I have been wanting to run a campaign in Magic the Gathering's Zendikar setting for some time now, but not many of my IRL D&D friends are also into Magic, so I thought I might cast a wider net and try for a PbP campaign online!
I am looking for 3-6 players that are interested in playing an exploration-heavy campaign in the wild, unforgiving world of Zendikar. The races available will be those listed in Planeshift: Zendikar (link here), and as long as you can justify it in the setting, any class is available (Zendikar doesn't have "gods", per se, but a cleric of the life domain might just be really good at drawing white mana from the land).
If you are interested, please post character ideas here! If you want to go ahead and build your character as well, then starting level is 2, ability score generation is point buy or 4d6 minus lowest 6 times, assigned as you desire. The campaign will take place before the return of the Eldrazi.
Zendikar probably isn't the right plane for a less-than-optimized character, but I'm going to give it a try anyway. Maybe this way I'll get to use one of my spare characters.
Now, does my Tajuru elf want to be a druid, a cleric of Nature, or a rogue? Is multiclassing allowed? Are the Xanathar's Guide subclasses allowed?
Rollback Post to RevisionRollBack
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Personality traits: I’m happier in a dusty old tomb than I am in the centers of civilization. Traps don’t make me nervous. Idiots who trigger traps make me nervous.
Ideals: Death Wish. Nothing is more exhilarating than a narrow escape from the jaws of death. Resourcefulness. Never waste anything, never pass up an opportunity, and never ignore a potential weapon.
Bonds: Ever since I was a child, I’ve heard stories about a lost city. I aim to find it, learn its secrets, and earn my place in the history books. I want to find my mentor, who disappeared on an expedition some time ago. I have a friendly rival. Only one of us can be the best, and I aim to prove it’s me. I won’t sell an art object or other treasure that has historical significance or is one of a kind.
Flaws: I have a secret fear of snakes—and in my work, I see them everywhere. I can’t leave a room without searching it for secret doors. When I’m not exploring dungeons or ruins, I get jittery and impatient. When given the choice of going left or right, I always go left.
Equipment: A rapier; a longbow; a quiver with 20 arrows; a set of leather armor; two daggers; a set of thieves' tools; an explorer's pack; a wooden case containing a map to a ruin or dungeon, a bullseye lantern, a miner’s pick, a set of traveler’s clothes, a shovel, a two-person tent, a trinket recovered from a dig site, a whip, a broad-rimmed hat, and a pouch containing 25 gp
Armor Class: 13
Attack: Rapier: +4 to hit, reach 5', 1d8+2 piercing damage
Attack: Shortbow: +4 to hit, range 80'/320', 1d6+2 piercing damage
Attack: Dagger: +4 to hit, reach 5' or range 20'/60', 1d4+2 piercing damage
Attack: Whip: +2 to hit, reach 10', 1d4+2 slashing damage
The IC justification for not having proficiency in Nature or Survival is that the continent the adventure starts on is the one part of Zendikar I'm not familiar with. The OOC reason is that I'll get free proficiency and expertise in both of them from my Rougish Archetype's 3rd-level feature, regardless of whether I already have proficiency with them.
Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
Racial Traits: Ability Score Increase: DEX+2, WIS+1 Speed: Base walking speed of 30, Climbing speed of 30 when not wearing heavy armor or encumbered Kor Climbing: You have proficiency in Athletics and Acrobatics skills Lucky: When you roll a 1 on the d20 for an attack roll, ability check or saving throw, you can reroll the die and must use the new roll Brave: You have advantage on saving throws against being frightened
Class Features: Armor: Light and Medium Armor, Shields Weapons: Simple Weapons Saves: Wisdom, Charisma Spellcasting: Spell Attack +5, Spell Save DC: 13 Divine Domain: Light Divine Domain Feature: Warding Flare Channel Divinity: Turn Undead, Radiance of the Dawn
Equipment: Mace:+4 To Hit, 1d6+2 Bludgeoning Spear:+4 to hit, 1d6+2 piercing (thrown,veratile (1d8)) Leather Armor Shield Explorers Pack
Personality Traits: I have a lesson for every situation, drawn from observing nature I watch over my friends as if they were a litter of newborn pups Ideal: Greater good. It is each persons responsibility to make the most happiness for the whole tribe (good) Bond: My family, clan or tribe is the most important thing in my life, even when they are far from me. Flaw: I am slow to trust members of other races, tribes and societies.
