Merge pull request #31 from kinkofer/RacesFeatsBackgrounds

feature: Added Races, Feats, and Backgrounds
pull/33/head
Sash Man 2020-01-30 17:35:32 +00:00 committed by GitHub
commit f5f0211ca9
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
6 changed files with 8690 additions and 3739 deletions

View File

@ -1,5 +1,19 @@
## CHANGE LOG ## CHANGE LOG
### 2020-01-29
Added remaining monsters from Baldur's Gate: Descent Into Avernus.
Added subclasses from Guildmaster's Guide To Ravnica.
Added races, feats, and backgrounds from...
- Acquisitions Incorporated
- Baldur's Gate: Descent Into Avernus
- Eberron: Rising From The Last War
- Guildmaster's Guide To Ravnica
Renamed some races to avoid naming conflicts.
### 2020-01-28 ### 2020-01-28
@ -9,6 +23,7 @@ Added and separated Artificer and Artificer (UA) spells.
### 2020-01-25 ### 2020-01-25
Added Artificer class from Eberron: Rising from the Last War. Added Artificer class from Eberron: Rising from the Last War.
Renamed the Artificer from Unearthed Arcana to avoid conflicts. Renamed the Artificer from Unearthed Arcana to avoid conflicts.
@ -17,7 +32,7 @@ Renamed the Artificer from Unearthed Arcana to avoid conflicts.
Added monsters and spells from... Added monsters and spells from...
- Acquisitions Incorporated - Acquisitions Incorporated
- Eberron Rising From The Last War - Eberron: Rising From The Last War
- Guildmaster's Guide To Ravnica - Guildmaster's Guide To Ravnica
- Mordenkainen's Fiendish Folio - Mordenkainen's Fiendish Folio
- Hunt For The Thesselhydra - Hunt For The Thesselhydra
@ -38,29 +53,30 @@ Added "CoreRulebooks" collection.
Updated more monsters for descent into avernus Updated more monsters for descent into avernus
Deaths Head of Bhaal - Deaths Head of Bhaal
Necromite of Myrkul - Necromite of Myrkul
Skull Lash of Myrkul - Skull Lash of Myrkul
Master of Souls - Master of Souls
Fiendish Flesh Golem - Fiendish Flesh Golem
Hellwasp - Hellwasp
### 2019-11-16 ### 2019-11-16
Updated some monsters from Baldurs Gate descent into avernus. Updated some monsters from Baldurs Gate descent into avernus.
Crokektoeck - Crokektoeck
Fist of Bane - Fist of Bane
Iron Consul - Iron Consul
Black Gauntlet of Bane - Black Gauntlet of Bane
Night Blade - Night Blade
Reaper of Bhaal - Reaper of Bhaal
Some typo fixes Some typo fixes
### 2019-10-12 ### 2019-10-12
Updated and completed the magical items from Baldurs Gate Descent into Avernus Updated and completed the magical items from Baldurs Gate Descent into Avernus
Updated and added all Infernal Vehicles stats, these can be added as companions in your character sheet. Details on mounted combat and infernal vehicles should be consulted with your DM who is running Avernus. Updated and added all Infernal Vehicles stats, these can be added as companions in your character sheet. Details on mounted combat and infernal vehicles should be consulted with your DM who is running Avernus.
### 2019-10-01 ### 2019-10-01
@ -73,7 +89,7 @@ Completed Ghosts of saltmarsh
### 2019-09-09 ### 2019-09-09
amended some spell slots for spellcasters to have proper number Amended some spell slots for spellcasters to have proper number
### 2019-09-08 ### 2019-09-08
@ -86,6 +102,7 @@ Updated more from Ghosts of Saltmarsh, additional pirates, sahuagin.
### 2019-09-05 ### 2019-09-05
Added Nimblewright from Waterdeep Dragon Heist Added Nimblewright from Waterdeep Dragon Heist
Added more ghosts of saltmarsh merfolk salvager, minotaur living statue, monstrous peryton, various pirates. Added more ghosts of saltmarsh merfolk salvager, minotaur living statue, monstrous peryton, various pirates.
