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Author Topic: [5e/D&D] Backgrounds - the BIG list of backgrounds!  (Read 412870 times)

LibraryLass

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« Reply #30 on: August 28, 2014, 06:40:12 AM »
I'm not sure a Seducer's kit is a thing. I suggest making the tool proficiencies Disguise kit (gotta have good makeup!) and a musical instrument for those moonlight serenades.
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LibraryLass

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« Reply #31 on: August 28, 2014, 06:41:54 AM »
As I've been informed since my Fey-Touched (which I'll be editing shortly), there should be two tool or language proficencies. I suggest a language or a musical instrument for those moonlit serenades.

Also, some starting equipment.
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I get depressed, suicidal and aggressive when nerds start comparing penis sizes via the medium of how much they know about swords.

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An encounter with a weird and potentially life threatening monster is not game wrecking. It is the game.

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tenbones

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« Reply #32 on: August 28, 2014, 11:18:46 AM »
Quote from: LibraryLass;783356
As I've been informed since my Fey-Touched (which I'll be editing shortly), there should be two tool or language proficencies. I suggest a language or a musical instrument for those moonlit serenades.

Also, some starting equipment.


How about dancing shoes for frolicking in woodland glades? j/k :)

Skyrock

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« Reply #33 on: August 28, 2014, 04:07:14 PM »
Here are some alternative Background features that popped into my head when I wondered how to find an equally valid but less martial replacement for the squire for an Elvish Noble Warlock Lady with the Retainers feature.

Alternative Sage Feature: No better than a Mingol Necromancer with his second-sighted spotted dog
You aren't much of a scholar - you sure have picked up some strange tongues and some pieces of lore, but you lack the ability to dig deeper that many other sages possess. What you possess though is the right mix of knowledge, authority and learned oratory to impress bright but naive young lads and lasses.
You are accompanied by three apprentice who happily dust your scrolls, do your housework and carry out other errands for you, living off their families stipends or from odd jobs rather than to ask for anything more of you than your teaching. They are Commoners who won't do anything risky for you, like entering a dungeon. If mistreated or too badly neglected they may leave you for a better teacher.
One of them will be an Enlightened Apprentice who is a Commoner, but with the Magic Initiate feat (Sorcerer, Warlock or Wizard) which he picked up when he found some actual secrets of power from your words and books. The Enlightened Apprentice will actually be bold (or powerhungry) enough to accompany you in danger. Should he survive long enough to actually gain any class levels he will probably wander off in disappointment with the limits of your knowledge (or to found his own school with servile young students, rather than to bow to you any longer than necessary). When this happens you may gain another Enlightened Apprentice and another commoner to bring the total back to three.

Alternative Hermit/Acolyte Feature: Cast off the shoes! Follow the Gourd!
Maybe the revelation you received up on the mountain was rather insane than insightful. Maybe you are too heretical for the liking of your church hierarchy and its mainstream fellowship to support you.
What you have lost in insight and temporal assistance, though, you make up by attracting few but dedicated disciples.
You are accompanied by three Commoners who survive on begging, preaching your wisdom while making the collection box go round, and maybe the odd tambourine-banging on street corners. They will faithfully carry out menial tasks and favours for you, but won't do anything dangerous like entering a dungeon, and may leave you if mistreated or disillusioned.
One of those disciples will be an Enlighted Disciple who has had an epiphany due to your teachings. He is treated as a Commoner with the Mage Initiate feat (Cleric or Druid), and who will accompany you even in the midst of danger. Should he survive long enough to actually gain any class levels he will probably wander off to found another fringe cult, but you may gain another Enlightened Disciple and another commoner to bring the total back to three.
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Gold Roger

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« Reply #34 on: August 28, 2014, 06:19:06 PM »
Let me start of by saying that all my backgrounds on the first page now boast equipment and the full complement of suggested characteristics, as well as corrected spelling (so much corrected spelling...). I believe this has increased their usefulness somewhat.

So please, give them another look, if just to point and laugh.


Further, I have finished two more backgrounds and I hope you enjoy reading and maybe even using them as much as I enjoyed creating them.

I trust you will find the second to be self explanatory. The first might not be. Going from the previous request in this thread, I thought there may very well be a place for a traumatized background.

However, I went a bit further and made one for those driven insane by the kind of fucked up shit that might happen to ordinary people in a world where fiends, the walking dead, evil gods, wicked cults and eldritch abomination are a reality.


