Orphaned or abandoned, you had grown up, not only on the streets, but under them. Whether in a city, town, or village, you had spent most of your childhood scurrying underneath the streets, in a sewer. Burglarizing and lifting food, objects, and whatever to survive and horde, from the surface dwellers who lived above. Popping in and out from openings beneath, always having an escape route most were reluctant to follow you into. Being sickly quite often early on, you have developed strong resistances from the filth and hazardous waste that filtered down from rain wash, or purposefully emptied into your dark home. From all those early years spent exploring that dark world, often losing your light source, your eyes developed into a sort of Dark Vision. You retain knowledge of 90% of the accessible underground areas of your home town, and 90% of the subterranean entrances to all the surface dwellings, as well as secret doors and hidden passages and rooms in your home town. As a burglar, you have found many hidden secrets about at least 30% of the citizens of the city above, whether through hidden objects found or overhearing private conversations while hiding in their houses - things the vast majority of their friends, family, and The Law may not know. You also have a lot of knowledge about any criminal organizations or activities that use the underground in your home town.
- Skill Proficiencies: Surviving all those years among the denizens that lived in your underground world, the criminals that used it for their nefarious affairs, and the occasional chase down from a less afraid surface dweller or authority, you have become proficient in the two skills a child who runs and hides, in an urban environment, would use: Acrobatics and Stealth
- Tool Proficiencies: Being a pack rat, you would gather things you found interesting, on top of things for survival, from the surface dwellers. One of those things would most certainly be some kind of tool kit. Choose one tool kit of any kind you want.
- Equipment: The general equipment you retained from those days is a knife, a hand drawn map of the underground you grew up in, a set of common clothes, a pouch containing 10gp, and a homemade dungeoneer's pack, that over the years has come to resemble a typical one. In addition, a small horde of random household objects, trinkets, and decorations.
City Secrets -Underground: You know the secret patterns and flows to cities and can find passages through the urban sprawl that others would miss, if, and only if, the city or town has some kind of underground (even if it's just drainage tunnels). When you are not in combat, you (and any companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.
Lifetime of Runoff Waste Ingestion: You are resistant to poison and disease from infection and when ingested.
Grew Up in the Dark: If your race does not already have it, you have Darkvision up to 60ft.
Blind Move: You can sense any object or creature within ten feet of you and can maneuver in pitch blackness (or when blinded) with no penalties. (This is movement only. Attacking or other tasks still have penalties. Of course the sense is of a general shape. Any small decorations, jewelry, writing, colors, etc. are unknown)
Secret Places Locator (indoors): You get a +2 to Perception checks to locate hidden rooms, compartments, doors, or passageways (magically hidden or not) (no penalties in low or dim light).
Internal Map: You can make an Intelligence (History) check (at double proficiency) on retaining, in your head, an accurate map of any inner spaces you have travelled through (even in total darkness and if travelled months, years, or even decades earlier).
Find the Exit: You can make an Intelligence (History) check (at double proficiency) to find which way any exit is (and if more than one, which is closest) from anywhere in any inner space you are in, even if you had never been that way before.
Sewer Sneak (water part only): You get no penalties to Stealth checks when sneaking through standing to slow moving water (as long as you can stand on the bottom). You do not splash and can move at normal Stealth speed.
Sewer Naturalist (home town): You know how to intimidate or deal with many of the common or uncommon denizens that inhabit or visit the underground in your hometown. You also have a great deal of knowledge about these denizens, as well as any molds, mosses, mushrooms, etc. that grew down there, including possible locations, nests, habits, population size, etc. and any uses, medicinal, edibility or otherwise. All the previous can give an advantage in figuring out other sewer environments most anywhere in the world.
Contacts
You may have contacts. You may not. You may have friends. You may not. You are almost definitely an unwanted inhabitant to most of your home town. Human connections could be hard to come by, but definitely possible. Criminals and other orphans are most likely the obvious choice for contacts and friends, but kindly priests and certain citizens could also be.
Comments