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FAMILY BACKGROUND

Batches come in groups of 16. Of each batch, 4 come from the Professional warrior class (Knights, Housecarls, Chief's guards, Emir's troops or Byzantine army), 5 come from the City, 5 come from the country, and 2 are weird.

Each card gives your character's family background, or your unique childhood, 1 skill and starting pocket money.

Batch 1

Background: Knight or Lord's Guard Skill: Riding Cash: 40gp

Background: Knight or Courtier Skill: Deception Cash: 30gp

Background: Knight or Lord's Guard Skill: Survival Cash: 40gp

Background: Knight of Lord's Guard Skill: Lore (choice) Cash: 20gp

Background: Armorer Skill: Craft (Armorer) Cash: 20gp

Background: Merchant Skill: Appraisal Cash: 40gp

Background: Butcher Skill: Craft (Butcher) Cash: 20gp

Background: Sailor Skill: Occupation (sailor) Cash: 20gp

Background: Silver Smith Skill: Craft (jewelry) Cash: 40gp

Background: Farmer Skill: Perception Cash: 10gp

Background: Innkeeper Skill: Brewing Cash: 20gp

Background: Hunter Skill: Survival Cash: 10gp

Background: Farmer Skill: Occupation (farmer) Cash: 10gp

Background: Lumberjack Skill: Lore (Plants) Cash: 10gp

Background: Son of a Witch Skill: Herbalism Cash: 10gp

Background: Bushwhacker Skill: Stealth Cash: 10gp

Batch 2

Background: Noble Dilettante Skill: Appraisal Cash: 50gp

Background: Caravan Guard Skill: Gambling Cash: 20gp

Background: Son of City Watchman Skill: Intimiidation Cash: 50gp

Background: Son of a Bounty Hunter Skill: Stealth Cash: 20gp

Background: Son of a Soldier Skill: Tactics Cash: 20gp

Background: Beggar's Son Skill: Deception Cash: 0gp

Background: Baker Skill: Has “secret recipe” to one alchemical baked good Cash: 20gp

Background: Busker Skill: Performance Cash: 5gp

Background: Locksmith Skill: Lockpicking Cash: 35gp

Background: Artisan Stonecutter Skill: Advantage to detect secret doors Cash: 15gp

