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Pasts
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Every story has a beginning. Your characters' Past reveal where they came from, how they became adventurers, and their place in the world. Your combatant may have been a brave knight or a veteran soldier. Your arcane may have been a sage or an artist. Your mercurial perhaps joined a thieves' guild or entertained the public as a buffoon.
Choosing a Past brings with it some characteristics, in some you have access to a craft Proficiency, in others you may even have some additional equipment.
Furthermore, every Past brings its own characteristic, something that is common to those who choose that past, it could be an ease in carrying out some type of action, it could be specific knowledge of something, among many other options. When you choose a past, you are defining a little of your personality and giving special importance to a certain moment in your life, something that shaped your way of thinking and acting.
When examining your story, you may have more than one past that fits into it, such as a Soldier who becomes a Gambler, but well before that he was an Aristocrat, however you should choose only one Past per character, it will be the most important past and the character will only receive the benefits from it.
Wanderer
The silence of being far from society, the breeze and the calm of nature. The life of a Wanderer is spent in contemplation and meditation, having wandered through several villages, cities or even continents. Getting to know and learning about new cultures and customs, a wanderer is a restless soul who cannot find a place to settle. The motivation for this situation can have several origins, from deep self-contemplation to contemplation of the world, but it can also be a war survivor, among many other options.
If you don't have a story in mind, you can use the table below to draw a reason for your Seclusion.
Origin of Seclusion | |
---|---|
d6 | Origin |
1 | I was in search of spiritual enlightenment. |
2 | I was participating in communal life according to the dictates of a religious order. |
3 | I withdrew from society after a life-changing event. |
4 | I needed a quiet place to work on my art, writing, music or manifesto. |
5 | I needed to commune with nature, away from civilization. |
6 | I was searching for a person, place or relic of great spiritual significance |
Skill: Nature and Survival
Craft: Apothecary
Languages: A common language of your choice
Equipment: A parchment case filled with notes from your studies and prayers, a winter blanket, a set of common clothes, an herbalism kit, and 5 gp
Feature: Knowledge of the Wind
Due to your restless nature, you have heard a little bit of everything, and you know many rumors that circulate throughout Runeterra. Once per long rest, when you need to recall information, you can roll the test with advantage. However, if you roll a die lower than 10, you will not be able to tell whether the memory you recalled is a rumor or a fact.
Gambler
The clatter of dice rolling on a wooden table, the soft rattle of a deck of cards, the pings and clinks of gold coins hitting the table: These sounds are like an angelic symphony to you. Win or lose, you are drawn to the game like a bee to flowers. Are you the type who constantly bluffs, or the type who doesn't know what a poker face is? Do you spend your nights raking in large sums of gold? Or do you barely scrape by with your winnings? And most importantly, what is your favorite game? Dice, cards, chariot racing? Or are you the type who will try anything to win gold? No matter your preference, the fact remains; you are a gambler, and you have come to play.
Skills: Deception and Persuasion
Craft: Player of two types of Games
Equipment: A set of dice, playing cards, a set of fine clothes, and a pouch containing 5 gp
Feature: Let's Make Things Interesting
You can convince anyone to put something they are unwilling to share (property or information) into a game of chance. Your GM might decide that they will only agree to a game of their choosing, and they can only agree if they feel the odds are heavily in their favor.
Aristocrat
You were raised among nobility or were taught proper etiquette and behavior, allowing you to present yourself as a noble and play with influence and politics. Regardless of your opinions or attitudes, you are recognized in your region because of your ancestry. People tend to think the best or worst of you because of your family, whether they hate you for the deeds of a member of your house or admire you for being related to a war hero.
Skills: History and Persuasion
Craft: Player of a type of Game
Languages: A common language of your choice
Equipment: A set of fine clothes, a signet ring, a scroll of lineage, and a pouch containing 25 gp
Feature: Royal Intincts
Due to your origins, you can tell when someone is trying to flatter you or when someone is lying to you. Whenever you make an Insight check to detect a lie, you do so with advantage. You also have advantage on History checks to recall knowledge of a Noble family in your region.
