sexta-feira, 12 de março de 2021

Backgrounds - Parte 2


Inerill's Herald
  • Inerill, the Forgemaster God of Dwarves and Honor has chosen you to carry it's will. You won't necessarily know what exactly you have to do, but Inerill know you are going to do your best. From the moment Inerill choose you as it's herald until you finish it's holy quest, your soul is branded and clerics and other people alike might be able to see it just by looking at you. Whenever you are reconigsed as an Inerril's Herald, creatures with good heart will usually treat you very well and try to help you, while creatures with evil hearts might try to avoid you or even cause you harm.

  • Requeriments: Non evil, non chaotic and either Dwarf (with Inerill as it's main deity) or Cleric/paladin of Inerill

  • Skill Proficiencies:  Choose two from: Religion, Survival, Athletics, Persuasion, Insight and History

  • Tool Proficiencies: One type of artisan's tools

  • Language: Choose one language.
  • Equipment: A set of clothes appropriate to your duties and a pouch containing 20 gp

Feature: Sturdier


Maybe you were born like this, or maybe you followed Inerril`s teachings and built yourself like this, either way, you are as sturdy as it gets.

Your class hit points dice increases: from 1d6 to 1d8, from 1d8 to 1d10, from 1d10 to 1d12, and from 1d12 to 
1d14.


Feature: Inerill's Stubbornness


Like Inerill, you won't budge, you won't falter, you will persevere.


As a reaction to being pushed, pulled, frightened, restrained or knocked prone you can spend one hit dice (and heal from it), you ignore the forced movement, the restrain or the fright and you become immune to being pushed, pulled, frightened, restrained or knocked prone until the end of the current turn.


Suggested Characteristics

Personality traits
d6Flaw
1My piety sometimes leads me to blindly trust those that profess faith in my god.
2I am inflexible in my thinking.
3I have certain rituals that I must follow every day. I can never break them.
4Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.
5I judge others harshly, and myself even more severely.
6I feel like i'm not worthy enough.

       






Contacts





Roll three times on the Inerill's Herald Contacts table (for two allies and a rival) - If you are a woman/ wants to have met with women and got any beard reference, you can substitute that for locks or hair. If you want your women to be bald, go fuck yourself.

Inerill's Herald Contacts
d18Contact
1I once got into a fight with an orc Champion and had to call a cleric....but not for me!
2I once armwrestred an ogre to a draw.
3My parents worked with the imperial dwarven blacksmithes
4I adventured for a few months with a Watcher, great fighter, horrible excuse for a beard.
5I keep meeting the same crazed clisallis cleric, and she always tries to convinces me that's Inerill's will. Is it?
6Almost got into a fight with a tough looking bearded pirate captain, and i have a feeling that it's not over yet.
7Had to endure a nature's messenger company for weeks, and he kept babbling everytime. i hope to never meet the guy again.
8I once saved a fancy caravan from a bandit attack, than i discovered that this caravan was transporting an Air Elemental Sultan, didn't care for it and just went my way.
9A random troll stopped me out of nowhere in the middle of the streets and with a malicious smile told me that my blood holds power, i shushed him and called him a Clype-Dreep-Bachle, Gether-Uping-Blate-Maw, Bleathering Gomeril Jessie, Oaf-Looking Nyaff, Plookie Milk-Drinking Shan, Mim-Moothed Sniveling Hotten-Blaugh Vile-Stoochie Cally-Breek-Tattiem gnome motherfucker. Never saw the guy anymore.
10A giant wolf from the Steelclaw Wolf Rider once tried to piss on my feet, but i grabbed the little puppy by it's ears and brought it down, than i had a throwoff with it's rider and we ended that in the tavern over some beers.
11I was part of a group dedicated to discuss Mercius and his philosophical principles because i was told that it's important to know well all non evil religions. After 3 months going to this group, having to endure a senile old human lady, a young goblin that seemed lost, a fluffy ferlix and a lot of nonsense, i at least learned a great recipe for carrot cake. Waste of time.
12Had to team up with an orc, we fought our way out of a kruthic infested cave and after resting a little bit to catch our breaths, measuring each other, we drew our weapons, but a merchant caravan arrived. We got a ride to closest city where we went our separate ways.
13I keep getting in an argument everytime with a Petrus Crusader and and an orc Champion. Which weapon is the best? The maul, the greatsword or the greataxe? Sometimes things get pretty heated up.
14i had to take a ship once and it sunk during a storm, everyone but me died. I woke up on a desert island and not knowing how to swimn i thought i was doomed, but a Ferlix Roca Rider came from nowhere and rescued me. Turns out i was very close to the mainland, he mocked me a lot and i'm not sure how i will feel when i meet him again.
15I think one of the captains of Runik (dwarven capital) is an undercover Norfss. Fucking lizards.
16A Nature's Messenger, a Tempesta and a Web Manipulator walk into a bar.....And if it's the bar you are in, you just leave, because you can bet the flingowflowers will order some vegetarian meal with overpriced wine, and if that happens, that means you chose the unfun tavern.
17A Norfss once saved me from certain death when i lost a duel against a Belliard Enforcer. He told me that Norfss stand together with the dwarven people and Inerill and said he could help me to hunt the Belliard enforced who had just fled. I felt disnohored, ashamed and didn't know what to do.
18Roll an additional contact; you can decide if the contact is an ally or a rival.

What are my responsabilities?

Fulfill the quest that Inerill has trusted you with. Maintain the good name of the dwarven people (even if you are not one), act with honour, act with courage, keep to your word, do not falter in front of evil, do not let your innaction be what determines if someone will be saved or not.



Nobre 
  • Be it through merit or inheritance, you have been blessed by the gods by being a member of the human nobility. As would be expected most nobles are humans, but exceptions do exist. The human kingdoms were all united under the high king, whose seat of power is in the white continent, but around 150 years ago his capacity to project power on the other continents was greatly diminished, coupled with what some saw as cowardice in the face of danger in the summit of peace, the kings from the other continents decided to question his authority and become independent. Despite the high kings resistance, his resources were too strained by all the conflicts and he ended up having to accept the new status quo. Now there are several human kings, the two major ones are the sunspear family still ruling the white continent despite no longer being the king of kings, and in the green continent the voskoff family continues its centuries old rule. The red continent used to have a human king, but he had to flee to the green continent long ago, and now what remains of his kingdom is a duchy sized kingdom on the coast of the green continent. Finally, on the frozen lands of the blue continent, several kingdoms emerged over the last 150 years. The biggest kingdom is still ruled by the Fontelle family and has the best and most prosperous land in the blue continent, comprising most of the southern coast, making it easier to do commerce with the outside world and giving it leverage with the smaller insular kingdoms. Nominally, all human realms mentioned above are part of the old alliance with elves and dwarves, Dwarves and elves also have their own nobility, with their unique boons Being a noble is more than just serving crown and country, its about serving your liege and making your ancestors (and descendants) proud, its about setting an example to the poor, and manifesting your will on the world!

  • Requirements: being a member of a noble family, either through birth or adoption, and having a liege you must serve Skill proficiencies: Choose one between history, gaming sets, insight, persuasion, intimidation, deception Languages: Choose one language Equipment: Noble clothes with heraldry, one gaming kit, a pouch containing 60gp

Feature: Position of privilege Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to. Additionally, you have a magical signet that will unquestionably prove your nobility. Feature: I am not a peasant You have advantage whenever you roll against a charm effect. Feature: Kept in Style While you are in allied territory your house sees to your everyday needs. Your name and signet are sufficient to cover most of your expenses; the inns, taverns, and festhalls you frequent are glad to record your debt and send an accounting to your family's estate back home to settle what you owe. This advantage enables you to live a comfortable lifestyle without having to pay 2 gp a day for it, or reduces the cost of a wealthy or aristocratic lifestyle by that amount. You may not maintain a less affluent lifestyle and use the difference as income—the benefit is a line of credit, not an actual monetary reward. Theres several differences between each noble family, their traditions and their boons, choose a boon AND a tradition








LIST OF BOONS

List of available boons (pick only one)


Feature: Family heirlooms


- A +1 melee weapon (lend it to anyone would be shameful)

- A +1 light/medium armor (except half plate)

- A half plate with latent magical runes

- Some other lesser magic item, talk with the GM to figure it out (example, prayer beads, bag of holding)

--> To lose your heirloom would be an absolute disgrace


Feature: Noble companions

Build a bodyguard/servant using the sidekick rules (non caster), if he dies you can requisition your house for another servant, usually a more grumpy one.


Feature: A noble steed

Start the game with a https://5e.tools/bestiary.html#warhorse_mm with https://5e.tools/items.html#chain%20mail%20barding_phb and if you are associated with the Voskoff nobility you start with a https://5e.tools/items.html#saddle%20of%20the%20cavalier_dmg otherwise, just a military saddle. It is easy for you to get a replacement and get your family to foot the bill


Feature: I have heard about that in court

You can roll any knowledge check with advantage and as if proficient (even if not proficient, and if you are proficient, roll with expertise, if you have expertise you can reroll one of the dies and keep the new number) 3 times per day.


