Backgrounds (5A)

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Revision as of 11:31, 11 August 2021 by Starfox (talk | contribs) (→‎Militant Orphan: Suggested Characteristics)
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Additional backgrounds suited to my version of Greyhawk.

Horse Nomad

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

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 the motivation to go on.
  2. Community I was lost, and the community took me in and game 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 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 You understood the clear rules of your orphanage, but the world and its randomness confuses you.
  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, Insight, 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 200 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