Witness[/U]

Horrible beings and events plague the worlds of D&D and you where hit with the full exposure of one when you where just a child or youth, far from ready to bear it.

Maybe you got possessed by a demon and slaughtered your own kind, maybe some dark cult used you in their horrible rite to some eldritch power. You might be the only survivor from a town razed by a legion of undead or by some magical accident you gazed into alien realms .

Whatever the specific event, you where left broken and insane, but also possessing rare insights no mortal was ever meant to know.

After years you have regained some semblance of sanity and where released from whatever sanctuary you had. Or you're as unhinged as ever, but escaped your asylum. Whatever it may be, other than becoming a manic beggar, adventuring might very well be the only occupation you could fulfill.

Skills: Arcana or Religion, Insight
Languages: two of your choice

Equipment: Set of common clothes, one notebook or wooden sign covered with indecipherable scrawl or proclamations of coming doom, a single goldpiece of unknown origin.

Feature – The Horrors:
Once per long rest, you can decide to confront your fears and recall pieces of your traumatic experience. While doing this will disturb you and those around, you gain a piece of prophetic insight that is at least tangentially useful to current events.
Evidence, no matter how small, of the source of your trauma always triggers this ability.

Suggested Characteristics

Personality Traits

1 – My intense stare is always well focused on something. Something that is not there.
2 – When unoccupied, I draw disturbing but thankfully indiscernible scenes and diagrams.
3 – My idea of introducing myself is telling people that they will die horribly.
4 – I break out in fits of laughter at the most inopportune times
5 – I consider creatures cute or pretty, most would consider quite the opposite, such as worms, centipedes, zombies or hell hounds.
6 – When I don't have a fit of gloom, I am almost supernaturally happy and optimistic.
7 – Though I am well aware of the standards and norms of society. I just do not think they matter.
8 – I never raise my voice and whisper most of the time.

Ideal
1 – Survival. I know what awaits me after death. I must stay alive at any cost.
2 – Ascension. I have seen the worst of horrors, but I also got a glimpse of higher existence. I will discern and walk the path there.
3 – Revelation. The ignorance of others makes them defenseless. I have to show everyone what I saw.
4 – Sacrifice. I am already dead, now all that counts is to make my loss count, so others will not suffer as I did.
5 – Restoration. I just want a normal happy life, but know how broken I am. There must be some way to repair me.
6 – Oblivion. Nothing but utter destruction can end the torture, whether my own, my enemies or that of all existence.

Bond
1 – A kindly soul took me in and nursed me back to a semblance of humanity. I consider them my only family.
2 – Great heroes gave their lives to stop the horrors. I honor their memory whenever I can.
3 – I am irresistibly drawn to the site of my torture and even protect the place.
4 – I believe myself to be responsible for the events and seek nothing less than the forgiveness of those that died.
5 – I constantly seek out lore on the threat that befell me.
6 – I take comfort in a precious possession that signifies happier times to me.

Flaw
1 – To survive, I have sworn servitude to an unholy being, and my debt has yet to be called in.
2 – Only a certain vice can make me forget for a short time, so I indulge at every chance.
3 – My constant bouts of terror and lack of care leave me in deplorable hygienic condition, hurting my health and relation to others.
4 – I was not supposed to survive and the dark forces still aim to finish the job.
5 – A certain person or faction believes I am tainted and seeks to neutralize whatever threat I may pose.
6 – I believe that everyone considers me a freak. I flip out when I belief I am being pitied or stared at.


Graverobber

Congratulations, you have always been the quintessential adventurer, dedicated to taking dead peoples stuff.

Graverobbers come in a multitude of variations. The most petty stalk the slums and battlefields of the world for fresh corpses, rifling the pockets for some change and trinkets before dragging the poor sucker to the next necromancer or alchemist. One step above are those who break into graveyards to dig up the buried and breach mausoleums for fun and profit. Then there's those self styled scholars, who “explore” old necropolises, under the pretense of research. And who could forget the autodidact wannabe necromancer who digs out corpses to practice his arts and the blasphemer who does the whole thing just to spite others.



Skills: religion, stealth
Tools: choose one of thieves tools, vehicle (land) or alchemists tools
Languages: 1 (probably dead) language

Equipment: Dark set of common clothes, shovel, crowbar, curious collection of inscriptions and reliefs in charcoal rubbings, box filled with worthless baubles that couldn't be sold.

