I'm starting a new campaign in May. It's an intimidating thing: two groups on alternating works operating in the same universe. For all I know, they'll never interact, but I still want to build that into my possibilities.
I also wanted to do some heavier house-ruling this time around. Our last campaign was almost pure 5E, and it went great, but it wasn't a perfect fit with my brain.
One thing I want to address is background. I'm a big proponent of minimal backstory; I want players to look forward to what they can make together instead of what they've done alone in the past.
But I don't want to throw backgrounds out the window. I decided to import some tables and mechanics from
Beyond the Wall in order to add a bit of detail to characters' histories (and eventually link them together, but that's saved for the Classes section, coming soon).
I'm also thinking about removing Persuasion, Deception, Intimidation, Insight, and maybe Perception from the game. I'd instead rely on roleplaying, players' stated intention, and so on.
So here we go:
Backgrounds
Choose a background. Each one grants starting attributes. For the tables that follow, roll on two of them and choose from one of them. These will grant you additional attributes along with details from your youth.
Alternately, you can choose from two of them and roll on one. However, this will incur a curse. Your character is aware that the fates are against him (as are seers, witches, and similar), but the details are initially unknown to all but the DM.
After getting the results from the first table, add a related location to the map of the town. After getting results from the third table, add a related NPC to the map of the town
Acolyte
Something miraculous happened when you came of age. After a dramatic event, you felt the call of the gods and now worship them as your ancestors did. One of these ancient deities shows you particular favor, and you now do its work amongst your people.
You are wise beyond your years. Your Wisdom begins at 12, and all of your other ability scores begin at 8.
1d6
|
What were your parents known for? What
did you learn?
|
Gain
|
1
|
You are an
orphan. Things were hard for you.
|
+2 Wis, +2 Con, +1 Int
|
2
|
Your lone
parent was an outcast, rightfully or not.
|
+2 Int, +2 Wis, +1 Con
|
3
|
Your parents
were fishermen and you grew up by the river.
|
+2 Dex, +2 Str, +1 Wis
|
4
|
You led the
sheep out onto the mountain like your father before you.
|
+2 Con, +1 Dex,
+1 Wis, +1 Str
|
5
|
You worked
the loom, cutting and twisting as the Fates.
|
+2 Dex, +2 Int, +1 Cha
|
6
|
A parent kept
the old stories. Your head is filled with them.
|
+2 Int, +2 Cha, +1 Wis
|
1d4
|
How did you distinguish yourself as a
child?
|
Gain
|
1
|
Your empathy
made you a sought after confidant.
|
+2 Wis, +1 Con
|
2
|
You never met
someone who didn’t like you.
|
+2 Cha, +1 Str
|
3
|
You solved
everyone else’s problems, and never mentioned your own.
|
+1 Str, +1 Con,
+1 Cha
|
4
|
Everyone has
something to teach, and you learned a little from them all.
|
+1 Dex, +1 Int, +1 Wis
|
1d4
|
Who befriended you?
|
Gain
|
1
|
You would
sneak out at night and wander the woods with a peasant child.
|
+2 Con, +1 Int
|
2
|
The village
elders taught you the ancient game of chess.
|
+2 Int, +1 Dex
|
3
|
You had a
tryst with someone outside the chapel.
|
+2 Cha, +1 Con
|
4
|
An old widow
needed help around the house.
|
+1 Str, +1 Int, +1 Cha
|
Skill Proficiencies: Religion, History
Languages: Two of your choice
Equipment: A holy symbol (a gift to you
when you entered the priesthood), a prayer book or prayer wheel, 5 sticks o f incense,
vestments, a set of common clothes, and a belt pouch containing 15 gp
Charlatan
You’re not the
eldest in your family. You’re not the greatest warrior or a diligent student.
Rather, you have a broad range of abilities, a sharp mind, and a winning smile.
You’ve also dabbled in some things you probably shouldn’t have. You know a bit
of everything, and what you don’t know, you can convince people that you do.
You are
intelligent and charming. Your Intelligence and Charisma begin at 10, and all
of your other ability scores begin at 8.
