Full documentation 


The base wealth was changed to 600 for gameplay reasons.
Nothing else was changed in the old  backgrounds and everything that was changed can be seen in the descriptions.

{1000}{No significant background 

Nothing of any consequence has ever happened to the character.600 gold}

{1001}{Raised by Snake Handlers 

You receive a mes 20% increase in your resistance to poison, but suffer a penalty to your Beauty (-1) due to the large numbers of bite scars on your arms and legs.700 gold}

{1002}{Apprenticed to a Blacksmith

Your master is a hard man.  You gain a bonus to Strength (+1) and a bonus to your Repair skill but you suffer a penalty to Dexterity (-2) due to the strenuous and repetitive hard labor.1000 gold}

{1003}{Raised by Elves

You start with a wonderful suit of magickal elven chain mail, but suffer a slight penalty to all Tech skills.600 gold}

{1004}{Raised by Monks

Piety has its advantages and disadvantages.  You gain a bonus to Perception (+1) but renouncing the material world leaves you with only one quarter of the normal starting wealth.150 gold}

{1005}{Child of a Hero

You start with your father's +1 sword and are known throughout the land as a child of a Hero. Therefore you will incur terrible negative reaction for any evil act.700 gold}

{1006}{Inheritance

You were orphaned as a young child and inherited a lot of money.  The easy life has cost you a penalty to Willpower (-1).  Most of the money has been spent by now, but you begin with twice the normal starting wealth.1200 gold}

{1007}{Foppish Elf

Raised in the city, you lose the elven bonus to dexterity but gains a bonus to Persuasion.600 gold}

{1008}{Clanless Dwarf

Your parents did not belong to a clan, and would not discuss the reasons why.  You gain no dwarven bonus to Tech skills, but you do start with an excellent dwarven war hammer.600 gold}

{1009}{Disenfranchised Gnome

You are not part of the gnomish capitalist bourgeoisie and instead grew up as a day laborer.  You suffer a penalty to Haggle, but gain a bonus to Strength (+1).400 gold}

{1010}{Halfling Orphan

Abandoned in a large city as a child, you survived by stealing and never received any education.  You gain a bonus to Pick Pocket, but lose a point to Intelligence (-1).600 gold}

{1011}{Special Person

You have suffered congenital brain damage. You lack Intelligence (-2), but you receive more praise when you do good deeds (resulting in a better reaction from people).800 gold}

{1012}{Professional Knife Tosser

You used to work as a knife thrower in a circus, until losing an eye in a freak accident. Sadly, you lose a point to Perception (-1), but you gain an exceptional bonus to your Throwing skill.600 gold}

{1013}{Apprenticed to a Shopkeeper

Spending your whole childhood inside a shop, you gain an exceptional bonus to Haggle, but you suffer a penalty to Dexterity (-1).800 gold}

{1014}{Sent To Charm School

Instead of a general education, you were sent to charm school. You gain bonuses to both Beauty (+1) and Charisma (+2), but you lose points in both Intelligence (-1) and Strength (-2).1000 gold}

{1015}{Born Under a Sign

You were born during an astronomical event. As a result, you experience fewer critical hits and critical misses, but when you do get them, their results tend to be spectacular.600 gold}

{1016}{Extreme Personality

You possess an extreme personality. People react more strongly to your presence, and tend to grow to either love or hate you.600 gold}

{1017}{Factory Escapee

You were a slave in a factory until a recent escape. You have little money, but you gain a bonus to Strength (+1).200 gold}

{1018}{Freed Bodyguard

Your gnomish master recently died, and in his will you were freed from servitude, as well as being left a small monetary gift. However, you are not very bright, and suffer a penalty to your Intelligence (-1).1000 gold}

{1019}{Bookworm

You have spent most of your life reading. You gain a bonus to Intelligence (+1).  Unfortunately, myopia has set in, and you lose a point to Perception (-1).600 gold}

{1020}{Bully

You were the class bully, big and dumb. Extortion and intimidation have afforded you a bonus to Strength (+1), but getting people to do your homework for you leaves you with a deficiency in Intelligence (-1).600 gold}

{1021}{Wild Half-Ogre

You were born to an ogre mother and lived with an ogre clan until very recently.  Compared to your more civilized brethren, you gain a bonus to Willpower (+1) but you suffer a penalty to your Charisma (-1).600 gold}

