Playbook: Forgotten Child

With so many other children in the family, you never really found your place. Your siblings spent their time learning to be great leaders and rulers, or doing other important things, and you were mostly left to your own devices. You spent a lot of time by yourself and learned to sit quietly and watch, and you know the ins and outs of the colony better than anyone.

Prerequisites: None.
Starting Stats: You are agile and charming. Your Dexterity and Charisma begin at 10, and all of your other ability scores begin at 8.
Initial Equipment: Courtier’s Outfit, Leather Armor, a Dagger, a Shortsword, a very accurate and hand-drawn map of the colony, 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 How did your family earn its name? Gain
1 Base betrayal. Your family is respected but not trusted. +2 Wis, +1 Dex, +1 Int, +1 Cha, Horrifying Mind trait.
2 Strength of arms. No standard flies victoriously over more battlefields than yours. +2 Str, +1 Dex, +1 Con, +1 Wis, Deadly Rush trait.
3 Wealth. Your family’s coffers are the fullest in all the land. +1 Dex, +1 Con, +1 Int, +1 Cha, +1 Wis, Lair Snake trait.
4 Knowledge. Your family deals in secrets and lore. +3 Int, +1 Con, +1 Wis, Eternal Understanding trait.
5 Good harvests or well-bred beasts. +2 Con, +2 Wis, +1 Cha, Provider trait.
6 Beauty. Your ladies are the fairest and your lords the most handsome. +2 Cha, +1 Dex, +1 Con, +1 Str, Esteemed Dancer trait.
7 Honor and duty. All trust your family’s name. +2 Wis, +1 Con, +1 Str, +1 Cha, Honorable Champion trait.
8 Defending the land from invaders. +2 Str, +2 Con, +1 Wis, Deadeye Bowman trait.
9 Standing against a wicked would-be usurper. +2 Con, +1 Str, +1 Int, +1 Wis, Shift the Blame trait.
10 Producing the finest knights. +2 Dex, +1 Str, +1 Con, +1 Cha, Armor Expert trait.
11 Tending the finest gardens and brewing the most helpful concoctions. +2 Int, +1 Str, +1 Con, +1 Wis, Trained Medic trait.
12 Having one of the oldest names in the land and staying out of affairs that don’t concern them. +1 Str, +1 Dex, +1 Int, +1 Wis, +1 Cha, Arbiter trait.

Add a location to the village.

1d8 How did you distinguish yourself as a child? Gain
1 Children often fight, but you never lost. +2 Str, +1 Wis, Finish the Fight trait.
2 There wasn’t a game you couldn’t win. +2 Dex, +1 Int, Focused Mind trait.
3 You were the toughest kid around. +2 Con, +1 Cha, Strength of Body trait.
4 No secret escaped you. +2 Int, +1 Dex, Wind-Carried Voice trait.
5 Your empathy made you a sought after confidant. +2 Wis, +1 Con, Innocent trait.
6 You never met someone who didn’t like you. +2 Cha, +1 Str, Illuminator trait.
7 You solved everyone else’s problems, and never mentioned your own. +1 Str, +1 Con, +1 Cha, Martyr’s Blood trait.
8 Everyone has something to teach, and you learned a little from them all. +1 Dex, +1 Int, +1 Wis, Arcane Depth trait.
1d8 The other player characters were your best friends. Who else near your family’s estates befriended you while you were growing up? Gain
1 Laboring with the blacksmith took your mind off your troubles. +2 Str, +1 Cha, a Gear Maintenance Kit and a single dose of Sunderblock.
2 The sailors and fishermen took a liking to you and you swapped stories with them. +2 Dex, +1 Wis, Fishing Tackle and a Compass.
3 Chafing under your family’s rules, you would sneak out at night and wander the woods with a peasant boy. +2 Con, +1 Int, a Traveler’s Outfit, a basic Survival Kit, and a dose of Scent Cloak.
4 Your family’s seneschal tried to instruct you in languages. +2 Int, +1 Dex, a Traveler’s Dictionary (any one European language).
5 You learned the ways of the castle at the side of the cook. +2 Wis, +1 Str, a Cooking Kit and a single dose of Meditation Tea.
6 You had a tryst with someone beneath your station. +2 Cha, +1 Con, a lock of their hair (functions as per the Bestow Token feat).
7 Despite being of noble blood, you actually did chores with the servants. +1 Str, +1 Int, +1 Cha, Masterwork Artisan’s Tools (your choice).
8 The grizzled captain of the guard took a liking to you. +1 Dex, +1 Con, +1 Wis, a Light Crossbow and a case w/ 10 bolts.