1d6
|
What were your parents known for? What
did you learn?
|
Gain
|
1
|
Your father
was an outcast, rightfully or not.
|
+2 Int, +2 Wis, +1 Con
|
2
|
Your parents
ran the local inn. You grew up meeting many travellers and hearing their
tales.
|
+2 Cha, +1 Int, +1 Dex, +1 Wis
|
3
|
Your father
was a local merchant. You learned to name your price and charm your
customers.
|
+2 Cha, +2 Int, +1 Dex
|
4
|
Base
betrayal. Your family is respected but not trusted.
|
+2 Wis, +2 Int, 1 Cha
|
5
|
Knowledge.
Your family deals in secrets and lore.
|
+2 Int, +1 Con, +1 Wis, +1 Cha
|
6
|
Beauty. Your
ladies are the fairest and your lords the most handsome.
|
+2 Cha, +1 Dex, +1 Con, +1 Str
|
1d4
|
How did you distinguish yourself as a
child?
|
Gain
|
1
|
Children often
fight, but you never lost.
|
+2 Str, +1 Wis
|
2
|
There wasn’t
a game you couldn’t win.
|
+2 Dex, +1 Int
|
3
|
No secret
escaped you.
|
+2 Int, +1 Dex
|
4
|
You solved
everyone else’s problems, and never mentioned your own.
|
+1 Str, +1 Con, +1 Cha
|
1d4
|
Who befriended you?
|
Gain
|
1
|
The fishermen
took a liking to you and you swapped stories with them.
|
+2 Dex, +1 Wis.
|
2
|
You were arranged
to marry into the Miller’s family.
|
+2 Wis, +1 Str
|
3
|
You broke
someone’s heart, or maybe they broke yours.
|
+2 Cha, +1 Con
|
4
|
The grizzled
mercenary who settled in town taught you a thing or two.
|
+1 Dex, +1 Con, +1 Wis
|
Skill Proficiencies: Sleight of Hand, Medicine
Tool Proficiencies: Disguise kit, forgery kit
Equipment: A set of fine clothes, a
disguise kit, tools of the con of your choice (ten stoppered bottles filled with
colored liquid, a set of weighted dice, a deck of marked cards, or a signet
ring of an imaginary duke), and a belt pouch containing 15 gp
Criminal
The world is
full of things to see and enjoy, and your fingers are more than quick enough to
let you have what you like.
You are deft
and quick. Your Dexterity begins at 12, and all of your other ability scores
begin at 8.
1d6
|
What were your parents known for? What
did you learn?
|
Gain
|
1
|
You are an orphan.
Things were hard for you.
|
+2 Wis, +2 Con, +1 Int
|
2
|
Your father
was a watchman, stern but fair with child and stranger alike.
|
+2 Str, +2 Cha, +1 Con
|
3
|
Your father
was a local merchant. You learned to name your price and charm your
customers.
|
+2 Cha, +2 Int, +1 Dex
|
4
|
Base
betrayal. Your family is respected but not trusted.
|
+2 Wis, +2 Int, 1 Cha
|
5
|
Wealth. Your
family’s coffers are the fullest in all the land.
|
+2 Int, +1 Con, +1 Cha, +1 Wis
|
6
|
Having one of
the oldest names in the land and staying out of affairs that don’t concern
them.
|
+1 Str, +1 Dex, +1 Int, +1 Wis, +1 Cha
|
1d4
|
How did you distinguish yourself as a
child?
|
Gain
|
1
|
Children
often fight, but you never lost.
|
+2 Str, +1 Wis
|
2
|
There wasn’t
a game you couldn’t win.
|
+2 Dex, +1 Int
|
3
|
You were the
toughest kid around.
|
+2 Con, +1 Cha
|
4
|
No secret
escaped you.
|
+2 Int, +1 Dex
|
1d4
|
Who befriended you?
|
Gain
|
1
|
The fishermen
took a liking to you and you swapped stories with them.
|
+2 Dex, +1 Wis.
|
2
|
Your family’s
seneschal taught you games of strategy and skill.
|
+2 Int, +1 Dex
|
3
|
You broke
someone’s heart, or maybe they broke yours.
