Typically D&D characters are continually hoping to become famous. At the point when they achieve something significant they typically put forth an admirable attempt to guarantee that everybody knows it. The gladly wear their supernatural shield and make no endeavor to shroud the mystical weapon hanging at their hip or hungover they’re back. For most characters, level headway is synonymous with popularity. The more prominent your notoriety the more probable you are to take on better-paying assignments with more risk and considerably more noteworthy possibilities for brilliance.
There’s positively nothing amiss with this methodology. After this is the thing that practically all explorers do, however, there is something to be said for staying under the radar.
Positively most adventuring gatherings have taken in this after some time and have likely even had an undertaking or two where they expected to cover their actual personality. In any case, imagine a scenario in which this was the manner in which your gathering worked constantly. Consider it. There are significant focal points to obscurity. Consider what you can do if there is zero chance that anybody can attach the deeds to your PCs?
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Secret Identity 5e
The in all probability situation is that they will be doing things that are not really lawful or adequate. On the off chance that the crusade happens in an urban setting, at that point, this is a sensible probability. The saints could be employed to break and enter to recuperate curios or they may need to mess up a significant NPC so as to increase important data that they can’t generally get in the time required. In the event that their personalities were known, at that point, they could confront indictment for their wrongdoings or reprisal from those they’ve wronged.
- Skills: Deception, Stealth
- Tool Proficiencies: Disguise kit, forgery kit
- Equipment: A disguise kit, a forgery kit, a set of common clothes, a belt pouch, 5 GP
Another motivation to keep their personality a mystery is to secure themselves, their bosses, and their affection ones. In spite of the fact that it infrequently becomes possibly the most important factor, most PCs have families – guardians, kin, a life partner, and potentially even youngsters. As the PCs make adversaries there is a more noteworthy probability that these blameless relatives could be undermined or hurt as an approach to impact the PCs. In any case, in the event that the PCs have found a way to keep the mystery of their character, at that point this sort of retaliation is significantly less likely.
D8 | Personality Traits |
---|---|
1 | Despite its problems, I love Hillsfar. It's the greatest city in the world, the only one for me. |
2 | I move from place to place, never staying anywhere long and leaving nothing behind. |
3 | I think flattery is the best way to direct attention away from me. |
4 | I don't make friends easily. They're a liability I cannot afford. |
5 | Risk and danger are exhilarate me. Pulling off schemes and deceptions is a rush. |
6 | The First Lord is right, humans are superior. I really admire them, despite the atrocities. |
7 | I avoid people of my own race, as well as things associated with my race, lest they give me away. |
8 | I live for the Arena. I admire gladiators and enjoy the thrill of blood on the sands! |
Flaws | |
D6 | Options For Flaws |
1 | After years of denying who I am, I now despise myself and other members of my pathetic race. |
2 | Years of hiding have made me somewhat paranoid. I trust no one. |
3 | I've been lying so often and for so long that I can't help it anymore. I frequently lie for no reason at all. |
4 | I am ashamed. I failed to protect a member of my family who was seized and thrown into the Arena. |
5 | I am struggling with maintaining my secret identity. I subconsciously want to get caught and therefore sometimes let my secret identity slip. |
6 | Years of successfully deceiving others have made me cocky. I think no one can see through my lies. |
Ideals | |
D6 | Options For Ideals |
1 | Quisling: Supporting the rulers of the land and following the laws is the road to salvation. (Lawful) |
2 | Scofflaw: The laws and lawmakers are corrupt. I follow laws only when it suits me. (Chaotic) |
3 | Optimist: Everyone is basically good. Though the government is misguided, it will all be okay. (Any) |
4 | Secretive: I am in the habit of not talking about myself. My business is none of yours. (Any) |
5 | Heroic: I do everything I can to help non-humans, regardless of the personal cost to me. (Good) |
6 | Depraved: I have lost my moral compass. The ends justify most any means. (Evil) |
Bonds | |
D6 | Options For Bonds |
1 | The humans of Hillsfar have inflicted terrible harm on me, my family, and my race. I will have revenge. |
2 | I am part of an underground network that smuggles non-humans into and out of the city. |
3 | I am a partisan. I commit minor acts of defiance against the First Lord and Red Plumes when I can. |
4 | I am a spy. I report on events in and around Hillfar. |
5 | My secret identity is the only thing protecting me from the Arena. I will stop at nothing to maintain it. |
6 | I am madly in love with a human who does not know my true identity, and I fear rejection if I reveal it. |
There are enormous favorable circumstances for the legends to keep their undertakings mystery. By keeping up a position of safety they can more readily mix in among the basic society. Be that as it may, this isn’t constantly a simple activity. In the Skill Challenge: Secret Identity we introduced a portion of the manners in which that PCs may attempt to disguise who they are in a coincidental situation. Similar rules could apply for a more extended battle were staying under the radar is a vital piece of the experience bend.
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A long haul crusade where the PCs have two characters isn’t something to be attempted softly. It requires duty from the players and will be a ton of work to keep up the act in-game. Be that as it may, as referenced above there are a lot of advantages that accompany staying quiet character. For this sort of experience to be effective the players need to recall why the PCs chose to keep the mystery of their character in any case. It’s dependent upon the DM to keep the inspiration solid and ever-present.
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