Add an NPC to the village.

You taught yourself what you needed. What did you learn on your own?

d6 No one knows your father’s keep like you do. What is your favorite secret spot in the castle? Gain
1 The top of the highest tower, where you hide with your lunch most days. +3 Str, Structural Knowledge trait.
2 The stables, where you spend time with the common boy who tends the horses. +3 Cha, Blood Steed trait.
3 The scriptorium, where you sit in the corner with a candle and a book long into the night. +3 Int, Linguistic Genius trait.
4 The apothecary’s workshop, where he lets you sit quietly and watch. +3 Int, Lightning Blessed trait.
5 The rafters above the kitchen, where you watch the cooks busy themselves with their drudgery. +3 Wis, Smoke Resistant trait.
6 Your favorite place isn’t in the castle at all, but in the peasant village just beyond it. +3 Cha, Guide of the Streets trait.
d6 When you get the chance, you frequently like to read on your own. What is your favorite book in the library? Gain
1 A book of maps, showing all the lands for miles around. +2 Con, Lay of the Land feat.
2 A catalog of ancient beasts which once ravaged the lands of men. +2 Int, Esoteric Advantage feat.
3 The medical records left by an ancient doctor who treated gladiators in the old empire’s fighting arenas. +2 Wis, Field Surgeon feat.
4 Records and blueprints of mechanical gears, clockwork, and traps. +2 Dex, Disposable Simulacrum feat.
5 A history of all the people who have inhabited these lands for generations. +2 Int, Truth Seeker feat.
6 A record of the nobility and their customs. +2 Cha, Noble Duelist feat.
d6 Some time ago, a very strange thing happened at the castle, but you and one of your friends were the only ones who paid attention. What happened? The player to your right was there with you. Gain
1 A foreign knight came to visit, and you found him worshipping dark gods in secret. The friend to your right saw everything and convinced your father that you were not lying. +2 Dex, You and the friend to your right both gain the Bonded Mind trait.
2 The ghost of one of your forebears gave a warning of dark days to come. The friend to your right helped you decipher his words. +2 Int, You and the friend to your right both gain the Shared Remembrance feat.
3 A noble from another family stayed at your estates for a time, and you fell in love. The noble swore you and your friend to secrecy. The friend to your right helps keep your secret still. +2 Cha, You gain the True Love feat. The friend to your right gains the Master of Innuendo feat.
4 Some of the guardsmen plotted to steal from the treasury and escape in the night. The friend to your right made a mad dash to alert those who were still loyal while you pursued the robbers. +2 Str, You and the friend to your right both gain the Reckless Moves feat.
5 Deep in the bowels of the castle, you stumbled upon a gathering of faeries. The friend to your right particularly impressed their queen. +2 Cha, You and the friend to your right both gain the Echoes of the First World feat.
6 Your father’s vizier made a pact with an ancient evil and was working toward a still unknown purpose. You managed to reveal his devilry. The friend to your right managed to destroy the wicked one’s summoning circle. +2 Con, You and the friend to your right both gain the Phalanx Fighter feat.
d6 Your grandmother, who loved you dearly, gave you a precious bauble. What gift from her do you cherish? Gain
1 A strange dagger she said had been in the family for over a century +2 Str, a Masterwork Primal Iron Dagger.
2 The journal of your great-grandfather who campaigned in the war against the Hapsburgs. +2 Int, a Dream Journal.
3 The heavy silver bracelet which she always wore. +2 Wis, a Mithral Buckler.
4 A large bag of fragrant herbs which she said to always keep with you. +2 Dex, 10 doses of Body Balm.
5 A small pennywhistle which she always played upon the battlements on moonlit nights . +2 Cha, an Instrument of the Divine.
6 The language of the crows. +2 Con, you can use Commune with Birds as an at-will spell-like ability.

Add an NPC to the village.

Playbook: Forgotten Child

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