I have a rough backstory worked out if you'd like it as well, but feel free to slot the character in where ever works for the story as well.
I'm interested in joining. I like how Dreak organized information, so I replicated that. Thanks!
Name: TBD (Male) Race: Merfolk - Cosi Creed Class: Bard - planning College of Glamour (Xanathar's Guide) at level 3 Ability Scores: STR 9 (-1), DEX 14 (+2), CON 13 (+1), INT 10 (+0), WIS 13 (+1), CHA 18 (+4) Armor Class: 13 HP: 17 Background: Entertainer
Skills: From Race: Sleight of Hand (+4), Stealth (+4) From Background: Acrobatics (+4), Performance (+6) From Class: Deception (+6), Perception (+3), Persuasion (+6)
Racial Traits: Ability Score Increase: +2 CHA, +1 INT Speed: 30 feet, walking and swimming Amphibious: You can breathe air and water
Class Features: Armor: Light armor Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords Tools: Three musical instruments of your choice - Dulcimer, Lute, Viol -Also proficient with disguise kit and one additional musical instrument (lyre) of choice from background Saving Throws: DEX (+4), CHA (+6) Spellcasting: Spell attack +6, spell save DC 14, ritual casting Bardic Inspiration: d6, 4 uses recharged at long rest Jack of All Trades: Add half of proficiency bonus to any ability check that doesn't already include your proficiency Song of Rest: Extra 1d6 HP to any friendly creature using hit dice during short rest
Known Spells: Cantrips: Mage Hand, Minor Illusion, Vicious Mockery Level 1: Charm Person, Detect Magic, Faerie Fire, Healing Word, Thunderwave
Equipment: From background: Lyre, the favor of an admirer (small stuffed animal), a costume, and a belt pouch containing 15 gp From class: Rapier, entertainer's pack, dulcimer, leather armor, dagger
Personality Trait: I'm oblivious to etiquette and social expectations. Ideal: I like seeing the smiles on people's faces when I perform. That's all that matters. Bond: My instrument (specifically, the lyre) is my most treasured possession, and it reminds me of someone I love. Flaw: I'm confident in my abilities to a fault.
Edit: Forgot to actually pick musical instrument proficiency before posting. Edit.2: Feeding in stats rolled in a later post.
Just thinking that a Runeblade Master will not fit anyway with a Pre-Eldrazi era (no hedron) so, I am switching into a Female Storm Sorcerer Vampire
First, the Eldrazi came. Then, they were bound and the hedrons were created. Then, they got out. Then, they were destroyed. The DM's original post was edited to indicate that the campaign takes place after the Eldrazi were bound and before they were released. Runeblade Master works and we need a front-line character more than we need another spellcaster. Feel free to keep the vampire, though; we'll probably manage to survive.
Rollback Post to RevisionRollBack
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Just thinking that a Runeblade Master will not fit anyway with a Pre-Eldrazi era (no hedron) so, I am switching into a Female Storm Sorcerer Vampire
First, the Eldrazi came. Then, they were bound and the hedrons were created. Then, they got out. Then, they were destroyed. The DM's original post was edited to indicate that the campaign takes place after the Eldrazi were bound and before they were released. Runeblade Master works and we need a front-line character more than we need another spellcaster. Feel free to keep the vampire, though; we'll probably manage to survive.