Feature: Filthy rich

You will occasionally be mailed money by your family when in civilized places, you have access to credit greater than normal nobles.

You start the game with an extra 1200gp to spend.


Feature: Sole heir

You are the sole heir to a lord title that oversees a small town, at some point your ancestor will die and leave everything to you, but the estate has a competent stewart to care for it in your absence. How this will play in practice depends on the GM.


Feature: Its not honorless if a noble does it

Everyone expects nobles to play fair and fight honorably, but that is only true if you are fighting another noble, against peasants you enjoy using that to your advantage to surprise your enemies, and if the situation demands it against nobles as well!


Pick one between the following maneuvers, if the target has seen or heard about you using your dirty move before, you have disadvantage in the attack. You can use your dirty trick once per short rest.


-> Hit the groins (only works against males with gonads), when attacking choose to aim at the groin, you make this attack with disadvantage, if you hit the target must do a CON DC 8 + prof + dex/st if the target fails the DC he is stunned until the end of its turn. 


-> Hit the knee - When you hit a creature with a weapon attack, you can attempt to knock the target down if the target is Large or smaller, it must make a Strength saving throw. (Dc qual to 8 + your prof + your Str modifier.) On a failed save, you knock the target prone. 


-> Poke the eye - If using a non bludgeoning weapon you can target your enemies eye with an attack (provided you can reach it's eye), if you hit he must make a CON DC 8 + prof + dex modifier) if the target fails the DC he is blinded until the end of its turn.

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LIST OF TRADITIONS
List of available Traditions (pick only one)



Feature: Navy history


Your family has many famous admirals and is at home at sea, you dont suffer disadvantage due to bad weather at sea

You have proficiency with water vehicles, and navigation and cartography tool kits

You have advantage in persuasion checks dealing with sailors and intimidation when dealing with pirates

You also have advantage in knowledge checks related to ships, captains and the seven seas and can roll even if not proficient


You can always negotiate safe passage for your group in non pirate vessels and get your family to foot the bill (if you abuse it, you will be summoned for an explanation with further payments being placed on hold until you do so)


Feature: Diplomatic history


You are from a long line of diplomats, giving you 2 languages and proficiency (or expertise) in persuasion and insight

If you succeed on a persuasion check, you are respected even when dealing with barbaric races and noble haters


Defusing conflicts is in your blood, once per short rest you can use your action to try to persuade everyone that can hear you to stop fighting and to try talking, roll a persuasion check, until the end of your next turn anyone that wishes to take an offensive action must succeed on a wisdom DC = to what you rolled on the persuasion check


GM decides if (and which) targets have advantage, disadvantage or are plain immune to your pleads


Feature: Farming history


Your family has a long history of owning land and producing food from it. You gain proficiency in land vehicles and two of nature insight survival artisan tool medicine and animal handling and pick expertise in one. You have advantage in persuasion with farmers and country folk, you know how to barter for better prices and can offer jobs and a new life for pesants at your farm


You can roll investigation (even if not proficient) to discover information about farms and roads in a region and if on a farm with advantage about that farm


Feature: Novus Homo

Your family just recently ascended to the nobility so you still have strong links with non nobles. You are less likely to be recognized as a noble, however you bring hope to the poor peasants that dream of ascending themselves! You will never be charged extra for being a noble, and wont stand out negatively when mingling with the lowborne. 


You have advantage in persuasion checks with commoners, and in history checks related to peasant affairs. Additionally, you suffer no negative social consequences from mingling with peasants and do not need to pay for a noble lifestyle when around lowbornes. You are the kind of noble that barbarians can respect


Chose any two skills kits or tools, you are now proficient in them


Feature: A legacy of oppression


Your family has a long history of being feared by the lowborne. Executioners, tax collectors, judges, guard captains, whenever commoners had to deal with your family they were getting they asses kicked.


You have proficiency in intimidation and if you already had it gain expertise, you have advantage when intimidating commoners. It is much easier for you to get away with killing commoners than for the average noble, let alone the average person. You can even get away with torture and other terrible things, as long as they were done in the interest of the crown. It is almost as if your family has a license to kill.


Sadly, you are very much hated by the peasants, and the other nobles at best will consider you a necessary evil and at worse sanctioned criminals. If you abuse your priviledges by just being plain evil other nobles will start to pay attention and will interfere trying to arrest you, and your family will abandon you to avoid the needless stress


Feature: Religious history


Your family has a long history of being clerics and paladins. You gain proficiency/expertise in religion. And advantage in persuasion checks when dealing with mainstream members of the religion your family is famous for serving. You can access religious services related to your religion with a discount, and depending on the situation, they can even send the bill to your family.


Feature: Intelligence history


From the ancient times your family has acted as scouts and spies for the realm


You gain proficiency with two of  deception, investigation, stealth, perception or insight and with the forgery and disguise kits

You know how to get dirty if you need to, with an investigation check you can find the black market

You are part of a pre-established spy program, when you forge identities for you and your group they are much harder to be discovered

And if it comes to it, you can flash your badge to guards and other royal authorities and get away with all sorts of stuff


Feature: Military history


Your family is famous for its military contributions and its military prowess commands respect. You have advantage in any social interaction related check with guards and soldiers, additionally, you gain advantage in any history check related to military matters, even if not proficient.


You gain proficiency with cartographer tools and land vehicles


Tactical insight! Once per day you can spend your reaction to give an ally that can hear you advantage in an attack roll or saving throw


Feature: Crooked history


In order to ascend the noble ranks your family has gotten involved in some questionable things such as assassinations, blackmail and the black market. You know enough about the underworld to be able to navigate it when needed.


- With an investigation check you know the best place to sell rarer products (getting more money for it) and also where you can find sellers of even rarer products (however you will likely have to dish some money to get there)


- Advantage on persuasion checks against targets who you know to be criminals.


- Advantage on performance and deception checks against targets that don't know that you are crooked



Suggested Characteristics

Personality traits
d6Flaw
1I loathe commoners and their customs.
2I will become the king, by any means necessary.
3Secretly, i just wish i could live a normal life, without my family's name impacting how people react to me, and with no need for me to appear to be perfect so, as my father say, "wont drag the family's name in the mud".
4I have many gambling and whoring debts.
5I have a very degenerate fetish, if discovered it would cause great embarassment.
6Im more worried about appearances than anything.

       






Contacts





Roll three times on the Noble Contacts table (for two allies and a rival) - 

Noble Contacts
d18Contact
1When I was young, I was best friends with one of the princes, we occasionally still exchange letters, last one he invited me to visit the capital as his guest for the winter festival but there was something off about the letter ... I confirmed its legit, but the way he wrote led me to think theres more to it than nostalgia and reminiscing the good old days.
2My uncle is a powerful skirmisher, always sending letters telling the most amazing tales, he even sent a less prominent skirmisher to drill our guards, and although very skilled, it is rumored that he is addicted to arcane dust.
3One of my ancestors was turned in a vampire during the crusades, and we have recently found out he is still "alive" when he sent encrypted letters to everyone in the family, and we are still trying to decypher it, for this we hired one of the best elven codebreakers but he has been at it for 6 months and couldnt crack the code, claiming he needs more letters.
4I have a cousin that is an epic adventurer member of the Guardians of good, last I heard, he has already been ressurrected 3 times and is favoring backline duty.
5The king is my godfather, from back when he was still a prince, I havent seen him since I was a baby, but recently I got a letter saying he wants all his godchildren to attend his daughters wedding to the Duke Marillion.
6A very powerful sorcerer countess seduced me, used me and then discarded me, just when I managed to get over it, she started sending me letters and magical messages to arrange a new date.
7I have a second degree blood relation to the archbishop of Petrus, and have met the chosen of Petrus.
8To pay for our family debts my father arranged my sister, one of the most beautiful woman in the continent, to be married to a Marillion for a million gold, unfortunately the money is quickly running out as my father has a gambling problem and now it seems my father is studying the possibility of selling everything we have to the Marillions.
9roll twice.
10One of my cousins is an absolutely degenerate wizard, hes running from justice after tricking a noble into having sex with him while transmogrified into the opposite sex, it is said he is one of the smartest wizards ever and an expert in alchemy.
11My uncle is a retired wizard that tends to a successful magic item trading business.
12Our family estate was built on top of an ancient elven graveyard, we consulted with experts, did the proper rituals and sent their souls to their proper resting place save, and now we are on good terms with the local druidic circle.
13Our family has a powerful elven mage as a stewart, he was an amazing tutor and seems to know everything, apparently hes also guarding some artifact in our family mausoleum.
14A millenia ago, my family helped a kyrin survive persecution, he became our eternal bodyguard and we all trust him with our life, but he is very strict.
15A dwarf cleric of inerill has served several generations of my family as a doctor and tutor, only recently I discovered he is a distant member of the imperial family that only left his homeland because he couldnt stomach watching his brother being married to the girl he loved.
16My brother is a wizard prodigy and is an influential academic in the royal academy, his research on comparative metamagics made him famous with arcane institutions all over and could change the world, he is being invited to give lectures all over the place.
17My sister was married three times, all husbands died misteriously, the latest one was confirmed to have been poisoned by her, to avoid justice she joined the black hand and disappeared a couple years ago. Everyone knows her as the black widow. Recently I heard rummors shes the captain of a pirate ship. I have no clue why she did what she did.
18My cousin is one of the greatest Primordio card game players alive, he was disinherited due to just playing cards all the time, but he ended up making a fortune playing cards and proved all the elders wrong and now hes trying to create his own branch of the family. It is easy to find him, just need to attend the biggest card tournament around.