{1022}{Rare Half-Ogre Birth

You were born to a human mother, who miraculously survived your birth. Having been raised in the city, you gain a considerable bonus to Intelligence (+2). City life has also lessened your ferocity, and you lose points in both Strength (-1) and Constitution (-1).600 gold}

{1023}{Suppressed Orcish Looks

You do not really look very orcish, but you are exceptionally surly. You have a bonus to Beauty (+2), but suffer a penalty to your Charisma (-2).900 gold}

{1024}{Elven Blood

Your father's great-grandmother was an elf.  You gain an increase in Magickal Aptitude (5%), but suffer a slight penalty to all Tech skills.600 gold}

{1025}{Hyperactive

You are constantly busy. Your Speed is higher than normal (+1), but most people find you annoying, and your Charisma suffers (-1).600 gold}

{1026}{Army Training

You received some army training during your youth, but were discharged for having flat feet. You gain bonuses to Strength (+1), as well as slight bonuses to your Bow and Melee skills, but you have a penalty to Dexterity (-1).600 gold}

{1027}{Tough Hide

You were born with thick, brutish skin. Although you resist damage more than the average bloke does (10%), you unfortunately take a penalty to Beauty (-1).400 gold}

{1028}{Sheltered Childhood

Your were cooed and coddled incessantly as a child.  As a result of overprotective parenting, you take a severe penalty to strength (-6), but, being more sensitive, you have bonuses to Intelligence (+2), Willpower (+2), and Perception (+1).800 gold}

{1029}{Troll Offspring

The gods frowned upon you when you were born.  Cursed with both trollish looks and mannerisms, you receive severe penalties to Beauty (-4) and Charisma (-4).  As everyone seems to think that you are spawned from monsters or worse, you often find yourself fending off hunters and holy men, and gain bonuses to Strength (+2), Constitution (+2), and Dexterity (+1).800 gold}

{1030}{Ran Away with the Circus

Having run away with a local troupe of circus performers, you have gained considerable physical Strength (+6), but have serious deficiencies in Intelligence (-2), Willpower (-3), and Perception (-1) due to all of the schooling that you missed.600 gold}

{1031}{Raised in the Pits

Being a veteran in the local pit fights, you gain a bonus to Strength (+2), Dexterity (+2) and a bonus to all Combat Skills.  The vicious combat has also taken a toll.  Head trauma gives you a severe penalty to Intelligence (-6).  As a result, you're not especially good with money.  You're entire life savings amounts to a measly 200 coins.200 gold}

{1032}{Feral Child

As an infant, your parents abandoned you in the middle of the forest.  Having been raised by a pack of wolves gives you a considerable bonus to Dexterity (+3) as well as slight bonuses in the Thieving Skills of Prowling and Pickpocket.  But, oblivious of table manners and the rules of good society, you receive a severe penalty to Intelligence (-6) as well as slight penalties in the Social Skills of Persuasion and Haggle. You begin with 1200 gold from stealing.}
{1033}{Sickly

Mother Nature can be a harsh mistress.  Having been born with an extremely weak immune system, you have penalties to Strength (-2) Constitution (-4), and Dexterity (-1).  But all is not lost.  Afternoons spent with a fever and a good book have afforded you unnaturally high Intelligence (+6).900 gold}

{1034}{Beat with an Ugly Stick

You are ugly.  There is just no other word for it, unless you consider hideous a better word.  Children flee from you in terror and even the kindest of souls finds it difficult to stand your presence for long.  As a result of your countenance, you take an extreme penalty to Beauty (-6), but, because you have had to defend yourself from frequent attacks, you gain a bonus to Strength (+2), Dexterity (+2) and a slight bonus to all of your Combat Skills.300 gold}

{1035}{Lady's Man

Women swoon whenever they are near you.  Being unusually good-looking, you gain a large bonus to Beauty (+6).  Unfortunately, all that primping and powdering has you lacking in the more manly virtues...you lose points in Constitution (-2), Strength (-2) and Dexterity (-2).The ladies has also donated some money to you.You start with 1200 gold}

{1036}{D?butante

Your family is one of the most influential in all of Arcanum.  As a young debutante, you have bonuses to Beauty (+3) and Charisma (+3).  Of course, the easy life has made you soft in mind and body.  You have penalties in Strength (-1), Dexterity (-1), and all of your Combat Skills.A lady's man has stolen your fortune  You start with 300 gold}

{1037}{Raised by Orcs

You were a runaway orphan, homeless and starving, when an orcish family in the wilderness took you in and raised you.  Their brutish ways have left you with increased Strength (+2) and Perception (+2), as well as given you a slight bonus to all Combat Skills.  Unfortunately, your upbringing has also taken its toll on your personality, and you have a severe penalty to Charisma (-6).600 gold}

{1038}{Charlatan's Prot?g?