### 201908-31 ### 201908-31
@ -96,24 +113,24 @@ Lots more Typos crushed following an XML validation
Updated more Ghosts of Saltmarsh monsters: Updated more Ghosts of Saltmarsh monsters:
Living Iron Statue - Living Iron Statue
Lizardfolk Commoner - Lizardfolk Commoner
Lizardfolk Render - Lizardfolk Render
Lizardfolk Scaleshield - Lizardfolk Scaleshield
Lizardfolk Subchief - Lizardfolk Subchief
Locathah - Locathah
Locathah Hunter - Locathah Hunter
Maw of Sekolah - Maw of Sekolah
### 2019-08-12 ### 2019-08-12
Updated more Ghosts of Saltmarsh monsters: Updated more Ghosts of Saltmarsh monsters:
Harpy Matriarch - Harpy Matriarch
Juvenile Kraken - Juvenile Kraken
Koalinth - Koalinth
Koalinth Sergeant - Koalinth Sergeant
Kysh - Kysh
### 2019-08-08 ### 2019-08-08

View File

@ -1,5 +1,391 @@
<?xml version="1.0" encoding="UTF-8"?> <?xml version="1.0" encoding="UTF-8"?>
<compendium version="5" auto_indent="NO"> <compendium version="5" auto_indent="NO">
<!-- Races -->
<race>
<name>Verdan</name>
<size>M</size>
<speed>30</speed>
<ability>Con 1, Cha 2</ability>
<proficiency>Persuasion</proficiency>
<spellAbility></spellAbility>
<trait>
<name>Description</name>
<text>The verdan owe their existence to chaos. Descended and transformed from a large clan of goblins and hobgoblins, those who became the verdan were simply living their lives, doing goblinoid things. But then passing through the shadow of That-Which-Endures changed them forever. Now the newest race to call Faerûn home, the verdan do their best to find their way in an unfamiliar world.
Reality is a descent into chaos punctuated by brief flashes of order, whence we arose and so imagine it to be the norm rather than a distant outlier. That-Which-Endures held entropy back for a mere instant, and the Verdan emerged. I'm sorry, was that the question?
Source: Acquisitions Incorporated p. 72</text>
</trait>
<trait>
<name>Age</name>
<text>Verdan reach adulthood at around the age of 24, and it is thought that they might live to nearly 200 years old. However, because no verdan has died of old age since the race's initial creation, their upper age limits remain subject to speculation.
</text>
</trait>
<trait>
<name>Alignment</name>
<text>Verdan are generally good, although their absence of racial identity and shared history can sometimes see individual verdan become untethered from any moral or ethical framework.
</text>
</trait>
<trait>
<name>Size</name>
<text>Verdan start out similar in size to the goblins they were created from, ranging from 3 to 4 feet in height. But at some point after reaching maturity, each verdan undergoes a sudden growth spurt of 2 feet or more. At 1st level, you are a Small creature. When you reach 5th level, you become a Medium creature.
</text>
</trait>
<trait>
<name>Black Blood Healing</name>
<text>The black blood that is a sign of your people's connection to That-Which-Endures boosts your natural healing. When you roll a 1 or 2 on any Hit Die you spend at the end of a short rest, you can reroll the die and must use the new roll.
</text>
</trait>
<trait>
<name>Limited Telepathy</name>
<text>You can telepathically speak to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathy, but it must be able to understand at least one language. This process of communication is slow and limited, allowing you to transmit and receive only simple ideas and straightforward concepts.
</text>
</trait>
<trait>
<name>Persuasive</name>
<text>Your people's lack of history makes you trustworthy and humble. You have proficiency in the Persuasion skill.
</text>
</trait>
<trait>
<name>Telepathic Insight</name>
<text>Your mind's connection to the world around you strengthens your will. You have advantage on all Wisdom and Charisma saving throws.
</text>
</trait>
<trait>
<name>Language</name>
<text>You speak, read, and write Common, Goblin, and one additional language of your choice. This language typically has some connection to one of the areas or cultures that has been part of your life.