What are my responsabilities?

You are expected to serve crown and realm when called to do so, and meanwhile, to tend to the responsabilities fit for your specific station. Lords (and above) must watch over their land, keep it prosper and safe and most importantly, collect and pay taxes! For the lower ranked nobles such as Sirs, which include landed and unlanded knights, princelings, and etc. You will be called to serve in case of war (if not already enrolled in the army or navy), but meanwhile you are mostly free to search for your fame and fortune in a lawful manner, which includes having approval from your liege to do so while setting a good example of what an ideal noble is. In practice, nobles can easily delegate their functions to subordinates and go on adventures doing whatever they want with little consequence, as long as they dont get caught by the authorities breaking the law and desecrating noble values, life will go on just fine. In situations when theres no law authority and no higher ranked nobles, you are effectively the highest law enforcement authority, and are expected to enforce the kings laws, although it is understood that often theres situations that make it unfeasible.




Drifter
  • You were brought up in a harsh place with terrible conditions and decide to travel around or is about to do it. Maybe you come from the harsh snow villages from the White continent, or from the Arid places on the Red continent, or even, from a small village in a place like the Zeleravny plains (known as plains of the "Dentes Protuberantes" orcs). But you were able to survive and thrive there, and that made you tougher.

  • Skill Proficiencies:  Choose two from:  Survival, Athletics, Intimidation and Perception

  • Language: Choose one language that matches your region or surroundings
  • 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


Feature: Tough as Nails


To get where you are, you had to be tough. Mortality where you came from is big, specially on the earlier years, not in your case.


Instead of only having Max HP from the first level, you also have Max Hp from your second level and third level when you reach it.



Feature: Survived childhood on a harsh region  (pick only one)



Feature:  Scalding Sands  [ Red Continent ]

You come from the hottest Arid place on the Red continent, this gives you Fire Resistance, makes so that you have no disadvantage in anything due to heat and also gives you lot's of reason to complain when you are on cold places.



Feature:  Troll Desert   [ Red Continent ]

You come from one of the worse places in the world, where sand stretches from all horizon, the creatures are ruthless and magic does not work the way it should.
 Used to this horrible shit, you ignore all Survival DCs for long resting in the wild (except the ones you have to make on the Troll Deserts.

Also, twice per day when you fail a saving throw, you can choose to roll 1d6 and add to the roll.



Feature:  Gladiator Pits from Urgroshia  [ Red Continent ]


You were sold as slave to a gladiator house
. You were able to thrive and conquer your freedom - maybe you won a lot in the Arena, maybe you provided great services to a kind master, maybe you paid off your debt, or maybe you put your fat master to sleep and fled from that hellhole. Whatever it was, you got lots of fighting experience.

Due to this you have proficiency with Light armor, shield, net and two melee martial weapons from your choice. Also, when push comes to shove, as a Bonus Action, you can summon greats amounts of energy - healing yourself by 2d4 + your character level. Once you do that, you can't do it again until you finish a Long Rest or you watch a companion die.



Feature:  Thousand Fjords  [ White Continent ]


You come from a village from the Thousand fjords region. Not only is cold, but you also have to deal with the ocassional Water monster, pillaging and piracy. To counter this, you became the Pirate monster that pillages!

First, you learned how to fight these pesky water foes on their element, you gain a swim speed equal to your movement (this allows you to fight normally while underwater) and you gain proficiency with 
Navigator's tools, also you have to choose to have proficency in one from Vehicles (Water) or Carpenter's tools, and finally choose one proficiency from a Gaming set or a Musical instrument.



Feature:  Forsaken Ravines  [ White Continent ]


Your village is located on a horrible place and only god knows why you and all your fellow villagers just don't take all your shit and move away. This place is known as a graveyard for spirits, where those beings go to die.

You just can't be scared, you are immune to being frightned. Also, living next to this enormous amount of dead spiritual energy made you more prone to resist some nefarious magic. Once per day, when you fail a saving throw against nefarious shit like necromantic magic or even spells/powers used by spiritual beings, you can opt to remake the saving throw with advantage.



Feature: Norfss Marshlands  [ White Continent ]


You lived your whole life in the Norfss swamps. But not in Utopia or any other of the major cities, you lived in a horrible excuse for a villge and despite all the horrible conditions, you thrived there.


You had to run from dangerous stuff all the time, even though it's hard to run on a swamp, but you learned, you don't get any penalty by moving on natural difficult terrain. Also, to survive until now, you went sick several times with the nasty stuff from the swamp, that made you immune to poison (only the condition. Against Poison damage you have Resistance) and diseases.



Feature:  The Murmuring Forest  [ Green Continent ]


Yeah, another haunted, whispering in your mind where your dreams sucks forest, and you were raised just by it, you might even have wondered inside the forest sometimes to try and find apples.


All the voices in your mind whenever you visited it or beings from it visited your villaged made you almost insane, but surelly, more resilient. You have advantage against charm effects and once per day when you are charmed, frightened or dominated, you can on the beginning of your turn, as a free action, give in to the voices in your mind and act normally for that round only.



Feature:  Zeleravny [ Green Continent ]


Great green plains, also known as the plains of the Dentes Protuberantes orcs. And yes, it's true that now there are fewer orcs than before and that the Steelclaw Wolf Riders from Hope help a lot in maintating the peace, but still, the place sucks, and now, for some reason there are tons of gnolls also, and they can be worse than the orcs, because they don't want just to pillage and rape, they also want to massacre everyone they can put their paws.

That made you bloody tough. You can't be surprised, meaning you can always act during surprise rounds. Also, once per day you can in a fit of rage and adrenalin use Action Surge, but at the end of your next turn, you gain 2 levels of exhaustion



Feature: A Vila do Mathias  [ Green Continent ]


You believe you were born in the worst place of the whole Primordio. Maybe even in the worst place of all universes. For generations people went mad with the most terrible mental afllictions, like liking people of the same sex, donating money to hobos that will spend everything in drugs, wanting to talk with creatures we don't know instead of jut klilling them while they think we might be friendly, masturbating inside a carriage with people sitting beside you, trying to sleep around with everyone in the village, eating hearts of foes you defeat to get their power, believing in the wrong religion, not wanting to cooperate with you, and other nasty, degraded stuff like that, and you and your fellow villagers had to learn how to cope and heal them.


First, you are immune to any type of madness effect, the sheer fear of becoming mad and having to be treated, preemptively healed your mind. Second you know how to perform the Universal Treatment Maneuver.


Universal Treatment Maneuver:

Grab the mad person and stick it into a large and strong sack. the sack must be so large that only the feet will be visible. Tie the large sack with some ropes. Now get wooden sticks for you and your sane buddies and beat the crap out of the insane person. When you can't hear screams 
anymore, that means the crazy person passed out. 

Grab it by the feet and submerge this person into water until it comes to his senses, use a water well if possible, because it will help the water preventing other people from going mad in the future, don't forget to scream to the villagers why the person was mad. 

Now alternate beetween flogging the insane person and drowning him. He will start making sense, he will start saying the right stuff, but madness is clever, don't belive him, at least not for the first hours. If after doing it for some hours, the madness dind't consume and killed him, now you can believe he is healed and will cooperate with whatever you, a sane person who knows better, needs.

Ah, you also start the game with a large and sturdy sack and some rope for it and a Masterwork Wooden stick. This equipment weights in total 6 pounds.


Suggested Characteristics

Personality traits
d6Flaw
1I'm always the toughest guy in the room
2I know i put a tough act but inside, i'm scared
3I love big cities!
4Happiness is a luxury, the world is rough place
5Hit first, ask later.
6I have a small strange village tradition that makes other people scared, disgusted, disappointed or all of this together.

