Showing posts with label Backgrounds. Show all posts
Showing posts with label Backgrounds. Show all posts

Free: GROUNDED, A Remix of 5E Backgrounds

 They had some good ideas with 5E Backgrounds but it was never really implemented correctly. So I worked on my own version but before I was really happy with it I soured on 5E in general and moved on to Shadowdark.

Included  are all the 5.1E races but not the changes that happened with 5.2. In fact while 5.2 de-emphasized race this one leans into it by attaching the Backgrounds and Personality, Ideal, Bond, and Flaw to race.

 So this is a cleaned up version of what I had released into the wild. Usable but a bit rough. Hopefully someone will find it useful. 

Grounded

Free: GUTTED, A 5E Character Creation Supplement

Note: I goofed up the sharing on the Google Drive, my apologies. It should be fixed now and available to everyone that follows the link.

Wizard Background

Wizard Background

Wizards must join a chantry or School of Wizardry in order to learn their craft. Typically the wizarding chantry's only allow students they have scouted out. Such students are pulled from a small range of occupations. A Wizard could pull out and go Adventuring at any point, or they can continue to add up the years, it is up to the player.

1d6
Before Being a Student
01-02
Astronomer
03-04
Herbalist
05
Hypnotist
06
Other  (Noble, Barbarian, anyone with very high INT)

Once in a Wizarding school or chantry there really isn't much variety. Most Apprentices face years of chores and verbal abuse with little study indirectly linked to Wizardry. Every year the Apprentice Wizard should roll on the Apprentice Advancement Table to see what happened that year.

1d6
Apprentice Advancement Table 
01-03
No change, chores, chores, chores
03-04
Mishap, roll on Mishap Table
05
Doing well, roll on Journeyman Advancement Table next year

Once advanced to Journeyman level the future wizard learns cantrips to help with the chores and starts to study magic in earnest. Every year the Journeyman Wizard should roll on the Journeyman Advancement Table to see what happened that year.

1d6
Journeyman Advancement Table
01-02
No change, study, study, study.
03-05
Mishap, roll on Mishap Table
06
Leave the school to become an Adventurer.

1d6
Mishap Table 
01
Wizard was injured in a Wizard duel between students and takes a year to recover. Roll on the same Advancement Table as last year.
02
Zealot clerics burned down the School. Classes continue in alternate location. Half the students flee. Roll on the same Advancement Table as last year.
03-04
Wizarding mishap causes one of the teachers to be pulled into the void by a deamon. Half the students flee. Roll on the same Advancement Table as last year.
05-06
Wizard war with another school ends with victory. No change in table but +5 on the next advancement roll.   


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.



Bestiary - Ogre

Art taken from Warhammer Armies
and used without permission
There are few Ogre Warbosses (not smart enough) but nearly every Warboss has a a squad of Warboss bodyguards (loyal and super-intimidating).

A typical adult ogre stands 10 feet tall and weighs roughly 650 pounds. They are bald and tend to have super-thick short necks.

Ogres are Chaos Worshipers (see Chaos Gods table). Although solid worshipers they never become Shamans. Also their love of combat means most have wounds and scars (see Scars & Wounds table).

Proficiency Bonus +2
Proficiencies: All Armor, Simple Weapons
Speed 40 ft.
Senses darkvision 60 ft.,
Passive Perception 8
Languages Common, Orc

1d6
Ideals
1
Whatever my Warboss tells me is my ideal.
2
Strength! Through strength others will see my worth.
3
Dominate. It is not enough to be the best, others must know I'm the best even if I have to kill them to convince them.
4
Loyalty, to my warboss at least.
5
Deathcount. The more the merrier. Had to learn basic math to keep count.
6
Independence. I hate taking orders from others and I'm only happy when unleashed to act upon my own.

1d6
Bond
1
The Warboss is Boss. I follow the Warbosses orders and you better as well!
2
My Chaos Lord will take care of me when nobody else will. I do as his Shaman's command.
3
I worship the Warbosses number one man and I'll do whatever he says, even if he goes so far as to suggest replacing the Warboss.
4
Destruction of the Dwarves and Elves for an endless list of reasons I can't remember right now.
5
Combat. I live for combat. There is nothing else so exciting.
6
Treasure is good. it is the best way to make the Warboss happy and the Warband powerful.

