Elite Backgrounds
Elite
Backgrounds are Study Backgrounds which are not recommended for PCs in
their first campaign. For one, they require characters
who take them to adhere to a certain philosophy,
which cannot occur until 5th depth tier.
Even if your GM is doing an advanced start,
Elite Backgrounds can also disrupt a campaign unless the GM and
players agree it is appropriate. Elite Backgrounds provide outsized
benefits to a single character without a higher LP cost to match, while
threatening to bring down philosophical conflict onto the entire party.
Finally, they are held by only a tiny minority of adventurers in
Lur-Asko, and including them in every campaign would not accurately
represent this fact. In most campaigns,
they exist to allow GMs to create powerful NPCs with a philosophical
theme.
If your GM does
allow Elite Backgrounds, the one matching your philosophy will likely
be an excellent choice if you enter its Study.
The most
successful campaigns which allow Elite Backgrounds for PCs take care to
allow them for each PC. Ideally, they might be characters in a
matching-philosophy
party who can all access the same Background, or at least a party that
doesn't combine the most diametrically-opposed philosophies.
The details of Elite Backgrounds are listed in this
chapter to avoid cluttering the Study chapters with likely-unavailable
choices. The requirements for training or switching Elite
Backgrounds are still found in the relevant Study chapter.
Appeal
Demagogue
(Costs 8 LP)
Although Methodianism is essentially a philosophy of
altruistic pragmatism, there's no denying that it is also deeply
political, both in origin and in practice. You have spent several years
in training as a Methodian noble, elected official, or political
aspirant, which by practical necessity included extensive education in
communicating to the masses. A Methodian is concerned for the good of
all, but deep down you know that sometimes a decent amount of populist
manipulation is necessary to rally allies against evil. To this end,
you are also likely to enter the Study of Culture, and are trained in
how to pull convincing examples from history or the modern world to
advance your point of view. Holding the many, varied, and
sometimes-conflicting lessons of your education in balance requires
continuous devotion to your philosophy, but offers versatility that
other Backgrounds would struggle to match.
Demagogues must adhere to Methodian philosophy.
Demagogues gain the Social
Competence Ability as an extra benefit at 1st
tier, and immediately gain an extra tier in Appeal. You also receive 1 extra
tier in Culture upon gaining 4 base tiers in Appeal. You have no
favoredness restrictions.
Suggested Abilities: Debate Tactics, Expert Argumentation, Fundraising
Arcana
Aterr
(Costs 2 LP)
Yours is the most unique, powerful, and widely hated
of all the Arcana paths. To use this Background, you must adhere to
Dark Path philosophy - an ideology born in war and created specifically
to become compatible with arcane adamant over mere days or seasons,
compared to the 5 years of the Orthodox. Your initial Abilities will
likely be violent, born out of the philosophical travail that produces
your kind. Soon, however, you will be able to diversify your arcane
powers into anything available... or continue focusing on fearsome
destruction.
Unlike those of every other Background, you became
an arcanist not through training and discipline, but by internal
honesty. You may have had a Dark Master - the term for an Aterr able to
train apprentices. Or, far less commonly, you may be a Masterless,
having taught yourself the Dark Path from books. In any case, by
simplifying your mind, admitting your desires, and abandoning the
comfortable lies of culture and morality, you became compatible with
the adamant. Now, you are fully Aterr
- "Darkened," or "Dark-One," an Alacrian name given to your kind by
your enemies and embraced out of defiance and spite.
Aterr must always
adhere to Dark Path philosophy.
Aterr gain the Technology Competence - Shade Ability, as well as an extra Destroyer-favored Ability of
your choice, as extra benefits at 1st tier. You gain an extra Ability or Ability emphasis of your choice at 8th tier. You have no favoredness restrictions. You take no
trauma from arcane visions or breaching.