Feature – Dead Trail:
No graverobber stays alive long without a good portion of caution. You can identify and correctly interpret evidence of common undead, religious wards and traps and identify them automatically. You only exhibit this presence of mind at any kind of burial site.


Suggested Characteristics

Personality Traits

1 – I think blasphemy is the funniest thing in the world and I like sharing my humor.
2 – My nocturnal work has left me as pale and spooky looking as my “customers”.
3 – I collect holy symbols and give lip service to all gods equally. I think this puts me on the safe side.
4 – I am obsessed with historical trivia and recount it whenever, even though most tell me it is all utter bogus.
5 – I stay unperturbed at breaking graves and disturbing composing bodies, but I am supersticious in everyday activities.
6 – I use measures such as excessive smoking or perfume to hide the stench of death on me.
7 – I am so used to dealing with fences that I haggle in all my interactions.
8 – I am prone to morbid speculation on my own and my friends immediate future.

Ideal
1 – Wealth. Gems, gold and shiny trinkets, I love sound of coins, now everybody sing along.
2 – Equality. I dug up beggars and lords alike and guess what? In death we are all the same. So, no reason for anyone to act high and mighty in life either.
3 – Glory. They reject my scholarly works now, but I will make discoveries that will have scholars around the world singing my praise.
4 – Spite. Call me a looser? A freak? Think I am no good? I will show you no good, I will show you all, bwahahaha!
5 – Pragmatism. Why do what I do? I am good at it. That is the best one can do right? Get some food on the table, a roof that does not leak and always act professional, I say.
6 – Immortality. I have seen dead a plenty and it is not for me. I heard for some, the burial is just the start of eternity and one of these graves holds their secret.

Bond
1 – Hey, I have a lot of respect for the dead. In fact I once robbed my idols grave out of reverence. Still got the skull, tell him all my sorrows and dreams.
2 – I was once caught by an old gravedigger, but instead of squealing on me, he got me some hot chocolate and useful tips. I have been taking care of the old creep ever since.
3 – More than once I tracked down some nice heirloom only for my rival to take my prize. The reverse has happened just as often and the next time we always laugh it up over a beer.
4 – I became a grave robber because I wanted to solve a great mystery of historical significance. I've lost the trail but I have sworn to fulfill my quest.
5 – I came into the possession of a map to a legendary treasure, but I don't know what country it displays.
6 – My mentor up and disappeared. I have to find them, maybe out of honest concern or because they owe me something.

Flaw
1 – My job landed me a prize on my head back home and the bounty hunters could come knocking any day.
2 – The first graves I broke open where those of my own ancestors and I discovered a horrible family secret doing so. The shame lies heavy on me.
3 – My soul is forsaken unless I bring a relict I sold back to the priests.
4 – I once fought and killed a partner in crime in a dispute over the loot and I am pretty sure the greedy buggers body is still shuffling around somewhere.
5 – I am incapable of leaving behind any loot, even at the price of my life.
6 – I am far to good at my job and now some organization that is to unsavory even for me wants to recruit me with progressively greater pressure.




Comments and criticism are very much welcome.
« Last Edit: August 28, 2014, 06:31:12 PM by Gold Roger »

The Good Assyrian

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« Reply #35 on: August 29, 2014, 01:05:43 PM »
HEALER

Healers come in many varieties - from the academically trained physician to the villager who helps their neighbors in need with simple folk remedies and attentive care.  All share the bond of working to treat people who are sick and injured.  Very often this places them in positions of great respect in their communities and people travel from far and wide to seek their cures.

Healer Type:
1 - Herbalist
2 - Folk Healer
3 - Physician
4 - Barber
5 - Anatomist/Academic
6 - Witch-Doctor

Skills: Medicine and either Nature or Investigation
Tool Proficiencies: Healer’s Kit and Herbalism Kit

Equipment: Healer’s Kit or Herbalism Kit, a badge or article of clothing that identifies you as a healer, pouch with 20 Gold Pieces.

Feature: The Healer’s Calm

Healers are almost universally seen positively.  They can gain the trust of almost any intelligent creature that is sick or hurt if they present themselves as willing to help.  Even hostile creatures will often let a healer approach them to render aid. This effect is instantly negated if the healer or their companions attacks, acts with hostility, or opening brandishes weapons.