Having been convinced by a travelling salesman to become his apprentice, you've given up your life in the military academy you were enrolled in.  You gain a major bonus to Charisma (+6), but lose some physical Strength (-2), Constitution (-2) as well as taking slight penalties to all of your Combat Skills.300 gold}

{1039}{Merwin Tumblebrook

	Merwin Tumblebrook was raised in a small halfling town, where he showed a proficiency in various technological disciplines, but was also prone to random acts of theft and pilfery. Although not an evil child, his dresser was often full of the ill-gotten possessions of his friends and neighbors, as well as the occasional gold-leafed religious relic from a temple in the nearby human village.  When young Merwin's tastes began drifting to explosives and the contents of the local treasury, his parents thought it time to take action.
	Merwin has boarded the IFS Zephyr en route to Tarant, where he is enrolled in the spring semester at the Westrel Military Academy for Promising Young Men.  Needless to say, he is less than exuberant over the whole affair.}

{1040}{Godfrey Castleburger

	Godfrey Castleburger grew up on the rolling hills of his family's estate.  The son of a wealthy and influential businessman, Godfrey was tutored daily by the best teachers, and excelled in economics and the dialectic method.  In his free time, he was trained by a master in the technological discipline of Gunsmithy, and is well trained in the making of firearms and hopes to become an expert marksman.
	Having finished his compulsory education, young Godfrey is being sent to Tarant on the IFS Zephyr to broaden his experience in the new world, as well as to sow any of his proverbial wild oats before he returns to assume control of the family business.}

{1041}{Horace McGinley

	Horace McGinley was born under a bad sign.  An orphan from birth, he found himself in a daily battle with life and its peculiar quandaries.  After running away from various homes and institutions, Horace found himself on the streets, homeless and hungry. Carving a niche for oneself in such an environment is difficult, but Horace was anything if not determined.  After falling in with a group of local street toughs, Horace began to learn the ways of combat and thievery, and even began dabbling in the ways of magick.
	With the money from a few successful heists, Horace has booked passage on the IFS Zephyr to Tarant. It's not that life won't give you anything, he thinks, it's just all in the way that you ask.}

{1042}{Muck Evil Eye

	Muck Evil Eye was born in a remote ogre village, the offspring of an unusual union between a human male and Histreg Wide Thighs, an ogre female whose appetites tended toward the exotic.  Muck grew up an outcast, scorned by his fellow ogre because of his human heritage. He frequently found himself fighting because of aspersions cast at his family and his character; in time, he became the most feared, if not the most despised, warrior in his village.
	Muck, because of his human blood, is a tad smarter than the common ogre.  Upon hearing of employment opportunities in the new world for half-ogre bodyguards, he's taken a job in the boiler room of the IFS Zephyr in exchange for passage to Tarant.}

{1043}{D'ren Le'lor

	D'ren Le'lor is a dreamer.  The son of an elven hunter, D'ren found himself more interested in the history of Arcanum than he did in bowmanship, although he was quite proficient in the latter as well, and was often found in the library, poring over the ancient texts and manuscripts.  Magick came easily to him, and he spent much time studying the ancient runes while his friends were off engaging in contests of physical skill and horseplay.
	To D'ren the world is a large and wonderful place.  So tonight, after leaving a heartfelt note to his parents saying he would return soon, he has stolen away to the nearest town, where he's booked passage on the IFS Zephyr, bound for Tarant at first light.}

{1044}{Solomon Doone

	Solomon Doone was born the 13th son of Derzin Doone, the most evil necromancer in a long line of evil necromancers.  It was the night of the full moon, and Solomon's mother, a frightful witch whose body was covered in strange birthmarks of the most evil shapes and configurations, died in childbirth at the stroke of midnight.  Bezzle Gerts, the twisted, one-armed midwife who delivered the child, remarked that Fergel, the Doone's black housecat, had crossed the threshold into the room just as Solomon uttered his first cry.
	Oftentimes Fate is not subtle.  After a family dispute that left most of the Doone clan unrecognizable or immobilized, Solomon has purchased a ticket for Tarant on the IFS Zephyr.  He doesn't bother looking at the seat number.}