You had a
tryst with someone beneath your station.
|
+2 Cha, +1 Con
|
4
|
The grizzled
captain of the guard took a liking to you.
|
+1 Dex, +1 Con,
+1 Wis
|
Skill Proficiencies: Stealth, Athletics
Tool Proficiencies: One type of gaming set, thieves’
tools
Equipment: A crowbar, a set of dark common
clothes including a hood, and a belt pouch containing 15 gp
Entertainer
You grew up
obsessed with ancient stories and songs, the oral history of your people. The
stories told around the hearth and by traveling minstrels seemed more real to
you than your own daily struggles. Now that you’ve come of age, you keep the
stories.
You have great
presence and charm. Your Charisma begins at 12, and all of your other ability
scores begin at 8.
1d6
|
What were your parents known for? What
did you learn?
|
Gain
|
1
|
Your parents
ran the local inn. You grew up meeting many travellers and hearing their
tales.
|
+2 Cha, +1 Int, +1 Dex, +1 Wis
|
2
|
You worked
the loom, cutting and twisting as the Fates.
|
+2 Dex, +2 Int, +1 Cha
|
3
|
Your father
or mother kept the old stories. Your head is filled with them.
|
+2 Int, +2 Cha, +1 Wis
|
4
|
Your father
was a local merchant. You learned to name your price and charm your
customers.
|
+2 Cha, +2 Int, +1 Dex
|
5
|
Knowledge.
Your family deals in secrets and lore.
|
+2 Int, +1 Con, +1 Wis, +1 Cha
|
6
|
Beauty. Your
ladies are the fairest and your lords the most handsome.
|
+2 Cha, +1 Dex, +1 Con, +1 Str
|
1d4
|
How did you distinguish yourself as a
child?
|
Gain
|
1
|
There wasn’t
a game you couldn’t win.
|
+2 Dex, +1 Int
|
2
|
No secret
escaped you.
|
+2 Int, +1 Dex
|
3
|
You never met
someone who didn’t like you.
|
+2 Cha, +1 Str
|
4
|
Everyone has
something to teach, and you learned a little from them all.
|
+1 Dex, +1 Int, +1 Wis
|
1d4
|
Who befriended you?
|
Gain
|
1
|
Laboring with
the blacksmith took your mind off your troubles.
|
+2 Str, +1 Cha
|
2
|
The fishermen
took a liking to you and you swapped stories with them.
|
+2 Dex, +1 Wis.
|
3
|
You broke
someone’s heart, or maybe they broke yours.
|
+2 Cha, +1 Con
|
4
|
The old widow
needed help around the house.
|
+1 Str, +1 Int, +1 Cha
|
Skill Proficiencies: Acrobatics, Performance
Tool Proficiencies: Disguise kit, one type of musical
instrument
Equipment: A musical instrument (one of
your choice), the favor of an admirer (love letter, lock of hair, or trinket),
a costume, and a belt pouch containing 15 gp
Folk Hero
While you are
still young, you have made quite the name for yourself in the village. The
common folk look to you to solve their problems and protect them from dangers.
You are sturdy
and well-built. Your Strength and Constitution begin at 10, and all of your
other ability scores begin at 8.
1d6
|
What were your parents known for? What
did you learn?
|
Gain
|
1
|
Your parents
were fishermen and you grew up by the river.
|
+2 Dex, +2 Str, +1 Wis
|
2
|
Your family
worked a small farm outside the village.
|
+2 Con, +2 Wis, +1 Cha
|
3
|
Your father
was the local smith and taught you both hammer and bellows.
|
+2 Str, +2 Dex, +1 Cha
|
4
|
You led the
sheep out onto the mountain like your father before you.
|
+2 Con, +1 Dex, +1 Wis, +1 Str
|
5
|
Your parents
ran the local inn. You grew up meeting many travellers and hearing their
tales.
|
+2 Cha, +1 Int, +1 Dex, +1 Wis
|
6
|
Your father
or mother kept the old stories. Your head is filled with them.
