There is a second sun – some people can no longer see the light from the old sun, those that do cannot see the light from the new sun. The suns have different rotation speeds around this planet (Yes, this is set in a geocentric solar system). Stars fall to the planet – no longer among their brethren in the constellations, they bring with them mysterious metal and terrifying monsters. The moon has begun to shatter – shards of it are now forming a ring in the sky, almost like a gateway for… something. The dragons are worried. Something bad is going to happen. Something that, once it starts, not even the dragons, protectors of the world, can stop.
Void Beyond the Stars is a game that I will be DM for, if any of those on these boards are interested in playing. The above statements are things that have just started to happen to the unnamed world in which this game will be set, and the players will be (initially) trying to survive with the new dangers these events present. If they survive long enough, perhaps they will start to act towards save the planet from whatever threat is approaching. This game is in a world on the edge of falling to an apocalypse, yet people are still able to live as normal (for the most part, some have been screwed over by the second sun) and even have new technologies (guns are a recent innovation, and the stars bring a useful metal with them).
If you are interested, please post with your character backstory, appearance, and character sheet. Only the first five people to submit a character sheet will be accepted. In regards to stats, you can use point buy, standard array, or roll using dice.brainclouds.net. When rolling stats, you can roll seven stats using 4d6 drop lowest ( by inputting "4d6.takehighest(3); 4d6.takehighest(3); 4d6.takehighest(3); 4d6.takehighest(3); 4d6.takehighest(3); 4d6.takehighest(3); 4d6.takehighest(3);"), and taking the best 6 scores. All OOC will be done on a discord server set up for the game. Players can start with their default equipment or roll for starting money, and have an additional 100 gp to play with, regardless of that choice.
The game will start at 3rd level, and anything by WotC is allowed (Unearthed Arcana and Plane Shift included, excluding the Undying Light warlock patron from Light, Dark, Underdark, and the initial revision of the ranger (the 5 level one)), as is Matthew Mercer’s Blood Hunter (and its Order of the Lycan, both found on the DM’s Guild for pay what you want, other DM’s Guild products can be played if I approve them (reviewed on a case by case basis)). Characters will level on story based advancement, rather than gaining XP from killing stuff. Other variant rules for the campaign are as follows; hero points will be used, as will renaissance firearms (with the changes noted below) and plot points (used so players can develop the world), initiative will be side initiative to ensure ease of play if players are in different time zones (which is bound to happen).
In terms of world lore, well, it’s very open ended. In other words, the players can contribute to the lore of the world (primarily by using plot points). Gods are a key part of the world, but none of them have been defined, so players are free to describe the gods they worship (name, what they are god/dess of, domains available to their worshippers). The world has the standard 5e planar cosmology.
Firearms require special practice to use, requiring you to take the aim bonus action to not have disadvantage on the attack roll when attacking with them. Pistols cost 350 gp, Muskets cost 600 gp, and bullets are 5 gp for 10.
From a young age Gideon was always different. When he was picked up from the streets and taken in by the Rising Phoenix Clan, Gideon always seemed to be distant. Any task that was given to him he completed with dedication and efficiency. While not part of the Rising Phoenix, Gideon was taken in to be a protector for the sorcerer’s of the family. With this in mind he was trained in many forms of combat but the one that he excelled out was swordplay, particularly with the greatsword. While most people would only hack away with the weapon, Gideon used it as an extension of himself. Wielding it as if he were part of the weapon using the weight to its fullest advantage.
After thwarting several assassination attempts on the sorcerer’s of the clan, it did not take long for Gideon to become the famed protector of The Rising Phoenix and was bestowed the title Yojimbo. After achieving this his master, an elf named He’Ten Mitsurugi, bestowed upon him the ancient katana The Blazing Talon. A sword that had been passed down from master to apprentice as a keep seek. Legend tells that it was first given to the first Yojimbo by the head of the Rising Phoenix family. It was a symbol of station as well as the wielder’s abilities. It was also said that it had enchanted powers, but the words to activate the power had been lost to time.