Craftsman
The heat of the forge, the pride in the fine details of a piece of jewelry, countless books with immeasurable knowledge on the shelves, these are all visions and sensations that can exist in the life of an artisan, who can range from a cartographer to a brewer, from a scribe to a blacksmith. There are dozens of professions that involve an artisan, from the least valued to the most common. An artisan usually has a passion for his specialty, producing his products with love and dedication, but often he does so simply for fame, glory and of course… money.
If you don't have a specialty in mind, you can use the Craftsman Specialty table to draw one.
Craftsman Specialty | ||||
---|---|---|---|---|
d20 | Specialty | d20 | Specialty | |
1 | Alchemist or apothecary | 11 | Leatherworker, furrier or tanner | |
2 | Gunsmith, locksmith or toolmaker | 12 | Mason or carpenter | |
3 | Brewer, distiller or winemaker | 13 | Painter, designer, draftsman | |
4 | Calligrapher, scribe or scrivener | 14 | Oleiro ou telheiro | |
5 | Carpenter or builder | 15 | Shipowner or sailboat | |
6 | Cartographer, surveyor or draftsman | 16 | Blacksmith or smith | |
7 | Mender or shoemaker | 17 | Tinker, coppersmith or welder | |
8 | Cook or baker | 18 | Charioteer or wheelwright | |
9 | Glassblower or sculptor | 19 | Weaver or dyer | |
10 | Jeweler or lapidary | 20 | Carver, cooper or bow maker |
Skills: Intuition and Persuasion
Craft: A Major Office of your choice
Languages: A common language of your choice
Equipment: A set of artisan's tools (your choice), a business card, a set of traveler's clothes, and a pouch containing 15 gp
Feature: Business Contacts
As a person active in local business, you have acquired a certain reputation for the quality of your products and even the empathy of some important figures in society. When you sell your work to someone in the region where you are known, you can receive double the money from these sales. Alternatively, you can ask for shelter and food from business partners with whom you have a good relationship. If your master allows it, you can have one of these contacts in a region other than your own.
Artist
Coins fill pockets, wine quenches thirst, and food lines the stomach… but art feeds the soul. Artists exist all over Runeterra under the most diverse banners and sponsorships, especially in regions with fuller coffers and more generous sponsors. What is your art? What is your theme? Why did you pursue this life? What is your relationship with other artists?
A good artist is versatile, spicing up each performance with a variety of different routines. Choose one to three routines, or scroll through the table below, to define your artistic specialties.
Area of Activity | ||||
---|---|---|---|---|
d10 | Specialty | d10 | Specialty | |
1 | Acrobat | 6 | Narrator | |
2 | Actor | 7 | Poet | |
3 | Singer | 8 | Instrumentalist | |
4 | Dancer | 9 | Writer | |
5 | Fire eater | 10 | Painter |
Skills: Acrobatics and Performance
Craft: Artist in a discipline of your choice
Equipment: A musical instrument (of your choice), a gift from an admirer (a love letter, lock of hair, or a piece of jewelry), a costume, and a pouch containing 15 gp
Feature: Silver Tongue
Your charisma and control of the audience make it easier for you to please an audience and convince local business owners and some nobles that it would be advantageous to let you perform at their venue. You have a +5 bonus on all Performance checks. Additionally, if you perform well enough for the venue owner, he may offer you a meal and a place to stay.
Charlatan
Maybe you do it because you have a talent for it and don't want to have a normal job, maybe you do it because you think the world is unfair and your skill is a social equalizer, or maybe you do it because you really don't care about people. The fact is, you have an undeniable charm and experience in persuading and deceiving. Knowing how to convince a citizen to buy ordinary oil as if it were some miracle cure, or infiltrating the most powerful people in the city to discover their secrets so you can blackmail them later.
Skills: Deception and Sleight of Hand
Craft: Artist: Makeup Artist and Forger
Equipment: A set of fine clothes, a makeup case, cheating tools of your choice (ten stoppered bottles filled with colored liquids, a set of loaded dice, a deck of marked cards, or a signet ring from an imaginary duke), and a pouch containing 15 gp.
