Here is how it works: First you generate your ability scores by rolling 3d6 and using a conversion chart, or you simply take 10 points and distribute them among the 8 ability scores. That's slightly lover than the average total, but more controlable and what I would do.
Then your background provides you with a +1 bonus to one ability score and you chose one from two Focuses offered by the background.
Next you roll three times on the background table, or you pick three items, with ability increases counting double.
Because how the math works, the 7-8 item has a 30% chance, followed by 3-4, 6 and 10-11 with 14%, then 5 and 9 with 11% and 2 and 12 with 3%.
To spare you the cross-checking: Yes, each background consists of some aquired items and a few racial items. Which are:
Elf: +1 Dexterity, Perception (Seeing), Perception (Hearing)
Gnome: +1 Constitution, Constitution (Stamina), Dexterity (Crafting)
Human: +1 Cunning, Communication (Persuasion), Perception (Empathy)
Kaas: +1 Strength, Strength (Climbing), Strength (Jumping)
Lizardfolk: +1 Strength, Willpower (Self-Discipline)
Unless that would make an item appear twice, then it's replaced with something else.
Half-elf characters can pick from either the human or the elf column from their background and mix as desired.
Highborn
Highborn are the noble castes of the elves, gnomes, and lizardfolk.
- +1 Cunning
- Communication (Leadership) or Cunning (Cultural Lore).
{table=head]
2d6 Roll |
Elf Benefit |
Gnome Benefit |
Lizardfolk Benefit
2 | +1 Communication | +1 Communication | +1 Communication
3-4 | Perception (Seeing) | Constitution (Stmina) | Willpower (Self-Discipline)
5 | Perception (Hearing) | Dexterity (Crafting) |
6 | Dexterity (Bows) | |
7-8 | +1 Dexterity | +1 Constitution | +1 Strength
9 | Communication (Deception) | Communication (Deception) | Communication (Deception)
10-11 | Communication (Persuasion) | Communication (Persuasion) | Communication (Persuasion)
12 | +1 Willpower | +1 Willpower | +1 Willpower[/table]
Clansman
Clansmen are the caste of warrior and wealthy landowners.
- +1 Willpower
- Constitution (Stamina) or Willpower (Courage).
{table=head]
2d6 Roll |
Elf Benefit |
Human Benefit |
Kaas Benefit |
Lizardfolk Benefit
2 | +1 Constitution | +1 Constitution | +1 Constitution | +1 Constitution
3-4 | Perception (Seeing) | Communication (Persuasion) | Strength (Climbing) | Willpower (Self-Discipline)
5 | Perception (Hearing) | Perception (Empathy) | Strength (Jumping) |
6 | Dexterity (Bows) | | |
7-8 | +1 Dexterity | +1 Cunning | +1 Strength | +1 Strength
9 | | | |
10-11 | Strength (Might) | Strength (Might) | Strength (Might) | Strength (Might)
12 | +1 Perception | +1 Perception | +1 Perception | +1 Perception[/table]
Freeman
Freeman are commonly farmers, craftsmen, and sometimes guards or mercenaries.
- +1 Communication
- Communication (Persuasion) or Perception (Empathy).
{table=head]
2d6 Roll |
Elf Benefit |
Gnome Benefit |
Human Benefit
2 | +1 Perception | +1 Perception | +1 Perception
3-4 | Perception (Seeing) | Constitution (Stmina) | -
5 | Perception (Hearing) | Dexterity (Crafting) | -
6 | Dexterity (Bows) | |
7-8 | +1 Dexterity | +1 Constitution | +1 Cunning
9 | | |
10-11 | Communication (Bargaining) | Communication (Bargaining) | Communication (Bargaining)
12 | +1 Willpower | +1 Willpower | +1 Willpower[/table]
Lowborn
The lowborn are poor freemen, slaves, and outcasts.
- +1 Perception.
- Dexterity (Crafting) or Perception (Hearing).
{table=head]
2d6 Roll |
Gnome Benefit |
Human Benefit |
Kaas Benefit |
Lizardfolk Benefit
2 | +1 Communication | +1 Communication | +1 Communication | +1 Communication
3-4 | Constitution (Stmina) | Communication (Persuasion) | Strength (Climbing) | Willpower (Self-Discipline)
5 | - | Perception (Empathy) | Strength (Jumping) |
6 | | | Willpower (Courage) |
7-8 | +1 Constitution | +1 Cunning | +1 Strength | +1 Strength
9 | Communication (Animal Hand.) | Communication (Animal Hand.) | Communication (Animal Hand.) | Communication (Animal Hand.)
10-11 | Dexterity (Stealth) | Dexterity (Stealth) | Dexterity (Stealth) | Dexterity (Stealth)
12 | +1 Dexterity | +1 Dexterity | +1 Dexterity | +1 Dexterity[/table]
Wilder
Wilders are the true barbarians, savages that live in the wilderness.
- +1 Constitution
- Constitution (Stamina) or Perception (Tracking).
{table=head]
2d6 Roll |
Elf Benefit |
Human Benefit |
Kaas Benefit |
Lizardfolk Benefit
2 | +1 Perception | +1 Perception | +1 Perception | +1 Perception
3-4 | Perception (Seeing) | Communication (Persuasion) | Strength (Climbing) | Willpower (Self-Discipline)
5 | Perception (Hearing) | Perception (Empathy) | Strength (Jumping) |
6 | Dexterity (Bows) | | Willpower (Courage) |
7-8 | +1 Dexterity | +1 Cunning | +1 Strength | +1 Strength
9 | Cunning (Natural Lore) | Cunning (Natural Lore) | Cunning (Natural Lore) | Cunning (Natural Lore)
10-11 | Constitution (Running) | Constitution (Running) | Constitution (Running) | Constitution (Running)
12 | +1 Willpower | +1 Willpower | +1 Willpower | +1 Willpower[/table]
Hermit
Hermits are individuals who have removed themselves from the clan society to pursue a spiritual goal. This includes many witches and people who were raised in monastic orders.
- +1 Willpower
- Communication (Persuasion) or Willpower (Self-Discipline).
{table=head]
2d6 Roll |
Elf Benefit |
Human Benefit |
Kaas Benefit
2 | +1 Communication | +1 Communication | +1 Communication
3-4 | Perception (Seeing) | - | Strength (Climbing)
5 | Perception (Hearing) | Perception (Empathy) | Strength (Jumping)
6 | Dexterity (Bows) | | Willpower (Courage)
7-8 | +1 Dexterity | +1 Cunning | +1 Strength
9 | | |
10-11 | | |
12 | +1 Magic | +1 Magic | +1 Magic[/table]