{1045}{Merik Luggerton

	The story of Merik Luggerton is not an unfamiliar one.  Born into abject poverty, Merik lived with his family in a one-room shanty, working at odd jobs in the factory district of the city in which he lived.  Orcish wages being what they were, the family had a lot of trouble putting food on the table.
	As in many orcish ghettos, there was a great demand for pugilists, and many were the men who placed bets on the outcome of a brawl between two strapping young half-orcs.  Merik found himself in the ring one night, and, upon winning, had more than a month's wages.
	Merik fought, and Merik won.  Having taken care of his family, he's purchased a ticket for the IFS Zephyr, in hopes of finding a new and better life in the great city of Tarant.}

{1046}{Lugard Bloodstone

	Lugard Bloodstone is a miner's son, and over the front door of his home is a plaque that reads: Any Work Not Done With Your Hands Is No Such Thing.  Unfortunately, as a child Lugard seemed to excel at what his father dubbed 'senseless tinkering', and a young Lugard's birthday gift to his father of a steam-powered shovel went over like stone shoes at the swimming hole.  Still, regardless of his father, Lugard studied long and hard, and looked to the day when he might study among the great inventors and scientists of Tarant.
	Lugard's father is old-fashioned, but he is also wise.  Upon completing the dwarven rights of adulthood, Lugard has been permitted to enroll at Tarant University, and he's booked passage on the IFS Zephyr, bound for the greatest industrial city in all of Arcanum.}

{1047}{Victoria Warrington

	Victoria Warrington was the daughter of nobility, one of the lesser families who lost both land and power in the aftermath of the great wars.  As the years have passed, the Warrington name has come to mean less and less, but the family has survived, and holds on to as much of its past glory as society will permit.  Victoria is the youngest of three daughters, beautiful and quick-witted.  Having been educated in the finest schools of knowledge and magick, she is the model of strong character and good breeding.
	But Victoria craves adventure.  Many nights, she frequents the local taverns in disguise, hungry for stories, a strong glass of ale, and a game of dice.  Tonight she's been lucky, and the poor soul across from her has lost his last remaining possession...a ticket on the IFS Zephyr to Tarant...}

{1048}{Bel'an T'Seraa

	The T'Seraa family name is an old one, and Bel'an has been raised with one standard: elven honor above all.  She has been taught the true elven ways from birth, and holds them in her heart like a gemstone.  Magick and warcraft are as familiar to her as the sun through the leaves of her treetop home, and she feels a strong kinship with Nature and Her mysteries...
	But all is not right in Arcanum, and Bel'an has been chosen by her people to go out into the world, and see what is to be seen.  And although her heart breaks to leave the deep elven forests she has always known, there is a peculiar excitement she feels at boarding this...airship?...the IFS Zephyr, and traveling to someplace called Tarant...}

{1049}{Clarisse Vorak

	Until a little while ago, Clarisse Vorak had a bright future.  Having recently moved to the city from a small town, she had apprenticed herself to a well-respected doctor and was well on her way to earning advanced degrees in the Anatomical and Therapeutic disciplines.  She was a gifted student, and a quick learner.
	That all changed when it was discovered that the small town she was from was actually an orcish tribe.  Times and attitudes being what they are, she has been asked to leave her apprenticeship.   All of her friends have abandoned her, and her landlord has evicted her on "social" grounds.\n	In the hopes that the new world has shed such prejudices, she has purchased a ticket on the IFS Zephyr, bound for Tarant...}

{1050}{Ke'ree Melange

	Ke'ree Melange has always lived in two worlds.  Her father was a human politician, and her mother an elven sorceress, and she has learned to be a little like them both.  Having grown up in both elven villages and bustling cities, she has come to appreciate the powers of adaptation and persuasion.  She has always excelled in everything she has done.
	Ke'ree also remembers arguments between her mother and father concerning the nature of magick and technology, and why one was better than the other.  After studying them both, she has concluded that both have merit, and that each has its place. After all, she thinks, if you can't live in two worlds, then you're obviously trapped in one...
	Having come to that conclusion, this very afternoon she has purchased a ticket on the IFS Zephyr, bound for Tarant.  If there is a new world, she wants to be in it...}

{1051}{Educator

You are a natural teacher. As you learn skill training, you can teach your followers the previous training step. So as an Expert, you can teach your followers as Apprentices, if they qualify. However, since you spend extra time with each follower, you cannot have as many as usual (-1 to maximum followers).600 gold}