Feature: Cheater
You can read people's backgrounds like the back of your hand, knowing where they came from, their financial status, and even whether they're in need just by looking at their facial expressions and the way they dress. You have advantage on Deception and Insight checks against a person as long as you've spent at least 1 minute observing them, and you can also substitute Persuasion checks for Deception checks.
Creation
Unlike other living, sentient beings, you were not born, but were created through some process, for some purpose, or by some event. Perhaps you are a construct created to aid an inventor, perhaps you were an animal that acquired consciousness and anthropomorphic traits, or perhaps you are a rock that gained consciousness when struck by a magical bolt of lightning. Thanks to this unique condition, you possess traits that are different from other living creatures in existence.
Typically, Creations have a quirk when they are created, if you don't have an idea for one, you can use the Creation Quirks table to draw one.
Creation Quirks | |
---|---|
d6 | Quirk |
1 | You have a mark from the laboratory that created you or something related to the process that brought you into existence |
2 | You don't know how to distinguish emotions, you may even understand some, but you have difficulty assimilating their many nuances |
3 | You are terrified by memories of a war or a very violent natural process, and you cannot get memories of violence out of your mind |
4 | You get angry very easily, about anything, your emotions are always out of control and maybe a little exaggerated |
5 | Metal is strong, flesh is weak. It is the natural state of evolution, that which is weak must perish. Join the glorious evolution |
6 | You don't know how to lie, or maybe you do, but very poorly. Or maybe you even know how to lie well, but you don't feel comfortable doing it. |
Skills: Two skills of your choice, usually tied to your creator
Craft: A craft of your choice, usually linked to your creator
Languages: A common language of your choice, usually linked to its creator
Equipment: A set of common clothes given to you by your creator, a set of tools for self-repair (spare parts, hammer, nails, screws, etc.) a pouch containing 1 GP
Feature: Created
You are something out of the ordinary, a product of science and an affront to nature, or even a product of nature and an affront to science, and as such, certain beings perceive your unnatural existence. Because of this, your mind does not give in in the same way that many others do, and you have an advantage on tests to resist Intimidation, either because you do not understand the threats or because you do not care about them.
Criminal
Your criminal past may haunt or satisfy you to this day. You had to find a way to survive in this cruel world for those who are not born privileged. A criminal gang gave you the chance to prove yourself and become one of them, or they offered you an absurd amount of money in exchange for dirty work, whatever happened, you got a taste for it and continued in the life of crime for many years.
Criminal Specialty | ||||
---|---|---|---|---|
d8 | Specialty | d8 | Specialty | |
1 | Serial killer | 5 | Blackmailer | |
2 | Hitman | 6 | Pack mule | |
3 | Robber | 7 | Smuggler | |
4 | Beater | 8 | Fraudster |
Skills: Deception and Stealth
Craft: Player of a type of Game, Locksmith
Equipment: A crowbar, a set of dark common clothes with a hood, and a pouch containing 15 gp
Feature: On the Margin
You often receive contact from your old life, bringing you new opportunities or even information about local events. If you still have good relations with your former employers, you may have contacts in the cities where they have “business”, giving you information when needed, or even a little smuggling of weapons or poisons.
Unknown
Your past is unknown to you because you suffered some trauma that left you with amnesia. You woke up one day, not knowing who you are or how you got here. Your origins and family are a mystery to you. You are unsure whether you have allies or enemies from your past. If you have abilities beyond the training details of your class, you strive to summon them.
Who cared for you while you recovered? Were your class skills taught to you after your trauma, or are you slowly remembering them from your past? Do you have flashbacks or dreams hinting at your ordeal?
When you woke up as an amnesiac, you discovered something about yourself that might provide a clue to what happened to you. Roll a d6 on the Clues to the Past table.