</text>
</trait>
<trait>
<name>Created by Chaos</name>
<text>When the power of That-Which-Endures mutated the verdan, their skin was turned the color of jade and their blood began to flow black. Their ears grew pointed, and they gained a limited form of telepathy—but at the cost of forgetting their history. The underground homes of the goblins were places of terror to the new creatures those goblins became, and the verdan quickly fled to the surface and into the sunlight.
When they arrived in the new lands of the surface, the verdan found that they were often mistaken for smaller, green-skinned half-elves. Attracting curiosity but no real questions, they have thus been able to make their way reasonably freely in the world.
</text>
</trait>
<trait>
<name>That-Which-Endures</name>
<text>That-Which-Endures is a nameless, faceless, mysterious entity, something between a multiverse-spanning primordial spirit and an over-god. It represents the amoral and all-encompassing power of entropy—the force that unknowingly and uncaringly changes order into chaos, and that breaks matter and time down into its component parts so that all can be rebuilt. Some who study this entity claim that it is clearly evil and destructive. Others call it simply a necessary part of the cycle of death and rebirth. In the end, though, That-Which-Endures shows precious little interest in what people say about it.
</text>
</trait>
<trait>
<name>Ongoing Mutations</name>
<text>Because the verdan have not dwelled long in the world, they are still discovering new things about themselves. Chief among these discoveries is that their physical forms change as they age, signifying that the mutative power of That-Which-Endures is not done with them. The first verdan emerged from the Underdark as creatures of goblin stature. But they soon learned that their kind were fated to eventually undergo a dramatic, painful, and random growth spurt that sees them transformed to hobgoblin size over a period of days.
At the same time, many verdan undergo changes in coloring as they age. Male verdan typically have little to no hair, while females sport shocks of wiry hair that they try to tame in a variety of styles. But the color of any verdan's hair, skin, and eyes can transform from their original jade tones to pale white, deep ebon, or any other shade in between. A verdan's ears also undergo numerous spontaneous alterations over their lifetime, from the typical range of point and peak seen among the elves, to huge ears that sweep back from the head like wings, and which are often pierced behind the head with a single ring to keep them from flapping about.
Changes in gender are also a known and accepted part of verdan life. These fluid aspects of form and identity are seen as blessings, allowing an individual to experience more of the world and grow in empathy and understanding. There is no pattern to any verdan's mutations, as verdan from the same family can shift in drastically different ways. The verdan assign no cultural or biological relevance to any particular coloration, physical features, or gender.
</text>
</trait>
<trait>
<name>Cultural Chameleons</name>
<text>The clan homes of the Underdark goblinoids who became the verdan covered an enormous area. As the verdan fled to the surface world, they emerged in culturally diverse locations. Some found themselves near dwarven strongholds, others near elven enclaves, and others near the widespread human settlements of Faerûn.
Without a cultural identity or memory of their own, the verdan quickly adopted the cultural practices of the areas into which they migrated. Still, a sense of not truly belonging is felt even by verdan who have been welcomed into other cultures. They are often stricken with wanderlust, keeping their possessions limited and easily portable. It is not unusual to see individual verdan or whole families trooping along the roads of the world with their tents and belongings strapped to their backs.
Even when they are happily steeped in a culture, the verdan remain on the lookout for oppression and curtailment of freedoms. They understand the need for laws that protect, but they rail against laws that restrict and oppress—especially those designed to protect the power and wealth of the elite. When living among enlightened folk, verdan are still the first to speak out against cultural restraints on individuals, particularly those based on physical characteristics such as gender, race, or appearance.
</text>
</trait>
<trait>
<name>Wide-Eyed and Curious</name>
<text>Verdan are hungry to undertake new challenges and absorb new experiences. When they meet other verdan who have traveled to different parts of the world, they drop everything to spend as long as possible sharing stories and observations from their respective travels. However, their inexperience in the world and their racial amnesia sometimes lends the verdan a kind of innocence that works against them. Some are credulous and easily fooled by hucksters, but most verdan have an intuition bred by empathy that helps them eventually sort out those who are sincere from those who are not.
</text>
</trait>
<trait>
<name>Verdan Names</name>
<text>The oldest verdan names spring from goblinoid traditions, but more recent names reflect the character of the different cultures these folk have encountered since coming out into the sunlight. When a group of verdan live near dwarves, they might take on more dwarven-sounding names, only to change those names when they wander into a human area. A verdan is also not hesitant to change their name as their physical appearance changes—or, indeed, whenever the mood strikes them.