       






Contacts





Roll three times on the Drifter Contacts table (for two allies and a rival) - If you get something that can't really relate to your region, roll again ignoring that option

 Drifter Contacts
d18Contact
1I was trained by the toughest guy in my village, the Hunter!
2I used to visit a place where a spirit would always come and talk to me.
3My parents died when my village was raided and i was captured by the raider leader. 10 years later, i'm member of his tribe
410 years go my parents raided a settlement and murdered a family but spared the child and brought it to our village. The child was raised as my sibiling and now we are two adults
5This crazed clisallis cleric keeps coming every other month to our village, despite all the danger and she wil always want to chat with me.
6I am looking to join a pirate crew, but the other daty i almost got into a fight with a tough looking bearded pirate captain, and i have a feeling that it's not over yet.
7A noble that lives miles away came once to the village to say that from now on, they will protect us. Everyone laughed at him, but months later he sent someone to collect taxes from us.
8I crossed path with the same Steelclaw Wolf Rider twice now.
9I bought two bombs from a Goblin riding an Ogre a while ago, when i finally neded to use one, it didn't go off. Went back to the goblin and the ogre and we had a long conversation.
10When i was fighting in the Arena, i had a great friend and we always helped each other. Things hapenned and we had to fight eachother for our freedom, i won and he was badly injured. We didn't speak since i left but i still think about him to this day.
11I was tracking game, spent hour trying to get this 3 horned elk, when i finally tired the beast and was going for the kill, this Ferlix comes from nowhere and slay it, claiming it as his prize. I was about to start a fight when from the shadows, 3 kitten appear, the Ferlix was a parent and wanted to feed it's family. What did i do?
12Had to team up with a dwarf, follower of the Bearded God, but aren't all dwarves followers of the bearded god? Don't know, don't care. We fought our way out of a kruthic infested cave and after resting a little bit to catch our breaths, measuring each other, we drew our weapons, but a merchant caravan arrived. We got a ride to closest city where we went our separate ways.
13I armwrestled an ogre do a draw, but all the bets were on him. A goblin, the ogre's manager, was not happy about that and i cheated. The ogre was fine and tried to calm the goblin down. What did i do?
14i had to take a ship once and it sunk during a storm, everyone but me died. I woke up on a desert island and not knowing how to swimn i thought i was doomed, but a Ferlix Roca Rider came from nowhere and rescued me. Turns out i was very close to the mainland, he mocked me a lot and i'm not sure how i will feel when i meet him again.
15Accepted a job, should have being a simple job, get in, kill nasty stuff, get out. But the contractor, a lizard with wings who thought he was the most important creature in the world decided to brief us for 3 hours. We went inside and killed the nasty stuff. In the end i  Had a chance to omit an important item from him and keep it to myself, did i do it?
16I once spent 3 months living on the barn of an old farmer, helping him everyday. It was very good time spent and when i left, i knew i would return to visit him. I returned to his village one day and it was being attacked by a small band, i drew my weapon to find the village but found out the leader of the band was a childhood friend.
17Congratulations, have a look on the table and choose one option that fits you. (no, you can't choose 18, you fucker.)
18Roll an additional contact; you can decide if the contact is an ally or a rival.

What are my responsabilities?

You have none, just live your life and show how badass your people are. Maybe come by sometimes to visit your parents or friends, maybe with a group of adventurers that can help mitigating whatever is causing problems to your people.

 


Belliard's Enforcer
  • Belliard, the ancestral orc that conquered godhood. God of Strength, Fire, Courage and WAR has deemed you worthy to carry his word. Fulfil your job as an Enforcer with valour, and maybe Belliard will turn you into his weapon. And his word is simple, fo forth, conquer, bring strength where there is weakness, show everyone your might and the might of your god.

  • Requeriments: Non good, non elf. Follower of Belliard and if a cleric or Paladin, must have Belliard as your deity.

  • Skill Proficiencies:  Religion and Choose one from: Survival, Athletics, Intimidation and Perception.

  • Language: Choose one language.
  • Equipment: A set of clothes appropriate to your duties and a melee weapon.


Feature: Belliard's Blessing (pick one beetween Might and Magic)








Feature:  War God's Magic:

 

Your god might not be big in Magic, but he does see the value of a few handfull spells, and can bless you in case you decide to use them. You don't learn the spells here, but if you do cast them, via your class features, scrolls, wands, etc, you can choose to cast them in a different, upgraded version.


Divine Favor becomes Belliard's Favor - > Instead of 1D4 Radiant, you can choose it to deal 1d8 Fire damage.


Searing Smite becomes Combustion Smite -> increase the damage to 2d12 fire damage, but you also take the damage (only the fire damage of this spell). And now you and your target are on fire -> taking 1d12 Fire damage every turn as per the spell.


Spiritual Weapon becomes Belliard's Arsenal -> You invoke the Burning Spear of Belliard and the Flaming axe of Belliard. When  you spend your Bonus action to move and attack with this spell, you can move both weapons but only attack with one. 

- The Spear has 15 feet of reach and deals Fire damage.

- The Axe Criticals with 19 and deals Fire Damage.


Flame Blade becomes Blazing Blade -> if you spend 3 Hit Die when you cast this spell, you don't need to concentrate on it for the duration (but you lose the spell if you become Charmed, Stunned, Paralyzed, Incapacitaded or Unconscious)


Magic Weapon becomes Belliard's Magic Weapon -> If you spend 2 Hit Die when you cast this spell, you can choose to give it one of the following enchantments:

Keen: This weapon criticas with 19

Great: When you roll a 1 or a 2 on the damage die with attacks with this weapon you can re-roll the die but you must use the new roll.

Eager: While holding this weapon you have +2 initiative and + 10 feet of movement.


Crusader's Mantle becomes Scorcher's Mantle  -> The damage changes to 1d6 Fire damage.


Spirit Guardians becomes The Conqueror's March -> The damage changes to 3d10 Fire Damage and the aura does not slow enemies anymore, instead, for each step they take inside your aura, they take your Proficency Fire damage.


Holy Weapon becomes Tool of War -> If you spend 4 Hit Die when you cast this spell, The damage changes to 2d10 Fire Damage. Also, when you use your Bonus action to dismiss the spell, the burst of fire increases to be within 40 feet and the damage becomes 4d10 Fire Damage. For every extra hit die you spend here, you increase the damage by 1d10, to a maximum of 8d10.


Blade of Disaster becomes Blade of the Slayer -> The damage becomes 3d20 Fire Damage and on a critical it does in Total 9d20 Fire damage.



Feature:  War God's Might


Belliard has chosen you for a purpose, but you still have to prove yourself, prove that you are worthy of the Conqueror God. But with each trial, comes more blessings.


Choose one weapon, thats' the weapon you received when you were accepted by Belliard. This weapon is now a Masterwork Weapon (+1 to damages). And everytime you prove yourself against a worthy fool, your weapon grows in power. But don't forget, as much as Belliard gives, he also takes if you start acting in a way not worthy of his faith.


You only get the benefit once for each different foe (or fool)


Foes:


An Ogre -> Your weapon is now considered Magical

A Mighty Beast -> +1 To the weapon's damage to a maximum of +3

A herald of Belliard -> +1d6 Fire Damage

A Dwarf Warrior -> +1 to the weapons' attack to a maximum of +3

An Elven Blademaster -> As a Bonus Action you can summon the Weapon to your hand provided it's within 1 mile

A Ferlix Tribeleader -> +1 To the weapon's damage to a maximum of +3

A Drakonis ->  +1d6 Elemental Damage (the element in question is related to the Drakonis' type

An Orc Champion -> Your weapon gains +1 level of Brutal

A Man-Scorpion -> Your weapon gains +1 level of Brutal

A Troll Blood Sorcerer -> Your weapon gains  Gorger +1 which gives +1d6 damage on Critical Rolls and the result you rol on the D6 also heals you if you are hurt.`

A Human Templar or a Kyrin Samurai -> +1 to the weapons' attack to a maximum of +3

An Orc Warchief -> Your weapon gains one level of Keen (you now crits with 19, if you already critted with 19, you now crits with 18 and so on...)

An Elven Spellcaster -> +1 To the weapon's damage to a maximum of +3

A Dwarf Holy Warrior -> Your weapon gains  Gorger +1 which gives +1d6 damage on Critical Rolls and the result you rol on the D6 also heals you if you are hurt.

An Archmage -> While wielding your weapon, you have 1 level of Legendary Resistance, that recharges every Long Rest.

A Petrus Paladin -> +1 to the weapons' attack to a maximum of +3

An Adult Dragon -> +2d6 Elemental Damage (the element in question is related to the Dragon's type

A Whisper of Mandhros -Your weapon gains one level of Keen (you now crits with 19, if you already critted with 19, you now crits with 18 and so on...)

A Saint of Bahamuth -> While holding your weapon, you are considered to have Magic Resistance

Something stronger than any on this list -> Who knows? Only Belliard.



Feature: The Great Challenge


Belliard is the god of War, and one thing he values is might, and the ability to teach lessons through battle.


