Pauper: Begger (Advanced) (TP)

Grim Hollow: Player's Guide p. 100 (Third Party)

Competencias
Persuasion

Rasgos

Pauper

Any structured society has those who fall through the cracks. Misfortune is no stranger to Etharis, and those who suffer under its hand have to make do any way they can. Some attempt to survive by begging or turning their hands to whatever jobs they can find, while others are cast out to wander from place to place through the unforgiving wilds. This background is a good fit for characters who want to use adventuring as a way to escape their unfortunate circumstances or for those who possess character flaws relating to debt or misfortune. Their views on wealth and material goods are undoubtedly a primary feature of their adventuring career.

  • Skill Proficiency: Choose one from Deception, Insight, Perception, Persuasion, Stealth, or Survival.
  • Languages: Choose one standard language.
  • Tool Proficiency: Choose one gaming set.
  • Equipment: A worn blanket, a set of ragged clothing, a sack, and 10 copper pieces.

Begger

Many who fall on hard times have no other option than begging for coppers. Considered the lowest rung of society, beggars are looked down upon in either pity or contempt by other members of society, when they deign to notice them at all. For their part, beggars see people at their best and at their worst, a more honest representation than they show their peers or superiors.

  • Skill Proficiency: Persuasion
  • Additional Equipment: A begging bowl or tin cup for collecting coins, a crutch, spare scraps of cloth, and a small stick of grease paint.

Friends In Low Places

Upon spending an hour speaking to other beggars and making a DC 10 Charisma (Persuasion) check, you can manipulate the underground currents of information that flow throughout the city. This allows you to manipulate the mood of the lower classes for or against a specific individual, group, or decision. The unrest caused may manifest itself in a number of ways, at the GM's discretion.

Rank 1 - Street Beggar

Driven by desperation, you are forced to the streets to earn what you need to survive. Poor decisions or bad luck drained away whatever funds you managed to scrape together, and you have no real home to return to. As an adventurer you have certain alternatives not available to most, but between forays into the wilds the fact remains that you have no steady occupation and no place to call home.

Holdings:

  • A spot in an alley that you have managed to stake out and must defend against newcomers.
  • The name of a sympathetic merchant with space in a high-traffic area of the city.

Progression: Gain the friendship of a local business owner by performing odd jobs or doing some other service.

Rank 2 - Mendicant

A common sight to locals, you have moved up to a better location in a busy street or plaza. You no longer have to fight for your place and have gained the tolerance of the guards and the friendship of other local beggars. By this time you have established a begging "pitch" designed to attract attention without inconveniencing those passing by. This could be a persona or some sort of script that you devise in order to amuse or elicit sympathy from the general populace.

Holdings:

  • A safe place to sleep near a merchant stall or building.
  • Friendship with local beggars and a few local traders, who may offer you some spare coin, food, or odd jobs from time to time.

Progression: Split a significant windfall with other beggars, earning their loyalty.

Rank 3 - Gutter Baron

You have risen to a position of prominence, such as it is, among the beggars in your city. You are able to direct the actions of a number of other paupers and split the rewards in a far more efficient manner than they could do alone, and they respect and defer to you in important decisions.

Holdings:

  • Squatter's rights in an abandoned building.
  • A handful of other beggars who defer to your authority and aid you in gathering money and information.
  • Knowledge of an illicit deal that took place in an alley in the dead of night, which implicates a minor noble.

Progression: Perform a great service for the poor of the city either by thwarting the plans of a ranking noble or leveraging your influence to gain a powerful aristocrat patron.

Rank 4 - Beggar King

You have become the undisputed master of the city's destitute population, and none of them act without your knowledge. Having control of such a wide-ranging network of informants and agents puts you at the center of the city's political power struggles. Even leaders of criminal organizations know that you are not someone to be trifled with.

Holdings:

  • A comfortable hideout hidden in the slums or sewers.
  • A network of beggars, informants, and criminals that keep you informed of all illicit activity within the city.
  • Influence with at least one major player in local crime or politics.

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: 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: 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: 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: Menacing Presence

Whenever you make a Charisma (Intimidation) check, and are interacting with Academics, Common Folk, or Seafarers, you can 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: Sticky Fingers

When you make a Dexterity (Sleight of Hand) check to snatch something quickly, you may add your profession die to the roll.

Talent: Urban Sprinter

Whenever you make a Strength (Athletics) or Dexterity (Acrobatics) check while running away from a pursuer, or pursuing someone else, you can 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.