Gnomes2169
2014-08-23, 02:29 AM
Child of War
You were born in a war-torn country, and your history reflects this. Whether you were the only survivor of the ransacking of your birth city or you come from a long line of weary soldiers and broken families, you have had to live on your own for years, and have become quite self-sufficient and hearty because of it. You may not be who people look at and think of as a hero, and you are definitely not a leader, but you have lived outside of society for long enough that neither of these things bother or influence you. Instead, you adventure for your own purposes, though what those might be are for you alone to know...
Skill proficiencies: Stealth, Survival
Tool proficiency: Your choice of one of the following; Disguise kits, Thieves' Tools, or Vehicles (Land)
Languages: One language of your choice
Equipment: A locket or other keepsake that belonged to someone important to you, tinder and flint, a first aid kit, 50’ of rope, a dagger, a horse or other mount.
Defining event: Something traumatic happened to end your mostly peaceful life, leaving you stranded and alone in a world that gave you no second chances. Instead of falling like so many in your situation would, you instead thrived, and you set off to find your own fortune. Decide or randomly determine what this event was and how you reacted to it by referencing the tables below.
d8Personality trait
1My hometown was destroyed by a particularly vicious attack
2My family was part of a guild war and were among the casualties
3I was part of my country’s army, and was the only survivor of my company after a one-sided defeat.
4My family was part of a criminal organization that was eliminated by its competition.
5I am part of a church who lost to a rival god’s disciples in a particularly bloody confrontation.
6I was kidnapped and held hostage by a rival noble house, I barely escaped with my life from my captors and ignited a war in the progress.
7I was part of a pioneer caravan that was raided by a bandit army, leaving me stranded in the wilderness.
8I was the heir of a merchant empire before it fell into ruin and my brothers and sisters killed each other in the ensuing blood feud.
9Two groups of outsiders dragged their eternal war onto the mortal plane, leaving me an orphan in the care of a traveling hero who tried and failed to save my home town.
10My town was controlled by a tyrannical regime that a group of adventurers removed. The power vacuum that was left behind caused multiple factions to rise up, and I was driven out of the town.
Feature: Safe House
After having been forced into hiding and attacked so many times, you know how to make a secure and secret hideaway that you can retreat to. By working for a week you may set up a safe house in a particular city, section of the wilderness or other location. This hideaway is large enough for yourself and up to four other people to live comfortably, and requires a DC 15 investigation check to discover. If you are able to reasonably find or purchase supplies, then you may increase the DC of this check by 5 by either spending 50 gold or one month of work improving the concealment of your safe house. You may have any number of safe houses at any time and you may start the game with a fully developed one in any one city or landmark.
Suggested characteristics:
A child of war tends to be cautious, if not outright paranoid. They are loners who take pride in their self-sufficiency, and while they are often seen as arrogant because of it it is often well earned. As well, they are often self-taught in their chosen profession, and look down on the more traditionally schooled members of their craft.
RollTrait
1I distrust strangers and people who earn my loyalty must work to keep it.
2I believe that someone is still hunting me, and do not like leaving my safe house because of it.
3I am proud of the things that I accomplish despite all of the odds being stacked against me.
4I weigh the risks and rewards of a situation before acting on it.
5I miss my home and my family, and tend to gravitate to the people and places that remind me of them.
6I dislike the company of others, and refuse to socialize unless absolutely necessary.
7I firmly believe in my own freedom and safety, and protect them above all else.
8I think that the few friends that I have are precious companions that must be protected at all costs.
RollIdeal
1Safety: Regardless of where I go, I should have a safe place to fall back on if necessary (Neutral)
2Justice: Those that commit atrocities should be punished, in or out of the court system. (Good)
3Spite: Those that slight me will pay for it dearly, regardless of how severe or real the insult may be. (Evil)
4Caution: One should know exactly what they are getting into and only act when they have all of the facts (Lawful)
5Phobia: I am afraid of the things that destroyed my life in the past, and will do my best to avoid them if I can. (Chaotic)
6Survivor: No matter what, I will have the tools and skills I need to survive in any situation. (Neutral)
RollBond
1I am looking for the creatures that destroyed my life to enact my vengeance.
2I am looking for a new home to call my own.
3I am looking for any family or friends that might have survived the horrific events of my life.
4I am looking for an item that might be able to restore my homeland to its former glory.
5I want to move on from my loss, but am afraid to trust others completely with my life or feelings.
6I refuse to move on from my past, and take solace in the heirloom that I was able to hold on to.
RollFlaw
1I am being hunted by the captors I escaped.
2I owe an organization my life, and am at its beck and call until I repay them.
3I have fallen back on drugs and alcohol to try and numb the pain of my loss.
4I cannot function if I lose my keepsake, and must keep it with me at all times.
5I am unable to function in crowds, and will attempt to escape any public places I enter.
6It hurts too much to talk about my past, and I cannot do it even if it is vital to the situation.
Varient Feature: Vengeful Agent
While you might be hunted and demonized by those who destroyed your home, you still have some friends out there who are more than willing to help you repay the... "kindness" you have been shown. When you go to a village, town or city that reasonablely could hold some of your former allies, they may be willing to provide you with food and shelter, as well as information on the activities of your mutual enemies, including potential weak points and targets. If you are deep in enemy territory and are a known threat to your enemies, however, only the most staunch of your former allies will be willing to risk their security for you.
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So then, after putting in way too much time and work into this, any comments, questions, etc? All feedback is, as usual, appreciated.