Clues from the Past | ||
---|---|---|
d6 | Clue | Example |
1 | A tattoo | You have an unusual tattoo on your arm, depicting a strange building, part of a map or Gnostic symbols |
2 | A curious wound | There is a long scar on your face and head, recently healed. |
3 | Something hidden in you | There was a key sewn under the skin of his belly |
4 | A personalized piece of jewelry | Clasped in your hand was a medallion, on which was a portrait of a young lady or gentleman. |
5 | A punishment | Your little finger was cut off and is missing. |
6 | You were found in an unusual place | You woke up on the shore of the beach, washed up on the beach |
Skills and Languages: Special. Whenever you attempt to use a skill, craft, or attempt to comprehend a language in which you are not proficient, roll a d20. On a natural 20, you have recalled one of your pre-traumatic talents and gained that proficiency; otherwise, you must finish a long rest before you can check for the same proficiency again. Once you have regained 5 proficiencies, you no longer make this check.
Equipment: Just a change of clothes you are wearing and 1 gp in your boots.
Feature: Gradual Memory
Each time you meet a new NPC or visit a new location, once per character level, you can decide to make it feel familiar. This place or person is somehow related to your life leading up to the trauma that caused your amnesia. This won’t reveal much information, but it will provide some additional clues. You should work with your DM to fit this new element into your backstory, with the goal of providing full disclosure by mid-3rd level.
Level 1–4: The NPC happens to recognize you, but doesn't know you. They remember you doing some act, such as talking to a mysterious figure (and hearing some words), buying an item from a shop, or being involved in a fight.
Locations can be places you have only visited once or that you passed on your way to somewhere else.
Level 5–8: The NPC knows you only by a nom de guerre and a bit about what happened to you, but is evasive about giving you information. If forced to talk, they will give you only a hint before circumstances end the interrogation (they simply escape, or they are in a position of power, or a violent storm rocks the boat). Locations could be taverns or dungeons you have frequented.
Level 9-12: The NPC has been directly involved with your trauma and knows your true identity. Some conflict must be resolved before their relationship with you is fully understood: This could be a combat encounter or a request made by them.
A location could be your family home, your workplace, your secret hideout, or some other place that is very personal to you and that reveals your identity through investigation.
This feature can draw you into involvement with secret societies, nobility, evil armies, hidden temples, and other intrigues. Once you have full recollection of your life and trauma, one of these story elements can be used to create a new background feature to replace Gradual Memory.
Scholar
You have accumulated knowledge from many brilliant minds from previous generations, read many books and tested many theories. You may have been one of the scholars of ancient traditions, mystical creatures or new theories. Reading in books about so many wonderful places and fantastic creatures, your curiosity finally spoke louder, leading you to a life of adventure.
Specialty Studied | ||||
---|---|---|---|---|
d8 | Specialty | d8 | Specialty | |
1 | Academic | 5 | Librarian | |
2 | Apprentice | 6 | Alchemist | |
3 | Astronomer | 7 | Scribe | |
4 | Teacher | 8 | Researcher |
Skills: Arcana or Technology, History
Languages: Two common languages of your choice
Equipment: A bottle of black ink, a quill, a small knife, a set of common clothes, and a pouch containing 10 gp
Feature: Bookworm
Having spent so many years studying, you know exactly where to find the information you seek, whether it be from local scholars, libraries, or even wealthy nobles and merchants. Additionally, you have advantage on any checks to recall a previous recognition. Talk to your master to see if it would be possible for you to have studied a specific area of knowledge.
Exiled
You have been expelled from your home and may never return. Where were you before you were exiled? What did you do to deserve exile? Have you been falsely accused, and if so, why? What are the conditions of your return, if any? Are you an exile, or are you still divided? Do you still have contact with your old life, or have you been cut off completely? Do you carry anything with you to remember, and if so, what? Your home? Your crime? Revenge?
