BACKGROUND
You are born with some traits, but you also learn others. The kind of culture you grow up in has a major impact on the kind of character you become. In addition to traits inherited through ancestry, you also get traits related to your upbringing or culture. Just because you are a halfling doesn't guarantee you have a traditional halfling upbringing, though. It's quite possible you were a halfling raised by dwarves. Furthermore, not all dwarven societies are alike. Some may be the stereotypical giant-hating, mine-loving type, but it's also possible to have groups of seafaring dwarves, urban dwarves, forest dwelling clans, or other varieties. Rather than assume all cultures in Upheaval fall under one stereotypical umbrella, your GM will work with you to decide the characteristics of the society you grew up in and what trait choices that grants you access to.
Language
The language you speak depends on the people you grew up with. In most games, players all speak common. Common is a convenient name for whichever language is universally spoken in your game's setting. Your GM may decide to give Common a less generic name. For instance, a medieval fantasy set in France may all speak French instead. Depending on the setting, your GM may rule that no common language exists, which leads to some interesting roleplay challenges between players who may not understand each other. In games that take place in the underdark, players may know Undercommon instead. Some communities, like those of gnolls and bugbears, can be fairly xenophobic. If you were raised in such a community, you may not actually have learned Common.
If you grew up in a community composed of primarily one ancestry, you might also know a language associated with that group. Such languages include Aquan, Dwarven, Elven, Gnome, Halfling, Orcish, Goblin, Catfolk, Gnoll, Ratfolk, or Lizardfolk. Kobolds do not have a language of their own, but many of them speak Draconic, the language of dragons. Many gnomes, due to their connection to fey, speak Sylvan fluently.
Creatures that come from split ancestry may speak languages from both their lineages. Tieflings often have an understanding of Infernal or Abyssal. Aasimar often find they intuitively know Celestial, even if they never learned it. Half-giants often understand giant, as well as another humanoid language. The same goes for half-elves, half-orcs, and others.
The languages you learn from the community you were raised in (along with common and any class-based languages) are considered your primary languages. You always begin play knowing these fluently. Depending on your intelligence, you may have proficiency in a number of secondary languages. The maximum number of secondary languages you can learn is equal to your intelligence bonus, but you should work with your GM to determine how many of these (if any) you might know when you start.
Generally, secondary languages should make sense with your backstory. If the community you grew up in had significant contact with another community (whether enemies or friends) they may be able to speak each other's languages. For instance, if the elven community you grew up in has extensive contact with fey creatures in the wild, you might also know Sylvan as a secondary language. Likewise, it's also common for members of goblinoid or orcish communities to speak each other's languages.
The following is a quick overview of some secondary languages that are most common.
- Abyssal is the language of the abyss, the language spoken by demons. Some predominantly evil communities may actually speak abyssal from years of contact with evil outsiders. Demons find it easier to work with chaotic creatures than lawful ones.
- Aquan is the language of aquatic creatures and water-based outsiders. Creatures or communities that spend a lot of time near or under the sea may understand Aquan. It's also the primary language of most merfolk communities.
- Celestial is the language spoken by good outsiders. Characters who have a strong connection to good outsiders, like some clerics, may also have a knowledge of celestial though training and study.
- Draconic is the language spoken by dragons. Those with arcane connections may have uncovered and learned draconic through years of study. Some elvish or gnomish communities may also have acquired a knowledge of draconic through interaction with dragons, and of course, many kobolds and dragonborn speak it as their primary language.
- Giant is the language shared by most giants. Many dwarven communities have dealings with giants and so dwarves often speak Giant well enough.
- Ignan is the language of fire and fire-based creatures. Many giants (fire giants in particular) have had contact with fire creatures and may speak their language.
- Infernal is the language of devils. Evil creatures who have grown up in communities with contact with evil outsiders may know infernal. Devils are lawful creatures so they generally find it easier to work with lawful communities.
- Terran is the language of earth-based creatures, like elementals. Creatures that spend a good deal of time underground may understand Terran.
- Sylvan is primarily the language of fey creatures, but it is also spoken by intelligent plants, unicorns, and other magical animals. Those with frequent contact with faerie or fey, natural forces may have learned sylvan over the years. Elvish, catfolk, Aranea, and gnomish communities often share an understanding of sylvan.
- Undercommon is the common language of cave-dwelling, intelligent creatures. Creatures (such as some dwarves and gnomes) who spend a good deal of time underground may understand undercommon.
Background
Start thinking about your character's backstory. What kind of community did they grow up in? Was this community dominated by people from one particular ancestry? Or was there a good deal of racial diversity? Were you an orphan? Were you born into a long-established family? How wealthy was your family? What kind of work did you family do? What place did they hold in society? What kind of education did you have growing up?
All of these questions lead you to develop a picture of your cultural roots. Work with your GM to determine which of the cultural traits listed below are appropriate for the culture you grew up in. Then pick one trait that you feel fits your particular upbringing. If your character is human, half-elf, or half-orc, you may pick two cultural traits. Aasimar and tieflings may choose to gain an extra ancestral trait instead of gaining the benefits from their selected cultural trait. In this case, the cultural trait primarily serves to flesh out your background for roleplay purposes.