{1052}{Super Model

You are a stunningly gorgeous woman, and you have been pampered and coddled all of your life. You gain a tremendous bonus to Beauty (+6) at the cost of Strength (-2) and Intelligence (-4).Lovers have donated some money to you 1200 gold}

{1053}{Escaped Lunatic

You have escaped from an insane asylum and stowed away aboard the IFS Zephyr. You are extremely resistant to damage (+25% to normal, fire, electrical, and poison resistance) but you have no money, you have stolen some cheap clothing, and most people are frightened or repulsed by you (-25 reaction).Zero gold}

{1054}{Idiot Savant

You were institutionalized at a young age and believed to be mentally handicapped. After several years, the institute lost funding and you were turned out onto the street  . You are brilliant with a keen grasp of numbers and mathematics, but you are barely able to talk. You gain a significant bonus to Intelligence (+6) and an exceptional bonus to your Gambling skill.  However, years of being locked away makes you suffer physically and emotionally. You talk as if you had a much lower Intelligence and you suffer penalties to Strength (-1), Constitution (-1), Dexterity (-2) and Willpower (-2).1000 gold}

{1055}{Tomboy

As a little girl, you were always playing games with the boys. As a woman, you can hold your own against any man, and you have avoided the stereotypical female role in society. This background negates the gender effect by increasing Strength (+1) while decreasing Constitution (-1).600 gold}

{1056}{Barbarian

You were raised among a wild barbarian tribe in a far away land. No one knows how or why you came to be a passenger aboard the IFS Zephyr, but given your ferocious demeanor, no one tried to find out. You gain bonuses to Strength (+2) and Constitution (+1), and a slight bonus to Melee, while suffering penalties to Intelligence (-1) and Charisma (-2), and a penalty to Haggle. You also possess barbarian armor.600 gold}

{1057}{Nietzsche Poster Child

Nietzsche once said "That which does not kill me makes me stronger", and he may have been referring to you. All your life you have been making mistakes, but you always seem to come out better afterwards. In other words, you critically fail more than normal but you have a 10% experience point bonus.800  gold}

{1058}{Dark Elf Follower

You believe in the philosophy of the dark elves, that technology must be brought down at any cost. This faith has strengthened your resolve Willpower (+2), but the recent rise of technology has made you bitter Charisma (-2).600 gold}

{1059}{Sold Your Soul

You have made a pact with a demon. In exchange for more magickal power, you have dedicated your life to the pursuit of evil. You gain 20% to Magickal Aptitude, but suffer -20 reaction from others and a -20 alignment (and your alignment can NEVER go higher).600 gold}

{1060}{Day Mage

You were born with a magickal aptitude that has affinity for the sun. During the day (between the hours of 6 AM and 6 PM), you possess a 20% bonus to your Magickal Aptitude, but at night you suffer a 20% penalty to your Magickal Aptitude.600 gold}

{1061}{Night Mage

You were born with a magickal aptitude that has affinity for the night. At night (between the hours of 6 PM and 6 AM), you possess a 20% bonus to your Magickal Aptitude, but during the day you suffer a 20% penalty to your Magickal Aptitude.600 gold}

{1062}{Sky Mage

You were born with a magickal aptitude that has affinity for the open sky. While outside and in clear view of the sky, you possess a 20% bonus to Magickal Aptitude. But while underground, indoors, or even under a heavy forest canopy, you suffer a 20% penalty to your Magickal Aptitude.800 gold}

{1063}{Nature Mage

You were born with a magickal aptitude that has affinity for nature. While standing on a natural surface, you possess a 20% bonus to Magickal Aptitude. But on a man-made surface, you suffer a 20% penalty to your Magickal Aptitude.800 gold}

{1064}{Agoraphobic

You are terrified of open spaces. As a child, you rarely went outdoors and spent your time reading and studying, gaining a bonus to Intelligence (+2). You are fine if you are indoors or even in a thickly forested area, but if you go into an outdoor open area, you suffer a panic attack, losing your Intelligence bonus and leading to penalties in Dexterity (-2), Intelligence (-2) and Willpower (-2), but you do gain a bonus to Strength (+2) from the fear.800 gold}

{1065}{Hydrophobic

You are deathly afraid of water and of drowning. As a child, you constantly made up reasons to avoid entering even shallow water, gaining a bonus to Persuasion. If you do find yourself in water, you suffer a panic attack, leading to penalties in Dexterity (-2), Intelligence (-2) and Willpower (-2), but you do gain a bonus to Strength (+2) from the fear.600 gold}