Origin of Exile | |
---|---|
d6 | Origin |
1 | Noble family |
2 | Monastery on top of the mountain |
3 | Nomadic tribe |
4 | Small town |
5 | Military unit |
6 | A guild |
Armor Proficiency: Choose one between: Light or Medium Armor
Skills: Survival and History
Craft: Handworker in a discipline of your choice
Languages: A common language of your choice
Equipment: A weapon worth up to 25 gp (typically something from your native culture), travelers' clothes, a winter blanket, a reminder of home (a drawing, a leaf, a ring...), and a pouch containing 5 gp
Feature: Echoes of the Past
You may have been forced to leave your former life, but it has not left you. You are knowledgeable about the ways people treat one another, and thus have been gifted with skills that revolve around a quick-witted nature. Choose two from Deception, Intimidation, Insight, and Persuasion. Once per long rest, you can gain advantage on an ability check for one of the skills you chose.
Outsider
Life away from civilization, the forest environment or the harsh environment are the ideal places for you and your tribe or clan. You have spent your life far from large cities and empires, growing up accustomed to hunting for your own food and living a nomadic life. You have become accustomed to traveling through diverse types of terrain and believe that you have seen all kinds of creatures, and you are not afraid of the wild.Skills: Athletics, Survival
Craft: Artist: Musician of a musical instrument of your choice
Languages: A common language of your choice
Equipment: A hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a pouch containing 10 gp
Feature: Survivor
Due to your geographical knowledge, you have an easy time recognizing all the regions you have passed through, remembering the locations of settlements, forests and where to find a specific type of creature. Additionally, you have advantage on Survival checks to search for food and understand the local terrain.
Gladiator
You are a gladiator of the coliseum; you have been captured, enslaved, and forced to compete in fights to the death. Your fighting style has made you a successful gladiator, or at least good enough to keep you alive. The coliseum is in your blood now, the events that have transpired, the memories you replay in your dreams, and your experiences have become you. Whether by choice or not, though you are free; you will never escape the arena.
Not all gladiators are created equal. Some fight with their fists while others fight with weapons or magic. What skills have kept you alive?
Arena Types | |
---|---|
d6 | Arena |
1 | Fight Club. You crushed people's skulls with your bare hands. (You don't talk about Fight Club.) |
2 | Magic. Through your knowledge of the arcane, you have seen the deaths of many spellcasters. |
3 | Death Fighter. You fought with weapons in a crowded arena that reeked of death and fear. |
4 | Colosseum. You have fought opponents in tests of strength and honor, but there is no honor in being forced to take a life. |
5 | Tamer. You have killed many beasts alone or with a team and can still hear their screams. |
6 | Duelist. One-on-one duels were your specialty, man and beast fell before you as tyrants looked on. |
Skills: Athletics and Intimidation
Armor Proficiency: Light and Medium Armor
Languages: A common language of your choice
Equipment: A suit of clothes, a set of common clothes, a makeup case, and a pouch containing 15 gp
Feature: Contacts
When in a city, you can find a place to fight for money and reputation.
Local Hero
You have performed a heroic act for the people of the place where you were born, raised, or passed through. Due to your humble origins, you have become a sort of local legend, being applauded and “worshipped” by all those who know you. You can choose or roll on the table below to better define the details of this event.
Heroic Event | ||||
---|---|---|---|---|
d10 | Event | d10 | Event | |
1 | I opposed servants of a tyrant. | 6 | Recruited into a nobleman's army, I excelled in leadership and was decorated for heroism. | |
2 | I saved people during a natural disaster. | 7 | I stole from an evil merchant to help the poor. | |
3 | I faced alone a creature that terrorized the population | 8 | I led a small troop into battle against an army. | |
4 | I broke into a tyrant's house and stole weapons to give to the people. | 9 | A lord rescinded a decree that disadvantaged the people after I protested against it. | |
5 | A mystical or fairy-like being gave me a blessing or revealed my secret origin. | 10 | I trained the peasants to use field tools as weapons to face a tyrant's troops. |
Skills: Animal Handling and Survival
Craft: Handworker in a discipline of your choice, Conductor
Equipment: A set of artisan's tools of your choice, a shovel, an iron pot, a set of common clothes, and a pouch containing 10 gp.