|
+2 Int, +2 Cha, +1 Wis
|
1d4
|
How did you distinguish yourself as a
child?
|
Gain
|
1
|
Children
often fight, but you never lost.
|
+2 Str, +1 Wis
|
2
|
You were the
toughest kid around.
|
+2 Con, +1 Cha
|
3
|
You never met
someone who didn’t like you.
|
+2 Cha, +1 Str
|
4
|
You solved
everyone else’s problems, and never mentioned your own.
|
+1 Str, +1 Con, +1 Cha
|
1d4
|
Who befriended you?
|
Gain
|
1
|
Laboring with
the blacksmith took your mind off your troubles.
|
+2 Str, +1 Cha
|
2
|
The fishermen
took a liking to you and you swapped stories with them.
|
+2 Dex, +1 Wis.
|
3
|
You went
camping with the hunters.
|
+2 Con, +1 Int
|
4
|
Despite being
of noble blood, you actually did chores with the servants.
|
+1 Str, +1 Int, +1 Cha
|
Skill Proficiencies: Animal Handling, Survival
Tool Proficiencies: One type of artisan’s tools, vehicles
(land)
Equipment: A set of artisan’s tools (one
of your choice), a shovel, an iron pot, a set of common clothes, and a belt
pouch containing 10 gp
Guild Artisan
At a young age,
you were apprenticed to a craftsperson at a guild. You worked hard, and it was
often thankless, but you learned how to build, buy, and sell. Your
apprenticeship guaranteed you a place in life, and it gave you a taste of what
life could be.
You have a
knack with animals. Your Intelligence and Charisma begin at 10, and all of your
other ability scores begin at 8.
1d6
|
What were your parents known for? What
did you learn?
|
Gain
|
1
|
You are an
orphan. Things were hard for you.
|
+2 Wis, +2 Con, +1 Int
|
2
|
Your family
worked a small farm outside the village.
|
+2 Con, +2 Wis, +1 Cha
|
3
|
Your father
was the local smith and taught you both hammer and bellows.
|
+2 Str, +2 Dex, +1 Cha
|
4
|
You led the
sheep out onto the mountain like your father before you.
|
+2 Con, +1 Dex, +1 Wis, +1 Str
|
5
|
You worked
the loom, cutting and twisting as the Fates.
|
+2 Dex, +2 Int, +1 Cha
|
6
|
Your father
was a watchman, stern but fair with child and stranger alike.
|
+2 Str, +2 Cha, +1 Con
|
1d4
|
How did you distinguish yourself as a
child?
|
Gain
|
1
|
There wasn’t
a game you couldn’t win.
|
+2 Dex, +1 Int
|
2
|
You never met
someone who didn’t like you.
|
+2 Cha, +1 Str
|
3
|
You solved
everyone else’s problems, and never mentioned your own.
|
+1 Str, +1 Con, +1 Cha
|
4
|
Everyone has
something to teach, and you learned a little from them all.
|
+1 Dex, +1 Int, +1 Wis
|
1d4
|
Who befriended you?
|
Gain
|
1
|
Laboring with
the blacksmith took your mind off your troubles.
|
+2 Str, +1 Cha
|
2
|
You are about
to marry into the Miller’s family.
|
+2 Wis, +1 Str
|
3
|
The old widow
needed help around the house.
|
+1 Str, +1 Int, +1 Cha
|
4
|
The grizzled
captain of the guard took a liking to you.
|
+1 Dex, +1 Con, +1 Wis
|
Tool Proficiencies: Two types of artisan’s tools
Languages: Two of your choice
Equipment: A set of artisan’s tools (your
choice), a letter of introduction from your guild, a set of traveler’s clothes,
and a belt pouch containing 15 gp
Hermit
The old witch
in the village took a liking to you when you were still young, and people
didn’t like that. You dreamt of a more exciting life, and you pursued that away
from the prying eyes of the town.
You have a
knack with animals. Your Constitution and Wisdom begin at 10, and all of your
other ability scores begin at 8.