Verdan make no differentiation between male, female, and family names, and often eschew family names altogether.
• Verdan Names: Bronn, Crahma, Dolar, Dreeda, Duglee, Gruvald, Hulm, Jeal, Kalo, Klesh, Korm, Lathi, Ovlig, Paracii, Pils, Praet, Promul, Reezni, Rin, Shylk, Slyra, Sollo, Stalsii, Stromvo, Stussa, Syrkart, Takat, Toit, Tubyna, Varr, Veriga, Wraq, Wural, Wurxee
</text>
</trait>
<trait>
<name>Underlying Improvements</name>
<text>When a verdan character gains an ability score improvement at certain levels, that increase can be tied to a physical mutation at the player's determination. A boost to Strength might be accompanied by a growth spurt and the development of rippling muscle, while an increase in Intelligence might produce a stylishly large forehead.
</text>
</trait>
</race>
<!-- Backgrounds -->
<background>
<name>Celebrity Adventurer's Scion</name>
<proficiency>Perception, Performance</proficiency>
<trait>
<name>Description</name>
<text>Your family name strikes fear and admiration in the hearts of the common folk—but that's got nothing to do with you. Songs and stories celebrating the adventuring exploits of your famous parent are widely known. Kids across the land grew up wishing they were you. But being the child of a famous adventurer wasn't all hugs and kisses.
You seldom saw your celebrity-adventurer parent, and when they were around, it was all about them and tales of slaying this demon or vanquishing that dragon. All too often, you'd be woken out of a sound sleep by someone standing outside your home screaming about the latest threat to the town, the region, or the world.
In the end, all you have to show for your lineage is your name. Most of the family's money went for consumables, from potions of healing and spell scrolls to copious amounts of dwarven ale. And everyone expects you to swing a sword or sling spells like your famous forebear, making it doubly hard for you to prove yourself.
• Skill Proficiencies: Perception, Performance
• Tool Proficiencies: Disguise kit
• Languages: Two of your choice
• Equipment: Disguise kit, a set of fine clothes, and a belt pouch containing 30 gp.
Source: Acquisitions Incorporated p. 48</text>
</trait>
<trait>
<name>Feature: Name Dropping</name>
<text>You know and have met any number of powerful people across the land—and some of them might even remember you. You might be able to wrangle minor assistance from a major figure in the campaign, at the DM's discretion. Additionally, the common folk treat you with deference, and your heritage and the stories you tell might be good for a free meal or a place to sleep.
</text>
</trait>
<trait>
<name>Suggested Characteristics</name>
<text>Scions of celebrity adventurers must deal with fame that's not theirs, wealth they didn't earn, and expectations they can never hope to meet. These hardships can have adverse effects, but those who cope with them can arrive at a decent attitude and a grounded worldview. Those who fail become bitter—or worse.
d8 | Personality Trait
1 | I will never get out of my famous parent's shadow, and no one else will ever understand this burden.
2 | I've seen enough of the adventuring life to have realistic expectations and empathy for my peers.
3 | Living up to my legacy will be difficult, but I'm going to do it.
4 | I'm used to the very best in life, and that's a hard habit to break.
5 | My parent taught me a sense of duty. I strive to uphold it, even when the odds are against me.
6 | No one can fake a smile, a handshake, or an interested nod like I can.
7 | I've been part of the adventuring life since I was old enough to walk. Let me explain a few things to you.
8 | No risk is too great for the rewards of defeating my enemies... and taking their stuff.
d6 | Ideal
1 | Power. The only way to get ahead in this world is to attain power and hold onto it with all your might. (Evil)
2 | Peace. Those who can find or make peace in the chaotic world around them have everything. (Lawful)
3 | Fame. I've seen what fame can bring. And I'll do anything to get all that for myself. (Neutral)
4 | Training. Hard work, sacrifice, and training lead to success—and eventually to perfection. (Any)
5 | Anonymity. I want to be successful. And alone. With lots of guards and wards between me and everyone else in the world. (Any)
6 | Wisdom. Material wealth is an illusion. Wisdom is the real treasure. (Good)
d6 | Bond
1 | While my parent was out adventuring, a servant raised me, and I care about that person more than anyone.
