Difference between revisions of "Backgrounds (5A)"
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# '''Mentor''' There was an adult at the orphanage that helped you find your way. | # '''Mentor''' There was an adult at the orphanage that helped you find your way. | ||
# '''Community''' I was lost, and the community took me in and gave me purpose. | # '''Community''' I was lost, and the community took me in and gave me purpose. | ||
− | # '''Friend''' I | + | # '''Friend''' I had a close friend growing up. We were separated, and I search for them. |
− | # '''Camaraderie''' Nothing is better than | + | # '''Camaraderie''' Nothing is better than friends! |
# '''War Enemy''' The war created and destroyed me. I am out to fight the old enemy. | # '''War Enemy''' The war created and destroyed me. I am out to fight the old enemy. | ||
# '''Peace''' I know the horrors of large-scale war, and will go to any length to keep the peace. | # '''Peace''' I know the horrors of large-scale war, and will go to any length to keep the peace. |
Revision as of 12:57, 17 August 2021
Starfox's 5th Edition Fan Page |
Additional backgrounds suited to my version of Greyhawk.
Horse Nomad
The Paynim horse nomads rule much of the north. You were once one of them, but left that world to see even wider pastures.
Skill Proficiencies: Animal Handling, Nature.
Tool Proficiencies: Vehicles (land) and one instrument or set of crafter's tools.
Languages: Ordai.
Equipment: Riding horse, traveler's clothes made of leather, skinning knife, one set of tools or a musical instrument, pouch with 10 gp.
Eye for Horses: You can recognize the capacities of what looks to be a bad horse. This gives you 50% discount when buying horses as long as there are several horses to choose from.
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Bonds
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Flaws
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Militant Orphan
You grew up in an orphanage for children of war, usually a lawful religious institution. Brought up under strict discipline, you either adjusted to this (lawful), rebelled (chaotic), or just tried to avoid notice (neither of these).
Skill Proficiencies: Insight, Religion
Armor and Weapon Proficiencies: Any one armor or shield proficiency you fulfill the prerequisites for. If you already know all armor proficiencies, you instead gain proficiency with smith's tools.
Tool Proficiencies: Any one type of crafting tools or vehicles (land)
Languages: None
Equipment: A wooden holy symbol, a memento of a friend, parent, or mentor, a warm blanket, a wooden bowl and spoon, a set of common clothes, and a pouch containing 5 gp.
Order's Respect Your manners indicate your background to those of militant orders everywhere. You can find room, board, and companionship with lawful militant and religious institutions across the land.
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Southern Slave
There is a strong abolitionist movement in Greyhawk, but slaves and former slaves still exist throughout the south and most of all in the Lordship of the Isles. You were such a slave. You were either born into slavery or have only vague memories of a time before you were captured. You may wear both physical and metal scars of abuse and likely harbor extreme resentment against slavers everywhere.
Skill Proficiencies: Athletics and either Insight or Survival.
Languages: Pick one language appropriate to either your background or to your former owners.
Equipment: A set of manacles, a memento of a loved one or enemy, a set of poor clothes, a sash holding 100 cp.
Underground Railway There are secret havens for escaped slaves in and around regions where slavery exist. As a former slave and exemplar of the abolitionist movement, you are greeted as a hero in such places. You will be offered simple room and board, but often asked to help out. However, there is that constant suspicion that you may be a spy or double agent.
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Ideals
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Bonds
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Flaws
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Viking
You are a naval raider from the Thillonrian Peninsula in the utter north-east of the Flanaess. Originally a farmer, huntsman, or herder, you joined a group of raiders and went south in search of a better future as a raider, mercenary, or merchant.
Skill Proficiencies: Athletics, Nature
Tool Proficiencies: Carpenter’s, smith's, weaver’s or woodcarver tools, vehicles (water)
Languages: Cold Tounge or Diembri.
Equipment: A fur cloak, a set of fine clothes, 25gp.
Reputation: As long as you maintain the swaggering style of a viking, people will keep their distance from you and are very polite when you approach them. This allows you to get away with minor misdemeanors. But of you push too hard, you are seen as a reaver and the military may intervene. Suggested Characteristics
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Flaws
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Wilderness Defender
You live in the wilderness, in a tribe or order dedicated to defending your lands from the encroachments of both monsters and civilization.
Skill Proficiencies: Stealth, Survival.
Tool Proficiencies: Pick one of Brewer’s supplies, Carpenter’s tools, Cobbler’s tools, Cook’s utensils, Leatherworker’s tools, Potter’s tools, Woodcarver’s tools, any one musical instrument, or vehicles (water).
Languages: Language of one neighboring people.
Equipment: Traveler's clothes made of leather, skinning knife, hand axe, one set of tools, instrument, or a canoe, fishing rod, poch with 50 sp.
Signs of the Wild: You recognize the signs people in the wilderness use to mark their territory. You know when you enter the of a people or tribe. You can approach such people to parlay without causing a confrontation, but you still have to negotiate for passage and other privileges.
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Ideals
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Bonds
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Flaws
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