d12 Stranger Backgrounds
- Found in a circle of ancient stones. You can speak with animals/plants/elements/the Dead (choose one), but may never learn to read, write or do complex maths. Start with a fetish.
- Wandered out of a cave rumoured to lead to the Nightmare Below. You don't need to and cannot sleep or dream. Start with a map that shows a long lost secret.
- Arrived as the only passenger on a derelict, rotting ship. If the whole party dies, you somehow survive but lose everything you are wearing and carrying. Start with bad dreams.
- Fled a sinking paradise island nobody has ever heard of. When you sing, reroll non-aggressive Reaction with a +2 bonus. Start with a harp and an insufferable optimism.
- Escaped from a plague pit. Your rotting flesh can be sealed up with mud and squashed bugs. Mindless undead ignore you unless you attack first. Start with a hooded cloak.
- Raised in a forgotten monastery. Your bare hands and feet count as sledgehammers. Start with a bald head, a mendicant bowl and an endless supply of koans.
- Sealed in a sarcophagus. Immaculate. Beautiful. Uncanny. Immune to filth, mutation and ageing. Start knowing d4 rare languages.
- Survived in the woods. Become an animal until dawn when touched by moonlight. Choose the animal the first time you change. Start with d4 extra rations of raw meat.
- Grew up in a cult that recently died out. Before every session, the GM gives you a prophetic dream. Start with d4 followers that consider you a living god.
- Born of a dead mother, saved by illegal alchemy. Turn monsters to potions with a night of work. Start with a bloody cough and a mutation.
- Conceived immaculately; born under a fateful star. Once ever, you can perform a miracle. Start with a ring that glows near evil.
- You were always here, just out of sight. You can always move faster than someone who is running away and fleeing for their life. Start with friends among thieves and children.
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