2 | I consider every member of my parent's former adventuring party to be family.
3 | Despite their absences, my famous parent was kind and generous. I love them and want to make them proud.
4 | My parent once brought a cursed magic item home. It is my obsession.
5 | My childhood home holds all my best memories, and its upkeep is my primary concern.
6 | Growing up, I had an imaginary friend I could always count on. That friend is still with me.
d6 | Flaw
1 | You don't know what I'm going through. You never can.
2 | You. Fetch my cloak. And maybe rub my feet for a while.
3 | My comrades are brave, but I must defeat this threat alone to prove my worth.
4 | Oh, yeah, that spell? Named after my parent's best friend. Let me tell you about them.
5 | My best days are behind me. Ahead lies only toil, pain, and death.
6 | You have to look out for yourself. No one else will.
</text>
</trait>
</background>
<background>
<name>Failed Merchant</name>
<proficiency>Investigation, Persuasion</proficiency>
<trait>
<name>Description</name>
<text>Maybe you come from a long line of merchants. Perhaps you were an entrepreneur. Regardless, your ventures ended poorly. Whether it was because of outside influences, bad luck, or simply because your business acumen was weak, you lost everything.
With failure, however, comes experience. You're free of that old life, having made some connections and learned your lessons. Prepared to pursue the life of an adventurer, your insight into the world of commerce brought you into the sphere of Acquisitions Incorporated—and a franchise just might be in your future.
• Skill Proficiencies: Investigation, Persuasion
• Tool Proficiencies: One type of artisan's tools
• Languages: Any one of your choice
• Equipment: One set of artisan's tools, merchant's scale, a set of fine clothes, and a belt pouch containing 10 gp
Source: Acquisitions Incorporated p. 49</text>
</trait>
<trait>
<name>Feature: Supply Chain</name>
<text>From your time as a merchant, you retain connections with wholesalers, suppliers, and other merchants and entrepreneurs. You can call upon these connections when looking for items or information.
</text>
</trait>
<trait>
<name>Suggested Characteristics</name>
<text>Being a merchant involved having a head for numbers, a strong personality, the ability to make deals with hostile adversaries, a strong sword arm to fight off bandits, and the intuition for knowing what people want and need. The art of business is the art of finding the best path to profit, and that path might be different with each transaction. It takes a strong mind and a stronger stomach to succeed. So why did you fail?
d8 | Personality Trait
1 | I didn't have the cutthroat attitude necessary to succeed. I won't make that mistake again.
2 | Even my competitors said I was affable and talented. Those traits should serve me well.
3 | To prosper, you have to be in control.
4 | The customer is always right.
5 | I was cutting corners and breaking deals to maximize profit. That's why I failed.
6 | When I get an idea, I am single-minded in its execution—even if it's a terrible idea.
7 | If I can be everyone's friend, I'll always have support.
8 | My heart wasn't in being a merchant, so I failed. I'm not all that keen on adventuring either, but I need the money.
d6 | Ideal
1 | Survival. Where there's life, there's hope. If I remain alive and flexible, I can succeed. (Any)
2 | Generosity. People helped me when I was down. Now that I'm back on my feet, I'll pay it forward. (Good)
3 | Excitement. Caution got me nowhere in my previous business. I'm not going to let it hold me back now. (Chaotic)
4 | Wealth. With enough coin, I can buy comfort, power, knowledge, and even eternal life. Nothing will stand between me and money. (Evil)
5 | Stability. The mercantile trade was too chaotic for me. I need a nice stable profession, like adventuring. (Lawful)
6 | Redemption. Too many people consider me a failure. So I need to prove them wrong. (Any)
d6 | Bond
1 | My family means everything to me. I failed them before, and I must not do so again.
2 | My church provides a connection to my god, so I must ensure that it is protected and funded.
3 | My former business partner fell ill, and then our business failed. Part of my new venture involves earning enough to take care of their family.
