Relics of the Moon
A science-fantasy roleplaying game of outlandish action-adventure
(pre-release playtest v0.2.0)

Background

Every PC has years of training and experience at the point where play begins. Beyond general Expertise, each PC also has a more focused Background that represents a significant investment of time and energy. The list below represents Backgrounds based on themes common to Anasta and living in a Cohort, but GMs and players are welcome to craft their own using these as a guide.

Backgrounds are not intended to limit the actions and choices available to a character during play, but to add a situational boost based on the game setting. Mechanically, each Background comes with a unique trait.

Arbalist

Handling mounted weapons never felt so good.

Heavy Fire

While in the Mulekick station (or using similar mounted weapons), spend a Destiny point to make this +2d6.

Arcanist

Though everyone has and uses Moonshards, not too many understand them. You have a knack for unlocking their secrets.

Whispers from the Past

When you use a Moonshards resource to Power Up, create an Ethertech Ability, or Rank up an Ethertech Ability, it is considered one Rank higher (to a maximum of Rank 5).

Commander

Whether they respect you or fear you, you can organize others with tactical precision under pressure.

Rally

When you are leading a Challenge, you may spend a Destiny point to create Add Dice (+d6) equal to the number of allies with a current Stress of 6 or more. This may be used once per scene and lasts the remainder of the Challenge as long as you are leading.

Cosmopolitan

You’ve traveled far in your days and know something about the minds of each culture you’ve come across.

Mingle with the Locals

When leading a Sparrow Challenge related to collecting information from or influencing people living in or near a settlement, this trait is +1d6. You may choose Destiny or Doom to give this A6 / 1d.

Delver

You’ve explored more ancient sites than most and know there are treasures waiting for those willing to take the risk.

Treasure Sense

You have +1 / 2d when searching for an artifact in the ruins of a previous culture. You may choose Destiny or Doom to make this +2 / 2d.

Legerdemain

You have a knack for prestidigitation, picking pockets, and other feats of dexterity.

Misdirect

This trait is +1d6 in a Challenges involving deception where using your hands would be helpful. You may choose Destiny or Doom to make this A5 / 1d.

Jester

In a world as harsh as Anasta, everyone can use a little levity. Watch out for whom you might offend, however.

Buffoonery

You may add a point to the Doom pool to make this trait -1 / 2d on the Challenge turn whenever using humor might hinder a situation. Once per scenario, when you take Stress, each other person in your Cohort recovers one (1) Stress.

Jockey

You’ve spent years behind the wheel and can pull off maneuvers others can only dream of.

Daredevil

Add one (1) Rank to the Handling of any vehicle you drive (to a maximum of Rank 5). You may also add one or more (1+) points to the Doom pool to make this trait +(Doom)d6 when attempting a dangerous driving maneuver. Doom added in this way is limited by the Cohort pool maximum.

Marksman

There are those who can shoot, then there are those who hit the target.

Deadeye

This trait is +1d6 when you attempt to hit a target from a distance. You may spend a Destiny point to give this A5 / 1d.

Mechanic

Someone has to keep everything running.

Jury Rig

You may spend Scav Supplies or Venger Supplies when Stallion Supplies are called for. These improvised supplies are considered one Rank lower (-1d6).

Medic

The world is a dangerous place, and your training is needed everywhere.

Emergency Care

When the Cohort recovers Stress, you may spend one or more (1+) Destiny. Each Destiny spent for Add Dice gives +2d6 (instead of the usual +1d6). If the final result is less than what would be recovered from choosing the flat amount, use the flat amount instead.

You see treasure or terror in the sensor blip where others see only noise. No matter where you are, you can always find a way.

Wayfinder

Spend a Destiny point to reroll any Test or Cohort turn involving navigation. This may be used once per scene.

Negotiator

Whether trading Moonshards or hostages, you know how to make it a win-win situation.

Gilded Tongue

Choose Destiny or Doom to reroll a failed Sparrow Test or Cohort turn (including Disaster). Use the same modifiers as the first roll. This may be used once per scene.

Quartermaster

You keep the cargo hold organized with notes and color codes.

All Accounted For

Your Cohort vehicle Ranks up the Cargo Capacity by one. Once per scenario, you may spend a Destiny point to Rank up one Supplies resource (other than Moonshards) when it is used.

Scout

Always at the forefront, you get a thrill from seeing it first.

New Horizons

When facing a Scav Challenge that involves exploration, each Destiny point spent for Add Dice gives +2d6 (instead of the usual +1d6).

Shadow

Staying out of the spotlight has its advantages.

They Didn’t See it Coming

You attempt to ambush your opponents during a Venger Challenge. Choose Destiny or Doom. You resolve an additional Challenge die at the end of the Cohort turn if it did not end in Disaster. You may use this trait once per scene.

Shinshar Duelist

The ancient tradition of the Shinshar Duel is respected by all. Through talent or luck, you’ve survived several Shinshar.

All or Nothing

When you are in a Shinshar Duel, every Agony point you have gives this trait +1d6 (including Agony received during the duel). During the duel, you may take one or more (1+) unpreventable Stress to make this trait A5 / (Stress)d.

Vanguard

The first to get up close and personal in battle.

First Blood

Spend a Destiny point to add +2 / 2d to a Venger Challenge involving melee combat. If this results in at least one success for each Cohort member facing that Challenge, add a Destiny point. You may use this trait once per scene.

Zealot

As a member of a Faction, their teachings touch your every thought. This background requires a PC be a member of a Faction.

True Believer

When facing a Challenge or Test involving your Faction, you may choose Destiny or Doom to make this trait +2d6. You may spend an additional Destiny to give this A5 / 2d.