Feature: Popular Outcry
As long as people know your story, there is a chance they will offer you and your allies food and shelter for a day or more, as long as you do not put them in any danger. Additionally, people who know you are likely to tell you rumors related to local powers.
Inventor
You are (or were) an inventor, a contributor to science. You were inspired by a great inventor at a young age and want to be like him. So, where did you come from? What is your specialization?
As an Inventor you sometimes get inspiration from different sources for your creations or inventions, do ideas come to you after reading a line of ancient scripture?
Invention Specialization | |
---|---|
d6 | Specialization |
1 | Trinkets |
2 | Craftsmanship |
3 | Technomagic |
4 | Architecture |
5 | Tinsmith |
6 | Aeronautics |
Perícias: Tecnologia e um dos seguintes: Arcanismo, Medicina, Natureza ou Percepção
Ofício: Quaisquer dois tipos de ofícios maiores
Idiomas: Dois idiomas comuns à sua escolha
Equipamentos: Um conjunto de roupas comuns, um tipo de ferramentas de artesão com o qual você é proficiente, 1d4 livros sobre engenharia e uma minúscula ou pequena invenção feita por você e uma algibeira contendo 15 PO
Característica: Uma Vez Estudante, Sempre Estudante
Você pode sempre encontrar abrigo ou santuário limitado dentro de um local de aprendizado, como uma faculdade ou academia, desde que você esteja em boas relações com o grupo que administra a escola, enquanto lá você é capaz de obter conhecimentos básicos de certos tópicos, contanto que você contribua para a escola de alguma forma construtiva.
Investigador
Talvez você tenha uma mente peculiar, capaz de notar padrões e fazer inferências certeiras. Talvez você seja apenas um grande paranóico que acumulou muita informação aparentemente inútil e consegue fazer pontes brilhantes entre elas, como o tempo que demora para uma panela esfriar ou quão rápido um homem realiza suas necessidades básicas. Investigadores coletam, conectam e aferem informações, construindo acontecimentos ou descobrindo o que tentaram esconder.
Caso você não saiba em que área você atua, você pode utilizar a tabela abaixo para sortear uma.
Área de Especialização | ||||
---|---|---|---|---|
d10 | Área | d10 | Área | |
1 | Criptografia | 6 | Campana | |
2 | Varredura | 7 | Segurança de Locais | |
3 | Localização de Pessoas | 8 | Informações Confidenciais | |
4 | Infiltração | 9 | Contra-Espionagem | |
5 | Equipamentos de Espionagem | 10 | Homicídios |
Perícias: Investigação e escolha uma entre: Enganação, Intuição, Percepção, Persuasão ou Sobrevivência
Idiomas: Um idioma comum à sua escolha
Equipamento: Uma algema, um conjunto de roupas finas, uma lupa, um mapa da região em que atuou e uma algibeira contendo 15 PO
Característica: Faro Aguçado
Você possui vantagem para perceber se uma criatura está mentindo para você e em testes para encontrar pistas sobre algo ou alguém que você esteja procurando. Além disso, você possui vantagem em teste de Percepção para saber se está sendo seguido.
Marujo
Runeterra é um mundo com mais de 12 mares, as rotas mercantes existem a tempo suficiente para que ninguém lembre como era antes delas. Embora barcos sejam extremamente importantes, raros barcos podem se locomover sozinhos. Marujos são habituados ao mar e vivem sua vida em um porto de cada vez. Como você se tornou marujo? Que tipo de embarcação você tripula? Quais são seus objetivos no ar e em terra? Existe algum porto onde você não possa atracar? Qual é a sua relação com o capitão e o resto da tripulação?
Perícias: Atletismo e Percepção
Ofício: Escolha um entre Ofício de Navegador e Ofício de Condutor
Equipamento: Uma malagueta (porrete), 45 pés de corda de seda, um amuleto da sorte como um pé de coelho ou uma pequena pedra com um furo no centro, um conjunto de trajes comuns e uma algibeira contendo 10 PO
Característica: Brisa Amiga
Você conhece a tripulação de um ou mais navios e possui uma boa relação com eles, sempre que eles estiverem na mesma cidade portuária que você, você pode arranjar uma passagem gratuita para você e seus companheiros, desde que vocês paguem a passagem com serviços à bordo. Adicionalmente você possui vantagem em testes de Atletismos relacionados à natação.
