Ruleset: Backgrounds



Skill Proficiencies: Insight, Religion
Languages: Two of your choice
Equipment: A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a belt pouch containing 15 gp

Spiritual Guidance
In modern times spirits are mostly looked upon with fear, there are some that know of spirits being just as multifaceted as humanity, some are even benevolent. As an acolyte of the spirits you command the respect of those who share your faith, and you can perform the religious ceremonies of your religion. You can perform one of these rituals to ask for guidance from the spirits and sometimes a kind or helpful spirit will come to your aid.

Specialized Activity: Spiritual Advisement
You can take the Spiritual Advisement activity.

Residence: Free Residence
Being a person of the faith, people are willing to provide you shelter for free. You have no comfort penalty when taking the street residence type.



Skill Proficiencies: Deception, Sleight of Hand
Tool Proficiencies: Disguise kit, forgery kit
Equipment: A set of fine clothes, a disguise kit, tools of the con of your choice (ten stoppered bottles filled with colored liquid, a set of weighted dice, a deck of marked cards, or a signet ring of an imaginary duke), and a belt pouch containing 15 gp

False Identity
You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.

Specialized Activity: Con Artistry
You can take the Con Artistry activity.



Skill Proficiencies: Deception, Stealth
Tool Proficiencies: One type of gaming set, thieves’ tools
Equipment: A crowbar, a set of dark common clothes including a hood, and a belt pouch containing 15 gp

Criminal Contact
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

Specialized Activity: Crime Spree
You can take the Crime Spree activity.



Skill Proficiencies: Acrobatics, Performance
Tool Proficiencies: Disguise kit, one type of musical instrument
Equipment: A musical instrument (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), a costume, and a belt pouch containing 15 gp

By Popular Demand
You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble’s court. Your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.

Specialized Activity: Busking for Bucks
You can take the Busking for Bucks Activity.



Skill Proficiencies: Persuasion, Performance
Languages: Two of your choice
Equipment: A set of fine clothes, scribe's tools (quill, ink, sealing wax, stamp for wax)

Due to business relationships with a variety of different businesspeople and government officials, the merchant can draw on these connections to obtain discounts on goods and services and acquire knowledge of local events and personages.

Specialized Activity: Marketeering
You can take the Marketeering Activity.



Skill Proficiencies: History, Persuasion
Tool Proficiencies: One type of gaming set
Languages: One of your choice
Equipment: A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp

You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you outside of the city, and will leave if they are frequently endangered or abused.

Residence: Grand Estate
You may immediately purchase any residence type as a starting character. This means you will not need to pay for the weekly cost of this residence. You do still need to pay the taxes of your neighbourhood.

In addition, you can add two residence expansions you meet all of the prerequisites to for free. You still need to pay the associated weekly costs for these expansions.



Skill Proficiencies: Athletics, Survival
Tool Proficiencies: One type of musical instrument
Languages: One of your choice
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

You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Residence: Street Comforts
Living on the streets is no more difficult then living off of the land in the wilds. You have no comfort penalty when taking the street residence type.

Specialized Activity: Game Hunter
You can take the Game Hunter activity.



Skill Proficiencies: Arcana, History
Languages: Two of your choice
Equipment: A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of com m on clothes, and a belt pouch containing 10 gp

When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information com es from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

Specialized Activity: College Professor
You can take the College Professor activity.



Skill Proficiencies: Athletics, Intimidation
Tool Proficiencies: One type of gaming set, vehicles (land)
Equipment: An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a set of bone dice or deck of cards, a set of common clothes, and a belt pouch containing 10 gp

Officer Rank
You have an officer rank from your career as a guard. Guards loyal to your former organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other guards and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly guard encampments and fortresses where your rank is recognized.

Specialized Activity: Guard Trainer
You can take the Guard Trainer activity.



Skill Proficiencies: Sleight of Hand, Stealth
Tool Proficiencies: Disguise kit, thieves’ tools
Equipment: A small knife, a map of the city you grew up in, a pet mouse, a token to remember your parents by, a set of common clothes, and a belt pouch containing 10 gp

City Secrets
You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.

Specialized Activity: Info Brokering
You can take the Info Brokering activity.

Residence: Street Comforts
After living on the streets for so long its not difficult for you to find comfort when you’re forced to live this way. You have no comfort penalty when taking the street residence type.

Ruleset: Backgrounds

Tan Suo Gelatos