Here’s another playbook. I made this one to kinda fit in with who might not be there for the initial village creation session or maybe their original character has perished and they are adding in a new one.
PDF version- The Foreign Diplomat
The Foreign Diplomat
You come from a far away land as a representative of your people. You are here to establish relations and explore the world around you. You have trained in diplomacy and the ways of the court. As with anything political, nothing is as what it appears on the surface.
People respond well to you and you are always quick to act. Your Dexterity and Charisma both start at 10 and all other attributes start at 8.
|1d12||What is the history of your people?||Gain|
|1||You value the purity of body and mind above all else.||+2 Wis, +2 Con,+1 Str|
|2||Your people are deeply philosophical and seek knowledge.||+2 Wis, +1 Int, +1 ChrSkill: Ancient knowledge|
|3||Your people are war-like and expansionistic.||+2 Str, +1 Con, +1 DexSkill: Tactics|
|4||Your people live in an ancient rainforest.||+2 Dex, +1 Wis, +1 IntSkill: Herbalism|
|5||Your people are known for their great endurance and skill.||+2 Con, +1 Str, +1 DexSkill: Athletics|
|6||Your people celebrate life and worship the sun and a divine being.||+2 Chr, +1 Con, +1 Int, +1 Wis|
|7||Your people say they can hear the whispers of the dead in their dreams.||+2 Wis, +1 Int, +1 Con, +1 Chr|
|8||Your people are known to be hired as assassins||+2 Str, +1 Dex, +1 IntSkill: Stealth|
|9||Your people herd sheep and large birds.||+2 Int, +1 Wis, +1 DexSkill: Herding|
|10||Your people are great hunters of terrifying beasts that plague far away lands.||+2 Str, +1 Dex, +1 ConSkill: Tracking|
|11||Your people worship animals and believe each carries omens and portents.||+2 Wis, +1 Int, +1 ChrSkill: Animal lore|
|12||Your people serve as elite guards to a grand emperor.||+2 Str, +1 Dex, +1 WisSkill: Alertness|
Add a location that is being built since your arrival. It should be complete in six months to a year.
|1d8||Why did you become a diplomat for your kingdom?||Gain|
|1||You seek fortune and power.||+2 Str, +1 Con|
|2||You wish to understand the various cultures of the world.||+2 Int, +1 Cha|
|3||You have been banished from your homeland and this is your punishment.||+2 Con, +1 Str|
|4||This job was an amazing opportunity and you couldn’t pass it up.||+2 Cha, +1 Dex|
|5||You believe in the glory of your kingdom and want to strengthen its reach into foreign lands.||+2 Wis, +1 Cha|
|6||You hope to build your own keep and militia far from your lands.||+2 Star, +1 Dex|
|7||You seek forgotten lore and knowledge.||+1 Str, +1 Con, +1 Int|
|8||You enjoy the twisted games of political intrigue.||+1 Con, +1 Int, +1 Wis|
|1d8||Many of the villagers are suspicious of your intentions. Whom among them have you established a connection with?||Gain|
|1||The village elder has been gracious and supportive.||+2 Wis, +1 Int|
|2||The witch on the outskirts of the village has been quite happy to hear tales of your land.||+2 Cha, +1 Wis|
|3||The barkeep at the inn enjoys your conversations.||+2 Con, +1 Cha|
|4||The blacksmith hopes to get some of the various metals your people work with.||+2 Star, +1 Con|
|5||The retired adventurer enjoys talking to you. It reminds him of his younger days.||+2 Dex,+1 Str|
|6||The priest of the local temple debates religious philosophy with you.||+2 Wis, +1 Con|
|7||The caretaker is oddly loquacious. Perhaps he’s just lonely.||+1 Str, +1 Chr,+1 Wis|
|8||The small orphan girl follows your around, idolizing you.||+1 Dex, +1 Con, +1 Wis|
Add an NPC from the village to the map. It doesn’t have to be the one rolled on the previous table.