Suggested Abilities: Energy
Ranged Attack, Energy Shielding - Basic, Silence Æther
Culture
Revivalist
(Costs 10 LP)
You have the same education as a Historian, but
obtained it
through the optimistic lens of Rationalism. Lur-Asko is full of people
of all professions and beliefs seeking to recover ancient secrets for
the good of themselves and others, but those historians dubbed
"Revivalists" harbor a borderline-religious belief in reviving the
glory of the Alacris. To you, the Golden Age was the near-perfection of
sentient civilization, unfairly accosted and sabotaged in the Draconic
Wars and the corruption of the Third Era. Of all the perspectives
across philosophy, yours is the least likely to entertain the idea that
the Alacris "had it coming." Even if you do, you believe
that the Fall surely could have been prevented had they stuck to the
principles of the earlier utopian era of their culture - the same era
that modern culture must now revive for the future.
Although the Golden Age was distinguished by
the reign of Rationalist philosophy and Alacrian cultural domination,
the impact of technology was obviously a major feature as well. Given
the inextricable link between Rationalist history and technological
progress, the
thoughts of your Background often incline to the Study of Technology as
well.
Revivalists must always adhere to Rationalist philosophy.
Revivalists gain the
Foreign Language Ability as
an extra benefit at
1st tier, associated with the Alacrian
language. You immediately
receive 1 extra Culture tier. You also receive an extra tier in
Technology
upon reaching 2 base tiers in Culture. Revivalists count
Historian-favored Abilities as favored.
Suggested
Abilities: Ruin Lore, Ruin Looting, Ruin Documentation
Profiteer
(Costs 10 LP)
You have the same education as an Economist, but
obtained it
through the optimistic lens of Preamblianism. Although free-market
economics dominate most of modern Lur-Asko, those economists dubbed
"Profiteers" harbor a borderline-religious belief in its ability to
raise civilization to the stars and beyond. To you, the invisible
forces of pricing, supply, and demand are beautiful causes for
celebration, as is the opportunity a person like yourself has in the
Adventuring Age. To a true Preamblian, the choices voluntarily made by
free people are sacrosanct, and turning a profit in a free-choice
economy is undeniable evidence that you have served your fellow
sentients exactly as they wanted and needed. Even if they disagree.
Although your faith that profit is righteous gives
motivation to your studies, philosophical conviction of any sort is
always a source of enemies. Preamblianism's feud with Methodianism is
usually peaceable, but there are existential threats to the ideology of
the market: ancient anathemas such as the Aterr,
along with new and unpredictable movements like the Opened Hand. Just
like your philosophical forbears at the end of the Imperial Age, you
take the principles of self-defense and bearing arms to heart.
Profiteers must always adhere to
Preamblian philosophy.
Profiteers
gain the
Bargain Hunting Ability as
an extra benefit at
1st tier. You immediately
receive 1 extra Culture tier. You also receive an extra tier in either
Close Combat or Marksmanship
upon reaching 2 base tiers in Culture. Profiteers count
Economist-favored Abilities as favored.
Suggested
Abilities: Sales Mastery, Bank Loans, Ruin Documentation
Uniter
(Costs 10 LP)
You have the same education as a Diplomat, but
obtained it
through the open-minded lens of Prismatic Unity. Contrary to popular
belief, Prismatics do not need to be "so open-minded that their brains
fall out" - rather, your willingness to accept multiple points of view
gives you remarkable insight into the cultures you study. Unlike those
who primarily use diplomacy to coerce others, you view your role as
positive and beneficial to all - Prismatics believe that unity which
respects diversity is the only Unity worth pursuing. Because your
philosophy is skeptical of all attempts to form a singular overriding
"truth," and critical of the many power structures that promote such
grand narratives, you find yourself motivated to educate yourself far
more broadly than the average student of Culture.
Although your education consisted of many intellectual and academic
facts about culture, the need to actually open dialog with the
people one studies is never far from the mind of a true Prismatic. And,
fortunately, the honest respect afforded to other cultures by your
philosophy tends to (usually) win friends, making this Background an
even more natural match to the Study of Appeal.
Uniters must always adhere to Prismatic philosophy.
