GM has approved, your new character is
ready for play!
