I would like to know stat changes of the new starting options.

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There seem to be quite many new starting options such as

your father was...
a fleeting memory

and etc. Could I get what stat changes I get for those new backgrounds? Thank you in advance.
 
All of them were in Native before but got disabled for whatever reason. I ported those over and did some rebalancing and distribution of points.

You get a robe, horse, grain and some leadership skills
Code:
       (eq,"$background_type",cb_priest),
       (troop_raise_attribute, "trp_player",ca_strength,1),
       (troop_raise_attribute, "trp_player",ca_intelligence,2),
       (troop_raise_attribute, "trp_player",ca_charisma,1),
       (troop_raise_skill, "trp_player","skl_wound_treatment",1),
       (troop_raise_skill, "trp_player","skl_leadership",1),
       (troop_raise_skill, "trp_player","skl_prisoner_management",1),
       (troop_raise_proficiency, "trp_player", wpt_one_handed_weapon, 10),
       (troop_add_item, "trp_player","itm_robe",0),
       # (troop_add_item, "trp_player","itm_wrapping_boots",0), #SB : remove most of these, cb3 adds equipment
       # (troop_add_item, "trp_player","itm_club",0),
       (troop_add_item, "trp_player","itm_grain",imod_large_bag),
       # (troop_add_item, "trp_player","itm_sumpter_horse",0), #SB: I guess it's a donkey or something
       (troop_add_gold, "trp_player", 10),
       (troop_set_slot, "trp_player", slot_troop_renown, 10),
Some skills and attribute and wpt buffs, with renown changes as well
(else_try),
      (eq,"$background_answer_2",dplmc_cb2_mummer),
      (troop_raise_attribute, "trp_player",ca_intelligence,1),
      (troop_raise_attribute, "trp_player",ca_charisma,1),
      # (troop_raise_skill, "trp_player",skl_leadership,1), #SB : +2 attr, +2 skill
      (troop_raise_skill, "trp_player",skl_athletics,1),
      (troop_raise_skill, "trp_player",skl_riding,1),
      (troop_raise_proficiency, "trp_player",wpt_two_handed_weapon,5),
      (troop_raise_proficiency, "trp_player",wpt_polearm,5),
      (call_script,"script_change_troop_renown", "trp_player", 15),
(else_try),
      (eq,"$background_answer_2",dplmc_cb2_courtier),
      (troop_raise_attribute, "trp_player",ca_charisma,2), #SB : lower to +2
      (troop_raise_attribute, "trp_player",ca_agility,1),
      (troop_raise_skill, "trp_player","skl_weapon_master",1),
      (troop_raise_skill, "trp_player","skl_persuasion",1), #add this I guess from page
      (troop_raise_proficiency, "trp_player",wpt_one_handed_weapon,15),
      # (troop_raise_proficiency, "trp_player",wpt_polearm,10), #this is way too much wpt for a courtier
      (troop_raise_proficiency, "trp_player",wpt_crossbow, 5),
      (call_script,"script_change_troop_renown", "trp_player", 20),
(else_try),
      (eq,"$background_answer_2",dplmc_cb2_noble),
      (troop_raise_attribute, "trp_player",ca_intelligence,1),
      (troop_raise_attribute, "trp_player",ca_charisma,2),
      (troop_raise_skill, "trp_player","skl_leadership",1),
      (troop_raise_skill, "trp_player","skl_tactics",1),
      (troop_raise_proficiency, "trp_player",wpt_one_handed_weapon,10),
      (troop_raise_proficiency, "trp_player",wpt_two_handed_weapon,10),
      (call_script,"script_change_troop_renown", "trp_player", 15),
      #SB : add background renown/honor/rtr
      (val_add, "$player_right_to_rule", 1),
(else_try),
      (eq,"$background_answer_2",dplmc_cb2_acolyte),
      (troop_raise_attribute, "trp_player",ca_agility,1),
      (troop_raise_attribute, "trp_player",ca_intelligence,1),
      (troop_raise_attribute, "trp_player",ca_charisma,1),