Background: Hostler Skill: Riding Cash: 10gp

Background: Cooper Skill: Craft(Metalworking) Cash: 10gp

Background: Winemaker Skill: Craft(Brewing) Cash: 10gp

Background: Baker Skill: Craft(Baking) Cash: 10gp

Disgraced/Escaped Monk Skill: Deception Cash: 0gp

Eldritch Test Subject Skill: +2 Permanent HP Cash: 10gp

Batch 3

Background: Knight/Lord's Guard Skill: Siegecraft Cash: 25gp

Background: Knight/Lord's Guard Skill: Lore (Animals) Cash: 30gp

Background: Knight/Lord's Guard Skill: Tactics Cash: 40gp

Background: Knight/Lord's Guard Skill: Survival Cash: 20gp

Background: Lawyer Skill: Lore (Law) Cash: 25gp

Background: Candle Maker Skill: Occupation (candlemaker) Cash: 20gp

Background: Carpenter Skill: Craft (carpenter) Cash: 10gp

Background: Sausage Man Skill: Occupation (Sausage Man) Cash: 10gp

Background: Shoemaker Skill: Craft (leather worker) Cash: 10gp

Background: Town Watch Skill: Perception Cash: 20gp

Background: Woodsman Skill: Survival Cash: 20gp

Background: Swineherd Skill: Occupation (swineherd) Cash: 10gp

Background: Shepherd Skill: Occupation (Shepherd) Cash: 10gp

Background: Brewmaster Skill: Brewing Cash: 30gp

Background: Bandit Skill: Stealth Cash: 10gp

Background: Bishop's Bastard Skill: Deception Cash: 20gp

Batch 4

Background: Juggler Skill: Acrobatics Cash: 10gp

Background: Alchemist Skill: Alchemy Cash: 20gp

Background: Orphaned Street Urchin SKill: pickpocket Cash: 0gp

Background: Map-maker Skill: Lore (Geography) Cash: 30gp

Background: Armorer Skill: Craft (Armorer) Cash: 30gp

Background: Knight/Lord's Guard Skill: Siegecraft Cash: 30gp

Background: Knight/Lord's Guard Skill: Craft (Swordsmith) Cash: 40gp

Background: Knight/Courtier Skill: Appraisal Cash: 30gp

Background: Mercenary Skill: Riding Cash: 20gp

Background: Farmer Skill: Herbalism Cash: 10gp

Background: Wagon Master Skill: Occupation (teamster) Cash: 10gp

Background: Blacksmith Skill: Craft (Blacksmith) Cash: 20gp

Background: Miner Skill: Occupation (Miner) Cash: 20gp

Background: Cowboy Skill: Riding Cash: 10gp

Background: Strange Wanderer Skill: Occupation (Sailor) Cash: 10gp

Background: Fortune Teller Skill: Deception Cash: 20gp

Batch 5

Background: Lord's Guard Skill: Perception Cash: 40gp

Background: Courtier Skill: Insight Cash: 30gp

Background: Knight Errant Skill: Survival Cash: 40gp

Background: Herald Skill: Lore (choice) Cash: 20gp

Background: Tinkerer Skill: Traps Cash: 20gp

Background: Merchant Skill: Persuasion Cash: 50gp

Background: Chandler Skill: Craft (Candlemaking) Cash: 20gp

Background: Toll-Keeper Skill: Insight Cash: 10gp

Background: Muleskinner Skill: Animal Handling Cash: 20gp

Background: Farmer Skill: Survival Cash: 10gp

Background: Fisherman Skill: Craft (Weaving) Cash: 20gp

Background: Coachman Skill: Riding Cash: 10gp

Background: Boatman Skill: Occupation (Sailor) Cash: 10gp

Background: Herdsman Skill: Lore (Geography) Cash: 10gp

Background: Raconteur Skill: Performance Cash: 10gp

Background: Trapper Skill: Traps Cash: 10gp

Batch 5

Child of the New World
Your family fled your homes following invasion, and you grew up as a child exploring the natural majesty of the new world. You gain advantage on any checks to avoid getting lost or to navigation.

Framed Lawman
You are a former lawman with a keen eye for detail, you were driven from civilized society when you were framed for an atrocity you did not commit. You gain advantage to any Insight checks to know if someone is lying or not.

Double Life
You've led a double life in the past. You were part of your small village's ruling cult, as well as one of the secret fighters working to keep the cult from opening the Atlantean vault located in the nearby wood. It all came to an end when they brainwashed your wife and child and convinced them to disown you. You've gained the Religion Skill

Cowardice
You fled the battlefield, leaving much of your clan to be butchered. You've travelled to the new world to start a new life, with resolve never to leave a fight in shame again. You get advantage on all fear checks

Heirloom Mail
You grew up in a place of privilege as the second son of a chieftain. Following your father's death, your older brother sought to consolidate his strength and commissioned an assassin to kill you in cold blood. Discovery of your sibling's cruel intent motivated you to take your father's +1 magic Heavy Armor from his youth and run.

Escaped the Fey
You were stolen from your family by the Fey as a child. You returned as an adult and cut your Fey doppelganger's throat. You are now on the run for the murder of yourself. You have gained the skill of Disguise from your work foiling attempts to find you.

Religious Upbringing
Born into a religious family you were given an education in astrology, philosophy and the basics of sorcery. You may reroll a spellcasting check per safe rest.

Born Warrior
Born into the warrior caste, you fought against rival cities to gain sacrifices for the Undying Lord of your community. You automatically gain advantage to attack a target who has failed a check against your Intimidation skill.

Thrall of Lund
Taken from the countryside at a young age, you were forced to work in the hidden Monastery of Lund, where you were abused and forgotten until you could plot revenge and gain your freedom from their cult. You gain +2 permanent hit points

Destined to Rule
You were raised in a noble court. Although pandered and privileged growing up, you developed a strong sense of your own power and destiny to rule. You start with +2 CHA.

Exotic Upbringing
You are the offspring of a haughty and noble trader dealing with exotic and forbidden wares. You may re-roll any checks associated with any sales negotiations.

Born to Fight
Born into one of the elite mercenary companies, you have tired of constant warfare and have traveled to find adventure across the sea. You start with +2 STR which helped you raise through the ranks.

Enchantress Mother
Your mother was a famous sorceress and courtesan. Your childhood was dominated by the turmoil that the constant stream of Sorcerers duels with rivals and lovers caused. You may add your proficiency bonus to any checks or resistance against enchantment, charms, and necromantic magic.

Born a Thrall
You were a servant to a noble family, and you became well used to their capricious whims and cruel behavior. You are so tough you start with +2 Permanent Hit Points

Cult Survivor
You volunteered to be a servant at the Monastery of Tribulation, only to find it controlled by a sinister cult. What hardships you’ve endured and horrors you have witnessed as a result you only need half the rest to be functional.

Only the Pretty Ones Live
You grew up without an immediate family in the great mass of citizens of a debaucherous metropolis, in a drugged haze, full of wonder, spectacle and violence. You are one of the ‘pretty’ ones who charmed the masked nobles and survived as a result. You start with a +2 CHA.

Strange Fisherman
You are one of the fisher people of coast. Compared to the city dwellers, you have a simple life of singing folk songs, eating and drinking heartily and occasionally running from the monsters that live in dark caves along the coast. You may reroll any fear checks against beasts larger than human size, and you gain +1 attack and damage against any opponent at least two times the size of a normal human.

Survived a Dark Ritual
You were kidnapped as a child to serve as a human sacrifice for a dark ritual. The summoning went awry and the otherworldly horrors dragged your captors to their doom, leaving you shocked but unharmed. You can cast the light cantrip even if you aren't a Scholar or Zealot, and you gain that cantrip for free if you are.

Duplicitous Apprentice
For months you helped your master prepare the dark ritual to summon an imp from a blood sacrifice. You slit his throat before he could murder the captive children, only to complete the bloody ritual yourself to take his power. You know the ritual to create imps, and you may already have an imp servant yourself if you are a scholar.