1d6
|
What were your parents known for? What
did you learn?
|
Gain
|
1
|
Your father
was an outcast, rightfully or not.
|
+2 Int, +2 Wis, +1 Con
|
2
|
Your parents
were fishermen and you grew up by the river.
|
+2 Dex, +2 Str, +1 Wis
|
3
|
You led the
sheep out onto the mountain like your father before you.
|
+2 Con, +1 Dex, +1 Wis, +1 Str
|
4
|
You went on
journeys into the woods to gather herbs and berries.
|
+2 Wis, +2 Con, +1 Dex
|
5
|
Wealth. Your
family’s coffers are the fullest in all the land.
|
+2 Int, +1 Con, +1 Cha, +1 Wis
|
6
|
Standing
against a wicked would-be usurper.
|
+2 Con, +1 Str, +1 Int, +1 Wis
|
1d4
|
How did you distinguish yourself as a
child?
|
Gain
|
1
|
Children
often fight, but you never lost.
|
+2 Str, +1 Wis
|
2
|
There wasn’t
a game you couldn’t win.
|
+2 Dex, +1 Int
|
3
|
You were the
toughest kid around.
|
+2 Con, +1 Cha
|
4
|
No secret
escaped you.
|
+2 Int, +1 Dex
|
1d4
|
Who befriended you?
|
Gain
|
1
|
The fishermen
took a liking to you and you swapped stories with them.
|
+2 Dex, +1 Wis.
|
2
|
Chafing under
your family’s rules, you would sneak out at night and wander the woods.
|
+2 Con, +1 Int
|
3
|
You had a
tryst with someone beneath your station.
|
+2 Cha, +1 Con
|
4
|
The grizzled
mercenary who settled in town taught you a thing or two.
|
+1 Dex, +1 Con, +1 Wis
|
Skill Proficiencies: Medicine, Religion
Tool Proficiencies: Herbalism kit
Languages: One of your choice
Equipment: A scroll case stuffed full of
notes from your studies or prayers, a winter blanket, a set of common clothes,
an herbalism kit, and 5 gp
Noble
You’ve
inherited many things: wealth, pedigree, and a formal way of acting. For
whatever reason, you’ve taken those things out to the world at large. It’s your
responsibility to bring even more fame to your name.
You are healthy
and adventurous. Your Strength and Charisma begin at 10, and all of your other
ability scores begin at 8.
1d6
|
What were your parents known for? What did
you learn?
|
Gain
|
1
|
Base
betrayal. Your family is respected but not trusted.
|
+2 Wis, +2 Int, 1 Cha
|
2
|
Strength of
arms. No standard flies victoriously over more battlefields than yours.
|
+2 Str, +2 Dex, +1 Wis
|
3
|
Wealth. Your
family’s coffers are the fullest in all the land.
|
+2 Int, +1 Con, +1 Cha, +1 Wis
|
4
|
Beauty. Your
ladies are the fairest and your lords the most handsome.
|
+2 Cha, +1 Dex, +1 Con, +1 Str
|
5
|
Honor and
duty. All trust your family’s name.
|
+2 Wis, +1 Con, +1 Str, +1 Cha
|
6
|
Producing the
finest knights.
|
+2 Dex, +1 Str, +2 Cha
|
1d4
|
How did you distinguish yourself as a
child?
|
Gain
|
1
|
Children
often fight, but you never lost.
|
+2 Str, +1 Wis
|
2
|
There wasn’t
a game you couldn’t win.
|
+2 Dex, +1 Int
|
3
|
You never met
someone who didn’t like you.
|
+2 Cha, +1 Str
|
4
|
Everyone has
something to teach, and you learned a little from them all.
|
+1 Dex, +1 Int, +1 Wis
|
1d4
|
Who befriended you?
|
Gain
|
1
|
Chafing under
your family’s rules, you would sneak out at night and wander the woods with a
peasant child.
|
+2 Con, +1 Int
|
2
|
Your family’s
seneschal taught you games of strategy and skill.
|
+2 Int, +1 Dex
|
3
|
You learned
the ways of the castle at the side of the cook.
|
+2 Wis, +1 Str
|
4
|
You had a
tryst with someone beneath your station.
|
+2 Cha, +1 Con
|
Skill Proficiencies: History, Performance
Tool Proficiencies: One type of gaming set
Languages: One of your choice
Equipment: A set of fine clothes, a signet
ring, a scroll of pedigree, and a purse containing 25 gp
Outlander
Hunter,
gatherer, or guardian, it takes a brave soul to wander the woods. You go where
few would dare, and you feel at home in those places. For good or for ill, you
left your original home behind in order to find a new one.