Once per day you can issue a Great Challenge to someone - a fight, one on one, until one of the two is either unconscious or dead.


When you use your god's authority and issue this challenge, the target might have to accept, depending on the it's culture, position, background and who is wathing when you issue your challenge. If the target accept, it depending of his culture and postion, he might apoint a champion or not.


You and the target or it's champion must then fight at the chosen location and time, 1v1, until one of you is either dead or unconscious.


Even if you are a Belliard's Herald, it will be easier for your challenge to appear legit if you have reason, a crowd, and a good way of issueing it (Persuation, Intimidation, Performance or any other stuff you can think might help you a lot, depending on the situation.)


Suggested Characteristics

Personality traits
d6Flaw
1I am the Strongest there is!
2Half the times i act courageous, i'm actually very scared inside.
3I act in a brutal way to compensate for something.
4Sometimes i imagine how things would be different i was a follower of another god.
5I will do anything to collect all of Belliard's remains and become his new Avatar.
6I have high prejudice against weak and pacifist gods and their followers.

       






Contacts





Roll three times on the Belliard's Enforcer Contacts table (for two allies and a rival) 

Belliard's Enforcer Contacts
d18Contact
1I was in "civilized" lands and challenged a Crisallis cleric to a combat, she refused but decided to follow me around showing the local culture and i couldn't make her go away.
2When i was much younger, i lost in a fight against an Elven archer, but he spared my life. I will find him and retrieve my Honor in one way or another.
3My parents worked in the Arenas of Urgroshia.
4Met an ogre on a strandled location. I was rude to him, he was rude to me. Did we vibe?
5Should you kill a young troll that tried to rob you, cut his arm of, or only teach him a lesson and make him your honorary servant?
6A puny goblin reached to me wanting to learn about Belliard, wanting to become one of his Enforcers. How did a respond to it?
7Had to endure a Suna follower's company for weeks (couldn't challenge, kill or get rid of it), and she kept babbling everytime. i hope to never meet her again.
8I squared out with a Mandhros follower. Our fight was interrupted by outside factors, but he got me really good and i got him really good. I'm hoping i meet him again in the future.
9I put myself in a hard spot on a strange land. Was saved by an amored human, him and i fought together, he fought with skill and courage and we were able to leave the location before things got even more heated up. We travelled together and decided to stop and eat and than i discovered that he was a Paladin of Petrus
10Roll an additional contact; you can decide if the contact is an ally or a rival.
11Got into a Bar Fight with a Ferlix, he drew claws, i drew steel. We were both kicked out.
12Had to team up with a dwarf, we fought our way out of a kruthic infested cave and after resting a little bit to catch our breaths, measuring each other, we drew our weapons, but a merchant caravan arrived. We got a ride to the closest city where we went our separate ways.
13I met a very interesting human, i forgot his name, but his last name was Skirmisher. And it appears he was not only trained but a master in a weapons, he demonstrated some for me, and he wasn't lying. I had official business and had to leave, but i'm trying to get a hold of him now.
14i somehow entered a fancy Human Tournament and won it all. One of the prizes was that i would have the company of a beuatiful noble woman during a party that night. Did i go to the party or did i bail it?
15I lived a while in Rokharia, learning Belliard's will. I know everyone important there, but a Beastmaster and i used to hang out all the time.
16A Nature's Messenger, a Tempesta and a Web Manipulator walk into a bar. You choose one of them and then the other, yell THUNDERDOME and challenge them to a fight. They won't accept it, but at least they will leave the tavern and now you did everyone a favor and will probably get free beer.
17I Killed two humans devout of Petrus and their 10 years old son watched it. I told him to learn from it, to bear anger against me, to let it mold him, to train, fight and come challenge me once he is an adult.
18When i was learning Belliard ways, there was a novice there that always seemed to reach the same goals and milestones than i did. We became friends and rivals, but a few years later, life separed us. I wonder if i meet him now, will we be friends or rivals?

What are my responsabilities?


- Show Strength always

- Never be a coward

- Lead your party from the front, like a good leader would

- Conquer and Pillage

- Challenge worthy foes for duels

- Chase down mighty opponents for you and your group to dispatch

- Train yourself but also your group, the chain always break on the weakest link

- Fight the good war, no dirty tricks, no attacking downed opponents (unless they are being healed), no for killing children.

- Spread Belliard's word.






Child of Suna
  • Suna is a greater deity whose domains include Life, Light, Peace and Nature, worshiped all over Primordio. Rumoured to have breathed the first life into the creatures in the material plane, her followers are overwhelmingly good natured (at least, never evil), and can be found amongst all of the races. While the more civilized races have a structured church with temples littering the maps, more primitive ones just worship her as mother nature, with equal reverence to its followers, lest they incur the Goddess wrath and ruin their crops. 

  • Her disciples include people of a myriad of races and backgrounds, Suna welcomes all that wish to dedicate their life to her purpose. She has a specially high number of worshipers amongst females, and dwarves specifically. 

  • Her most direct followers, can be roughly divided in two distinct disciplines, healers, who use her blessings to heal the sick and the wounded in dire situations; and the slayers, who fight her eternal battles against the undead. But there are many other types of followers, even clerics, that just do not partake in the Church hierarchy.

  • Requeriments: For Slayer's any non evil alignment, for healer, any good alignment. Be a follower of Suna, devote your life to the cause.

  • Skill Proficiencies:  Religion and another one of your choice.

  • Language: Choose one.
  • Equipment: A holy symbol (a gift to you when you formally joined the order), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a belt pouch containing 15 gp


Feature: Suna the great mother



It is common for people to give you a free pass and a free meal. Provided you dont meddle in their affairs. In fact, you will have people asking for your help and expecting to pay little for it more often than not. 


- When you spend a hit dice to remove failed death saves during a short rest, you remove 2 fails instead of one.



Feature: Order training: You must choose if you were trained as Healer or as a Slayer.



Feature: Suna's Slayers


As much as Suna loves and protects life, she also hates unatural life.  Amongst those that worship her, you were one of the chosen ones to dish out her righteous fury against the undead and the like. To help you fulfill your divine task of giving souls their eternal rest, Suna empowers you to better combat those foes.


               Undead Hunter

- Your attacks count as magical for the purpose of bypassing resistance of undeads (but not immunity).

- You can change the damage of a weapon attack to radiant damage a number of times per day equal to your proficiency bonus.

- You have advantage on initiative rolls when fighting against an undead, and can never be surprised by them.

- DCs to know information and track undead are 5 lower for you, and you can never be turned into an undead.



Burning light; replaces inflict wounds

Changes damage to 3d8 radiant damage.


Suna's Light; replaces spiritual weapon 

It now deals radiant damage.



Feature: Suna's Healers

- You learn the spare the dying cantrip

- If you do need to spend material components for a spell, you can find them 20% cheaper


- Suna's Embrace

As an action you can touch a target and choose to heal him from Death marks and/or Exhaustion marks. You then take as many death marks and exhaustion marks that you removed from your target.


- Kiss of Suna

Once per day, after lvl 6, you can cast the spell revivify with no material cost. You can cast this without needing to know the revivify spell nor having it prepared, and casting it this way does not spend spell slots.



Prayer of Suna; replaces prayer of healing.

As prayer of healing. But you add your proficiency in the number of targets.


Spirits of Suna; replaces healing spirit.

As healing spirits, but you add your proficiency bonus in the number of targets that can benefit from the spell.



Suggested Characteristics

Personality traits
d6Flaw
1I am incapable of harming an innocent person, and will become distraught if unable to prevent or remedy it 
2I am a very dogmatic person. I judge others harshly, and have little time for relativizing morality
3I am intolerant of Mandhros and its cultists
4I feel much better at home enjoying fine food, drink and the company of high society amongst the temple elite, with all due respect, rough living is for animals
5I trust the powerbrokers in my faith too much
6

I always strive towards peace, its better to make a friend than an enemy

7I wont hesitate to use violence if necessary to the greater good
8I am suspicious of strangers and expect the worst from them





Contacts





Roll three times on the Child of Suna Contacts table (for two allies and a rival) - If you get something that can't really relate to your region, roll again ignoring that option

 Child of Suna Contacts
d18Contact
1Once I followed a Belliard Enforcer around trying to teach him about life love and peace, he hated every moment of it and never paid any attention.
2I have connections with a rich noble family, they are big in the diamond business.
3After the leader of my sect suggested I should enter Suna's breeding program, I quickly got a reassignment out of there.
4I once helped a ranger heal his pet wolf, I did it for free but he says he owes me one.
5After the plague, I teamed up with a paladin to vanquish the undead from a crypt, he mostly did all the work and I just watched and learned.
6I helped a dancer get back on her feet, literally, after she had an accident that left her paralyzed, now her and all her friends think im some sort of health guru.
7I once met a talking bear in the wild, only later did I realize it was probably the archdruid I was talking to.
8Me and a slayer teamed up on our first mission, but he fell in a trap and I had to run as everything started collapsing, it haunts me ever since.
9I have a platonic love with another devotee that trained with me.
10Once I put myself between two brutes fighting to try to end the fight, I got knocked out, when I woke up I discovered they had both died when some adventurers interfered.
11I once helped shelter this big ogre and a little girl he was protecting, she seemed blessed by suna somehow.
12I had run ins with a druid, he is too misterious for my taste .
13I have constant and profound discussions with a cleric of mandhros, it is slightly annoying, he never yields his points and loves to discuss things to infinity.
14I have helped a Petrus follower investigate who was robbing the hospital, but then when we found out it was an orphan and didnt knew what to do.
15I have a friend in the Black Hand that has requested my healing services in the past, which I agreed to in exchange for them feeding the orphans.
16Once I found a man almost dead at the beach, I nursed him back to health and discovered he is some sort of bigshot pirate, he says I will always have safe passage with him.
17I had to work real hard during the plague, and became aquainted with a plague doctor working for the CIA.
18
I was once saved from a bunch of wild ogres by a paladin of bahamut.