4 | If I take care of my possessions, they'll take care of me. People come and go, but a weapon or a wand is something you can always rely on.
5 | Although my business failed, the people of my community were kind to me. I'll do everything in my power to protect them.
6 | I owe a dangerous person a lot of money. As long as they're happy, they let my debt rest unpaid.
d6 | Flaw
1 | Why spend gold here when you can buy the same thing for copper in the next town?
2 | I must have the best of everything. Like, right now.
3 | You haven't heard of me? I'm sure that's because of your ignorance and low breeding.
4 | I failed, but I'm awesome. So when anyone else is successful, it must be because of nepotism, dishonesty, or dumb luck.
5 | I find that most people are trustworthy. Hey, where's my belt pouch?
6 | Nothing gets between me and danger except my fellow adventurers. So I'll be sure to put them there.
</text>
</trait>
</background>
<background>
<name>Gambler</name>
<proficiency>Deception, Insight</proficiency>
<trait>
<name>Description</name>
<text>All you need to make a lot of gold is a little gold. Except at those times when all you need to have no gold at all is a little gold. Whether you're a good gambler or a bad one rarely matters, because no one can divine the whims of Lady Luck. Sometimes you're up, sometimes you're down. But the thing about gambling is that someone is always willing to take a bet.
• Skill Proficiencies: Deception, Insight
• Tool Proficiencies: One gaming set
• Languages: Any one of your choice
• Equipment: One gaming set, a lucky charm, a set of fine clothes, and a belt pouch containing 15 gp
Source: Acquisitions Incorporated p. 49</text>
</trait>
<trait>
<name>Feature: Never Tell Me the Odds</name>
<text>Odds and probability are your bread and butter. During downtime activities that involve games of chance or figuring odds on the best plan, you can get a solid sense of which choice is likely the best one and which opportunities seem too good to be true, at the DM's determination.
</text>
</trait>
<trait>
<name>Suggested Characteristics</name>
<text>Some gamble out of necessity. Others do so out of boredom. Still others become addicted to the thrill of winning or losing everything on a turn of fortune. For some, gambling is less a matter of chance and more a matter of seeking every advantage to ensure the outcome. The best gamblers can lose everything, and the worst gamblers sometimes win. Regardless, you can always tell gamblers by the look in their eyes. Lady Luck haunts them.
d8 | Personality Trait
1 | I plan for every contingency. Leave nothing to chance!
2 | Every copper wants to be a silver. Each bet is an opportunity.
3 | I'm one of Lady Luck's favored. Anything I try is destined to succeed.
4 | I've lost so much to gambling that I refuse to spend money on anything anymore.
5 | Nothing is certain. Planning is a coward's act.
6 | I can't be sure who I've swindled, cheated, or defeated, so I keep a low profile in public.
7 | The perfect bet is out there somewhere. I just have to keep my eyes open.
8 | I have beaten my addiction, but all it takes is one weak moment and I'll be back at the card table.
d6 | Ideal
1 | Knowledge. Knowledge is power, and knowing which horse to back is the key to success. (Any)
2 | Fate. Whatever happens is fated, regardless of any planning or striving. (Lawful)
3 | Bravery. If you want to succeed, you have to take risks. (Chaotic)
4 | Survival. You can't win if you're dead. Live to fight another day—when the odds might be more in your favor. (Any)
5 | Reliability. When I was in need, I was able to rely on others. Now I want to be the one others rely on. (Good)
6 | Victory. Winning is the real measure of a person. In the end, the only thing that matters is the scoreboard. (Evil)
d6 | Bond
1 | One person in particular owes me a lot of money, and I need to keep them alive if I want to be repaid.
2 | I'm loyal to the friend or family member who taught me how to gamble.
3 | The person who saved me from my gambling addiction is the only reason I'm alive today.
4 | A patron once fronted me money in exchange for a percentage of my winnings. I owe them a debt of gratitude. And a lot of cash.
5 | A criminal syndicate I once played for isn't happy I left the game, and its enforcers are looking for me.
6 | Urchins once helped me find marks for my games. Now I'm driven to help them escape the streets.
d6 | Flaw
1 | I don't know when to quit. Especially when everyone else is telling me to.