{1066}{Afraid of the Dark

You cannot stand to be in the dark. You stay constantly aware of your surroundings, peering into dim corners and dark shadows to see if something is there. While this has raised your Perception (+2), you will suffer a panic attack if you are in too dark an area, leading to penalties in Dexterity (-2), Intelligence (-2) and Willpower (-2), but you do gain a bonus to Strength (+2) from the fear.900 gold}

{1067}{Magick Allergy

You are severely allergic to magickal items, such that touching them causes you pain. Therefore, you have been devoted to technology since a young age and have developed a knack for it. You gain a +10% bonus to Technological Aptitude, but you cannot wield ANY magickal items.1200 gold}

{1068}{Arsonist

You like fire. No, you LOVE fire! Fire! Fire! FIRE! You were always picked on as a kid for being scrawny, receiving penalties to Strength (-1) and Constitution (-1), but you showed them! You studied explosives, gaining +20 Expertise, and you burned their homes!  Burned them to the ground!  Ha ha!  Then you ran away from home and snuck aboard the IFS Zephyr, which seemed highly flammable and an excellent target. You probably would have torched the zeppelin if it hadn't been shot down.900 gold}

{1069}{Bandit

You are a gun-toting bandit. Your lifestyle has earned you a bonus to your Firearms skill, as well as a penalty to Charisma (-1).  You ran afoul of the law and reached the IFS Zephyr just one step ahead of the authorities. You have your gun and some ammo,and only 300 gold.}

{1070}{Technophobia

You were raised on a potato farm in the rustic backwaters of a distant land. You worked hard, gaining a bonus to Strength (+1) and Constitution (+1), but you never experienced any technology of any kind. Subsequently, you are afraid of technological items and cannot bring yourself to even pick one up.400 gold}

{1071}{Only Child

You grew up as the only child of very permissive parents, and you basically always got your own way. As an adult, you expect nothing less than total obedience of those around you, gaining a bonus to Willpower (+6), but your temperament leaves much to be desired, resulting in penalties to your Charisma (-4) and your Persuasion and Haggle skills.You start with only 200 gold}

{1072}{Frankenstein Monster

You were reanimated by a mad scientist from various body parts he found at gravesites, but somehow you escaped from the laboratory. You are very well constructed, gaining bonuses to Strength (+4), Constitution (+4), Electrical Resistance (+30%) and Poison Resistance (+20%), but you have very slow Dexterity (-6), a damaged brain-larynx connection (you use dumb dialog options) and a susceptibility to fire, Fire Resistance (-20%). You also start out with only 150 gold.}

{1073}{Bride of Frankenstein

You were reanimated by a mad scientist to be the bride of his other creation, but somehow you managed to escape before the wedding. You are very well constructed, gaining bonuses to Beauty (+4), Constitution (+4), Electrical Resistance (+20%) and Poison Resistance (+10%), but you have a very slow Dexterity (-4), a damaged brain-larynx connection (you use dumb dialog options) and a susceptibility to fire, Fire Resistance (-10%). You also start out with only 50 gold.}

{1074}{Mad Doctor

You have performed numerous untested and dangerous medical experiments upon yourself and suffer from the adverse effects. You have bonuses to Intelligence (+2), Perception (+2), Poison Resistance (+20%) and Electrical Resistance (+20%), and a bonus to your Healing skill (+1), but you suffer penalties to Beauty (-1), Charisma (-1), Dexterity (-2) and Constitution (-3).900 gold}

{1075}{Miracle Operation

Though born to a wealthy family as a young child, you mysteriously lost your sight. It was discovered that you had contracted a degenerative and always fatal disease.  As a blind child, your early development favored indoor activities and development befitting the wealthiest of society. You gained bonuses to Intelligence (+3) and Charisma (+3). Your senses of touch, hearing and smell increased to compensate for your blindness, resulting in a bonus to Perception (+5).  However, you suffered physically, leading to penalties in Strength (-3), Dexterity (-3) and Constitution (-5).  As a young adult, your parents, out of desperation, paid for the services of a renown, if unorthodox physician, who miraculously restored your sight. You start with 1000 gold.}

{1076}{Dark Sight

Your eyes are overly sensitive to light. You are nearly blind in daylight, but you can see perfectly in darkness. Therefore, all skill lighting penalties are reversed for you.400 gold}