Like ancestral traits, cultural traits also contribute to your ability scores. In parentheses next to each trait, you will see how much that trait increases or decreases your permanent ability scores.
- Academician (+1 Int): You come from an academic class among your people. You gain two bonus ranks on any single Knowledge skill. The maximum number of ranks you can have in that skill (usually equal to your character level) also increases by two.
- Ancient Enemy (+1 Str): Your people have long been at war with another. This could be simply another tribe across the river, or even an entire culture. Some dwarven kingdoms, for instance, are known for their long-standing feuds with certain giant tribes. When in combat with your ancient enemy you gain advantage on attack rolls.
- Artisan (+1 Int or Dex): Your people are prized for their knowledge of a particular craft. They might be expert stoneworkers or silversmiths. Because of this, you get two bonus ranks in a Craft skill. The maximum number of ranks you can have in that skill (usually equal to your character level) also increases by two.
- Artistic (+1 Cha): You come from the artistic class among your people. You have the performer proficiency. When making a Performance check, roll an extra 1d4 and add it to the result.
- Barrow Scholar (+1 Int): Some scholars in your culture are prized for their knowledge of the dead and the afterlife. As one of these, you gain advantage on checks made to identify undead.
- Beastmaster (+1 Wis): You were trained as a keeper of animals. You may have been an animal trainer for your people, a huntmaster, or even just a farmer who grew up around many animals. You gain two bonus points to Animal knowledge. The maximum number of ranks you can have in that skill (usually equal to your character level) also increases by two.
- Brawler (+1 Str or +1 Dex): You were raised to fight. Perhaps you were a gladiator, a local prize fighter, or muscle for hire. You have unarmed combat proficiency.
- Chain Fighter (+1 Str or Dex): As a former slave, you have experience using chains as weapons. You may use your combat proficiency bonus when using chains, ropes, or similar items as weapons even if you do not have improvised weapon proficiency. You are also proficient with flails, spiked chains, or similar weapons, even if you normally would not be.
- Charlatan (+1 Cha): Your upbringing wasn't exactly easy, and it taught you to think on your feet. You grew up finding ways to turn a quick buck, even if it meant pulling a little scam or two. You get two bonus points to Deception. The maximum number of ranks you can have in that skill (usually equal to your character level) also increases by two.
- Cliff Dweller (+1 Str or Dex): As a member of a cliff-dwelling people, you have learned to be comfortable climbing sheer faces. You gain advantage on checks made to climb or balance.
- Criminal (+1 Dex or Cha): You had a rough childhood and grew up making a living on the streets. Whether you are a rogue or not, you know Thieves' Cant. Familiar with the way the more criminal elements in society work, you automatically know how to find thieves guilds, smugglers, the black market, or other hidden aspects of the criminal underworld, even in unfamiliar towns.
- Crossbow Training (+1 Dex): You come from a tradition or lineage steeped in the use of the crossbow. You gain rapid reload as a free technique. This doesn't use up any of your regular technique slots.
- Deep Delver (+1 Int or Wis): You come from a culture comfortable with places deep in the earth, and you have learned to be familiar with dark places underground. You gain two bonus points to dungeoneering. The maximum number of ranks you can have in that skill (usually equal to your character level) also increases by two.
- Divine Defiance (+1 Wis, Int, or Cha): You were brought up in a culture that is extremely antagonistic to religion. You gain advantage on saves against spells and spell-like abilities cast by clerics, paladins, outsiders, or creatures strongly associated with entities from the outer planes. You also gain advantage on arcana or magic items checks to identify divine effects.
- Dragon Scholar (+1 Int): You grew up in a community closely tied to dragons, either through direct contact, dragon worship, or other forms of veneration. You have advantage on knowledge checks about dragons and saving throws against dragons' abilities.
- Dreamspeaker (+1 Int or Cha): In your culture, a few individuals are trained to trap into people's dreams. Once per long rest, you may boost a divination or sleep spell. When you do so, the spell's targets must roll their saving throws at disadvantage.
- Entertainer (+1 Cha): You grew up with entertainers of one sort or another. Perhaps these were circus folk, travelling musicians, a travelling theater troupe, or just a family of bards. You know the Performer proficiency and automatically start with a musical instrument, costumes, or props of your choice.
- Environmental Endurance (+1 Con): You are trained to endure extreme environments such as high altitudes (5000 feet or higher), extreme cold (below 0 F), extreme heat (above 100 F), intense storms. You gain advantage on all skill checks and saves to deal with any ill effects caused by these environments.
- Equestrian (+1 Wis): You grew up rising horses (or another suitable mount). You gain Mounted Combat proficiency and the Mounted Combat Expertise technique.