2 | I save my sympathy for my friends, and I have no friends.
3 | You think we're in trouble now? Let me tell you how bad things are likely to get!
4 | You can loan me a little, right? I've got a sure thing. I'll double your money, guaranteed.
5 | I was once a terribly flawed person, like you. Let me tell you how you can save yourself.
6 | I'm a great gambler. I'm just bad at math and logic.
</text>
</trait>
</background>
<background>
<name>Plaintiff</name>
<proficiency>Medicine, Persuasion</proficiency>
<trait>
<name>Description</name>
<text>Sure, accidents happen. But they seem to happen an awful lot when Acquisitions Incorporated operatives are on the scene. Naturally, nothing ever happens when there are no witnesses left behind. But sometimes one casualty is left a little less than dead, just waiting to discover what a lucky break that accident actually was.
You were a victim of a legal incident that was ostensibly the fault of Acquisitions Incorporated. At least that's what the local magistrate said. But before a final ruling could be handed down, Acquisitions Incorporated offered you a job! Don't know how to swing a sword? They promised to teach you! Think you have what it takes to sling spells? They've got masters who'll have you throwing fire in no time!
With the promise of untold treasures and realms of magic and mystery just a dungeon away, you left your old life behind. Now a world of adventure is yours. Just initial here and sign here and here. Absolve Acq Inc of all former claims, and acknowledge you understand past outcomes don't guarantee future results.
• Skill Proficiencies: Medicine, Persuasion
• Tool Proficiencies: One type of artisan's tools
• Languages: Any one of your choice
• Equipment: One set of artisan's tools, fine clothes, 20 gp
Source: Acquisitions Incorporated p. 50</text>
</trait>
<trait>
<name>Feature: Legalese</name>
<text>Your experience with your local legal system has given you a firm knowledge of the ins and outs of that system. Even when the law is not on your side, you can use complex terms like ex injuria jus non oritur and cogitationis poenam nemo patitur to frighten people into thinking you know what you're talking about. With common folks who don't know any better, you might be able to intimidate or deceive to get favors or special treatment.
</text>
</trait>
<trait>
<name>Suggested Characteristics</name>
<text>Plaintiffs come in many varieties. Some are innocent bystanders who want only fair compensation for their injuries. Others are professional courtroom operatives, going to extreme lengths to appear wronged in pursuit of a large payout.
d8 | Personality Trait
1 | I can't believe I have a chance to join Acquisitions Incorporated! The fun I'm going to have!
2 | I've been wronged my entire life, and the world owes me.
3 | I have always tried to make the best of a bad situation.
4 | The law doesn't protect the honest and the hard working. I'm going to do whatever needs to be done to make things right.
5 | I'm always in the wrong place at the wrong time.
6 | My superiors are smarter and wiser than I am. I do what I'm told.
7 | Never pass up the opportunity to make an easy bit of coin. That's my motto.
8 | I'm beginning to feel like the gods are not on my side.
d6 | Ideal
1 | Justice. Those who break the law need to answer for their crimes. (Lawful)
2 | Freedom. People must have the freedom to do what they want and pursue their dreams. (Chaotic)
3 | Greed. Everyone I see is getting theirs, so I'm surely going to get mine. (Evil)
4 | Chaos. You're out of order! And you're out of order! This whole realm is out of order! (Chaotic)
5 | Humility. I'm just a small part of a larger whole. So is everyone else. (Neutral)
6 | Responsibility. We all have our roles to play. I'll hold up my end of the bargain. (Any)
d6 | Bond
1 | Others hurt in the same accident that hurt me are my new family. I'll make sure they're taken care of.
2 | The rulers of this place were kind to me, and they have my lifelong devotion.
3 | My parents worry about me, but I'll make them proud.
4 | The only bond that matters is the one holding my money pouch to my belt.
5 | The other new hires at Acquisitions Incorporated are my allies. We have each other's backs.
6 | My legal counsel is my best friend. I owe all my forthcoming opportunities to their hard work.
d6 | Flaw
1 | The person who gains the most reward for the least effort wins.
2 | Three magic beans for just one cow? What a deal!