      (troop_raise_skill, "trp_player",skl_leadership,1),
      (troop_raise_skill, "trp_player",skl_surgery,1),
      (troop_raise_skill, "trp_player",skl_first_aid,1),
      (troop_raise_proficiency, "trp_player",wpt_polearm,10),
      (call_script,"script_change_troop_renown", "trp_player", 5),
(try_end),
Bravo gets sword + shield + basic light armor, mercenary gets a set of weapon/armor appropriate to a random faction, some of which have helmets. Preacher gets pilgrim gear + cheese
(try_begin), #SB :re-enable 3x cb3 options, adding 1x body armor and weapon + food
      (eq,"$background_answer_3",dplmc_cb3_bravo),
      (troop_raise_attribute, "trp_player",ca_strength,1),
      (troop_raise_skill, "trp_player","skl_power_strike",1),
      (troop_raise_skill, "trp_player","skl_shield",1),
      (troop_add_gold, "trp_player", 10),
      # (try_begin),
      # (this_or_next|player_has_item,"itm_sword"),
      # (troop_has_item_equipped,"trp_player","itm_sword"),
      # (troop_remove_item, "trp_player","itm_sword"),
      # (try_end),
      # (try_begin),
      # (this_or_next|player_has_item,"itm_arming_sword"),
      # (troop_has_item_equipped,"trp_player","itm_arming_sword"),
      # (troop_remove_item, "trp_player","itm_arming_sword"),
      # (try_end),
      # (troop_add_item, "trp_player","itm_short_sword",0),
      # (troop_add_item, "trp_player","itm_wooden_shield",imod_battered),
      (store_random_in_range, ":shield_item", "itm_norman_shield_1", "itm_tab_shield_round_a"),
      (troop_add_item, "trp_player",":shield_item",imod_heavy),
      (store_random_in_range, ":armor_item", "itm_gambeson", "itm_tribal_warrior_outfit"),
      (store_random_in_range, ":armor_imod", imod_tattered, imod_reinforced),
      (troop_add_item, "trp_player",":armor_item",":armor_imod"),
      (troop_add_item, "trp_player", "itm_ankle_boots", 0),
      #store a random sword
      (store_random_in_range, ":weapon_item", "itm_long_voulge", "itm_mace_1"),
      (try_begin), #2+4 offset for scimitar + sarranid swords
        (lt, ":weapon_item", "itm_sword_medieval_a"),
        (val_sub, ":weapon_item", "itm_long_voulge"),
        (val_add, ":weapon_item", "itm_scimitar"),
      (try_end),
      (troop_add_item, "trp_player",":weapon_item"),
      (store_random_in_range, ":food_item", "itm_dried_meat", "itm_grain"),
      (troop_add_item, "trp_player",":food_item"),
      (troop_raise_proficiency, "trp_player",wpt_one_handed_weapon,10),
      (troop_raise_proficiency, "trp_player",wpt_crossbow,10),
  (else_try),
      (eq,"$background_answer_3",dplmc_cb3_merc),
      (troop_raise_attribute, "trp_player",ca_agility,1),
      (troop_raise_skill, "trp_player",skl_weapon_master,1),
      (troop_raise_skill, "trp_player",skl_shield,1),
      # (try_begin),
      # (this_or_next|player_has_item,"itm_hide_boots"),
      # (troop_has_item_equipped,"trp_player","itm_hide_boots"),
      # (troop_remove_item, "trp_player","itm_hide_boots"),
      # (try_end),
      #store crap gear here, this depends on Native's item ordering
      (store_random_in_range, ":helmet_item", "itm_byzantion_helmet_a", "itm_tunic_with_green_cape"),
      (store_random_in_range, ":weapon_item", "itm_sword_medieval_a", "itm_club_with_spike_head"),
      (store_random_in_range, ":armor_item", "itm_leather_jerkin", "itm_lamellar_vest"),
      (store_random_in_range, ":boots_item", "itm_hunter_boots", "itm_splinted_greaves"),
      (store_random_in_range, ":helmet_imod", imod_tattered, imod_reinforced),
      (store_random_in_range, ":weapon_imod", imod_crude, imod_deadly),
      (store_random_in_range, ":armor_imod", imod_tattered, imod_reinforced),
     