The downside of that is that the DM told that homebrews were not allowed. I will go for a Runeblade Warrior if needed, plenty of casters here
EDIT: forget it, just read a PM form the DM, Runeblade its ok, I will go for it then
I've scrapped Mystic. I just can't seem to make it work in a way that I would enjoy. I'm instead going to be a Kor Monk:
Name: Xandara Race: Kor Class: Monk Ability Scores: Str 12 (+1); Dex 18 (+4); Con 12 (+1); Int 12 (+1); Wis 13 (+1); Cha 9 (-1) Armor Class: 15 HP: 15 Background: Far Traveler Alignment: Lawful Good
Skills: From Race: Athletics, Acrobatics From Background: Insight, Perception From Class: Stealth, Religion
Racial Traits: Ability Score Increase: +2 Dex, +1 Wis Speed: 40 feet walking, 30 ft climbing when not encumbered or wearing heavy armor. Lucky: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. Brave: You have advantage on saving throws against being frightened. Languages: Common, Kor (gestures), Elvish
Class Features: Armor: Light armor Weapons: Simple weapons, shortswords Tools: Woodcarver's tools; pan flute (from background) Saving Throws: Dex, Str Unarmored Defense: AC is 10+Dex mod+Wis mod if you wear no armor nor shield. UInarmored Movement: your speed increases by 10 feet while you are not wearing armor or wielding a shield. Martial Arts: Can use Dex instead of Str for Monk weapon/unarmed strikes. Unarmed strikes deal 1d4 damage. When using attack action to use monk weapon or unarmed strike, can use bonus action to deal additional unarmed strike.
Ki Points = Level (2) Ki Save DC = 8 + Proficiency + Wis Mod. Flurry of Blows: Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action. Patient Defense: You can spend 1 ki point to take the Dodge action as a bonus action on your turn. Step of the Wind: You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
Equipment: From background: Traveler's Clothes, Pan Flute, poorly wrought maps of homeland (not sure how this work with Kor being nomadic), small piece of jewelry worth 10 gp in the style of your homeland's craftsmanship (ring), 5gp From class: Quarterstaff, explorer's pack, 10 darts
Attacks: Quarterstaff: +6 to hit; 1d6+4 bludgeoning (1-handed), 1d6+4 bludgeoning (2-handed versatile) Unarmed Strike: +6 to hit; 1d4+4 bludgeoning Dart (10): +6 to hit; 1d4+4 piercing (Range 20/60)
Personality Trait: I have a strong code of honor or sense of propriety that others don't comprehend. Ideal: I have much to learn from the kindly folk I meet along my way. Bond: My freedom is my most precious possession. I'll never let anyone take it from me. Flaw: I have a weakness for intoxicants and pleasures.
I have been wanting to run a campaign in Magic the Gathering's Zendikar setting for some time now, but not many of my IRL D&D friends are also into Magic, so I thought I might cast a wider net and try for a PbP campaign online!
I am looking for 3-6 players that are interested in playing an exploration-heavy campaign in the wild, unforgiving world of Zendikar. The races available will be those listed in Planeshift: Zendikar (link here), and as long as you can justify it in the setting, any class is available (Zendikar doesn't have "gods", per se, but a cleric of the life domain might just be really good at drawing white mana from the land).
If you are interested, please post character ideas here! If you want to go ahead and build your character as well, then starting level is 2, ability score generation is point buy or 4d6 minus lowest 6 times, assigned as you desire. The campaign will take place before the return of the Eldrazi.
Ranla, Half-Orc Fighter 3 (Eldritch Knight) - In the Shadows of a Stone Titan
Pre-Eldrazi, Eldrazi, or post-Eldrazi?
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Pre-Eldrazi.
Ranla, Half-Orc Fighter 3 (Eldritch Knight) - In the Shadows of a Stone Titan
Zendikar probably isn't the right plane for a less-than-optimized character, but I'm going to give it a try anyway. Maybe this way I'll get to use one of my spare characters.
Now, does my Tajuru elf want to be a druid, a cleric of Nature, or a rogue? Is multiclassing allowed? Are the Xanathar's Guide subclasses allowed?
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Yes and yes.