{1077}{Cult leader

(by chrisbeddoes T-A bank)All your life you wanted money women and power .You were also extremely good in telling lies and cheating people. You promised freedom and all you gave people was slavery and poverty.However after a period of time your believers understood that you were selling a piece of blue sky and hunted you down .At the last minute you managed to escape their wrath by leaving with the airship.Because you know that if you ever show your face you will be instantly recognized and killed you have paid a strong man to deform you face beyond recognition.-5 to your beauty.The fact that all those years you had lots of servants believers that is to do your bidding has atrophied your muscles -4 to strength and also given you a huge belly -3 to dexterity .The only thing that has remained from your former glory is your incredible willpower to rule +8 willpower .You start with 400 gold}

{1078}{Gigolo Man

Description : You are an incredible good looking man.Because you loved money you "leased yourshelf " to ugly rich ladies .After a period of time a very jealous husband caught you on the act and beat the hell out of you.You manage to escape barely alive with one eye only and board the Zephur .Because of the beating that you took for the jealus husband you now suffer a penalty of -4 in dexterity and -4 in constitution and -4 in perception.Amazingly you incredible beauty did not suffer at all.Your charisma is also above average .You have bonus of +6  to beauty and + 3 to charisma and 3/4 to persuasion.You start with 600 gold.}

{1079}{Son of da bitch

(By Petruschka )You are a son of an one-leged woman and pack of drunken sailors.Because of the starvation in your childhood you suffer penalty to your strength (-2) and constitution (-4)  but you gain a bonus to your dexterity (+2) and pick pocket abilities (+1).On the score of your frequent simulation of facial nerve paralysis (to cadge more money) you suffer penalty to your beauty (-2).As an experienced bastard and man without conscience you start with a magickal sword that you pickpocketed from someone known as the child of a hero and a bonus of +3/4 in pickpocket... .You also start with 400 gold}

{1080}{Double Poster 

(By Shards)Through no fault of your own, you seem to post double on all message boards. Because this endears you to the inhabitants you gain +1 CH. Unfortunately, reading all of your own posts twice has caused you to suffer from eyestrain, resulting in -1 PE .You also get a small 1/4 disadvantage in your persuasion  skill because some people dont believe you.You start out without any money whatsoever .Everything was spend to defend yourshelf against doubleposting charges.}

{1081}{Bastard son of Joni 

You are the bastard son Joni,The infamous geek of Funland and as result you have almost no tolerance to -annoying.You get a minus -3 to charisma  but on a plus side your are faster than normal +1 to dexterity and smarter than average +1 to Intelligence.You start with 300 gold.}

{1082}{Family trouble 

(By Boatlover)  You were annoyed by you little brother in your youth so you get a plus one (+1) to strength for beating him and a plus 3/4 to meele.But when your little brother grows up he becomes a powerfull mage and curses you -4 to beauty.You start with 600 gold.}

{1083}{No respect 

(By Evilon69)You have no respect for no one whatsoever, all your life you have been trying to offend ppl, your lack of respect for authority makes u suffer a -20 reaction when talking to people, however because you are  used to get into lots of fights at bars and whatnot you gain a +2/4 to melee and a +3/4 to dodge.You start with 400 gold.}

{1084}{ Female champion 

(By Aurora) You are tired of being ignored and sometimes downright mocked by man. You know that you're just as good as a man - in fact, you're better! (+1 strength, +2 intelligence) You have devoted yourself to bettering the cause of female equality, and will defend it strongly (+1 willpower). However, both men and women become annoyed with your unpopular viewpoints after they discover them (-4 charisma). You start with 600 gold.}

{1085}{ Chosen one

You believe that you are the chosen one and one day you will be a great hero and save the world from a great danger. You have spend all you free time training in  melee ,dodge, bow and throw training. You bought a ticket to the airship in order to find your destiny. However years of constant hysteric laughing from everybody around you have made you very bitter.You lose 6 points of charisma. From all those years of training you  get +1 to strength and from your stubbornness +1 to willpower.You also get a huge bonus 4/4 in every fighting skill including firearms.You start with no gold having spend  all of your gold in training..}

{1086}{ Female bodybuilder

From a small child you had a fascination with pure muscle  strength.So you trained and trained until your body lost some of its agility -1 to dexterity and a lot of its female beauty -5  to beauty .However you end up much stronger that the average woman and indeed man. +4 strength}

{1087}{ Fire Spell

When you were a small child you were trapped in a burning house with no way out. Your uncle a powerful wizard cast a spell on you to save your life. From now on you are almost immune to fire.You got a permanent 95 % fire resistance but the spell and the fire damage  made you permanently ugly .You lost 4 points in beauty and  it can never go higher than 4.You start with 600 gold.}