3 | I have only one vice, but it controls my life.
4 | Sleep is for the weak. We need to keep training more if we're going to be ready for the challenges ahead.
5 | Until my songs are sung in every tavern in this realm, I won't be satisfied.
6 | If people find me unpleasant, that's their problem.
</text>
</trait>
</background>
<background>
<name>Rival Intern</name>
<proficiency>History, Investigation</proficiency>
<trait>
<name>Description</name>
<text>You were an intern at a rival of Acquisitions Incorporated, and you gained a healthy respect for not just the job and the franchising opportunities, but for the ruthless and efficient way Acquisitions Incorporated goes about its business. Why deal with the rest, when you can work for the best?
Perhaps the rival did not treat you as well as you were hoping, or you washed out of that organization. Maybe you hope to leverage the knowledge you gained there for an advantage at Acquisitions Incorporated. Either way, you're now bringing your talents to the company, ready to put your skills to use.
• Skill Proficiencies: History, Investigation
• Tool Proficiencies: One type of artisan's tools
• Languages: Any one of your choice
• Equipment: One set of artisan's tools, a ledger from your previous employer containing a small piece of useful information, a set of fine clothes, and a belt pouch containing 10 gp
Source: Acquisitions Incorporated p. 51</text>
</trait>
<trait>
<name>Feature: Inside Informant</name>
<text>You have connections to your previous employer or other groups you dealt with during your previous employment. You can communicate with your contacts, gaining information at the DM's discretion.
</text>
</trait>
<trait>
<name>Suggested Characteristics</name>
<text>If you were happy with your previous internship, the parting of ways might have been amicable. If not, it might have involved armed guards removing you from the premises. If you were passed over at your previous position, it might have left you a blend of seething rage, practiced nonchalance, and keen knowledge of where the bodies are buried (perhaps literally).
d8 | Personality Trait
1 | My previous employer didn't respect me, and now I'll do whatever I can to gain respect.
2 | The job is important, but the relationships I forge with my coworkers are even more so.
3 | The job is everything to me. Who needs relaxation, hobbies, and a social life?
4 | I know I'm not the best and brightest, but if I put my best self forward, I can overcome anything.
5 | My former boss was an idiot. So was my boss before that. And before that. I'm sure those were all coincidences.
6 | This company is so much better than my previous one. It will always be the best until they stop paying me.
7 | I know this dagger belongs to the company, but I'm sure they won't miss it. Or this flask. Or this armor.
8 | It's only a matter of time before I'll be upper management. I just have to kiss up to my superiors and kick down those beneath me.
d6 | Ideal
1 | Advancement. Money and power can be gained more easily within an organization. I plan to gain as much as possible. (Evil)
2 | Structure. Life goes much more smoothly when you follow the rules and work within a system. (Lawful)
3 | Uncertainty. The more chaos that swirls around me, the more opportunities I can find to profit. (Chaotic)
4 | Justice. I can't stand people being treated unjustly. I do whatever it takes to stop injustice and those who flout the law. (Lawful)
5 | Pleasure. What's the use of working hard and making money if you can't enjoy the finer things in life? (Any)
6 | Power. Money is fine, but real power means never having to say you're sorry. (Evil)
d6 | Bond
1 | I have a family member in need. I consider them in everything I do.
2 | My peers keep me grounded.
3 | My past mistakes cost someone else dearly. I have to rectify that.
4 | A childhood mentor put me on my current path. If I succeed, I want to repay that mentor in some way.
5 | I value an oath of loyalty I took to a group of friends over everything else in my life.
6 | Although I don't get along well with people, my pet means the world to me.
d6 | Flaw
1 | I know what's best. Trust me.
2 | Flaw? I have no flaws. I'm perfect.
3 | My loyalties are... fluid.
4 | If anything goes wrong, it must be someone else's fault. Let me explain that in detail.
5 | There's right and there's wrong, and there's no gray area in between.
6 | Our superiors might not like what you're doing. I'm going to have to put that in my report.
</text>
</trait>
</background>
<!-- Spells --> <!-- Spells -->
<spell> <spell>
<name>Distort Value</name> <name>Distort Value</name>

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff