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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: Intimidation
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(Barrel Making)
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

Background: 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.
Skill:You gain advantage on any checks to avoid getting lost or to navigation.
Cash: 15gp

Background: 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. Benefit: You gain advantage to any Insight checks to know if someone is lying or not.
Cash: 20gp

Background: 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. Benefit: You've gained the Religion Skill
Cash: 40gp

Background: 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.
Benefit: You get advantage on all fear checks
Cash: 20gp

Background: Lord's Son
You grew up in a place of privilege as the second son of a chieftain or lord. Following your father's death, your older brother sought to consolidate his strength and commissioned an assassin to kill you in cold blood.
Benefit: Discovery of your sibling's cruel intent motivated you to take your father's magic Heavy Armor from his youth and run.
Cash: 25gp

Background: 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.
Benefit: You have gained the skill of Disguise from your work foiling attempts to find you.
Cash: 15gp

Background: Religious Upbringing
Born into a religious family you were given an education in astrology, philosophy and the basics of sorcery. Benefit: You may reroll a spellcasting check per safe rest.
Cash: 30gp

Background: Warrior
Born into the warrior caste, you fought against rival cities to gain sacrifices for the Undying Lord of your community.
Benefit: You automatically gain advantage to attack a target who has failed a check against your Intimidation skill.
Cash: 40gp

Background: 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.
Benefit: You gain +2 permanent hit points
Cash: 0gp

Background: Noble
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.
Benefit: You start with +2 CHA.
Cash: 50gp

Background: Exotic Upbringing
You are the offspring of a haughty and noble trader dealing with exotic and forbidden wares.
Benefit: You may re-roll any checks associated with any sales negotiations.
Cash: 40gp

Background: 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.
Benefit: You start with +2 STR which helped you raise through the ranks.
Cash: 35gp

Background: 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. Benefit: You may add your proficiency bonus to any checks or resistance against enchantment, charms, and necromantic magic.
Cash: 35gp

Background: Born a Thrall
You were a servant to a noble family, and you became well used to their capricious whims and cruel behavior. Benefit: You are so tough you start with +2 Permanent Hit Points
Cash: 0gp

Background: Cult Survivor
You volunteered to be a servant at the Monastery of Tribulation, only to find it controlled by a sinister cult. \\Benefit: What hardships you’ve endured and horrors you have witnessed as a result you only need half the rest to be functional.
Cash 10gp

Background: 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. Benefit: You are one of the ‘pretty’ ones who charmed the masked nobles and survived as a result. You start with a +2 CHA.
Cash 20gp

Background: 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.
Benefit: 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.
Cash: 15gp

Background: 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.
Benefit: 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.
Cash: 25gp

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.
Benefit:You know the ritual to create imps, and you may already have an imp servant yourself if you are a scholar.
Cash:30gp

Background: 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?
Benefit: 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.
Cash:25gp

Background: 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.
Benefit: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.
Cash:15gp

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. gp
Benefit: 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.
Cash:5gp

Background: 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. Benefit:You have gained +2 Dexterity for your trouble.
Cash: 0gp

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.1578606374.txt.gz · Last modified: 2020/01/09 21:46 by dave