Mercenary Porter Image

You were the Porter and newbie party of the (X) famous adventuring party, sometimes, the weight that comes with this name can be a good thing, other times, less so. (Alignment: any)

 
Skill Proficiencies: You have learned your trade in merchantry, budgeting for supplies and bartering with vendors. 

  • Proficiency in persuasion 

You have learned scraps of know-how from your old comrades, you tend to put two and two together and see things that others don't.

  • Investigation
Tool Proficiencies: Your old guild weren't the safest around. So you quickly picked up on how to fix the gear they just loved to break.

  • Your choice in proficiency between
  1. Leatherworkers tools
  2. Smiths tools
  3. Tinkers tools

 

Languages: You always were the savvy sort. Quick to learn and a fast tongue.

  • Read, write and speak at high level in Common
  • Reading, writing and speaking in one other language of your choice. (Presumably the language of the region your guild was in)

 

Equipment: Choose A or B

A

  • Tools (whichever one you took proficiency in)
  • 25 GP
  • Commoner's clothes 

B

  • 100 GP
  • Traveller's clothes
 
Feature: Known Far Too Wide

All adventurers worth their weight vaguely recognised your face, for better or worse.

They tend to treat you with a level of respect and caution. Save be it those who either fought alongside or against your old bandmates.

If you happen to run into an old party member. They can be a helping force as they pass through, offering insight, a place to stay, and perhaps even their blade. For the right price of course.

If you name your old guild, most merchants dont mind knocking their prices down a few pegs for dealings with you.

 
Suggested Characteristics

Traits (D6)

  1. You got tired of living in your old guilds shadow, and you get slightly more annoyed every time its brought back up.
  2. You are determined to prove yourself worthy to be part of (X) guild, and that with perserverance and determination you can be as strong as them.
  3. You joined (X) guild as a medium term gig, and now you've moved on to a new group to adventure with. You are the cautious sort, never betting all your chips in the same pool.
  4. (X) guild bored the hell out of you, with nothing for you to do but carry stuff, as you seek new thrill and excitement in new groups.
  5. (X) guild is family run, with several generations of your family running through it, but you refuse to follow in their footsteps and be drowned out within the crowd. Carving your own path
  6. After the fight of your life, you hit your head and saw stars, and your mind draws a blank, you slowly remeet your old friends with the new ones you've found, discovering the life you had with them.

Flaw (D4)

  1. You have a crippling sense of imposter syndrome, you felt like your fooling everyone around you into thinking your good enough for (X) guild.
  2. You are an eternally nihilistic person, assuming the worst, and while caution is good, overcaution isnt. And your old guild got tired of that attitude
  3. You are far too kind, after using you for a fraction of what you were worth your party left you on deaths door, and you are too kind to blame them, so you are on a journey to remeet your old 'friends'
  4. You were always the heaviest spender, a compulsive buyer of all things you liked, and your party just couldnt financially support you anymore.

Traits (Mercenary Rat) (d4)

  1. A rival mercenary guild offered you a huge sum of money for selling out your own, and you, ever opportunistic, forgot to take payment in advance, and now hunt them down to get the money you deserve.
  2. You couldnt take it anymore, your party had used you for so long and you just snapped, poisoning all of them and fleeing. Giving them what they had coming for so long
  3. They tried to kick you out for your bad spending habits, but what they got was the destruction of what they knew and loved, you were bathing in gold, but in a weeks time all you had left was 200 GP. 
  4. You are fully convinced you killed your party, you have no idea how or why, all you knew was that its your fault, some kind of gap in your memory, and you ponder as to what made it. (Alter ego? Memory editing? Some other malevolent force at play?)

 

 
Variant Mercenary Porter: Mercenary Rat

You sold your old friends short, be it to a noble, a monster or something inbetween to save your own hide, and whatever is left of them will hunt you to the ends of the earth. (Usually evil alignment)

  • Swap out Persuasion and Investigation proficiency for Deception and Insight.
  • Swap out the choice in tools for proficiency in thieves tools and disguise kit.
  • You may choose an additional language you can read and write in.
  • Your equipment is 200 GP, commoner's clothes, 50 ft of rope, a 30 page notebook, ink and quill, thieves tools and a disguise kit.
 
Variant Feature: Burned bridges

Many of your once friends now dead by your hands. The spare few who remain will use all resources at their disposal to put you down for good. But when some doors close, others open.

Some of your once enemies now regard you with wary respect, and the back alleys that used to sneer at your goody two shoes group now invites you like family.

If a noble or merchant affiliated to your guild recognises you, instant hostility and refusal of services is to be expected.

 
Mercenary Porter Image

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