19Roll again and then roll once more for a total of 4 contacts, if you roll this result again, ignore it and roll again.

20My master fought in the crusade against the vampires, it made him tough and bitter. 


What are my responsabilities?



Be a good person.

Help the needed.

Slay the undead.

Follow orders from your clergy.

 


Spiritual Leader
  • Maybe you were always wise, maybe you were trained by the shaman of your tribe, maybe the spirits whisper secrets on your ears, or maybe you just want to be catered and have a good time. You act as the guide of your community or party, not necessarily the leader, but one who acts with guidance, one with advices to guive and solutions to problems, even though sometimes your solutions might be odd, or not work at all, or you might just be lying through your teeth. The important part is that your people learned to trust and accommodate your requests.

  • Skill Proficiencies:  Choose two from:  Survival, Arcana, Nature,  Performance, Deception, Medicine, a choice tool's kit or a language

  • Language: Choose one language that matches your region or surroundings
  • Equipment: a belt pouch containing 100 gp


Feature: Words of Wisdow


Your people usually listen to you, and the things you say makes sense, at least for them. You might be speaking from heart, from experience, maybe you heard stuff like this elsewhere, or you learned with spirits, or maybe you are making everything up, but sometimes you need to boost your band's morale. Does not matter, as long as you speak in a way that convince everyone.


Choose one skill that applies to the current situation, one skill related to what's hapenning, one skill that makes sense to boost your guys on this situation. You will not be able to use the same skill all the times, so be prepared for this.

In 1 minute, you will give a speech, make a plan, show your people some stuff or make a demonstration and at the end of it, you are going to make this skill check, and the better you roll, more people are affected by your words. If you roll really well, even YOU might be affected by what you said, good job!



Dc:
10 - You give an Inspiration to one guy
12 - Two creatures are inspired by your words
15 - Four of your mates got pumped by your wisdow
20 - Your whole adventuring party got inspired by you
25 - You and everyone who heard you got an Inspiration from your speech.
30 - Everyone got the Inspiration and your Proficiency in Temporary Hit Points
35 - Choose one of your people, that guy got so incredibily pumped that he got the inspiration, the temporary hit points AND a Luck charge (as in the feat Lucky)
40 - Your words were legendary, i don't know what happens here, but something amazing, i guess.


You as the player need to try your best and say something because the GM will give you bonuses based on what you say. If you say something really amazing that is connected with your current problem, EVEN IF IT'S NOT TRUE, you will get huge bonuses on this roll, is all about lifting everyone's morale.


You can only try to use Words of Wisdow once per situation.

You can use Words of Wisdow a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a Long Rest.



Feature: Tricks Of The Trade  (pick only one)



Feature:  Shaman Training

You had some shaman training, maybe on your childhood, or maybe the previous shaman of your tribe, village, circle or region saw potential on you and trained you in some aspects. You are not a fully fledged shaman and might never become one, but you know how to put good use of the skills you gathered and you know how to use some help from the spirits to guide your people.


Spiritual Bonfire:

If you sit in front of a Bonfire and meditate for at least one Hour, you can make a Nature check DC 12 (at least). If you fail, you can't try it again for a few hours. If you succeed your spirit awakes on the spiritual bonfire when you might meet and speak with Shamans from all over the world (your roll will dictate how far the bonfire will show shaman for you).


 There you can meet new shamans, speak and get advice with them, you might even make powerful allies, since shamans are prone to help other shamans or those of similar alignment who delve in shamanism.    



Spiritual Menagerie:


The spirits decided to help you, provided you do good for them, they will continue doing good for you. When you finish a Long Rest, roll a D6 on the Spiritual Menagerie table and see which spirit decided to help you today.


1- Dove Spirits:

You give a message to Dove Spirits and they will find and relay this message as in the Sending Spell (but the spiritual doves are visible). You can use this ability as much as you want, provided you have relevant messages to send. Don't Upset the doves with useless stuff.

2- Horse Spirits:

You can summon Spiritual Horses to help you and your people. You can cast the Find Steed spell, but you can use it an unlimited amount of times, and you can have as many steeds as you want and have other people ride them. 

The Horse spirits will only come if it's reasonable and if they feel they are needed to transport people. Also, if danger arrives, they refuse to fight.

3- Soothing Spirits:

Diiferent spirits bestowed their powers upon you today. You can cast Cure Wounds, Healing Word and Healing Spirits each once this day. You cast them using the Spirit's Wisdow (22)


4- Magpie Spirits:

The inquisitive Magpies bestowed their powers over you today. You can Cast Dispel Magic (on Trd level with a 18 ability score) at will, provided you have a good reason for it.

5- Bulk Spirits:

A Bear and a Bull spirit decided to help you today. You can cast Enhance ability on two targets, one will get the Bear, the other the Bull. You concentrate as normal, and if you lose concentration, both spirits are gone.


6- Random Spirit:

A random Spirit took eye of you today and showed you an Spiritual Temple. He wants you to gather your party (or to assemple a party to go in your stead) and complete the temple. The temple will always be within a week of travel of your main location.

If you have not completed the temple and roll this again, the same spirit will come again to urge you....Maybe give you a small boon, but nothing guaranteed.



Feature:  Old Knowledge?

You might have old knowledge, or you were blessed by spirits (or something else), or maybe you know that the strongest power in the world comes from people's belief, or you are just a prankster, or you got lucky, everytime, whatever that is, you are capable of something:


Choose two "powers" bellow.



Fluids of Life:

Somehow your piss holds power, at least for those who believe in it. Provided you hydrate well, you can produce your proficiency in Healing Potions per day. These Healing Potions heal for the usual 2d4+2 but leave an horrible aftertaste and might damage someone's dignity.
It also won't work on anyone that doesn't believe on you or that considers your culture primitive.
You can have up to 10 of this potions existing at anytime, and if you...ahem...produce more, the ones you produced earlier will lose all it's healing properties.



The Right tool:

Your people have a problem? You have the right tool for it, and usually involves piss, poop, hair, nails, vomit, parts of creatures or everything together.

Say someone died, or got petrified, or cursed, or lost a limb, became blind or got mad, or is just sad, or anything really. You can come up with a horrid ritual involving a series of gross stuff to try and heal this person of it's affliction. The more bizarre and gross you make it, more Bonuses you get on your roll. Make your ritual which must take at lest 1 hour and make a Peformance check.

Cure Blidness - DC 14 (or 34 if it's natural blindness)
Cure Impotence - DC 12 (or 34 if the target is married to an ugly woman)
Attract Loved one - DC 17 (or 34 if the one being attracted is prettier than the one attracting)
Cure Petrification - DC 27
Cure Partial Petrification - DC 22
Cure Curse - DC 14 to 34 (depending on the curse)
Regenerate Body Parts - DC 27 (or 34 if Penis)
Cure madness - DC 22 (or 34 if they come from a Vila do Mathias)


Spiritual Journey:

You decided to that your people should visit a Spiritual Temple and you might know how to get there. Or you hope a spirit will help you. Or you know about a proccess that old spiritual leaders would engage that might still work. Or you don't know anything but wanted to steer this people somewhere else, whatever you choose, that's fine. 


Get your band and leave the base, travelling around, promissing that soon the Spiritual Temple will show itself. Every day that you spend travelling towards this random destination (you can choose the route), gives you a chance of actually finding a Spiritual Temple. Make a Survival (or Performance if you are totally faking your way) check everytime you complete a Long Rest after travelling while looking for a Spiritual Temple

1 day travelled: DC - 40
3 days travelled: DC - 35
5 days travelled: DC- 30
10 days travelled: DC - 25
20 days travelled: DC - 20
50 days travelled: DC - 15
100 days travelled: DC -10

When you succeed you find a new Spiritual Temple chosen by your DM.


