Thief Background

I mostly like 5e backgrounds but I think Traveler did it better (except the whole death during pre-game part which seems like a big waste of time). I have seen people suggesting fantasy games need something similar so I decided to take a shot at it. I'm not entirely satisfied because I made them somewhat generic and this sort of thing really needs the setting (wars, leaders, nations) and maybe some kind of skills baked in. Still, here's the first shot. I consider it Public Domain so if anyone can improve it, feel free.

Thief Background

Nearly all thieves exist in a gang of some kind so the tables assume that. An independent thief is on their own. A thief can quit the tables and become an adventurer at any point tor they can keep rolling and add up the years.

The Thief Initial ROlL TABLE shows where the thief came from.

1d6
Thief Initial Roll
01-02
Born into city gang, go to the Street Rat Occupation table
03-04
Orphan in city, gang became family, go to the Street Rat Occupation table
05
Fled abusive home, joined gang to survive, go to the Journeyman table
06
Wanted for a crime, go to the Journeyman table 

Once in a gang the thief isn't really much good. They will mostly be put out to beg or act as a fast talking distraction to assist pickpockets. If they show some aptitude for violence or have decent size when they become a teen they will be made a Thug/Bodyguard (one of the gangs footsoldiers). 

1d6
Street Rat Occupation table 
01-02
Beggar
03-04
Bagman/Fast talker
05
Pickpocket
06
Thug/Bodyguard   

Each year the Street Rat should roll on the Street Rat Advancement table to see what happened.

1d6
Street Rat Advancement Table
01-03
No change, same as last year.
04
Re-roll on the Street Rat Occupation Table next year.
05
Mishap. Roll on the Mishap Table.
06
Doing well. Roll on the Journeyman Occupation Table next year. 

1d6
Journeyman Occupation Table
01-02
Agitator
03-04
Burglar
05-06
Thug

Every year the Journeyman should roll on the Journeyman Advancement table to see what happened that year.

1d6
Journeyman Advancement Table
01-02
No change, same as last year
03
Re-roll on the Journeyman Occupation Table for the next year
04
Mishap. Roll on the Mishap table
05-06
Leave the gang to become an Adventurer  

1d6
Mishap Table
01-02
Injured in a turf war. Skip a year recovering and laying low then roll on the same Occupation table as last year.
03-04
Fled the city to live in the wilderness for a year then roll on the same Occupation table as last year.
05-06
Locked up or laid low for most of a year then roll on the same Occupation table as last year.



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