Uniters gain the
Foreign Language Ability as
an extra benefit at
1st tier, associated with either
Hal'Tayatic,
High Wynthian, Koh-Trr-Goh, Chthonian, Skretan, Adlet, Neodraconic,
Therbolgi, or Cevelkian. You immediately
receive 1 extra Culture tier. You also receive an extra tier in Appeal
upon reaching 2 base tiers in Culture (in addition to the extra tier at
4 base tiers). Uniters count Diplomat-favored Abilities as favored.
Suggested
Abilities: Modern Cultural Literacy, Streetwise, Village Lore
MarksmanshipRevolutionary
(Costs 4 LP)
The Opened Hand and its descendant philosophy of
Post-Declarationism are, in a curious coincidence of history, closely
tied to the ranged martial arts of Hal'Tayat. Although Preamblianism
and Methodianism both promote ownership of weapons and the justice of
self-defense, Opened Hand doctrine promotes a particularly
community-centered vision of armament. If a post-dec revolution is ever
to succeed in any realm, it can only be via solidarity between
communities actually capable of holding their own -
or so the teaching goes. As a student of these teachings and a
potential revolutionary, you enjoy a superior education in marksmanship
and greater versatility in your training. In addition, as the
importance of the community is fully integrated into the drills of
post-dec training camps, you may find your skills oddly adaptable to
leadership, or at least the influence of others.
Revolutionaries must
always adhere to Post-Declarationist philosophy.
Revolutionaries gain
the Ranged Competency Ability as
an extra benefit at
1st tier, and the Ranged HMA Mastery Ability at 8th tier. You have no favoredness restrictions. You also receive 1 extra tier in Appeal upon gaining
4 base tiers in Marksmanship.
Suggested Abilities:
Shooting Stances, Basic Ranged Defense, Expert Aiming
Nature
Hellpriest
(Costs 7 LP)
For a variety of reasons, Eer'Kalla
maintains a contingent of nature specialists known colloquially as hellpriests.
Each such individual may have one or more tasks, from training and
leading dracomorphs into battle, to using elixir thaumaturgy to revive
captives and Hellborn that have been tortured to death, to operating
organic Under-World technology, to
assisting acolytes in traversing wilderness areas. Usually, hellpriests
display minor mutilations where small pieces of draconic technology
have been grafted into the body to shorten their Sylvan training and
assist in their Abilities, making their identities obvious. As such,
they are far more likely to be encountered in or near Eer'Kalla,
assisting the covert actions of acolytes elsewhere only in dire
circumstances. Usually, hellpriests have a middling rank amongst white
acolytes - lower than Vicars, but
higher than those less directly touched by the dragons.
Hellpriests must always
adhere to White Draconic philosophy.
Hellpriests gain the Sylvan
Elixir Usage Ability as an extra benefit at 1st tier. You have
no favoredness restrictions. If you have at least 1 tier
in Technology, you obtain Technology Competency - Acoluthics as an
extra Ability and count it as favored, regardless of your Technology
Background.
Suggested Abilities: Elixir Thaumaturgy - Major Healing, Wild Animal
Taming, Technology Competence - Corallurgy
Technology
Seraph
(Costs 8 LP)
White acolytes tend to use acoluthic devices via
normal Inventor or Operative training, or impart the knowledge into
Hellpriests' implants. Reds, however, combine these disciplines into a
single program of elite instruction, often in the largest abbeys of the
Ones of Justice, Valor, or Struggle. Though they are capable of using a
wide variety of conventional technology, they are required under Red
Synod law to carry at least one acoluthic. They are called seraphs,
or
"burning ones," in reference to the glowing red script displayed on
acoluthic devices when consecrated. Seraphs who specialize in
this "pure" form of draconic tech usually enjoy prestige and respect in
Red circles far outpacing even the most devoted of Red arcanists.
High-tier seraphs eventually attain the office of Archseraph;
technically, this rank is immediately beneath a Vicar, but in practice
even Vicars often defer to their Archseraphs on military matters.
Seraphs must always adhere
to Red Draconic philosophy.
Seraphs gain the Technology
Competency - Acoluthics Ability as an extra benefit at 1st tier.
Suggested Abilities: Invention - Acoluthics, Advanced Invention, Simple Devotion