You are agile
and insightful. Your Dexterity and Wisdom begin at 10, and all of your other
ability scores begin at 8.
1d6
|
What were your parents known for? What
did you learn?
|
Gain
|
1
|
You are an
orphan. Things were hard for you.
|
+2 Wis, +2 Con, +1 Int
|
2
|
Your lone
parent was an outcast, rightfully or not.
|
+2 Int, +2 Wis, +1 Con
|
3
|
You led the
sheep out onto the mountain like your father before you.
|
+2 Con, +1 Dex, +1 Wis, +1 Str
|
4
|
Your parents
ran the local inn. You grew up meeting many travellers and hearing their tales.
|
+2 Cha, +1 Int, +1 Dex, +1 Wis
|
5
|
You went on
journeys into the woods to gather herbs and berries.
|
+2 Wis, +2 Con, +1 Dex
|
6
|
Base
betrayal. Your family is respected but not trusted.
|
+2 Wis, +2 Int, 1 Cha
|
1d4
|
How did you distinguish yourself as a child?
|
Gain
|
1
|
Children
often fight, but you never lost.
|
+2 Str, +1 Wis
|
2
|
You were the
toughest kid around.
|
+2 Con, +1 Cha
|
3
|
No secret
escaped you.
|
+2 Int, +1 Dex
|
4
|
You solved
everyone else’s problems, and never mentioned your own.
|
+1 Str, +1 Con, +1 Cha
|
1d4
|
Who befriended you?
|
Gain
|
1
|
The fishermen
took a liking to you and you swapped stories with them.
|
+2 Dex, +1 Wis.
|
2
|
You went
camping with the hunters.
|
+2 Con, +1 Int
|
3
|
You broke
someone’s heart, or maybe they broke yours.
|
+2 Cha, +1 Con
|
4
|
The old widow
needed help around the house.
|
+1 Str, +1 Int, +1 Cha
|
Skill Proficiencies: Athletics, Survival
Tool Proficiencies: One type of musical instrument
Languages: One of your choice
Equipment: A staff, a hunting trap, a
trophy from an animal you killed, a set of traveler’s clothes, and a belt pouch
containing 10 gp
Sage
Your desire was
not to learn the ways of war or rulership as other children did, but instead to
study the cerebral arts. You took to the difficult studies well, and now you
will decide what to do with them.
You are very
smart and quick-witted. Your Intelligence begins at 12, and all of your other
ability scores begin at 8.
1d6
|
What were your parents known for? What
did you learn?
|
Gain
|
1
|
You led the
sheep out onto the mountain like your father before you.
|
+2 Con, +1 Dex, +1 Wis, +1 Str
|
2
|
Your parents
ran the local inn. You grew up meeting many travellers and hearing their
tales.
|
+2 Cha, +1 Int, +1 Dex, +1 Wis
|
3
|
Your father
or mother kept the old stories. Your head is filled with them.
|
+2 Int, +2 Cha, +1 Wis
|
4
|
You went on
journeys into the woods to gather herbs and berries.
|
+2 Wis, +2 Con, +1 Dex
|
5
|
Knowledge.