One day while with the sorceress, Motoko, a rivaling clan came and stole her away from Gideon. It took him several days to catch up to them but when he did he cut down everyone of the clan for the deeds of a few. While the family was happy that Motoko was unharmed, the bloodshed that Gideon left behind had stained his honor and standing with the family. Since this was a difficult situation the decision was reached that Gideon would be exiled from the family until he had preformed a great deed to wash away the sin of violence he had committed. Always the dedicated, Gideon took his punishment stoically and has since been traveling the in order to find some deeds worthy of returning him home.
Name: Gideon Yojimbo (level 4)
Class: Monk Kensai
STR: 13 MOD: 1
DEX: 16 MOD: 3
CON: 14 MOD: 2
INT: 12 MOD: 1
WIS: 13 MOD: 1
CHA: 11 MOD: 0
Armor Class: 14
Skills: Acrobatics 5, History 3, Insight 3, Survival 3
Greatsword: Attack +5, 2d6+3
Unarmed Strike: Attack +5, 1d4+3
Ki Points 4
Flurry of Blows: after Attack action spend 1 Ki point to make 2 Unarmed Strikes as bonus action
Unarmored Movement: speed increases by 10 ft when not wearing armor or using shield
Step of the Wind: Spend 1 Ki point to take the Disengage or Dash action as a Bonus action; Jump distance is doubled for the turn.
Deflect Missiles: Use reaction to deflect or catch the missile whe you are hit by a ranged weapon attack. Damage reduced by 1d10+Dex mod+ Monk Level (1d10+3+3)
Alert: +5 to Initiative, can't be surprised while conscious, Other creatures don't gain advantage on attack rolls against you as a result of being hidden from you.
Mobile: You Gain +10 Speed, Ignore difficult terrain when you dash, and you don't provoke from creatures you've attacked that turn.
Personality: I face problems head-on. A simple, direct solution is the best path to success.
Ideal: Live and Let Live: Ideals aren't worth killing over or going to war for.
Bond: Those who fight beside me are worth dying for.
Flaw: I made a mistake in battle that cost many lives- and I would do anything to keep it secret.
Valen grew up in Eldryd, a bustling hub for magic and technology, about three days’ ride from Arkmunster. The Amakiir family was given a dragon’s blessing, and many a sorcerer rose from their numbers. Valen was not one of those sorcerers. He fell in love with the arcane as a small child, always awaiting powers that never manifested. Eventually, he overcame his lack of talent with a great deal of study into the subject. Upon proving himself masterful with his method of spellcasting, his family began to teach him the ways of the arcane blade, which Valen had to reinvent for his own methods. He settled on a rapier, a weapon rarely chosen by the elves, to be his trusted blade.
Shortly after declaring himself an adult very early (in terms of elven tradition), Valen joined the army, as was his family’s tradition. Bladesingers could only be found among the elves, so he made it in with flying colors. For him, it was just a job- something to put money in his pocket. His natural intelligence landed him an officer position, and he was ordered to guard the northern border, near the Obsidian Sea. On a routine patrol, his unit was met with a lone manticore, which, due to its proximity to the local outpost, he ordered killed. However, there is one thing Valen forgot about manticores: they hunt in packs.
Luck is what saved Valen. He immediately asked to be sent home, and was granted the request after several agonizing months. He carried with him a tattered cloth that had snagged on the first manticore’s tail spikes, as a memento of the event. He was discharged, and returned to Eldryd. After two months, he left for Arkmunster, the same day the second sun appeared, seeking some form of freedom, and people who did not know him. And of course, a job. Money makes the world go ‘round, you know?
I pulled from the Sword Coast Adventurer's Guide and Elemental Evil Player's Companion if you want to check on everything. I rolled my own set of dice for the stats.
