Backgrounds

Every character in Irreverent RPG comes with certain experiences, skill sets, and expertise. These are summed up for the character as Backgrounds. Each Background has an associated Competency number, which represents the level of proficiency the character has gained in that Background. During Character Creation, each character is given a certain number of points to spend on their Backgrounds, where each point invested in a Background increases its Competency by one. The maximum Competency a character can have in a Background is 5. As a character increases their Level, they may gain additional points to spend on their Backgrounds, either through natural Level increases or through the Skill Paths they have chosen. A character may have any number of Backgrounds so long as they have at least 1 Competency in each. Whenever additional points are gained for spending on Backgrounds, a character may gain new Backgrounds, which may represent a new facet of the character's skills.

Anatomy of a Background
Backgrounds encompass an entire range of skills and competencies. A Background is composed in a certain way to make it clear what it is.

Name
A Background has a Name to clearly distinguish it from other Backgrounds a character may have. In some campaigns, the GM may specify that Background names must come from a limited list of options. Backgrounds can be trades, hobbies, or indulgences; anything which conveys a level of skill or expertise.

Description
Each Background has a two to three sentence description to explain what the Background entails. While a Player may have a more detailed expansion of the Background, the Description should be concise. As an example, a character may have the Background of Blacksmith and a description of "Forged swords and armor for the local nobility. Trained apprentices in the art." This quickly gets across what this character means by having a background of Blacksmith.

Competency
A Background's Competency is a number which represents the level of skill or expertise a character has achieved in the given background. The higher the Competency, the more accomplished or talented the character is.

Tasks
Tasks are how Backgrounds are applied to the game. Whenever a character tries to do something that has a chance for dramatic failure, the GM can ask for a Task Roll. If the player of the character believes that one of their Backgrounds is applicable to the Task at hand, they can ask the GM to add their Background Competency to the Task Roll. The GM makes the final decision on whether a Background applies. If the Background applies to the Task, the character may add the relevant Competency to the Task Roll.

Guidance on Rolling Tasks
The GM should only ask for a Task Roll if there is a chance for success or failure of dramatic importance or if the level of success is important to know. Most mundane undertakings should be simply allowed. The GM should inform the Player of their failure if they attempt an impossibly difficult task.

Tasks are not directly tied to the turn and action system of Combat, although when a character attempts actions which are not well defined, the GM may call for a Task Roll to determine the success of the action. The GM should exercise caution on allowing these actions. If the GM believes such an action is outside the scope of Combat or would invalidate other Combat mechanics, they should inform the Player and the Player should be allowed to choose a different action.

Applying Backgrounds
When asked to make a Task Roll, a Player may ask that one of their Backgrounds applies to the Task. The GM should consult the Name and Description of the Background to determine if the Background applies. The GM may use any of the following categories to apply the Competency.

Expertise
If the Task matches the Background precisely, the GM allows the Player to add their character's Competency and an additional +2 to the Task Roll.

Relevant
If the Task is closely related to the Background, the GM allows the Player to add their character's Competency to the Task Roll.

Stretch
If the Task is vaguely related to the Background, the GM allows the Player to add half their character's Competency to the Task Roll.

Unrelated
If the Task is not connected to the Background, the GM still allows the Player to make the Task Roll, but without any bonuses.

Combining Backgrounds
Sometimes a Task falls somewhere between two of a character's Backgrounds. A Player may ask that both Backgrounds be considered. The GM should consider both Backgrounds when deciding if they apply to the Task. If combined they are Relevant, the GM allows the Player to add the average of their Backgrounds' Competencies to the Task Roll. Combined Backgrounds can never be Expertise or Stretch.

Helping
When a character is undertaking a Task, sometimes another character may be able to help them. If another character has a Background that is Relevant or Expertise to the Task and is able to meaningfully help the character undertaking the Task, the Task Roll is made with Advantage.

Group Tasks
Sometimes, more than one character is actively participating in a Task. As usual, each Player with a character involved may ask to apply Competencies to the Task Roll as described above. In addition, a Player with a character involved in the Task may ask that their Background applies to the Group. The GM should evaluate the Background as it applies to the Task in the same way as above, but in addition consider whether the Background implies the character can use their Competency to aid their fellow characters. ''As an example, if a group is trying to sneak around a castle, one character may apply their "Urchin" Background Competency to their individual roll, but not necessarily help the rest of the group be sneaky. Meanwhile, a character with a "Guild Thief" Background with a description that says they were a teacher in the guild might be able to help the rest of the group with the Task.'' If a Character's Background applies to the Group, each other character may substitute their own Competency with that character's Competency for the Task Roll.

A few further examples of a character with Backgrounds that may apply to the Group for a Group Task.


 * The group is attempting to sail a boat. While a character with a Background of "Fisherman" may know how the basics of maneuvering a boat, but a character with the Background of "Boat Captain" may be able to apply their Competency to the Group.
 * The group attempts to put on a theatrical performance. A character with a Background of "Street Performer" may be able to apply their Competency to the Task Roll for themselves, but probably not to the Group. Meanwhile, a character with a Background of "Play Director" would probably be able to apply their Competency to the Group.

Resolving Tasks
Each Task should have an associated Difficulty Class or DC, which is set before the Task Roll or Rolls are made. If the Task Roll is equal to or greater than the DC of the Task, the Task is successful. Otherwise, the character or group fails the Task. What exactly this entails depends on the Task and the GM's interpretation of the situation. The success or failure of Group Tasks should usually be determined by whether more characters succeeded or failed the Task. However, some tasks such as finding a Hidden Door, may only require a single success to be a success for the Group. Other tasks, such as trying to avoid detection, may only require a single failure to be a failure for the Group.

The table below should serve as a guideline for setting the DC of Tasks. The GM may bump the DC up or down depending on the specific circumstances of the Task.