Your family deals in secrets and lore.
|
+2 Int, +1 Con, +1 Wis, +1 Cha
|
6
|
Tending the
finest gardens and brewing the most helpful concoctions.
|
+2 Int, +2 Wis, +1 Con
|
1d4
|
How did you distinguish yourself as a
child?
|
Gain
|
1
|
There wasn’t
a game you couldn’t win.
|
+2 Dex, +1 Int
|
2
|
No secret
escaped you.
|
+2 Int, +1 Dex
|
3
|
You solved
everyone else’s problems, and never mentioned your own.
|
+1 Str, +1 Con, +1 Cha
|
4
|
Everyone has
something to teach, and you learned a little from them all.
|
+1 Dex, +1 Int, +1 Wis
|
1d4
|
Who befriended you?
|
Gain
|
1
|
The fishermen
took a liking to you and you swapped stories with them.
|
+2 Dex, +1 Wis.
|
2
|
Chafing under
your family’s rules, you would sneak to the library at night and sleep among
the books.
|
+2 Int, +1 Wis
|
3
|
The village
elders taught you the ancient game of chess.
|
+2 Int, +1 Dex
|
4
|
You learned
the ways of the castle at the side of the cook.
|
+2 Wis, +1 Str
|
Skill Proficiencies: Arcana, History
Languages: Two of your choice
Equipment: A bottle of black ink, a quill,
a small knife, a letter from a dead colleague posing a question you have not
yet been able to answer, a set of common
clothes,
and a belt pouch containing 10 gp
Sailor
You grew up
sitting wide-eyed on the shore, listening to stories of pirates and captains
who slew sea beasts and discovered new lands. The other children liked those
stories as well, but you lived for them.
You are strong
and brave. Your Strength begins at 12, and all of your other ability scores
begin at 8.
1d6
|
What were your parents known for? What
did you learn?
|
Gain
|
1
|
You are an
orphan. Things were hard for you.
|
+2 Wis, +2 Con, +1 Int
|
2
|
Your parents
were fishermen and you grew up by the river.
|
+2 Dex, +2 Str, +1 Wis
|
3
|
Your father
was the local smith and taught you both hammer and bellows.
|
+2 Str, +2 Dex, +1 Cha
|
4
|
Your parents
ran the local inn. You grew up meeting many travellers and hearing their
tales.
|
+2 Cha, +1 Int, +1 Dex, +1 Wis
|
5
|
Wealth. Your
family’s coffers are the fullest in all the land.
|
+2 Int, +1 Con, +1 Cha, +1 Wis
|
6
|
Defending the
land from invaders.
|
+2 Str, +2 Con, +1 Wis
|
1d4
|
How did you distinguish yourself as a
child?
|
Gain
|
1
|
Children
often fight, but you never lost.
|
+2 Str, +1 Wis
|
2
|
There wasn’t
a game you couldn’t win.
|
+2 Dex, +1 Int
|
3
|
You were the
toughest kid around.
|
+2 Con, +1 Cha
|
4
|
You solved
everyone else’s problems, and never mentioned your own.
|
+1 Str, +1 Con, +1 Cha
|
1d4
|
Who befriended you?
|
Gain
|
1
|
Laboring with
the blacksmith took your mind off your troubles.
|
+2 Str, +1 Cha
|
2
|
The fishermen
took a liking to you and you swapped stories with them.
|
+2 Dex, +1 Wis.
|
3
|
You are about
to marry into the Miller’s family.
|
+2 Wis, +1 Str
|
4
|
You had a
tryst with someone you were forbidden to marry.
|
+2 Cha, +1 Con
|
Skill Proficiencies: Athletics
Languages: One of your choice
Tool Proficiencies: Navigator’s tools, vehicles
(water)
Equipment: A belaying pin (club), 50 feet
o f silk rope, a lucky charm such as a rabbit foot or a small stone with a hole
in the center, a set of common clothes, and a belt pouch containing 10 gp
Soldier
For whatever
reason, it has fallen to you to fight and to lead men in battle, and to inspire
your people. While you have only been tested once, you proved yourself well,
and are now ready to earn the fame in battle.
You are strong
and commanding. Your Strength and Charisma begin at 10, and all of your other
ability scores begin at 8.