Ranla, Half-Orc Fighter 3 (Eldritch Knight) - In the Shadows of a Stone Titan
Traps don’t make me nervous. Idiots who trigger traps make me nervous.
Resourcefulness. Never waste anything, never pass up an opportunity, and never ignore a potential weapon.
I want to find my mentor, who disappeared on an expedition some time ago.
I have a friendly rival. Only one of us can be the best, and I aim to prove it’s me.
I won’t sell an art object or other treasure that has historical significance or is one of a kind.
I can’t leave a room without searching it for secret doors.
When I’m not exploring dungeons or ruins, I get jittery and impatient.
When given the choice of going left or right, I always go left.
The IC justification for not having proficiency in Nature or Survival is that the continent the adventure starts on is the one part of Zendikar I'm not familiar with. The OOC reason is that I'll get free proficiency and expertise in both of them from my Rougish Archetype's 3rd-level feature, regardless of whether I already have proficiency with them.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
I am interested
Would you allow this material? http://homebrewery.naturalcrit.com/share/B1LPWO0lW
UA allowed?
In case, I already have one character that I can push to the 2nd level and change the bg accordingly to pre-Eld
Uli Emsworth/ Variant Human Fighter (Runeblade Master Archetype)
STR: 10 (+3) DEX: 16 (+3) CON: 14 (+2) INT: 14 (+2) WIS: 12 (+1) CHA: 8 (-1) SAN: 12 (+1) (Saves: STR & COS)
Armor Class: 17 (15+DEX)
HP: 12/12 MP: 2/2 (1 red, 1 in green)
Skills: Acrobatics (+4), Insight (+3), Perception (+3), Stealth (+4), Survival (+3)
Languages: Common, Abyssal, Elvish
Combat:
Traits:
Equipment:
Background: Custom Background-
Eldrazi Survivor
Ability: Survival, Insight
Traits:
I expect danger around every corner.
I put no trust in divine beings.
Ideals:
I’ll stop the spirits that haunt me or die trying
Bond:
I have a child to protect. I must make the world a safer place for him
Flaws:
I have an addiction (Alcohol)
Just thinking that a Runeblade Master will not fit anyway with a Pre-Eldrazi era (no hedron) so, I am switching into a Female Storm Sorcerer Vampire
Sounds interesting. Here's my character:
Name: Kirosi Amiral
Race, Class, and Level: Merfolk (Water Creed) Wizard 2
Ability Scores: STR: 9 (-1) DEX: 14 (+2) CON: 14 (+2) INT: 16 (+3) WIS: 10 (+0) CHA: 12 (+1)
Armor Class: 12
Hit Points: 13
Skills: Arcana, History, Insight, Persuasion
Racial Traits:
Ability Score Increase: +2 Int, +1 Cha
Amphibious: I can breathe air and water.
Water Creed Navigation: I have proficiency with navigators' tools and the survival.
Racial Cantrip: One cantrip from the wizard spell list: shape water
Class Features:
Spellcasting: Spellcasting Ability (Intelligence), Spell Save DC (13), Spell Attack Bonus (+5)
Arcane Recovery: (Wizard Feature)
Arcane Tradition: School of Illusion (Features: Illusion Savant)
Known Spells: (Cantrips): gust, minor illusion, ray of frost. (1st-level): charm person, ice knife, identify, mage armor, magic missile, shield, silent image, sleep
Background: Noble
Equipment: A spellbook, a wand, a dagger, an explorer's pack, a set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp
Languages: Common, Merfolk, Elvish
Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
I am going to leave this thread open until Wednesday morning, just to give everybody an idea about timeframe. Enjoying these characters so far!
Also, regarding homebrew material, I try to avoid it unless it is my own. Sorry, that's just how I roll.
Ranla, Half-Orc Fighter 3 (Eldritch Knight) - In the Shadows of a Stone Titan
Here we go, homebrew Vampire created to use on DDB and here is the character sheet:
https://drive.google.com/open?id=18kadxHZFEBj5UPI55vFochTQP6U6QjQK
Hey. I'm interested in joining. Having a hard time deciding a class though, so I have a few questions.
