Playbook: Foreign Diplomat

You come to The Empire from a foreign land (such as Russia, China, the Kingdom of Hapsburg, or the Ottoman Empire) as a representative of your people. You are here to establish relations and explore the world around you. You have trained in diplomacy and the ways of the court. As with anything political, nothing is as what it appears on the surface.

Prerequisites: None.
Starting Stats: People respond well to you and you are always quick to act. Your Dexterity and Charisma both start at 10 and all other attributes start at 8.
Initial Equipment: Courtier’s Outfit, a Traveler’s Dictionary (any one language), a Blue Book (for the nearest city), a Dagger, and 4d6s.
Free Trait: Choose one Campaign Trait or Family Trait (consult DM for possible limitations on Campaign traits).

What was your childhood like?

1d12 What is the history of your people? Gain
1 You value the purity of body and mind above all else. +2 Wis, +2 Con, +1 Str, Balanced Education trait
2 Your people are deeply philosophical and seek knowledge. +2 Wis, +2 Int, +1 Cha, Natural Philosopher trait
3 Your people are war-like and expansionistic. +2 Str, +1 Dex, +1 Con, +1 Int, Shield Trained trait
4 Your people live in an ancient rainforest. +2 Dex, +1 Con, +1 Int, +1 Wis, Jungle Fighter trait
5 Your people are known for their great endurance and skill. +2 Con, +1 Str, +1 Dex, +Int, Masterful Demeanor trait
6 Your people celebrate life and worship the sun and a divine being. +2 Cha, +1 Con, +1 Int, +1 Wis, Sun-blessed trait
7 Your people say they can hear the whispers of the dead in their dreams. +2 Wis, +1 Con, +1 Int, +1 Cha, Deathspeaker trait
8 Your people are known to be hired as assassins. +2 Str, +2 Dex, +1 Int, Ambush Training trait
9 Your people herd camels. +2 Int, +1 Dex, +1 Con, +1 Wis, Herdsman trait
10 Your people are great hunters of terrifying beasts that plague far away lands. +2 Str, +1 Dex, +1 Con, +1 Wis, Mammoth Master trait
11 Your people worship animals and believe each carries omens and portents. +2 Wis, +1 Dex, +1 Int, +1 Cha, Nature’s Mimic trait
12 Your people serve as elite guards to a grand emperor. +2 Str, +2 Wis, +1 Dex, Shield Bearer trait

Add a location to the village.

1d8 Why did you become a diplomat for your kingdom? Gain
1 You seek fortune and power. +2 Str, +1 Con, Extremely Fashionable trait
2 You wish to understand the various cultures of the world. +2 Int, +1 Cha, Envoy trait
3 You have been banished from your homeland and this is your punishment. +2 Con, +1 Str, Exiled Scholar trait
4 This job was an amazing opportunity and you couldn’t pass it up. +2 Cha, +1 Dex, Excitable trait
5 You believe in the glory of your kingdom and want to strengthen its reach into foreign lands. +2 Wis, +1 Cha, Agent of the Sultana trait
6 You hope to build your own keep and militia far from your lands. +2 Str, +1 Dex, Crusader Tactician trait
7 You seek forgotten lore and knowledge. +1 Str, +1 Con, +1 Int, Planar Scholar trait
8 You enjoy the twisted games of political intrigue. +1 Con, +1 Int, +1 Wis, Diplomat trait
1d8 Many of the villagers are suspicious of your intentions. Whom among them have you established a connection with? Gain
1 The local governor has been gracious and supportive. +2 Wis, +1 Int, Jewelry (50s value, to go with your outfit).
2 The witch on the outskirts of the village has been quite happy to hear tales of your land. +2 Cha, +1 Wis, a Potion of Cure Light Wounds.
3 The barkeep at the inn enjoys your conversations. +2 Con, +1 Cha, Room and board at the inn.
4 The blacksmith hopes to get some of the various metals your people work with. +2 Str, +1 Con, Masterwork Artisan’s Tools.
5 The retired adventurer enjoys talking to you. It reminds him of his younger days. +2 Dex, +1 Str, an Alchemical Silver Light Martial Weapon.
6 The priest of the local temple debates religious philosophy with you. +2 Wis, +1 Con, a Silver Holy Symbol and a Flask of Holy Water.
7 The caretaker is oddly loquacious. Perhaps he’s just lonely. +1 Str, +1 Wis, +1 Cha, a Masterwork Tool (your choice).
8 The small orphan girl follows your around, idolizing you. +1 Con, +1 Int, +1 Wis, a Young Apprentice (treat her as a cohort).