1d6
|
What were your parents known for? What
did you learn?
|
Gain
|
1
|
You are an
orphan. Things were hard for you.
|
+2 Wis, +2 Con, +1 Int
|
2
|
Your father
was the local smith and taught you both hammer and bellows.
|
+2 Str, +2 Dex, +1 Cha
|
3
|
Your father
was a watchman, stern but fair with child and stranger alike.
|
+2 Str, +2 Cha, +1 Con
|
4
|
Strength of
arms. No standard flies victoriously over more battlefields than yours.
|
+2 Str, +2 Dex, +1 Wis
|
5
|
Honor and
duty. All trust your family’s name.
|
+2 Wis, +1 Con, +1 Str, +1 Cha
|
6
|
Producing the
finest knights.
|
+2 Dex, +1 Str, +2 Cha
|
1d4
|
How did you distinguish yourself as a
child?
|
Gain
|
1
|
Children
often fight, but you never lost.
|
+2 Str, +1 Wis
|
2
|
You were the
toughest kid around.
|
+2 Con, +1 Cha
|
3
|
You solved
everyone else’s problems, and never mentioned your own.
|
+1 Str, +1 Con, +1 Cha
|
4
|
Everyone has
something to teach, and you learned a little from them all.
|
+1 Dex, +1 Int, +1 Wis
|
1d4
|
Who befriended you?
|
Gain
|
1
|
Laboring with
the blacksmith took your mind off your troubles.
|
+2 Str, +1 Cha
|
2
|
You went
camping with the hunters.
|
+2 Con, +1 Int
|
3
|
You are about
to marry into the Miller’s family.
|
+2 Wis, +1 Str
|
4
|
The grizzled
mercenary who settled in town taught you a thing or two.
|
+1 Dex, +1 Con, +1 Wis
|
Skill Proficiencies: Athletics
Languages: One of your choice
Tool Proficiencies: One type of gaming set, vehicles
(land)
Equipment: An insignia o f rank, a trophy
taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a set
of bone dice or deck of cards, a set of common clothes, and a belt pouch
containing 10 gp
Urchin
Whether by
choice or by fate, you grew up on the street. Better yet, you made a way to
survive there.
Your Dexterity
and Charisma begin at 10, and all of your other ability scores begin at 8.
1d6
|
What were your parents known for? What
did you learn?
|
Gain
|
1
|
You are an
orphan. Things were hard for you.
|
+2 Wis, +2 Con, +1 Int
|
2
|
Your lone
parent was an outcast, rightfully or not.
|
+2 Int, +2 Wis, +1 Con
|
3
|
You led the
sheep out onto the mountain.
|
+2 Con, +1 Dex, +1 Wis, +1 Str
|
4
|
You worked
the loom, cutting and twisting as the Fates.
|
+2 Dex, +2 Int, +1 Cha
|
5
|
You went on
journeys into the woods to gather herbs and berries.
|
+2 Wis, +2 Con, +1 Dex
|
6
|
Base
betrayal. Your family is respected but not trusted.
|
+2 Wis, +2 Int, 1 Cha
|
1d4
|
How did you distinguish yourself as a
child?
|
Gain
|
1
|
Children
often fight, but you never lost.
|
+2 Str, +1 Wis
|
2
|
There wasn’t
a game you couldn’t win.
|
+2 Dex, +1 Int
|
3
|
You were the
toughest kid around.
|
+2 Con, +1 Cha
|
4
|
No secret
escaped you.
|
+2 Int, +1 Dex
|
1d4
|
Who befriended you?
|
Gain
|
1
|
Laboring with
the blacksmith took your mind off your troubles.
|
+2 Str, +1 Cha
|
2
|
The fishermen
took a liking to you and you swapped stories with them.
|
+2 Dex, +1 Wis.
|
3
|
The old widow
needed help around the house.
|
+1 Str, +1 Int, +1 Cha
|
4
|
The grizzled
captain of the guard took a liking to you.
|
+1 Dex, +1 Con, +1 Wis
|
Skill Proficiencies: Sleight of Hand, Stealth
Tool Proficiencies: Disguise kit, thieves’ tools
Equipment: A small knife, a map of the
city you grew up in, a pet mouse, a token to remember your parents by, a set of
common clothes, and a belt pouch containing 10 gp