If I decide to be a goblin, can I use the Volo's version instead of the Zendikar version or must I use the Planeshift version?
Second, is all of Unearthed Arcana allowed, including the Mystic?
Thanks!
This sounds like fun. I pulled together a character that I think will fit with the locale.
Name: Dreska Sunsong
Race: Kor
Class: Cleric (2) - Light Domain
Ability Scores: STR 15 (+2); DEX 13 (+2); CON 15(+2); INT 14 (+2); WIS 15 (+2); CHA 10 (+0)
Armor Class: 15
HP: 14
Background: Outlander
Skills: Acrobatics +4, Athletics+4, History+4, Insight+5,Survival+5
Racial Traits:
Ability Score Increase: DEX+2, WIS+1
Speed: Base walking speed of 30, Climbing speed of 30 when not wearing heavy armor or encumbered
Kor Climbing: You have proficiency in Athletics and Acrobatics skills
Lucky: When you roll a 1 on the d20 for an attack roll, ability check or saving throw, you can reroll the die and must use the new roll
Brave: You have advantage on saving throws against being frightened
Class Features:
Armor: Light and Medium Armor, Shields
Weapons: Simple Weapons
Saves: Wisdom, Charisma
Spellcasting: Spell Attack +5, Spell Save DC: 13
Divine Domain: Light
Divine Domain Feature: Warding Flare
Channel Divinity: Turn Undead, Radiance of the Dawn
Known Spells:
Cantrips: Light, Guidance, Thaumaturgy, Sacred Flame
Level 1: Burning Hands, Faerie Fire, Bless, Guiding Bolt, Detect Magic, Cure Wounds, Healing Word
Equipment:
Mace: +4 To Hit, 1d6+2 Bludgeoning
Spear: +4 to hit, 1d6+2 piercing (thrown,veratile (1d8))
Leather Armor
Shield
Explorers Pack
Personality Traits:
I have a lesson for every situation, drawn from observing nature
I watch over my friends as if they were a litter of newborn pups
Ideal:
Greater good. It is each persons responsibility to make the most happiness for the whole tribe (good)
Bond:
My family, clan or tribe is the most important thing in my life, even when they are far from me.
Flaw:
I am slow to trust members of other races, tribes and societies.
I have a rough backstory worked out if you'd like it as well, but feel free to slot the character in where ever works for the story as well.
Hope to be able to participate in the fun.
Ryndar Shadowsbane - Lvl 3 Eldarin Fighter | Kassar - Lvl 2 Lizardfolk Druid (Circle of Stars) | Finnegan (Finn) Taggert - Lvl 1 Human Cleric (Peace Domain) |
Verdan Schmidt - Lvl 2 Half-Elf Bard | Grithik - Lvl 5 Deep Gnome Warlock (Celestial)
I'm interested in joining. I like how Dreak organized information, so I replicated that. Thanks!
Name: TBD (Male)
Race: Merfolk - Cosi Creed
Class: Bard - planning College of Glamour (Xanathar's Guide) at level 3
Ability Scores: STR 9 (-1), DEX 14 (+2), CON 13 (+1), INT 10 (+0), WIS 13 (+1), CHA 18 (+4)
Armor Class: 13
HP: 17
Background: Entertainer
Skills:
From Race: Sleight of Hand (+4), Stealth (+4)
From Background: Acrobatics (+4), Performance (+6)
From Class: Deception (+6), Perception (+3), Persuasion (+6)
Racial Traits:
Ability Score Increase: +2 CHA, +1 INT
Speed: 30 feet, walking and swimming
Amphibious: You can breathe air and water
Class Features:
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Three musical instruments of your choice - Dulcimer, Lute, Viol
-Also proficient with disguise kit and one additional musical instrument (lyre) of choice from background
Saving Throws: DEX (+4), CHA (+6)
Spellcasting: Spell attack +6, spell save DC 14, ritual casting
Bardic Inspiration: d6, 4 uses recharged at long rest
Jack of All Trades: Add half of proficiency bonus to any ability check that doesn't already include your proficiency
Song of Rest: Extra 1d6 HP to any friendly creature using hit dice during short rest
Known Spells:
Cantrips: Mage Hand, Minor Illusion, Vicious Mockery
Level 1: Charm Person, Detect Magic, Faerie Fire, Healing Word, Thunderwave
Equipment:
From background: Lyre, the favor of an admirer (small stuffed animal), a costume, and a belt pouch containing 15 gp
From class: Rapier, entertainer's pack, dulcimer, leather armor, dagger
Personality Trait: I'm oblivious to etiquette and social expectations.