Add an NPC to the village.

You have trained to be a skilled diplomat and are able to negotiate and moderate tense communications.

d6 Who taught you your diplomatic skills? Gain
1 Your father was a court advisor and knew the political game. +3 Wis, Noble trait
2 Your mother knew how to read people extremely well. +3 Cha, Courtesan trait
3 You learned how to read people and communicate from a traveling minstrel. +3 Int, Ear for Music trait
4 You are self-taught. You’ve always relied on your own wits. +3 Str, Witty Repartee trait
5 A noble took you in and taught you everything he knows. +3 Con, Alabaster Odalisque trait
6 A con artist taught you how to read and scam people. +3 Cha, Convincing Liar trait
d6 What secret task have you been set to do? Gain
1 Obtain information on the local leadership that will give a strategic advantage to your kingdom. +2 Wis, Subtle feat.
2 Assassinate the local lord to plunge the area into chaos. +2 Dex, Subtle Poisoner feat
3 Seek out the fabled “Ruins of the Undying Sisters” and obtain the treasure within. +2 Str, Stone Read feat.
4 Establish trade routes that favor your kingdom. +2 Int, Babble Peddler feat.
5 Hunt down an exiled political figure and silence them. +2 Dex, Throat Slicer feat.
6 The daughter of a member of the high court was kidnapped. Find her and rescue her. +2 Cha, Urban Tracking feat

Add a location to the village.

d6 What difficult situation have you defused? The player on your right was present. Gain
1 You got caught breaking into a person’s house to find damning evidence. The player to your right was with you and helped talk you out of trouble. +2 Cha, You and the friend to your right both gain the Diplomatic Ruse feat.
2 The village was attacked by a pirates. They threw a strange box into the middle of the village. You figured out it was a trap and disabled it. The player to your right was there to wipe the sweat off your brow. +2 Dex, You and the friend to your right both gain the Tandem Disabling feat.
3 You stopped a mob of angry villagers from lynching the town drunk. The player to your right was there and fought off several villagers. +2 Str, You and the friend to your right both gain the Barrage of Styles feat.
4 You bartered a great price for trade goods for the village from a traveling merchant. The player to your right helped you persuade the merchant. +2 Wis, You and the friend to your right both gain the Accomplished Haggler feat.
5 You delivered an impassioned speech and elevated downtrodden mood of the villagers. The person to your right pitched in and enhanced your speech. +2 Cha, You and the friend to your right both gain the Relentless Cheer feat.
6 You didn’t, you snuck away so you wouldn’t get hurt by the angry mob. The person to your right was right there behind you. +2 Dex, You and the friend to your right both gain the Stealth Synergy feat.
d6 What token did your people give you when you left them? Gain
1 A fine garment of silk. +2 Wis, Masterwork Silken Ceremonial Armor.
2 The armor of your father. +2 Dex, a suit of Chainmail.
3 A faithful dog that will serve as companion and protector. +2 Cha, a combat trained Riding Dog.
4 The ceremonial blade of one of your ancestors that had been in the lord’s vault. +2 Str, an Alchemical Silver One-handed Martial Weapon.
5 The deed to a small plot of land. +2 Int, Some land and a house.
6 A battle horn to aid you when you’re in need Silver Horn of Valhalla.

Add an NPC to the village.

Playbook: Foreign Diplomat

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