You have trained to be a skilled diplomat and are able to negotiate and moderate tense communications. You are now a level X rogue. You gain the class abilities Fortune’s Favor, Highly Skilled, Back Attack (wrathofzombie houserules) and the skill Diplomacy.
|1d6||Who taught you your diplomatic skills||Gain|
|1||Your father was a court advisor and knew the political game.||+3 WisSkill: Politics|
|2||Your mother knew how to read people extremely well.||+3 ChrSkill: Persuasion|
|3||You learned how to read people and communicate from a traveling minstrel.||+3 IntSkill: Flattery|
|4||You are self-taught. You’ve always relied on your own wits.||+3 StrSkill: Intimidate|
|5||A noble took you in and taught you everything he knows.||+3 ConSkill: Etiquette|
|6||A con artist taught you how to read and scam people.||+3 ChrSkill: Sleight-of-hand|
|1d6||What secret task have you been set to do?||Gain|
|1||Obtain information on the local lord that will give a strategic advantage to your kingdom.||+2 WisSkill: Deceit|
|2||Assassinate the local lord to plunge the area into chaos.||+2 DexSkill: Poison|
|3||Seek out the fabled “Ruins of the Undying Sisters” and obtain the treasure within.||+2 StrSkill: Trap-finding|
|4||Establish trade routes that favor your kingdom.||+2 IntSkill: Trade-routes|
|5||Hunt down an exiled political figure and silence them.||+2 DexSkill: Tracking|
|6||The daughter of a member of the high court was kidnapped. Find her and rescue her.||+2 ChrSkill: Interrogate|
Location- You have set up a small market stand to sell the wares and goods of your people to those in the village.
|1d6||What difficult situation have you defused? The player on your right was present.||Gain|
|1||You got caught breaking into a person’s house to find damning evidence. The player to your right was with you and helped talk you out of trouble, gaining +1 Chr.||+2 ChrSkill: Lock-picking|
|2||The village was attacked by a goblin raiding party. They threw a strange box into the middle of the village. You figured out it was a trap and disabled it. The player to your right was there to wipe the sweat off your brow, gaining +1 Dex.||+2 DexSkill: Disable Device|
|3||You stopped a mob of angry villagers from lynching the town drunk. The player to your right was there and fought off several villagers, gaining +1 Str.||+2 StrSkill: Persuasion|
|4||You bartered a great price for trade goods for the village from a traveling merchant. The player to your right helped you persuade the merchant, gaining +1 Wis.||+2 WisSkill: Haggling|
|5||You delivered an impassioned speech and elevated down-trodden mood of the villagers. The person to your right pitched in and enhanced your speech, gaining +1 Chr.||+2 ChrSkill: Oration|
|6||You didn’t, you snuck away so you wouldn’t get hurt by the angry mob. The person to your right was right there behind you, gaining +1 Dex.||+2 DexSkill: Stealth|
|1d6||The local lord was impressed by you and gave you a gift. What was it?||Gain|
|1||A fine garment of silk.||+2 Wis, a perfectly tailored outfit|
|2||The leather armor of his father.||+2 Dex, leather armor|
|3||A faithful dog that will serve as companion and protector.||+2 ChrA faithful dog|
|4||The ceremonial blade of one of your ancestors that had been in the lord’s vault.||+2 Str, ceremonial blade|
|5||The deed to a small plot of land and a forgotten cabin in the woods. The area is overrun with goblins.||+2 Int, small land and cabin|
|6||A battle horn to aid you when you’re in need||A magical horn|
Add an NPC that accompanied you on your journey from your kingdom. What are they doing in the village?
Hit Dice: d8
Initiative Bonus: +2
Armor: Rogues can wear any armor lighter than plate.
Back Attack– A rogue that successfully sneaks up on a target can make an attack at a + 2. If successful the attack deals an additional 2d6 damage. (normal back attack rule will be no “+” modifiers and only an additional 1d6 damage).
Two-weapon Fighting– A rogue wearing light armor and holding a small weapon can make one additional attack a round.
Artful Dodge– A thief wearing light armor and no shield gains +2 to AC (again- nod to Crypts and Things).
Improved Initiative– The thief knows that those who are quickest to act usually live longest. Add +4 to Initiative rolls. (I am not using the static initiative bonus. I’m doing Dexterity modifier + d20 roll– if you are using the BtW static rules- just increase the rogues Initiative bonus to +2 instead.)
Ledge Crawler– A rogue’s movement is not slowed or hindered when walking along tight ropes, ledges, or cliffs.
For the rest of the rogue stats and abilities consult Beyond the Wall, pg 11.