Common Folk: Villager (Advanced) (TP)

Grim Hollow: Campaign Guide p. 86 (Third Party)

Competencias
Insight

Rasgos

Common Folk

Common Folk are, unsurprisingly, the most common station in life. These are the masses of people who are not distinguished by noble blood, inherited wealth, or a special calling that sets them apart. Varying as much as the professions with which they occupy themselves, common folk are typically identified by the work they do. Often finding themselves pawns in the machinations of those who consider themselves their betters, commoners generally look after one another in tight circles of trust. Commoners are a great background for most professions and character concepts that do not fall within another background.

  • Skill Proficiencies: Choose one from Animal Handling, Athletics, Insight, Nature, Perception.
  • Languages: Choose one standard language.
  • Tool Proficiencies: One tool or instrument proficiency.
  • Equipment: Common clothes, a tool kit or instrument of your choice, a small drawstring pouch, and 10 gp.

Villager

You hail from a small settlement like many others, populated mainly by subsistence farmers and local craftsmen. Common villagers look out for their own, typically because few would be willing to represent them. While lesser nobility regard you with disdain, fellow commoners recognize you as one of their own, and are generous with their hospitality, provided there is enough to go around. They may request a few hours of light labor in exchange for short stays, if the host is a landholder. Commoners are also willing to share information with their peers that they would withhold from people of higher stations.

  • Skill Proficiency: Insight.
  • Additional Equipment: An iron pot, a shovel, a tinderbox.

Local Gossip

Upon spending an hour speaking to other commoners, and completing a medium-DC Wisdom (Insight) check, you can learn of rumors, political intrigue, or other gossip related to a subject of your choice. This includes jobs and information people tend to hide from the authorities.

Rank 1 - Peasant

Born to a landless farmer and his wife, you found work as a laborer on the estate of a local lord tilling fields, tending to animals, or milling grain for a meagre salary. While the work was punishing, it made you physically strong, capable of working for extended hours without fatigue.

Holdings:

  • A shack or hovel which you call home.
  • A deed to a heavily indebted farmstead which has been seized until its debts are cleared. You may have acquired this deed through inheritance, gambling winnings, or some other means.

Progression: Clear the debt on your deed and restore your farmstead to operating condition.

Rank 2 - Land Owner

You oversee a modest farm that produces various crops and small goods that you sell to local businesses and at markets for a modest profit. You have cultivated your reputation as an honest distributor among your customers, and a fair boss to the hired hands who help you manage your land.

Holdings:

  • A small farmstead, including livestock, crops, and stores suitable to the location.
  • Half a dozen unskilled hirelings who live and work on your farm.

Progression: Become a respected and influential member of your local village.

Rank 3 - Council Member

You have been elected to a seat on the local council, assuming a public role in the governance of your village. You and your fellow council members discuss matters of trade, infrastructure, keeping the peace, and placating the local lords. You receive complaints and resolve disputes among locals, reaching an amicable resolution where possible.

Holdings:

  • A skilled, professional hireling assistant. They may be a lawyer, accountant, or other expert who helps you manage your affairs.
  • Resources allocated by the Mayor for you to complete your duties as a council member.

Progression: To be elected or appointed Mayor by a lord, council, electorate, or other means.

Rank 4 - Mayor

You have risen from humble beginnings to become the Mayor of your village, either by election or appointment. Charged as a custodian of the peace, you preside over council meetings and represent your local province at ceremonial events and in dealings with the regional government.

Holdings:

  • You have the resources of your village council at your disposal.
  • A team of skilled hirelings trained in professional services who assist you in your endeavors to run your holdings.
  • Resources granted to you by your Monarch, such as gold, military support, and other useful assets, to maintain order within the settlement.

Profession Dice

Profession Dice are the in-game advantages provided to characters by their background profession. Characters can add their Profession Die to skill or ability checks according to any Talents they have selected. In addition, a character always adds their Profession Die when rolling for Profession Abilities. A character's Profession Die is determined by their rank, and shown in the table below:

Profession Die Table:

Profession RankProfession Dice
11d4
21d6
31d8
41d10

Talents

Talents are unique dispositions, experiences, or characteristics your character has picked up due to their time working in their profession. This is represented by allowing characters to add their Profession Die in unique situations that highlight the skills gained through their profession. A character may select a Talent from their corresponding Talent list when they select their profession, and select an additional Talent whenever they rank up within a profession.

Talent: Beast Whisperer

Whenever you make a Wisdom (Animal Handling) check to train or direct orders to a beast, you can add your Profession Die to the roll.

Talent: Biologist

Whenever you make an Intelligence (Nature) check to determine the properties of animals, you can add your Profession Die to the roll.

Talent: Botanist

Whenever you make an Intelligence (Nature) check to determine the properties of plants, you can add your Profession Die to the roll.

Talent: Calloused Hands

Whenever you make a Strength (Athletics) check to lift, drag, or shove a heavy object, you can add your Profession Die to the roll.

Talent: Disciplinarian

Whenever you make a Charisma (Intimidation) check while issuing a command to an individual of lower rank within your background, you can add your Profession Die to the roll.

Talent: Drunkard

Whenever you make a Constitution check to determine if you will throw up, pass out, or how severe a hangover is, you can add your Profession Die to the roll.

Talent: Elusive

Whenever you make a Dexterity (Stealth) check to hide or blend into a crowd of humanoids that share your background, you can add your Profession Die to the roll.

Talent: Flamboyant Presentation

Whenever you make a Charisma (Performance) check to entertain Aristocrats, Common Folk, or Seafarers, you can add your Profession Die to the roll.

Talent: Forecaster

Whenever you make a Wisdom (Survival) check to determine the weather for the next 48 hours, you can add your Profession Die to the roll.

Talent: Gambler

Whenever you make a Dexterity (Sleight of Hand) or Wisdom (Perception) check to cheat at a game or catch someone else cheating, you can add your Profession Die to the roll.

Talent: Gut Feeling

Whenever you make a Wisdom (Insight) check to detect if an Aristocrat or Criminal is lying, you can add your Profession Die to the roll.

Talent: Hard-Working

Whenever you make a Constitution check for a repetitive task such as marching or laboring for hours without rest, you can add your Profession Die to the roll.

Talent: Navigator

Whenever you make a vehicle check, you can add your Profession Die to the roll.

Talent: Wayfarer

Whenever you make a Wisdom (Survival) check to find a path or avoid getting lost, you can add your Profession Die to the roll.

Talent: Applied Leverage

When you make a Strength (Athletics) check to force open a door or container, you may add your profession die to the roll.

Talent: Camper

When you make a Wisdom (Survival) check to construct a temporary shelter, you may add your profession die to the roll.

Talent: Charity Case

When you make a Charisma (Performance) check to fake an illness, injury, or other condition, you may add your profession die to the roll.

Talent: Pitiable

When you make a Charisma (Persuasion) check to convince an Aristocrat, Criminal, Militarist, or Clergy that you are not a threat or beneath their notice, you may add your profession die to the roll.

Talent: Solidarity

When you make a Charisma (Persuasion) check and you are interacting with members of your background, you may add your profession die to the roll.

Talent: Vacant Expression

When you make a Charisma (Deception) check to feign ignorance and you are interacting with an Academic, Aristocrat, Clergy, or Militarist, you may add your profession die to the roll.

Otros datos

ancestry

Common Folk