1d6
Flaw
1
I don't really like the other races in the Horde. Weaklings all.
2
Ashamed of Ogre society. We haven't built anything, all we do is destroy. Looking around at the Dwarven Vaults we've captured just makes me sad sometimes.
3
Ale, ale, ale. Can't get enough.
4
Appetite. I have trouble controlling my hunger, especially when I'm exerting myself, and I've been known to stop and nibble a corpse during a battle.
5
Absolute trust in authorities. This includes the Warboss, and Shaman's. They are smarter than me, I'm smart enough to listen.
6
I fart frequently, loudly, and it is said that my farts could kill.


1d8
Chaos God
1-3
Cthulhu the Great Old One
4
Dagon, Prince of the Sea
5
Hastor the Unspeakable
6
Jubilex the Faceless Lord of Slime
7
Nyarlathotep the Crawling Chaos
8
Yog-Sothoth



1d6
Scars & Wounds
1
Limbs hurt when its cold
2
Missing 1d6 fingers/toes
3
1d6 scars on face and  neck
4
Burns along the back prevent wearing clothes or armor
5
Missing an Ear or eye
6
Part of scalp is a mass of scar tissue

Ogre Hero
AC: 14 (Scale) HP: 89
STR 21 (+5) DEX 10 (+0) CON 18 (+4)
INT 09 (-1) WIS 07 (-2) CHA 10 (+0)
Greatclub. To hit +7, Damage 2d8 +5

Ogre Bruiser
AC: 13 (Scale) HP: 75
STR 20 (+5) DEX 09 (-1) CON 17 (+3)
INT 07 (-2) WIS 07 (-2) CHA 09 (-1)
Greatclub. To hit +7, Damage 2d8 +5

Ogre Grunt
AC: 11 (hide) HP: 59
STR 19 (+4) DEX 08 (-1) CON 16 (+3)
INT 05 (-3) WIS 07 (-2) CHA 07 (-2)
Club. To hit +6, Damage 1d4 +4
Javelin (x2). Melee to hit  +6, Damage 2d6 +4, Ranged to hit -1, Range 30/120 ft., Damage 2d6 -1

Ogre Bonded
AC: None HP: 59
STR 16 (+3) DEX 07 (-2) CON 17 (+3)
INT 04 (-3) WIS 06 (-2) CHA 05 (-3)
Battleaxe To hit +5, Damage 1d8 +3
Javelin (x2). Melee to hit +6, Damage 2d6 +3, Range to hit -2, Range 30/120 ft., Damage 2d6 -2

Bestiary - Hobgoblin

The Hobgoblin nation was conquered by the horde some time ago and provide a balance against the Orc forces in the horde. Hobgoblins are smaller than Orcs but tend to stick together better. You fight one Hobgoblin you fight them all. That doesn't go for their smaller Goblin cousins.

Hobgoblins are Chaos Worshipers (see Chaos Gods table).

Proficiency Bonus +2
Proficiencies: All Armor, Martial Weapons
Martial Advantage. Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.
Speed 30 ft.
Senses darkvision 60 ft.,
passive Perception 10
Languages Common, Goblin

1d6
Ideal
1
Nature. Being inside an occupied Dwarven Vault all the time is depressing. The beauty of the stars, and forests are worth the risk of Elven archers.
2
Faith. My Chaos Lord is my everything.
3
Fame. Through hard work and occasional risk I can become famous and thus satisfy my bond.
4
Honor, at least towards other Hobgoblins.
5
Destruction. Sometimes I smash things for no reason, but I don't need a reason. The joy of smashing is enough.
6
Be prepared. There is no point racing off to battle only to realize that in your haste you've forgotten your weapons.