Suggested Characteristics

Personality Traits

1 – You don’t get into this business unless you like people.  I have never met someone I couldn’t relate to in some way.
2 – Do you know how long I studied to become a healer?  You obviously don’t know what you are talking about.
3 – I always prefer complicated explanations and treatments - they work better.
4 – I wear a badge that marks me as a healer a little too proudly.
5 – I keep detailed and methodical notes on my patients and their treatment.
6 – I always ask for any payment for my services up front.
7 – Sometimes you have to break the rules a little sometimes if it is in the name of helping others or advancing knowledge.
8 – I have a collection of preserved body parts.  Do you want to see it?

Ideal
1 – Service. My calling is to help alleviate the suffering of the sick and wounded that fill the world. (Good)
2 – Excitement. People see me when there is a problem, and I love solving problems. (Any)
3 – Control. Death is a implacable foe, but with my skills I can change the world. (Lawful)
4 – Power. The power to heal gives me power over people. (Evil)
5 – Prestige. Healers are held in high regard in all societies and I like the perks that come with the job. (Chaotic)
6 – Knowledge. Imagine what more good can be done if we can only unlock the secrets of healing! (Good)

Bond
1 – I learned the healing arts after someone I loved died and there was nothing I could do to help them.
2 – It is my duty to pass on my skills and knowledge to the next generation of healers.
3 – There is a particular plague that has struck my people - my life’s work is to find a cure.
4 – My fame as a healer is such that I am inundated with those seeking my help - sometimes more patients than I know what to do with.
5 – I will never refuse to aid those in need - even my sworn enemies.
6 – There are many charlatans who call themselves healers but are dangerous quacks.  They must be exposed and stopped from hurting anyone else.

Flaw
1 – I care so much about the people who come to me that when I can’t help it is a devastating blow.
2 – I treat my patients as problems to be solved rather than real people.
3 – I have a habit of self medicating with tinctures of my own creation.
4 – I treated a high ranking person who died - their kin blamed me and have sworn vengeance.
5 – I see sickness everywhere whether real or imagined, even in myself.
6 – I am not above charging the desperate a little extra for my help if it looks like they can afford it.

-TGA

Edit:  I realized that there is already a Healer's Kit...doh!
« Last Edit: August 29, 2014, 03:17:28 PM by The Good Assyrian »
 

Will

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« Reply #36 on: August 30, 2014, 10:34:52 AM »
Clever idea:
Backgrounds that are specific to religions or gods.
(In my 20+ year old fantasy setting, there are 4-5 different religions, including animism and ancestor worship)

Working on animist acolyte...
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Will

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« Reply #37 on: August 30, 2014, 11:59:45 AM »
Animist Acolyte

You have been brought up in an animist tradition, and have learned the ways of the spirits. Your practices are heavily influenced by local culture and connected to your family. While druids and clerics may be animist acolytes, it is by no means necessary – animist hunters honor the spirits of their prey, understanding their place in the natural world.

  Your place of origin, race, and culture will have a big impact on the trappings of your belief. Otterfolk, who are almost all animist, have an easy-going kinship with the spirits, while Dun Uidoc druids have an elaborate body of rituals and traditions.

Skill Proficiencies: Nature
Languages: Sylvan, one Elemental language
Equipment: A holy symbol or druidic focus, a bag of 15 gold, and one of the following: Leatherworker’s tools, Weaver’s tools, Woodcarver’s tools, Herbalism kit, or fishing tackle. If applicable, you have proficiency in the item selected.

Definition: Natural Spirit
For the purposes of animists, ‘natural spirit’ is considered any intelligent animal, animate plant, fey, or elemental that dwells naturally in the world rather than summoned or otherwise brought from elsewhere.

Feature: Honor of the Spirits
As a faithful acolyte of the spirits, you have respect amongst others of your faith. Animists rarely have organized temples where you can be hosted, but you can expect a night of free room and board in any village where animism is openly followed.
In addition, natural spirits will treat you with some respect, depending on their demeanor – a pixie might be helpful, while a red cap might give you a chance to offer them a deal before trying to find out what your spleen looks like.

Feature: Commune with Nature
If confronted by a natural spirit, you can attempt to force the point – treat this as a turn undead attempt. If successful, you have made a great display of respect and tradition, and the target is inclined to avoid attacking the group, or to leave combat if it has begun.
Communing only gives you an opening. An intelligent spirit will give you a chance to talk, which should at least buy some time. A friendly spirit will be distinctly more helpful. Keep in mind that shared language limits how much a spirit will understand and help.
If ‘turn undead’ would destroy creatures of a given CR, then, instead, the spirit is either definitely helpful or flees.
If you do not have the Channel Divinity class feature, you gain one Channel Divinity, only usable for Commune with Nature.