Vampiric Bloodline
Your eastern European ancestor is unnaturally long lived and healthy. Uncannily so. Some say you look just like him. Perhaps your ancestor is actually a vampire. Perhaps you are one as well? You may add +4 additional hit points healed after a rest as long as you drink the blood of a sentient killed no earlier than 24 hours ago.

Missionary to the New World
With your family's blessing, you have taken holy vows and traveled to the new world as a missionary. However, once you arrived you've struggled with your promises to Jehovah. You often find yourself tempted by worldly vices, and struggle privately with the frustrating sinister needs within your soul that threaten to explode. You may enter a berserker rage. While enraged, he gains a +2 bonus to attack throws and becomes immune to fear. However, the character has a -2 penalty to AC and cannot retreat from combat. Once it has begun, a berserker rage cannot be ended until combat ends.

Raised in a Cave
You were raised in a dark cave, lending you comfort to being below ground. The bowels of the earth is your preferred state. So much so that you abhor the surface world. Trees are your enemy. You miss your mother, who disappeared from the cavern when you were a teenager. You know the time of day and direction of travel despite being below ground without the sun or stars to guide you. You can see an extra 10' in dim light because your senses are so attuned to the darkness of the underground.

Drunken Stepfather
Your stepfather would beat you regularly when in his cups. Over the years you learned how to dodge his blows. Now that he's dead, your quickness is an asset you hope to help support your widowed mother. You have gained +2 Dexterity for your trouble.

BATCH 6

Animal Empathy
You spent many years with a mad hermit in the forest near home. Once he ordered you to cook a “magic weasel” he found, and when you tasted some of the juices you gained a degree of animal empathy. You can now give orders to your horse, dog or any well trained animal which you have become familiar to. These orders succeed on a CHA check. The command have a range of 40' and count as quick action. If you don't have the Nature skill, you gain it.

Bestia Neptunis
One of your ancestors is rumored to have been a Bestia Neptunis (Sea Monster of some sort). It is true that you can hold your breath for 15 minutes and make simple telepathic communication with marine mammals.

Blood of Atlantis
Whenever you are near an Atlantean object that is magical, and you concentrate, you can detect that magic and sometimes even a little information about its nature and function.

Clan of the Lidless Eye
Your childhood neighbors muttered that your family were descended from Trolls or Elves or Djinni. You seem to need no sleep and are immune to sleep spells and similar sleep-related magic or sleep poisons.

Fire Won't Burn There, No Fire At All
On the seventh day of the seventh month of your seventh year, your family burned down around you, and you were seen protected by a shining nimbus. To this day, you are resistant to fire damage.

I Ain't Afraid of No Bears
Your grandpa, Bearkiller Kniva, was so feared by bear-kind, that when a bear or part-bear monster tries to attack you it must make a morale check every round before it can swing.

Luminous Inheritance
At birth, a scraggly stranger entered your home and gifted your parents with 6 iron rods, each 12” long, and each of which radiates light equivalent to a lantern, without need for fuel. The rods are covered with mysterious Atlantean glyphs.

Mark of Cain
You have a mysterious birthmark, which when shown to Trolls and Giants will cause them to be non-hostile to you (until you cross them).

Ratman
One of your ancestors was cursed as a wererat for a time. You can never be surprised by a rat, ratman or wererat of any sort. You also gain +2 to hit, damage, and other checks against any sort of rat, ratman, wererat or rat-monster.

Robust Bloodline
From a long line of mountain-men, you heal one point of damage per day, in addition to any other sort of healing, whether you rest or not.

Salubrious Blood
It was told to you at your 12th birthday that you are descended from Joseph of Aramithea and so are of the Grail Family, related to Percival and Galahad of old. You may be called on one day to perform a service for the Grail, but in the meantime, you are immune to all diseases, including lycanthropy and tomb rot.

Second Sight
Descendant of prophets and witches, if you take a round of inaction to focus, you can see the true nature of things through any illusion, disguise or even invisibility. The sight lasts for as long as you concentrate.

Sign of the Magi
You were born at a strange astrological concordance of the planets Saturn and Mercury, which caused a local astrologer to warn your parents to watch for signs. On the seventh hour of the seventh day after your birth, strange writings appeared in flame on your forehead, causing you no harm. You proved to be magical prodigy in your youth and gain 1 extra cantrip and 1 extra first level spell known at first level. The astrologer would never again speak of, to, or near you.

Solar Attunement
Born in the middle of Stonehenge, or some similar ancient solar site, you gain +1 to AC, Hit, Damage and checks when you outside under direct sunlight.

Steeped in Holiness
From your youth minor miracles, light and a feeling of blessedness surrounded you. You are able to make healing potions, cleric scrolls, and holy water at 25% less cost in components and time.

Trace of the True Cross
You were born in the presence of a fragment of the True Cross. Your defense against any Spiritual Attack is improved by +5.


Design Notes

family_features.1578599607.txt.gz · Last modified: 2020/01/09 19:53 by dave