
Born into a noble family, your world had been silk sheets, servants, and silver spoons. Your parent(s) provided you with every luxury: the best tutors & trainers, the finest foods and clothing, and a kingdom you'd some day inherit. They cared more about wealth and power than they ever cared for you. No matter how hard you try, it's never enough - you're a disappointment to them and one/both of them ensures you never forget it.
After years of watching your family take advantage of your people, you decided to do something about it. With all your training and skills, you set out upon your fellow nobles when the daylight waned as a masked hero of the night. You snatched their precious possessions from right under their upturned noses and used them to ease the suffering of others. The fact that it pissed off your parent(s) to no end was the icing on the cake. Sure, you were essentially giving away your own future inheritance, but it was worth it just to see the look on their smug face. The people rallied behind you, telling tales and bedtime stories about you - a dashing, witty thief with a kind heart. The Noble Rogue.
It was only a matter of time before your parent(s) found out. Ashamed and outraged that their own heir was the most notorious thief the kingdom has ever known, you were driven from your homeland and a price put on your head. You've tried to put as much distance between you and them, but the bounty for The Noble Rogue is sizeable and it's just a matter of time before someone recognizes you. Until then, you keep a low profile and move on, helping those you can along the way and always looking over your shoulder.
- Skill Proficiencies: Choose two of the following: Athletics, Acrobatics, Deception, Persuasion, History, Stealth, Sleight of Hand
- Tool Proficiencies: Choose two from the following: Calligrapher's Supplies, Cartographer's Tools, Forgery Kit, Thieves' Tools, Dragonchess Set, and a musical instrument of your choice.
- Languages: You can speak, read and write Common. As a noble, you have had the finest education and tutoring money can buy. Choose one additional language from the playable race options or the list of exotic languages. You are semi-fluent, able to understand and converse in simple sentences. Any more difficult interactions will require an intelligence check at your DM's discretion.
- Equipment: In addition to the starting equipment of your chosen class, you also possess a piece of jewelry bearing the mark or crest of your family (this is proof of your identity). Seeing as you have a bounty on your head, it would be wise to keep this item hidden.
Choose a region of origin some distance from your starting point. The closer you are to this region, the greater the chance you are recognized and see wanted posters in public areas. The DM can decided how to integrate this in play, or you can use the breakdown below.
Whenever you enter a crowded/public area (tavern, market, church) in any town (even one you've visited before) roll a D20 DC5 to see if you are recognized (Failure = You are recognized). Apply any disguise-related modifiers. See the table for results. If you approach a military or law enforcement area (military outpost, barracks, a passing guard patrol), roll a D20 DC 5-15 to see if you're recognized *DC to be determined by your proximity to your homeland.
d10 | Quite the Reception |
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1 | Someone recognizes you. Roll D20 DC5 + any disguise modifiers. Success = they offer to buy you and/or the group a drink; Failure = they leave immediately, presumably to fetch the guards or to arm themselves. DM's discretion. |
2 | Someone gives you a second glance, but otherwise ignores you. |
3 | You seem familiar to someone. They continue to stare, trying to place you. Roll again. Exclude this result if you get it again. |
4 | Nobody recognizes you. You're ignored. |
5 | An old friend recognizes you. They offer you food and shelter for a day. |
6 | Someone seems to recognize you. They speak with hushed words to companions nearby, eyes darting your way, and then leave the area. An ambush is likely in your future. |
7 | You spot a Wanted poster prominently displayed by the entrance. As you enter the area, many people recognize you immediately. Roll a D10 twice. The first is how many strangers attack you, wanting the bounty on your head. The second is how many strangers help you. |
8 | A member of law enforcement recognizes you. Roll a D20 DC10. Success = they support you and ignore you or leave. Failure = they call for backup and/or move to arrest you. |
9 | Someone recognizes you and has a small opportunity that might be right up your alley. Nothing The Noble Rogue can't handle, and there's some easy coin in it for you. |
10 | A drunk somehow recognizes you and challenges you to a feat of strength, agility or endurance. Their ability checks are -5. If you refuse the challenge or attempt to avoid it in any way, they attack. |
As the former prince/ss of a kingdom, and a notorious thief with a bounty on their head, you may be recognized every time you enter a crowded, public area or establishment to which you have never been. To some, you are seen as a hero. To others, a criminal. A pauper may not want to be associated with a known criminal, while a city guardsmen with no love for the upper class may be willing to help you. Whatever the case may be, reactions are sure to be passionate whether positive or negative.
Suggested Characteristics
The Noble Rogue was described as dashing, witty, charismatic, acrobatic, haughty, and cavalier. While displaying these characteristics would be in keeping with the background, it would be wise and logical to display these qualities at a minimum, if at all, given that there's a bounty on your head. Keeping a low profile is highly advisable, particularly in public places where you may be recognized. Should you be recognized and your identifier has a positive reaction, feel free to be yourself when it's appropriate.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
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9/7/2023 2:10:18 AM
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7
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2
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5E
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Coming Soon
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9/7/2023 12:51:39 PM
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7
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1
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Coming Soon
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