DDD Traits

Each character is given a trait based on a profession they had in their past. These are not only statistic, but will have effects throughout the world. depending on your background. Each one scales as each chapter of the campaign is completed.

Aristocracy
Aristocratic characters have a background in nobility and begin play with an heirloom (chosen by Maxusus) that does not count against their starting equipment. This could be a valuable item, or a deed to a small property or some other useful object. They also get a +1 bonus to fame, and a +1 trait bonus to Diplomacy.

Clergy
Members of the clergy tend to be orphans, acolyes or sometimes even prophets. A member of a clergy MUST have a deity and not just a philosphy or aethism, they begin play with a boon (chosen by Maxusus) that does not count against their starting equipment. This could be a holy symbol, a weapon, or even a spell-like ability. They also get a +1 trait bonus to Will saves and a +1 trait bonus to Knowledge (religion).

Commoner
Commoners are character without a significant background, they begin play with some kind of token (Chosen by Maxusus) that does not count against their starting equipment, and a +1 trait bonus to Reflex saves and a +1 trait bonus to Survival.

Enforcer
Characters with this background have a significant background in law enforcement, as a bouncer, a bodyguard or some similar profession. Enforcers begin play with proficency in a weapon of their choice and a +6 trait bonus to Hit Points at first level and a +6 increase to this bonus every 4th level thereafter. They also gain a +1 trait bonus to Intimidate and Perception skills.

Military
Characters with a military background have some sort of background in an organized government-ran defense force and start play with a special neck item (given by Maxusus) that does not count against their total equipment, and can use it to get access to special brokers and other services. Additionally, military background characters gain a +1 trait bonus to Acrobatics, Swim, Linguistics and Profession (Soldier).

Mystical
A character with a mystical background has family or origin in a witches coven, or in a magical forest or some otherwise unestablished region in the world. They get a +1 trait bonus to saves against nanos as they have never been chipped or otherwise associated with technology. Also they start with some kind of mystical item or charm (chosen by Maxusus) and a +1 trait bonus to spellcraft checks.

Outlaw
Outlaws have a background as bandits or pariahs in society who live off the work of others by stealing, kidnapping, ransoming or other ill-perceived deeds. They begin play with connections to one of the groups of outlaws found in the world (rolled by Maxusus) and a -1 to fame. This connection can be used to access special brokers and other services. And get a +1 trait bonus to disable device, sleight of hand, bluff and stealth.

Scientist
Scientists are characters with a background in one of the sciences, either as a researcher or even as a test subject. They begin play with a +1 trait bonus to fortitude saves and special object (chosen by Maxusus) that could either be a piece of technology or a mutation! They also get a +1 trait bonus to a craft skill of their choice.