Difference between revisions of "Backgrounds (5A)"

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'''Skill Proficiencies:  
 
'''Skill Proficiencies:  
Athletics, Insight, Survival.
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Athletics and either Insight or Survival.
  
 
'''Languages:  
 
'''Languages:  
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'''Equipment:  
 
'''Equipment:  
A set of manacles, a memento of a loved one or enemy, a set of poor clothes, a sash holding 200 cp.
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A set of manacles, a memento of a loved one or enemy, a set of poor clothes, a sash holding 100 cp.
  
 
'''Underground Railway
 
'''Underground Railway
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You will be offered simple room and board, but often asked to help out.
 
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.
 
However, there is that constant suspicion that you may be a spy or double agent.
 +
 
''' Suggested Characteristics  
 
''' Suggested Characteristics  
 
{| class="wikitable"
 
{| class="wikitable"

Revision as of 12:53, 17 August 2021

5A5A logo
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.

Suggested Characteristics

Personality Traits
  1. Proud The horse-lords rule the sky and earth. Others may not understand this, fools all.
  2. Rider Walking on foot is demeaning. Always ride!
  3. Boastful Life is made up of stories, and stories are meant to be told!
  4. Subtle Outsiders expect your people to be straight-forward, but like the illusionists of your land, you know what to show and what to conceal.
  5. Traditional The laws and traditions of your people transcend time and space.
  6. Generous Honor and glory lies in providing for friends and guests.
Ideals
  1. Freedom The plain and the sky have no borders—the world is there to be explored! (Chaotic)
  2. Tradition They may be thousands of miles away, but your people and traditions are always in your heart. (Lawful)
  3. Raider Raiding is my riches. Anything others are too weak to keep is mine to take. (Evil)
  4. Gracious There is no limit to the sky! We all have room to live. (Good)
  5. Love You kin, horse, and herd is life—cherish them as you cherish yourself. (Any)
  6. Bounty People and animals are life. Multiply to fill the earth and the sky! (Any)
Bonds
  1. Hu
  2. Hi
  3. Ho
Flaws
  1. Hu
  2. Hi
  3. Ho

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.

Suggested Characteristics

Personality Traits
  1. Orderly You keep your kit in order and is always ready to depart.
  2. Devout You may love or hate your orphanage, but you revere its patron deity.
  3. Outgoing Having grown up in an insular society, any new people or situation attracts your attention.
  4. Introvert Growing up with no-one close to you, you have learned to keep your inner life to yourself. One day you may find that perfect person to open up to, but not yet.
  5. Slovenly You'd rather be punished than overwork your kit. As long as it holds together, it is good enough.
  6. Confrontational You are ready to face any danger directly as long as you have your friends with you.
Ideals
  1. Order The greater good requires some sacrifice. You are willing to go that extra mile for the sake of order. (Lawful)
  2. Discipline Strong leaders with disciplined followers can achieve anything! (Lawful)
  3. Rebellious You grew up in hell. Freedom above all! (Chaotic)
  4. Care You care deeply for your group, and this gives the group the strength to care for those around you. (Good)
  5. Power Those with power rule, those without obey. (Evil)
  6. Excellence Perfection is the highest ideal! (Any)
Bonds
  1. Mentor There was an adult at the orphanage that helped you find your way.
  2. Community I was lost, and the community took me in and gave me purpose.
  3. Friend I has a close friend growing up. We were separated, and I search for them.
  4. Camaraderie Nothing is better than a reunion with old friends.
  5. War Enemy The war created and destroyed me. I am out to fight the old enemy.
  6. Peace I know the horrors of large-scale war, and will go to any length to keep the peace.
Flaws
  1. Bully The strong push the weak around.
  2. Uniform I was brought up in uniform, and preserve that look through think and thin, changing only as I advance in rank.
  3. Insecurity I understood the clear rules of the orphanage, but the world and its randomness confuses me.
  4. Resentment The world and the establishment can never make up for what they made you suffer.
  5. Heterophobia In the orphanage there was only one gender. You feel insecure around the other gender, never having learnt how to deal with them.
  6. Machismo The way to earn respect is by displaying strength and hiding weakness.

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.

Suggested Characteristics

Personality Traits
  1. Hu
  2. Hi
  3. Ho
Ideals
  1. Hu
  2. Hi
  3. Ho
Bonds
  1. Hu
  2. Hi
  3. Ho
Flaws
  1. Hu
  2. Hi
  3. Ho

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

Personality Traits
  1. Hu
  2. Hi
  3. Ho
Ideals
  1. Hu
  2. Hi
  3. Ho
Bonds
  1. Hu
  2. Hi
  3. Ho
Flaws
  1. Hu
  2. Hi
  3. Ho

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.

Suggested Characteristics

Personality Traits
  1. Hu
  2. Hi
  3. Ho
Ideals
  1. Hu
  2. Hi
  3. Ho
Bonds
  1. Hu
  2. Hi
  3. Ho
Flaws
  1. Hu
  2. Hi
  3. Ho