You have lost your memory. Almost all hints as to who you might have once been are now gone—except for your memento and that one person who seems to recognize you.
Profound memory loss such as yours is almost always associated with trauma—and magical in nature. Brain damage and mental illness certainly can attack the identity, but they are associated with other profound setbacks such as the loss of speech, loss of motor coordination, and anterograde memory loss (memories after the incident are lost—not before like in your case). You find your capabilities oddly intact, and the faintest memories eke back to you as you deploy skills which your body remembers but your mind has forgotten.
Ability Score Increases: +1 to any two different ability scores. (Roll a d6 to choose randomly.)
Skill Proficiencies: Any two; choose or roll randomly.
TABLE: RANDOM SKILL PROFICIENCIES
1D20 | SKILL |
---|---|
1 | Acrobatics |
2 | Animal Handling |
3 | Arcana |
4 | Athletics |
5 | Culture |
6 | Deception |
7 | Engineering |
8 | History |
9 | Insight |
10 | Intimidation |
11 | Investigation |
12 | Medicine |
13 | Nature |
14 | Perception |
15 | Performance |
16 | Persuasion |
17 | Religion |
18 | Sleight of Hand |
19 | Stealth |
20 | Survival |
Tool Proficiencies: Any two; choose or roll randomly.
TABLE: RANDOM TOOL PROFICIENCIES
1D8 + 1D20 | Tool Proficiency |
---|---|
2 | Alchemist's Supplies |
3 | Board Game Set |
4 | Brewer's Supplies |
5 | Calligrapher's Supplies |
6 | Carpenter's Supplies |
7 | Cobbler's Tools |
8 | Cook's Utensils |
9 | Dice Set |
10 | Disguise Kit |
11 | Forgery Kit |
12 | Glassblower's Tools |
13 | Herbalism Kit |
14 | Jeweler's Tools |
15 | Leatherworker's Tools |
16 | Navigator's Tools |
17 | Mason's Tools |
18 | Musical Instrument (Any) |
19 | Painter's Supplies |
20 | Playing Card Set |
21 | Poisoner's Kit |
22 | Potter's Tools |
23 | Sewing Kit |
24 | Smith's Tools |
25 | Thieves' Tools |
26 | Tinker's Tools |
27 | Weaver's Tools |
28 | Woodcarver's Tools |
Suggested Equipment (Cost 7 gold): Traveler’s clothes, healer’s satchel (10 uses)
Feature: Memory Surge. Whenever you gain inspiration, you gain an expertise die which you can use on one d20 roll before your next long rest.
Adventures and Advancement. The cryptic encounters you have as a result of your connection and memento lead you upon a series of quests to help you uncover more clues about your identity. After enough adventures along these lines, you might have a better clue about who you once were—or at least who you are now. At any time when you complete a long rest, you can permanently replace this background with another agreed upon between you and the Narrator. (This does not grant you a new connection or memento, or any new equipment.)
Connection and Mementos. Roll 1d10, choose, or make up your own