{1088}{ Vampire

Your mother was bitten by a Vampire before your birth.After your birth she turned into a vampire and was killed by the local priest.However the priest did not dectect sings of vampirism on you.So he kept you as his own child.You learned the truth when signs of vampirism appeared on you.When that happened he tried to kill you.But you were much faster than him.After that you swear to never drink blood again.Because of this you get a huge penalty to your constitution.Your constitution can never be more than 2.You also get a  negative reaction from common people that detect something negative about you -20 reaction and -1 to charisma.Also because of your vampirism your fire resistance can never be more than zero.But you are faster than others.You get a plus 6 to speed (not dexterity).You also start with no gold because you escaped in a hurry.}

{1089}{ Herbalist

You have studied to become a herbalist.You were reading herbalist books since a small child when the other children were playing .You gain +30 expertise in herbal science but permanently loose 8 fatigue points .You start with 600 gold.}

{1090}{ Chemistry Scientist

You have studied to become a Chemist.You were reading chemistry books when you were a small child when the other children were playing .You gain +30 expertise in chemistry science but permanently loose 8 fatigue points .You start with 600 gold.}

{1091}{ Electrical Scientist

You have studied to become a electrician.You were reading electricity books when you were a small child when the other children were playing .You gain +30 expertise in electrical science but permanently loose 8 fatigue points .You start with 600 gold.}

{1092}{ Explosives Scientist

You have studied to become a explosives scientist.You were reading explosives books when you were a small child when the other children were playing .You gain +30 expertise in explosives but permanently loose 8 fatigue points .You start with 600 gold.}

{1093}{ Gun Smithy Scientist

You have studied to become a gun smith.You were reading gun making books when you were a small child when the other children were playing .You gain +30 expertise in gun smithy  science but permanently loose 8 fatigue points .You start with 600 gold.}

{1094}{ Mechanics Scientist

You have studied to become a mechanics science.You were reading mechanics books when you were a small child when the other children were playing .You gain +30 expertise in mechanics science but permanently loose 8 fatigue points .You start with 600 gold.}

{1095}{ Smithy Scientist

You have studied to become a smithy.You were reading smithy  books when you were a small child when the other children were playing .You gain +30 expertise in Smithy science but permanently loose 8 fatigue points .You start with 600 gold.}

{1096}{ Therapeutics Scientist

You have studied to become a Therapeutics scientist.You were reading therapeutics  books when you were  a small child when the other children were playing .You gain +30 expertise in therapeutics science but permanently loose 8 fatigue points .You start with 600 gold.}

{1097}{ Fragile bones

Description : You are suffering from a terrible disease. Your bones are very fragile .Therefore you lose 50 % of your hit points .To compensate for this and just to stay alive you have run all your life and thrown rocks to your enemies. You get a speed increase of  +6 and also 6 ranks in the throw skill..You start with 600 gold}

{1098}{ Dimensional traveller.

(By Loko)Arcanum is most certainly not your home. The mysterious experiments that brought you here have proven too difficult to repeat, and so you resolve to find a new life in this place. Your scientific past gives you  +4 to intelligence and +4 perception. On the other hand, Arcanum's strange culture and attitudes give you -6 to charisma and , and -35 to reaction (You look...very odd, somehow).You dont have any local money but you start with a weapon and some bullets.}

{1099}{Tragic Doctor

You have been trained as a doctor.You get a huge bonus 12/4 in healing and 4 points in intelligence .You also get a  bonus of 30 expertise in therapeutics and a bonus of 30 expertise in herbal sciences.Unfortunately one of your patients has died by your mistake.He was your only son.Your  personality suffers tremendusly.Your willpower drops to 2 and can never go higher.You also get more critical failures in combat +20.You have donated all your money to the poor so you start with nothing.}

{1100}{Mule

You could  always carry more than other people of the same strength (+2000).But your speed is reduced by one.You start with 600 gold}

{1101}{Dark Knight

 (By Zed) You joined a cult called the Dark Knights. You gain +1 strength and +1 dexterity, but you loose all starting wealth, and suffer a  negative reputation of -35 }

{1102}{Negotiator

(By Zed)You are very skilled, in  language,. You gain a huge bonus to persuasion  6/4  and also a little bonus to Haggle 2/4 , and by selling many books, you start with double wealth (1200 coin). The bad thing is because you talk so much with people you dont have time for everybody. Therefore you can have one less maximum follower.}