Consult Spirits:


You can't really consult Spirits, saying this makes easier for people to do what you want. But you are gifted with a large dose of Common sense and great luck...you think.
Choosing a method beetween Crystal balls, tarot cards, buzios, Ouija boards, hand reading, hypnosis, life coaching or another method that suits you.

You can use this "power in two ways"

1- You can gather your working tools and perform a 10 minutes Ritual and cast the spell Augury (with no components). But instead of an action in 30 minutes, the time is 10+ the result in your Performance check. 


Once you do this, you need to finish a Short Rest to do it again.


2- The second use of the power is to convince someone they are more powerful than they think, which you can use so they can agree to do something dangerous for you. Make a 1 minute ritual, speak to them about their future and make a Deception check, the DC is their Passive insight, if you succeed, the target gain one Luck charge as per the Lucky feat. If you fail by more than 5, they might start to not trust you, be careful!

Once you do this, you need to finish a Short Rest to do it again.


Steel Your Mind Against Other Lies:

You can gather your folks around and reassure them that you are the one to be trusted, that they should heed your words, not words from other charlatans.

Make a 5 minutes speech and a Deception check. You only fail rolling a 1, which is a critical failure and will make your peers very suspicious of you. But if you succeed, their trust on you is reassured, so much that with a result of 20 or more on this check, one of your main guys (rolled randomly beetween your party) will be Pumped, and will have advantage on Insight and Wisdom saving throws until they wind down and take a short or long rest

Once you do this you can't use this again until you finish a Long Rest.




Suggested Characteristics

Personality traits
d6Flaw
1I only care about myself
2I take pleasure in trolling people
3I will say anything, as long as people do what i want
4I don't think i'm worthy of this responsability
5One day i will also be the chieftain of this village
6My powers come from an evil entity

       






Contacts





Roll three times on the Spiritual Leader Contacts table (for two allies and a rival) - If you get something that can't really relate to your region, roll again ignoring that option

 Drifter Contacts
d18Contact
1I was trained by the previous Shaman of my village
2A Fox Spirit has helped me since i was a child.
3I was sold as a slave on a Goblin city
4The spirit of the old Shaman follows and guide me
5Every night i feed a badger that visits the village.
6I found myself on a terrible situation and had to lie to a group of orc raiders to save my hide.
7A noble stayed with us for a while and learned to trust  me.
8When i was a kid, i had an encounter with the infamous Yaard.
9I met a Kyrin and tried to enlight him, but i don't know if trusted my words.
10Dwarf traders really took a like to me and invited me to visit their city whenever i want.
11A fisherman found a strange ring on the botttom of the river, i asked him to keep it, so i could investigate it for curses. Within a few weeks i concluded that the ring is not cursed, nor magic, but it might be very valuable, did i keep the ring? 
12Cleric of Mercius stayed with us, i hated every moment, because he undermined my authority speaking about his god's philosophy.
13I once met a Witcher from the Cat school. Decided not to speak a lot with him, was afraid he might not believe me.
14I lost a family member in a horrible way years ago, and since them i sometimes wake up at night and can feel a spirit nearby.
15I made an agreement with a Raven Spirit, it will bring me any unattended shine it can find and i will favour him and convice my village and party members to adopt the Raven as our Spirit Guardian
16A Templar accused me of lying, i shivered but didn't have to defend myself because a Belliard Enforcer challenge it to a fight.
17Random Spirit allie that your GM will choose.
18Roll an additional contact; you can decide if the contact is an ally or a rival.

What are my responsabilities?

You need to make sure your village or party is cared for. If they fail, that means you lose your position, so you fail. So in a sense, you serve them, but how you choose to do it, and how much you choose to take it, that depends on you.


If you do have real spirit conections, than, you also have to good for the spirits, help them if needed and take care of nature, in  a general sense.

 


Scion of the Royal Arcanist Academy
  • The Royal Arcanist Academy (or RAA) was created by the most powerfull arcanist nobles beetween the humans of the White Continent, in times where their king was deemed the High King, King of Kings, King of all humans.

  • The purpose of the Royal Arcanist Academy was to recruit not only the best noble arcanists but the best young arcanists among humans and elves around the world and give them a chance to earn nobility titles through hard work and good marriages.

  • Scions of the Royal Arcanist Academy in training do harbour some level of respect, but nothing compared to when they have already paid their dues and become full fledged Magi Nobles.

  • Requeriments: Human or Elf from Wizard, Sorcerer, Warlock, Bard or Artificer class at lv1.

  • Skill Proficiencies:  Choose two from: Arcana, History, Religion, Persuasion, Medicine and Insght.

  • Language: Choose any two languages.
  • Equipment: A set of fine clothes, a signet ring, a scroll of pedigree, a purse containing 40 platinum pieces and a diamond worth 500 gp.

Feature: Young Noble Arcanist Sideckick


When a Scion o the Royal Arcanist Academy finaly finishes it's study, depending of his grades, connections, blood and likeness he is assigned a young noble arcanist and the quest to take this young master on an adventure. The idea is that the youngling will be able to not only grow in magical power and knowledge, but he will be able to see the world in different eyes, so he can get better perspective when he becomes a ruling adult. IF the Scion within 2 years is able to provide a proper adventure and great experience to the young noble (and the Arcanists in the Royal Arcanist Academy will unravell all it's journey when he gets back), he will gain great power and influence, and even a nobility title if he lacks one, and depending of how it goes, he might even have a nice job lined up like Arcane advisor to a king or powerfull noble family.

But if the young noble does not have a good experience, he can expect hell to pay, even worse if the noble dies, gets missing or something terrible happens to him, the Scion would have the full power of the RAA and of most nobles around the world chasing him, and death would be a reward in this case.


- You have a young noble sidecick aged beetween 9 and 13. It's sidekick class is Spellcaster and he starts at your level. He will aid you in battle and in other situations to the best of it's knowledge but he has his own personality that could sometimes conflict with what you want to do. 

- You are expected to pay for it's expenses and to treat him fairly.

- You start the game with a lot of gold and a diamond in case he dies and you need to ressusrect him, but this is considered a grave mistake and you will need to talk to him after that.

- If he dies two times, you better be able to ressusrect him and pray that he likes you or you might just be expelled from the Academy, or worse.



Roll 1 time on the table bellow to define a major trait of your young noble.


Personality traits
d6Flaw
1Proud - Wants you to call him/her Master, likes to have his powers reconigsed.
2Greedy - Want's his share of loot and magical itens to some extent. Is okay to get half of your share after the group divides everything.
3Smartass - Always wants to prove himself to be the the most clever on the room.
4Innovator - Does not like to solve things the usual way, always like to experiment with underused spells.
5Charitable - he can't see people suffering. Sometimes he will go out of his/her way to help those who are in need.
6Shy - Does not speak a lot, comply well with reasonable orders.

   


Feature: RAA Magical Secrets (pick only one)



Feature:  Wand's Specialist Degree


  • You went and did it, you got your degree, and graduated as one of the best, good  job, you glorious bastard!

  • You get two benefits from this:

                                      WandSlinger
    - Whenever you activate a Wand to cast one of it's spells, you can use your Bonus Action to activate a wand you are holding on your other hand and cast one of it's spells.

                                     Whole Sales deal
    - Spend 30 platinum pieces and choose beetween two of the wands bellow.

    RAA Wand of Chromatic Orb
    RAA Wand of Magic Missile
    RAA Wand of Ice Knife
    RAA Wand of Burning Hands
    RAA Wand of Earth Tremor
    RAA Wanf of Ray of Sickness

    All RAA Wands cast the spell at 1st level and have two charges and recharge at Long Rest.


Feature:  The Magic Well Subscription


  • You opted to subscribe to the Great Magic Well. Good Job! If you pay your tithe without fault, i'm sure your subscription will come to great use. But don't forget, this cost you 20 Platinum Pieces on the spot and 20 more every month (and you will be charged, and you will have to pay, and yes, that's the price for the Basic subscription).

  • Members subscribed to the Magic Well can call spells from a common source: the Spellpool. New members receive a special focus (a trinket chosen by the spellcaster, such as a ring, brooch, scarf, or other portable item) at the time of their initiation. The focus allows access to the Spellpool and works only for its owner.

  •                            The Magic Well Spellpool

  •      A magical reservoir of spell energy is bound into a special matrix in a guarded vault on a sublevel of the RAA headquarters. Using his guild focus, one subscribed to the Magic Well can call spells from this common resource as needed

  • Calling a Spell: Calling a spell from the Spellpool can be done at any distance but requires the caster to have an unused spell slot of the appropriate level (which will be consumed when he calls and cast the spell). A spellcaster can call only for a spell of a level that he could normally cast, but never higher than a third level spell (unless he managed to get a PRO Subscription). He can call a number of spells per day whose total levels are equal to or less than half his caster level (round down, minimum one). When a caster calls a spell, he takes the appropriate Action to cast it (the Spell must be one that is cast with either a Bonus or an Action). The spell called can be any spell legal for the Wizard's spell list on the campaing you are playing.