Suggested Characteristics
Animists are members of long, typically informal traditions. Many are part of druidic traditions, but all are steeped in a deep reverence of nature. When an animist hunter kills an animal, they utter a prayer of thanks to the spirit of the animal that have provided them with sustenance. Animists are often persecuted by more organized religions and seen as lesser or barbaric practitioners.

d8 Personality Trait
1 - I have a deep love and admiration for nature; people and cities, not so much.
2 - The spirits have taught me to be understanding and tolerant of all creatures.
3 - The natural world is red in fang and claw, and so am I.
4 - There is great strength in tradition, and I derive much comfort from it.
5 - My people are honored of the spirits, and I honor them.
6 - Mortal life is an illusion, and I have no fear of death.
7 - Facing oppression for my beliefs, I’ve learned to be careful about expressing myself.
8 - I’ve suffered a great deal for my faith, and I will not be silenced.

d6 Ideal
1 - Tradition. I will honor the ways of my ancestors. (Lawful)
2 - Mercy. All spirits, all things, are worthy of respect and treated kindly. (Good)
3 - Balance. Find balance before nature does it for you. (Neutral)
4 - Wild. Nature abhors a wall. (Chaotic)
5 - Savage. Be like the predator – sudden, overwhelming, deadly. (Evil)
6 - Defender. I will always honor my people and protect them. (Any)

d6 Bond
1 - My tribe is my life.
2 - The land must be protected.
3 - I saw a spirit once, when I was little. Every time I see a spirit, it takes me back.
4 - My people were torn apart, and I will find those responsible.
5 - There is nothing more exciting than looking over the next hill.
6 - A spirit gave me a gift, and I must honor and protect it always.

d6 Flaw
1 - I am deeply mistrustful of other faiths.
2 - I am a bit flighty and prone to distraction.
3 - I find it hard to take worldy matters seriously.
4 - I am in awe of natural spirits and am afraid to act against them.
5 - I am too trusting.
6 - The spirits often show up, uninvited, with requests.

Attribution
If you use this in a published work, I'd appreciate a credit:
William Timmins
This forum is great in that the moderators aren't jack-booted fascists.

Unfortunately, this forum is filled with total a-holes, including a bunch of rape culture enabling dillholes.

So embracing the 'no X is better than bad X,' I'm out of here. If you need to find me I'm sure you can.

Skyrock

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« Reply #38 on: August 30, 2014, 12:40:46 PM »
The Animist Acolyte is one skill short. I'd add Religion.
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Gold Roger

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« Reply #39 on: August 30, 2014, 12:42:54 PM »
Do I gather correctly that your animist sacrifices a skill for a feature with mechanical benefit?

That might be a way to do such features, as I am usually not a fan of background features that aren't automatic/DM dependant exploration/social benefits.

Will

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« Reply #40 on: August 30, 2014, 12:50:23 PM »
Yeah, I dropped a skill to make up for the extra half class feature, essentially.

'Commune with Spirit' covers a lot of different potential targets, and while 'hey, listen to me!' isn't the most powerful of abilities... it's at least on par with a skill proficiency.

I'm actually thinking the ''destroyed' enemies instead be helpful or flee' might be too much.
This forum is great in that the moderators aren't jack-booted fascists.

Unfortunately, this forum is filled with total a-holes, including a bunch of rape culture enabling dillholes.

So embracing the 'no X is better than bad X,' I'm out of here. If you need to find me I'm sure you can.

Gold Roger

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« Reply #41 on: August 30, 2014, 03:50:35 PM »
Blame this one on me planing a mostly urban campaign and watching to much boardwalk empire.

Boss

From the time of your youth, you have worked to carve your own little realm from lawless space. The quintessential Boss lords over a small neighborhood in the poorest part of town, where the guard won't dare set foot. Others lead a band of merry outlaws who control a stretch of wilderness and maybe even a small village. Some have even been granted official authority, as the sheriff of a frontier town, commander of a small military camp or major of a small trade post.

While often brutal and attached to their turf, bosses are also exceptional individuals, with a strong drive and their own sense of decency. A boss that sees his position secured and chosen area under control is rarely content to sit back and enjoy the spoils. Most strike out to expand their influence and seek new challenges, bursting with confidence and always hungry for more.