You were born in a war-torn country, and your history reflects this. Whether you were the only survivor of the ransacking of your birth city or you come from a long line of weary soldiers and broken families, you have had to live on your own for years, and have become quite self-sufficient and hearty because of it. You may not be who people look at and think of as a hero, and you are definitely not a leader, but you have lived outside of society for long enough that neither of these things bother or influence you. Instead, you adventure for your own purposes, though what those might be are for you alone to know...
Skill proficiencies: Stealth, Survival
Tool proficiency: Your choice of one of the following; Disguise kits, Thieves' Tools, or Vehicles (Land)
Languages: One language of your choice
Equipment: A locket or other keepsake that belonged to someone important to you, tinder and flint, a first aid kit, 50’ of rope, a dagger, a horse or other mount.
Defining event: Something traumatic happened to end your mostly peaceful life, leaving you stranded and alone in a world that gave you no second chances. Instead of falling like so many in your situation would, you instead thrived, and you set off to find your own fortune. Decide or randomly determine what this event was and how you reacted to it by referencing the tables below.
d8Personality trait
1My hometown was destroyed by a particularly vicious attack
2My family was part of a guild war and were among the casualties
3I was part of my country’s army, and was the only survivor of my company after a one-sided defeat.
4My family was part of a criminal organization that was eliminated by its competition.
5I am part of a church who lost to a rival god’s disciples in a particularly bloody confrontation.
6I was kidnapped and held hostage by a rival noble house, I barely escaped with my life from my captors and ignited a war in the progress.
7I was part of a pioneer caravan that was raided by a bandit army, leaving me stranded in the wilderness.
8I was the heir of a merchant empire before it fell into ruin and my brothers and sisters killed each other in the ensuing blood feud.
9Two groups of outsiders dragged their eternal war onto the mortal plane, leaving me an orphan in the care of a traveling hero who tried and failed to save my home town.
10My town was controlled by a tyrannical regime that a group of adventurers removed. The power vacuum that was left behind caused multiple factions to rise up, and I was driven out of the town.
Feature: Safe House
After having been forced into hiding and attacked so many times, you know how to make a secure and secret hideaway that you can retreat to. By working for a week you may set up a safe house in a particular city, section of the wilderness or other location. This hideaway is large enough for yourself and up to four other people to live comfortably, and requires a DC 15 investigation check to discover. If you are able to reasonably find or purchase supplies, then you may increase the DC of this check by 5 by either spending 50 gold or one month of work improving the concealment of your safe house. You may have any number of safe houses at any time and you may start the game with a fully developed one in any one city or landmark.
Suggested characteristics:
A child of war tends to be cautious, if not outright paranoid. They are loners who take pride in their self-sufficiency, and while they are often seen as arrogant because of it it is often well earned. As well, they are often self-taught in their chosen profession, and look down on the more traditionally schooled members of their craft.
RollTrait
1I distrust strangers and people who earn my loyalty must work to keep it.
2I believe that someone is still hunting me, and do not like leaving my safe house because of it.
3I am proud of the things that I accomplish despite all of the odds being stacked against me.
4I weigh the risks and rewards of a situation before acting on it.
5I miss my home and my family, and tend to gravitate to the people and places that remind me of them.
6I dislike the company of others, and refuse to socialize unless absolutely necessary.
7I firmly believe in my own freedom and safety, and protect them above all else.
8I think that the few friends that I have are precious companions that must be protected at all costs.
RollIdeal
1Safety: Regardless of where I go, I should have a safe place to fall back on if necessary (Neutral)
2Justice: Those that commit atrocities should be punished, in or out of the court system. (Good)
3Spite: Those that slight me will pay for it dearly, regardless of how severe or real the insult may be. (Evil)
4Caution: One should know exactly what they are getting into and only act when they have all of the facts (Lawful)
5Phobia: I am afraid of the things that destroyed my life in the past, and will do my best to avoid them if I can. (Chaotic)
6Survivor: No matter what, I will have the tools and skills I need to survive in any situation. (Neutral)
RollBond
1I am looking for the creatures that destroyed my life to enact my vengeance.
2I am looking for a new home to call my own.
3I am looking for any family or friends that might have survived the horrific events of my life.
4I am looking for an item that might be able to restore my homeland to its former glory.
5I want to move on from my loss, but am afraid to trust others completely with my life or feelings.
6I refuse to move on from my past, and take solace in the heirloom that I was able to hold on to.
RollFlaw
1I am being hunted by the captors I escaped.
2I owe an organization my life, and am at its beck and call until I repay them.
3I have fallen back on drugs and alcohol to try and numb the pain of my loss.
4I cannot function if I lose my keepsake, and must keep it with me at all times.
5I am unable to function in crowds, and will attempt to escape any public places I enter.
6It hurts too much to talk about my past, and I cannot do it even if it is vital to the situation.
Varient Feature: Vengeful Agent
While you might be hunted and demonized by those who destroyed your home, you still have some friends out there who are more than willing to help you repay the... "kindness" you have been shown. When you go to a village, town or city that reasonablely could hold some of your former allies, they may be willing to provide you with food and shelter, as well as information on the activities of your mutual enemies, including potential weak points and targets. If you are deep in enemy territory and are a known threat to your enemies, however, only the most staunch of your former allies will be willing to risk their security for you.
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So then, after putting in way too much time and work into this, any comments, questions, etc? All feedback is, as usual, appreciated.