Ideal: I like seeing the smiles on people's faces when I perform. That's all that matters.
Bond: My instrument (specifically, the lyre) is my most treasured possession, and it reminds me of someone I love.
Flaw: I'm confident in my abilities to a fault.
Edit: Forgot to actually pick musical instrument proficiency before posting.
Edit.2: Feeding in stats rolled in a later post.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
I would prefer Planeshift version, please. But yes, I will allow the Mystic class.
Ranla, Half-Orc Fighter 3 (Eldritch Knight) - In the Shadows of a Stone Titan
I'll go ahead and roll stats as well and feed them back into my original post, as well as the second level HP roll.
Ability Scores:
18.5.9.11.15.13
HP:
1
I've scrapped Mystic. I just can't seem to make it work in a way that I would enjoy. I'm instead going to be a Kor Monk:
Name: Xandara
Race: Kor
Class: Monk
Ability Scores: Str 12 (+1); Dex 18 (+4); Con 12 (+1); Int 12 (+1); Wis 13 (+1); Cha 9 (-1)
Armor Class: 15
HP: 15
Background: Far Traveler
Alignment: Lawful Good
Skills:
From Race: Athletics, Acrobatics
From Background: Insight, Perception
From Class: Stealth, Religion
Racial Traits:
Ability Score Increase: +2 Dex, +1 Wis
Speed: 40 feet walking, 30 ft climbing when not encumbered or wearing heavy armor.
Lucky: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Brave: You have advantage on saving throws against being frightened.
Languages: Common, Kor (gestures), Elvish
Class Features:
Armor: Light armor
Weapons: Simple weapons, shortswords
Tools: Woodcarver's tools; pan flute (from background)
Saving Throws: Dex, Str
Unarmored Defense: AC is 10+Dex mod+Wis mod if you wear no armor nor shield.
UInarmored Movement: your speed increases by 10 feet while you are not wearing armor or wielding a shield.
Martial Arts: Can use Dex instead of Str for Monk weapon/unarmed strikes. Unarmed strikes deal 1d4 damage. When using attack action to use monk weapon or unarmed strike, can use bonus action to deal additional unarmed strike.
Ki Points = Level (2)
Ki Save DC = 8 + Proficiency + Wis Mod.
Flurry of Blows: Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
Patient Defense: You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
Step of the Wind: You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
Equipment:
From background: Traveler's Clothes, Pan Flute, poorly wrought maps of homeland (not sure how this work with Kor being nomadic), small piece of jewelry worth 10 gp in the style of your homeland's craftsmanship (ring), 5gp
From class: Quarterstaff, explorer's pack, 10 darts
Attacks:
Quarterstaff: +6 to hit; 1d6+4 bludgeoning (1-handed), 1d6+4 bludgeoning (2-handed versatile)
Unarmed Strike: +6 to hit; 1d4+4 bludgeoning
Dart (10): +6 to hit; 1d4+4 piercing (Range 20/60)
Personality Trait: I have a strong code of honor or sense of propriety that others don't comprehend.
Ideal: I have much to learn from the kindly folk I meet along my way.
Bond: My freedom is my most precious possession. I'll never let anyone take it from me.
Flaw: I have a weakness for intoxicants and pleasures.