Skills: intimidation, athletics
Tools: vehicle (land), 1 gaming set

Equipment: One set of slightly damage fine clothing, with 10 gp sewn in, one heavy gold chain, loose collection of simple and illegal contracts, crowbar or whip, finely decorated knife that belongs to someone dead, pouch with another 10gp.


Feature – King of the Hill:
You rule over a small area of turf, such as a neighborhood, small settlement or a stretch of wilderness with a hidden camp.
The people of your turf are poor, but you and your friends can live of their work (and petty crime) at a comfortable as long as you stay in the territory.
The people of your turf obey your orders, but will not leave the territory. They are needed to keep your control and prevent the poverty from escalating.
No person from your turf will report any crime you commit. If someone else commits a crime on your turf, it will be reported to you, but not to any other authority.
Regular law enforcement won't enter your turf. If you are wanted for a crime, no one will come for at your turf if it is a minor offense and only independent agents, such as adventurers and bounty hunters, will come for you when you commit serious crimes.
However, if you go overboard, committing mass murder in a good part of town, for example, there will be a raid with overwhelming force and you loose the use of this feature for at least one week and possibly even permanently.

Suggested Characteristics

Personality Traits

1 – I and my followers proudly wear the colors of my gang.
2 – I leave a mark of my presence on every place I visit.
3 – I belittle and bully the weak, but treat those that stand up to me with respect.
4 – I am obsessed with tasteless and showy accessories.
5 – I am very loud and trust me, you don't want me to lower my voice.
6 – I want to be seen as one of the upper class, even though I clearly do not fit in.
7 – The slang terms I use don't make sense to anyone not from my immediate area.
8 – To stay sharp, I avoid indulging myself.

Ideal
1 – Terror. Only fear can impose order and I intend to bring order wherever I go.
2 – Redistribution. I take from the rich and give to the poor.
3 – Home. I took control to improve the lot of those around me. The well being of my people is most important.
4 – Loyalty. I do not give my word and friendship easily, but when I do, it is for life.
5 – Audacity. The only thing stopping one from doing anything is lack of courage.
6 – Anarchy. All order and society is a sham. The only law is that the strong rule the weak and I aim to be the strongest.

Bond
1 – Children, the sick and the elderly have nothing to fear from me.
2 – There is only one person on my turf that dares to oppose me. That is why I am in love with them.
3 – Nobody tells me what to do, except for my mum.
4 – I always heap abuse on my most loyal henchman, but I would be heartbroken if something happened to them.
5 – The source of my illegal income depends on an informant or supplier on the outside. I take great care to keep good relations.
6 – This was once a peaceful and prosperous place. I cling to memories of those glory days and dream of their return.

Flaw
1 – My operation exists at the mercy of a bigger criminal organization.
2 – My greatest secret is that I betrayed the previous boss to get my position.
3 – I am in charge because everyone believes I did something very awesome or terrifying. Only I know that it was all a coincidence.
4 – I am paranoid that someone might betray and topple me.
5 – I really can't take a joke at my expense.
6 – I and mine are involved in a ongoing feud with a similar group that could erupt in bloody war at any time.

valis

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[5e/D&D] Backgrounds - the BIG list of backgrounds!
« Reply #42 on: August 31, 2014, 06:19:05 PM »
Quote from: LibraryLass;780283
Courtney Camp's been doing a whole series of them!

And here they are in .pdf and print collected.

Hack & Slash Compendium I

Free, of course.

Kaiu Keiichi

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[5e/D&D] Backgrounds - the BIG list of backgrounds!
« Reply #43 on: September 02, 2014, 08:59:47 AM »
I will be promoting this over my G+ feed. Excellent work. Will try to come up with a few myself.
Rules and design matter
The players are in charge
Simulation is narrative
Storygames are RPGs

Omega

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[5e/D&D] Backgrounds - the BIG list of backgrounds!
« Reply #44 on: September 10, 2014, 05:30:21 AM »
A bemusing one spotted from EnWorld.

Quote
You... are you. No. Really. You are yourself, or someone who lived in the real world... To put simply, you're pretty much going through what some kids went through when they took that roller coaster ride so long ago, or perhaps you got here by playing Vexations on the piano.


http://www.enworld.org/forum/5ebackgrounds/showentry.php?e=23&catid=1