      #SB : pick 1 set for each faction
      (store_random_in_range, ":faction_no", npc_kingdoms_begin, npc_kingdoms_end),
      (try_begin),
        (eq, ":faction_no", "fac_kingdom_1"),
        (store_random_in_range, ":helmet_item", "itm_norman_helmet", "itm_kettle_hat"),
        (store_random_in_range, ":weapon_item", "itm_awlpike", "itm_bec_de_corbin_a"),
      (else_try),
        (eq, ":faction_no", "fac_kingdom_2"),
        (store_random_in_range, ":helmet_item", "itm_vaegir_fur_cap", "itm_vaegir_lamellar_helmet"),
      (else_try),
        (eq, ":faction_no", "fac_kingdom_3"), #original items
        (assign, ":helmet_item", "itm_khergit_guard_helmet"),
        (store_random_in_range, ":weapon_item", "itm_sword_khergit_1", "itm_sword_khergit_4"),
        (assign, ":boots_item","itm_mail_chausses"),
        (assign, ":helmet_imod", imod_crude),
      (else_try),
        (eq, ":faction_no", "fac_kingdom_4"), #pick axes, some are fairly expensive
        (store_random_in_range, ":weapon_item","itm_one_handed_war_axe_a", "itm_bardiche"),
        (assign, ":helmet_item", 0),
      (else_try),
        (eq, ":faction_no", "fac_kingdom_5"), #pick from the blunt range
        (store_random_in_range, ":weapon_item","itm_military_hammer", "itm_sickle"),
      (else_try),
        (eq, ":faction_no", "fac_kingdom_6"), #a fairly complete set of gear
        (troop_add_item, "trp_player","itm_sarranid_warrior_cap",imod_hardened),
        (store_random_in_range, ":boots_item", "itm_sarranid_boots_a", "itm_sarranid_boots_d"),
        (store_random_in_range, ":helmet_item", "itm_sarranid_felt_hat", "itm_sarranid_horseman_helmet"),
        # (assign, ":weapon_item","itm_sarranid_two_handed_mace_1"),
      (try_end),
...
  (else_try),
      (eq,"$background_answer_3",dplmc_cb3_preacher),
      (troop_raise_attribute, "trp_player",ca_strength,1),
      (troop_raise_attribute, "trp_player",ca_charisma,1),
      (troop_raise_skill, "trp_player","skl_shield",1),
      (troop_raise_skill, "trp_player","skl_wound_treatment",1),
      (troop_raise_skill, "trp_player","skl_first_aid",1),
      (troop_raise_skill, "trp_player","skl_surgery",1),
      (troop_add_item, "trp_player","itm_leather_gloves",imod_ragged),
      (troop_add_item, "trp_player","itm_quarter_staff",imod_heavy),
      #remove monk stuff, add pilgrim stuff
      (troop_remove_item, "trp_player", "itm_robe"),
      # (troop_remove_item, "trp_player", "itm_black_hood"),
      (troop_add_item, "trp_player", "itm_pilgrim_disguise"),
      (troop_add_item, "trp_player", "itm_pilgrim_hood"),
      (troop_add_item, "trp_player", "itm_wrapping_boots"),
      (troop_add_item, "trp_player", "itm_cheese"), #add 1x food
      (troop_add_gold, "trp_player", 10),
      (troop_raise_proficiency, "trp_player",wpt_polearm,20),
Fervor is only available if you picked one of the religious options previously
      (else_try),
        (eq,"$background_answer_4",dplmc_cb4_fervor),
        (troop_raise_attribute, "trp_player",ca_charisma,1),
        (troop_raise_skill, "trp_player",skl_wound_treatment,1),
        (troop_raise_proficiency, "trp_player",wpt_throwing,10), #wait what
 
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