1d6
Bond
1
My loyalty is to the Warboss. I'll do whatever commanded even if it leads to injury or death.
2
My life is dedicated to my Chaos Lord, I'll do as the Shamans says even if it goes against the Warboss's wishes.
3
The Hobgoblin Nation will be free. I'll work with other Hobs of different Warbands if necessary to make that happen.
4
My unit is all I have. I have no love for the Hobgoblin nation that sold me to endless war, or for the Chaos gods or Warboss we fight for.
5
There is this female Hobgoblin... Id' do anything for her.
6
Gold is good. With Gold the Hobgoblin nation can buy our freedom from the Dark Elves. I save my booty for the cause.

1d6
Flaw
1
I hate to wear metal armor, it is too heavy and noisy.
2
I don't like magic, including magical healing, as it reduces my soul. If given the chance I'll fight whomever tries.
3
Tend to challenge friend and foe to fights over minutia.
4
I hate groups of non-Hobgoblins. I can tolerate my squad, but go crazy if we go into common areas with other members of the Warband.
5
Hate Ogres. Giant stupid unthinking Warboss lackies.
6
Can't tolerate cooked food. Freshly killed is my thing.

1d8
Chaos God
1
Cthulhu the Great Old One
2
Dagon, Prince of the Sea
3
Hastor the Unspeakable
4-6
Jubilex the Faceless Lord of Slime
7
Nyarlathotep the Crawling Chaos
8
Yog-Sothoth

Hobgoblin Hero
AC: 18 (Mail, shield) HP: 16
STR 15 (+2) DEX 12 (+1) CON 14 (+2)
INT 10 (+0) WIS 10 (+0) CHA 09 (-1)
Scimitar. To hit +4, Damage 1d8 +2.
Crossbow, heavy (x12). To hit +1, Range 100/400 ft., Damage 1d10 +1

Hobgoblin Nyarlathotep Shaman
AC: 12 (Padded) HP: 16
STR 10 (+0) DEX 13 (+1) CON 12 (+1)
INT 14 (+2) WIS 15 (+2) CHA 11 (+0)
Flail. To hit +2, Damage 1d8.

Level
 Nyarlathotep Shaman Spells
Cantrip
Guidance, Mending, Sacred Flame, Thaumaturgy
1
Bane, Guiding Bolt, Inflict Wounds
2
Aid, Enhance Ability, Silence
3
Speak with Dead, Spirit Guardians

Hobgoblin Warriors
AC: 18 (Mail, shield) HP: 15
STR 13 (+1) DEX 12 (+1) CON 12 (+1)
INT 10 (+0) WIS 10 (+0) CHA 09 (-1)
Scimitar. To hit +3, Damage 1d8 + 1

Hobgoblin Bonded
AC: 12 (Padded) HP: 11
STR 10 (+0) DEX 11 (+0) CON 13 (+1)
INT 11 (+0) WIS 15 (+2) CHA 07 (-2)
Shortbow (x6) To hit +2, Range 80/320 ft., Damage 1d6.

Bestiary - Goblins

Art taken from Warhammer Armies
and used without permission
Goblins are always on the short-end of the stick. They are beaten and abused and many joined the Horde hoping for protection but things are not much better as now they have Orcs beating and abusing them.

Goblins are Chaos Worshipers (see Chaos Gods table). They tend to be zealots and the only Goblins that raise to lead a Warband are Shamans leading a mass of fanatics.

Proficiency Bonus +2
Proficiencies: Light Armor, Simple Weapons
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Speed 30 ft.
Darkvision 60 ft.,
Passive Perception 9,
Languages Common, Goblin

1d6
Ideal
1
Loyalty. I'm fiercey loyal to my bond.
2
Knowledge. Through knowledge we gain power.
3
Comfort. Give me some food and a nice place to sleep and I'd be happy.
4
Death. What is the point of comfort if my enemies live. It hurts me to think they might actually be happy, somewhere.
5
Control. Power, now matter how petty, is to be grabbed and accumulated.
6
Destruction. I don't need to kill my enemies, destroying their hard works, their art and such, makes me happy.