- Exotic Weapon Training (+1 Str or Dex): Some people in your culture receive special training with very unique and specialized weapons. You have Exotic Weapon proficiency for a weapon particular to your people.
- Grudgekeeper (+1 Str or Dex): Your people have long memories and rarely let a grudge go unanswered. Raised in this culture of vengeance, you have learned to bide your time until the right time to strike back. You gain advantage on attack rolls against a target that has previously attacked you at least 1 day or more ago.
- Hunter (+1 Dex or Wis): You were raised to be a hunter. Maybe it was a family legacy, maybe your community emphasized hunting as an important food source, or maybe you were forced to learn to hunt to survive. You have the tracker proficiency. When attempting to sneak up on an enemy (instead of just hiding from them) you gain advantage on stealth checks.
- Laborer (+1 Str or Con): Your upbringing exposed you to a lot of hard labor. Perhaps you were a field hand, a miner, a builder, or other crafts. You automatically gain 1 point in the appropriate craft skill. Also, you are used to working through fatigue. You can delay the effects of level 1 fatigue for 1 hour provided it was caused by a non-magical effect. You are still counted as fatigued for this hour, but you just don't feel the effects.
- Military Tradition (+1 Str, Dex, or Con): You were raised in a martial tradition that emphasized combat training. You may choose two of the following: martial weapon proficiency, mounted combat proficiency, shield proficiency, or unarmed combat proficiency.
- Mercantile Experience (+1 Cha): You come from a merchant class in your people. You have experience in business negotiations and get advantage on checks made when buying or selling items.
- Monastic (+1 Any): You were raised in a monastic tradition or community, one that encourages a mindfulness that allows you to shrug off danger more easily. You may add one saving throw rank to each score.
- Moonkissed (+1 Any): Your culture is steeped in ritualistic connection to the moon. The saving throw of your spells increases by 2 points when under a visible moon.
- Nobility (+1 Cha): Your family comes from nobility and you were raised in an environment of power and privilege. You are welcome in high society and able to secure an audience with a local noble if needed. When speaking to common, non-adventuring humanoids, you gain advantage on intimidation checks.
- Oppressed (+1 Wis): You come from an oppressed group of people that nonetheless has learned to be patient and fight back at the right moment. You gain favor on attacks against flat-footed enemies.
- Pariah (+1 Wis or Cha): In your culture, some dishonored families become cast-offs whose children inherit their shameful status. As one of these ostracized families, you have had to learn to make a living on the margins of society. You get advantage on checks made to scavenge or hunt for food. You also get two bonus points to Deception. The maximum number of ranks you can have in that skill (usually equal to your character level) also increases by two.
- Passing (+1 Cha): You grew up needing to hide your true identity. Perhaps your ancestry or your appearance was problematic in some way. Once per short rest, you can cast Disguise as a spell-like ability.
- Patience (+1 Wis): You come from a tradition that emphasizes rigid patience, allowing you to produce better results when taking your time than you can under time constraints. You gain a +2 bonus when taking 20 on skill checks.
- Piety (+1 Wis): You were raised in a religious community or among a religious family. You gain two bonus points to Religion. The maximum number of ranks you can have in that skill (usually equal to your character level) also increases by two.
- Polyglot (+1 Int): The place where you were raised sees a lot of traffic from foreigners, and so you've learned to pick up bits and pieces from many languages. You gain two bonus points to Linguistics. The maximum number of ranks you can have in that skill (usually equal to your character level) also increases by two.
- Sacred Tattoo (+1 Any): Your people decorate themselves with tattoos, piercing, or other body modification that are considered sacred markings. You gain an extra rank for each saving throw.
- Sailor (+1 Dex, Str, or Wis): You grew up on or near the sea and are accustomed to ships of all sorts. You gain advantage on checks related to sailing, repairing, or handling ships. You gain advantage on concentration checks made because of stormy seas. Finally, you gain a +1 bonus to damage rolls against foes and objects on top of the water.
- Solitary (+1 Wis): You grew up alone either because you were a hermit, a member of a reclusive monastery, a child lost in the wild, or simply someone with few trustworthy friends. Regardless, you've learned to survive on your wits without the aid of others. You gain the desperate battler technique.
- Squalid (+1 Con): You grew up in filthy and pestilent conditions. You have advantage on saving throws made to resist nausea, sickness, and disease.
- Traveler (+1 Con): You grew up on the open road, travelling long distances in a variety of terrains. You have the endurance ability.
- Underfoot (+1 Dex): As someone who is small in size, you grew up surrounded by people larger than you. This has helped you learn to maneuver better among others. You do not treat occupied squares as difficult terrain. You also gain advantage on acrobatics checks made to tumble through the square of opponents.
- Unfettered (+1 Dex): You are a former slave who has learned to escape captivity. You gain advantage on any checks made to escape bonds or to escape a grapple.
- Xenophobic (+1 Cha or Wis): Your culture doesn't get along well with foreigners. You do not speak common, only the language of your people. However, your skepticism of outsiders gives you advantage on saves against mental effects.