Mercenário
Como mercenário, seus serviços eram para contratar para qualquer pessoa que pudesse pagar por eles. O que te levou a ser um soldado da fortuna? Foi para escapar da pobreza? Foi a emoção da batalha? Ou foi simplesmente que a luta era tudo o que você sabia crescer? Quem era sua empresa mercenária ou você trabalha sozinho? O que fez você desistir ou ainda está contratado? Você fez algum aliado ou inimigo pelo caminho? Em que guerras ou batalhas estavam envolvidas? Quais foram as consequências? Aliados perdidos? Acusações de crime de guerra?
Perícias: Intimidação e Percepção
Ofício: Jogador de um tipo de jogo, Guia (Piloto)
Equipamento: Uma prova do primeiro contrato que você completou, um conjunto de roupas comuns, um conjunto de jogos à sua escolha, uma algibeira contendo 10 PO
Característica: Lâmina Contratada
Você é um soldado da fortuna, um lutador que vende seus serviços para o maior lance. Você percorre vilas e cidades em busca de um lugar onde seu conjunto exclusivo de talentos seja útil; seja para um lorde caçando um grupo de bandidos, ou um capitão cansado da infestação de barbatâminas em seu convés, você sempre pode encontrar algum trabalho se procurar com bastante atenção. O trabalho em si não deve importar muito para uma pessoa como você, pelo menos é nisso que os outros acreditam. Portanto, outros empregos menos admiráveis e evitados às vezes chegam ao seu colo, dando a você a escolha e o problema de descobrir uma maneira de se comprometer entre sua ética e seu trabalho.
Órfão
Se você conheceu seus pais ou não, não é a questão. A questão aqui é, como você sobreviveu crescendo sem eles? Você teve que batalhar e se manter nas ruas, teve de pelejar dia a dia para sobreviver, talvez sozinho ou talvez com amigos. Quem é você? O que aconteceu com os seus pais? Com quem você cresceu e como você fez para não se tornar apenas uma estatística? Quais são suas aspirações e suas ligações com as ruas em que cresceu?
Perícias: Furtividade e Prestidigitação
Ofício: Artista: Maquiador, Chaveiro
Equipamento: Uma faca pequena, um mapa da cidade em que você cresceu, um rato de estimação, um pequeno objeto para lembrar dos seus pais, um conjunto de roupas comuns e uma algibeira contendo 10 PO
Características: Astúcia
Você conhece os segredos das ruas de onde você cresceu, todas as passagens escondidas e locais secretos. Você possui vantagem em Furtividade e Percepção no local em que você cresceu. Você e seus aliados possuem o dobro de movimentação na região de onde você cresceu, desde que você esteja guiando e o grupo não esteja engajado em combate. Adicionalmente, você possui vantagem em qualquer teste feito para pechinchar um item mundano.
Pirata
Piratas percorrem os mares em grupos desorganizados, levando tesouros de praticamente quem puderem. O que o levou à pirataria? Você foi voluntário para este trabalho ou foi forçado quando seu navio foi invadido? Você era o capitão do navio ou apenas mais um da tripulação? Você deixou seu navio para sempre ou ainda está conectado a esse mundo? Se você foi embora, por quê?
Tipo de Pirata | |
---|---|
1d6 | Ahoy! |
1 | Capitão |
2 | Primeiro imediato |
3 | Canhoneiro |
4 | Incursor destemido |
5 | Saqueador assustador |
6 | Garoto de cabine |
Perícias: Escolha duas entre: Acrobacia, Lidar com Animais ou Intimidação
Proficiência com Armas: Cimitarra, Rapieira e escolhe entre: Armas de Fogo leves, médias, longas ou canhões
Equipamento: Uma cimitarra ou rapieira, um arcabuz ou uma pistola, munição da arma escolhida (20), diário, roupas de pirata e uma algibeira contendo 10 PO
Equipamento Opcional: Perna de pau, gancho, tapa-olho, cachimbo e tabaco (com pederneira e ferro para acender), palha, flauta, papagaio (talvez como familiar)
Característica: Ahoy, Parceiro!