  • Spellpool Debt: Every time a spellcaster calls a spell, he incurs a debt. He must return an energy packet to the Spellpool: an unnused spell slot of a level equal level to that of the called spell, or a number of spell slots whose combined levels equal the level of the called spell. Returning a spell takes an action. The debt must be repaid until the end of the next day; otherwise, the  access to the Spellpool is automatically suspended. Once the debt is repaid, a suspended caster immediately regains access to the Spellpool, except that failure to pay off a debt within one year results in a spellcasters expulsion from the RAA.


Feature:  Safety Caster Certification


  • You have done your part, you played it good, you earned your certification, good job.

  • You get this ability:

    You can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

    You can use this ability a number of times per day equal to your proficiency Bonus.

    Also, showing this certification to the right people might earn you respect points.

Feature: Graduate Research Assistant of the All Seeing Eye


  • Somehow you had classes with the All Seeing Eye, a fucking Ancient Sentient Medallion that is also a hidden professor in the RAA. And not only that, now you are even more engaged to it. Outstanding! You even got a replica Medallion of it!

  • You get two benefits from it:


  •                   THE WISDOW OF SOLOMON

  • Solomon, the great Wizard King was the first to access the All Seeing Eye powers, and now you might do the same.

  • You take your medallion out and concentrate on it for 10 minutes. The All Seeing Eye will manifest into ti, and you may ask him some questions.
    Make an Arcana check.
    15+ -> 1 question
    20 -> 2 Questions
    25 -> 3 Questions
    30 -> Questions and so on.
    The All Seeing Eye will do it's best to answer your question in the most clear and accurate way possible.

  • Once you do this, you need to take a Long rest before you can do it again. If you bother the All Seeing Eye with useless questions, it might refuse to manifest for a period.

    •                BEHOLD THE ENDLESS VOID

  •    As a reactiom when you fail a saving throw you can Behold the Endless Void. If you do this, you succeed the saving throw but must make a new one, an Intelligence saving throw (same DC as the one you just failed), and if you fail, you get corrupted. Once you get corrupted five times, big changes will happen and you might even have to relinquish your character.

    Once you use this Reaction, you can't use it again until you finish a Long Rest.


Suggested Characteristics


Flaws
d6Flaw
1I tried my best, but i graduated at the low tier of the class
2Power and Immortality!.
3Non Casters are inferior.
4I graduated at the top of my class, yet i still feel that i don't belong anywhere.
5FIREBALL IS USUALLY THE ANSWER.
6I totally hate having to drag this noble child around...






Contacts





Roll three times on the RAAtable (for two allies and a rival)

RAA Contacts
d18Contact
1My brother is a Librarium researcher.
2I fucked my enchantment teacher.
3Illusion is an useless school. I said this, an Illusion specialist heard it and now he made his life's mission to change my mind.
4A Djinn Web Manipulator agreed for tea and secrets.
5My Evocation teacher was a complete Jock called FIREBALL BOB.
6My family is not very important but we are Lancaster vassals and they took a liking to me.
7A cleric of Crisallis is trying to convert me, we play chess every other week - and she always wins, even though her moves make no sense at all.
8I had to do a field trip to Runik, and had to work for a week with Dwarven Arcanists, Dwarven!!!
9I think our transmutation teacher is a Norfss Spy. I'm not kidding, i really think this.
10A giant wolf from the Steelclaw Wolf Rider once ate my homework.
11I was really into the Necromancy classes. That made them put me into a list and decline further Necromancy credits.
12Is it just me or maybe we should try and destroy the sentient creepy medallion? I might be wrong...
13My favorite teacher thinks i have a good heart but a small brain.
14I had a contest against a Djinn Tempesta and lost paifully, later i discoverd he was Raiden, son of Solmyr.
15I was once in love with a Ferlix Shadow Hunter but she left me to conclude her training.
16A Nature's Messenger, a Librarium schoolar, a Web Manipulator and a RAA Scion walk into a bar.....
17Roll an additional contact; you can decide if the contact is an ally or a rival.
18There was a guy named Harry Potter in my class.




What are my responsabilities?





  • Keep your noble alive

  • Dont't say stupid shit

    Prove yourself




4th Generation Elves
  • I have witnessed the decadence of our race. Third generation elves born during the Great Rebellion appear to be much stronger, capable and adept on Primal and Arcane arts than other 3rd generation elves born after the war was over. It is evident even beetween siblings from the same parents, the ones born during the hard time appear to be much more capable overall. And don't get me talking about 4th and 5th generation younglings.

    There are two main school of thoughts on this subject, the first one believes that with less dragons roaming around Primordio, there is much less magic to tap from, and we are elves, creatures that do tap into all sources of magic, specially during growth where we shape the magic around to better fit us, even if by instinct, because of that, now have to deal with it or lack of it, it is after all partially our fault.

  • The Second school of thought holds that due to our magical nature... our divine nature, we will only produce powerful elves in times of need. During the Great Rebellion, we produced many Third generation elves that could rival with some of the second generation, but now, since there is peace and our place as the absolut dominant species of Primordio is pretty much secured, now we will produce weaker elves, since threre is no real necessity for powerful ones.

  • There is also a third school of thought but that is held only by 1 elf, Janus, one of my students, and he says that Mercius decided to nerf the elves - maybe by pressure of the other gods. Well, Janus is pretty much alone on this logic, but i can appreciate him for taking this beyond and starting research and tests, that's how a true scientist is formed.

  • But i really wonder, are we going to keep growing weaker? How is it going to 10.000 years in the future?

By Virgo Mornwind


  • Requeriments: Being an elf of 4th generation, born around 12.000 years ago.

  • Skill or tools Proficiencies:  Choose any two

  • Language: Elf and Choose another language.
  • Equipment: Special

Feature: Built Differently


Being an elf of 4th generation, despite of what elves of 2nd or 3rd generation may say, you enjoy phisical benefits that would put most races to shame.



Increase your highest non constitution stat by 4

Now follow this steps, always updating after each one: (in case of draws, use the elven priority. Dex > Int > Cha > Wis > Str

- Increase your lowest non constitution stat by 3
- Increase your lowest non constitution stat by 3
- Increase your lowest non constitution stat by 2


Feature: Primal Power


Magic is natural for you, and whitout even thinking about it, you picked some tricks along the road and made it part of your identity


You have a Resource called Primal Power. This resource has charges equal to your proficiency and it recharges on a Long Rest.

You will be randomly assigned 3 spells (at minimum) and you can use each of them 1 time per day without spending a Primal Power charge. Uses beyond the first of each spell will consume one of your Primal Power Charges

When you use Primal Power to cast your Spells, they will always be cast at a Spell level equal to your proficiency.


The Spellcasting Ability for your Primal Power Spells will always be your Highest Ability Score.


When using Primal Power, you ignore any Material Component.


If you are a Spellcaster and roll a spell on the table, you can add it to the list of spells you know. If you got a special version of a spell, you add the normal version to your list, the special version can only be cast through Primal Power.



Primal Spells (Roll 3 times)
d36Spell
1Absorb Elements
2Bane - But as a Bonus Action
3Chaos Bolt
4Command 
5Shadow Blade
6You got 1 Extra Roll, increasing the spells you know by 1! The maximum Primal Spells you can now is 10.
7Entangle
8Expeditious Retreat
9Farie Fire
10False Life - But when you cast you can target up to 2 other creatures
11Gift of Alacrity
12Blink
13Guiding Bolt
14Spiritual Weapon
15Heroism
16Ice Knife
17Jump
18Longstrider
   19 Mage Armor - But the Base AC is 14 + Dex
   20 Magic Missile
   21 Shield
   22 Speak with Animals - But lasts for 8 hours
  23 Thunderwave - But as a Bonus action
  24 Zephyr Strike - But lasts for 2 attacks
  25 Burning Hands - But as a Bonus Action
  26 Aganazzar's Scorcher - But as a Bonus Action
  27 Barkskin - But the AC can't be less than 18
  28 Blur - But as a Bonus Action
  29 Cloud of Daggers - But as a Bonus Action you can   move it 20 feet.
  30 Earthbind - But flying enemies have disadvantage on   the Saving Throw
  31 Enhance Ability
  32 Flame Blade
  33 Kinetic Jaunt - But does not requires concentration
  34 Mirror Image - But you create 5 images
  35 Misty Step - But does not count for the limits of spells   you can cast in a turn regarding Actions / Bonus   Actions
  36 You got 2 Extra Rolls, Increasing the Spells you   know  by 2!! The maximum Primal Spells you can   know is 10.

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