1d6
Bond
1
My loyalty is to the Warboss. I'll do whatever commanded even if it leads to injury.
2
My life is dedicated to my Chaos Lord, I'll do as the Shaman commands hoping that I'll die in the survice of the Chaos Lords!
3
My tribe. Taken as a youngling I still remember the tribe and hope to return to them someday.
4
Swine. I group in a Swine-rider tribe and think they are perfect beasts even if I've still got some tusk scars from my childhood.
5
My Squad. They'll keep me alive, I'll do my best to keep them alive.
6
Only with treasure can I improve my lot. I'll slice and dice anybody (at least those I can get away with) to get more.

1d6
Flaw
1
Don't trust anyone other than other Goblins, and I don't trust most of them when I think about it.
2
Psychotic. After a lifetime of being thrashed by larger creatures I pretty much hate everyone and everything and will kill if I can get away with it.
3
Coward. Why should I die so the Warboss can please his Dark Elf masters? I didn't pick this life and I'll slip out, if possible, if confronted with battle.
4
Hot head, but can't back it up. I get excited and will rage and yell and provoke a fight whenever the opportunity presents, as long as bigger tougher folk have my back.
5
Constant nightmares. I need twice normal sleep and usually I have to be away from anyone else trying to sleep.
6
Fleas. Constantly itchy, and anyone in proximity will become itchy as well. This problem applies to mosquitos as well, if they are near they'll find me and bleed me dry.

1d8
Chaos God
1
Cthulhu the Great Old One
2
Dagon, Prince of the Sea
3
Hastor the Unspeakable
4-6
Jubilex the Faceless Lord of Slime
7
Nyarlathotep the Crawling Chaos
8
Yog-Sothoth

Goblin Jubilex Shaman
AC: 10 (leather) HP: 05
STR 07 (-2) DEX 09 (-1) CON 08 (-1)
INT 14 (+2) WIS 14 (+2) CHA 15 (+2)
Stealth +5
Staff. To hit +0, Damage 1d6 -2

Level
Jubilex Shaman Spells
Cantrip
Guidance, Light, Mending, Resistance
1
Bane, Command, Healing Word
2
Blindness/Deafness, Protection from Poison, Silence
3
Glyph of Warding, Meld into Stone

Goblin Fanatic
AC: 10 (leather) HP: 04
STR 06 (-2) DEX 09 (-1) CON 07 (-2)
INT 14 (+2) WIS 14 (+2) CHA 15 (+2)
Stealth +5
Morningstar. To hit +0, Damage 1d8 -2

Level
Goblin Fanatic Spells
Cantrip
Light, Mending, Resistance
1
Bane, Healing Word

Goblin Cavalry (Swine Rider)
AC: 13 (Scale) HP: 07
STR 08 (-1) DEX 14 (+2) CON 10 (+0)
INT 10 (+0) WIS 08 (-1) CHA 08 (-1)
Stealth +5
Javelin (x2). Melee to hit +1, Damage 1d6 +-1: Ranged to hit +0 Range 30/120 ft., Damage 1d6
Scimitar. To hit +1, Damage 1d6 -1

Goblin Hunter
AC: 13 (leather) HP: 04
STR 07 (-2) DEX 14 (+2) CON 10 (+0)
INT 08 (-1) WIS 08 (-1) CHA 07 (-2)
Stealth +6
Shorbow (x6). To hit +0, Range 80/320 ft., Damage 1d6 -2

Goblin Skirmisher
AC: 12 (leather) HP: 05
STR 08 (-1) DEX 12 (+1) CON 10 (+0)
INT 08 (-1) WIS 08 (-1) CHA 08 (-1)
Stealth +5
Spear. To hit +1, Damage 1d6 -1

Goblin Bonded
AC: 10 (Padded) HP: 04
STR 08 (-1) DEX 09 (-1) CON 11 (+0)
INT 10 (+0) WIS 07 (-2) CHA 08 (-1)
Stealth +5
Handaxe (x3). To hit +1, Damage 1d6 -1

Saw a Reel about Attacking the Character sheet

The reel is here . The Witches Hex removing a Death Save really resonated with me. I mean you talk to an old crone in town and she gives you...