Você passou anos em mar aberto e, portanto, sabe como dirigir e operar um navio. Você também conhece várias cidades portuárias em todo o mundo e, por experiência, aprendeu quais costumes são aceitáveis nas cidades portuárias que você conhece. Para você é mais fácil comprar um navio do que para outras pessoas, e você tem uma vantagem em qualquer teste feito para pechinchar para comprar um navio digno do mar. Quando estiver em uma cidade portuária amigável com a qual você tem boas relações, pode encontrar refúgio com certas pessoas; eles o esconderão se for seguro, mas não arriscarão suas vidas por você.
Religioso
Você tem uma forte crença em algo ou alguém, seja uma divindade, um conceito ou mesmo uma filosofia. Você se guia por essa crença e acredita firmemente que ela é uma mudança positiva para o mundo ao seu redor, tendo como obrigação, proclamar essas boas novas. Qual é a sua crença? Onde ela se originou? Como é a receptividade dela a crenças divergentes? Como ela se relaciona com outras fés?
Perícias: Intuição e Religião
Idiomas: Dois idiomas comuns à sua escolha
Equipamento: Um símbolo sagrado, um livro de preces ou uma conta de orações, 5 varetas de incenso, vestimentas cerimoniais, um conjunto de roupas comuns e uma algibeira contendo 15 PO
Característica: Empatia da Fé
Tendo um passado religioso, você detém a simpatia daqueles que possuem a mesma fé, podendo participar e realizar cerimônias para aquele(s) que você cultua. Você e seus aliados podem pedir por ajuda ou cura em um templo, santuário ou outro local sagrado de sua fé. Você também pode pedir para aqueles que compartilham de sua fé para conceder a você um abrigo temporário, cobrindo os custos de um estilo de vida modesto. Alternativamente, você pode estar relacionado diretamente com um templo ou santuário específico de sua fé, e possuir abrigo fixo nesse local. Esse local, desde que você possua boas relações com ele, pode ser de onde você veio, cresceu ou que encontrou um lar nele. Enquanto você estiver próximo desse local, você pode solicitar por auxílio para seus fiéis ou sacerdotes, desde que não os coloque em nenhuma posição de risco.
Soldado
Felizmente ou infelizmente a guerra é uma constante em Runeterra. Felizmente pois as ameaças nem sempre são humanas, infelizmente pois quase sempre elas são contra o vizinho, e a morte ronda por todos os lados. Pelo que você luta? Qual é a sua causa e por qual motivo ela é justa o bastante para que você tire a vida dos outros? Qual é a sua crença em seu exército e em seu comando? Você segue suas funções e obedece a sua hierarquia?
Função Exercida | ||||
---|---|---|---|---|
d8 | Função | d8 | Função | |
1 | Batedor | 5 | Médico de campo | |
2 | Cavaleiro | 6 | Infantaria | |
3 | Contramestre | 7 | Oficial | |
4 | Equipe de Apoio | 8 | Recruta |
Perícias: Intimidação, Sobrevivência
Ofício: Condutor de um veículo terrestre ou marítimo
Equipamento: Um símbolo da sua unidade, 5 azagaias, vestimentas oficiais, uma arma marcial e uma algibeira contendo 10 PO
Característica: Irmãos de Armas
Você treinou e fez amigos em um pelotão de um exército de alguma região. Você possui amigos entre eles que lhe ajudariam de boa vontade oferecendo abrigo, comida e talvez até algum equipamento básico. Você é respeitado por todos aqueles que possuem conhecimento de sua patente (converse com seu mestre para defini-la), ou então pode até ser caçado por algum soldado do exército inimigo. Além disso, você possui a capacidade de intimidar aqueles que possuem uma patente menor do que a sua.