Just a couple of things: Spanglemaker, your link to your stat rolls is wrong. When you go to the "Campaigns" tab, and click on the campaign you rolled these stats in, there should be a bit in the table that says "[Link]". Click that and copy the page URL. LunaticKnight, I would prefer if you rolled using dice.brainclouds.net or used one of the other methods for stat generation I asked for.
As a side note, the town you are starting in is called Arkmunster, if you are planning to include it in your backstories.
Proficiency: L and M armor. Shields. S and M weapons. Water vehicles and navigational tools.
Adv. on str checks and saving throws
Res. to slashing, blugeoning and peircing.
Belaying pin (club)
50 ft. of silk rope. 50 ft. of hempen rope.
The tip of my Grandfathers horn, worn around my neck.
A set of commoners clothes
Two hand axes
10 Days of rations
Bad Reputation: No matter where you go, people are afraid of you due to your reputation. When you come to a civilized settlement, you can get away with minor criminal offensives, such as refusing to pay for food at a tavern or braking down doors at a local shop, since most people will not report your activity to the authorities.
Personality trait: To me, a tavern brawl is a nice way to get to know a good city. My language is a foul as an otyugh nest.
Ideals: The sea is freedom-the freedom to go anywhere and do anything.
Bonds: My crew mates and I where betrayed and sold into slavery, I have escaped and seek vengeance.
Flaws: I can't help but pocket loose coins and other trinkets I come across.
BIO: My name is Dastrun Sumarr, last of the Sumarr clan. My grandfather served in the Supreme Circle and was the closest of my clan to achieve the status of Emperor. He only lost due to the fact he bled out faster, but no dishonor was brought on my clan. Everyone that can remember the fight says that it was the only fight they knew where defeat brought honor. Both fighters were so experienced that the battle lasted two days. Both using beautiful tactics at night to try and rest, sneak attack the enemy, or to lure the enemy into a pit they dug under the cover of darkness. Both fighters fought until there weapons broke, then with there horns and when there horns shattered, with rocks and their hands. Pieces of the horns were given to the respecting clan to honor the amazing fight. My father died in the challenge for a seat on the Supreme Council, it was expected of my generation for one of us to reach at least the Supreme Council. I had three cousins, two of them were a set of female twins,Keeli and Kyri, while the other was a male, Zurgus a year my senior. As I was in the circus in battle for adulthood, Zurgus was preparing for a battle for a seat of the Supreme Council. Everyone from the 13 clans was there to watch my cousins battle, most arriving an hour earlier than mine for good seats. It was unusual for one who is only 18 to challenge one who is 50, especially one as experienced as a member of the Supreme Council. He won and brought much glory to our clan.We took a raiding party out to celebrate, the entire Sumarr clan and some close friends from the Teskos and Zarkhan clans. It was then that the betrayal happened. My cousin had made a pact with a group of slavers who had access to magic, my cousin sold everyone to the traders. We would have fought back, but we were all paralyzed due to their magic. We were captured by slavers for pit fights, and I am the only one to live and gain my freedom. It is my duty now to go back to my homeland and tell of my cousins treachery and of the honor brought by those who died in the pit fights against impossible odds. After a year of being a slave I have now come to the city of Arkmunster for information on my homeland and my treacherous cousin.
Appearance: He is 18 and stands tall at 6'8". He weighs about 310 lbs. He hates being called an animal. On his right shoulder, there is the emblem of his clan (tattoo). They would fly this when raiding, so was also the emblem on the flag they flew. Its a Bull skull, facing forwards. No one can really tell for sure he is a pirate, unless they see the tattoo.
So Finny, I can see that you are playing a Minotaur Barbarian, but what subclass did you take, and how did you determine your stats? Also, your backstory mentions the city of Luskan from the Forgotten Realms, which is a different world entirely to the one that Void Beyond the Stars takes place in. Perhaps don't copy-paste your backstory from the Luskan - Shackles Unbound recruiting thread?
sorry, this was a character that i made for that thread but it was already full, so instead of making a new one i just tweaked this one since i really want to use it. I showed my rolls recently, and i am using unearthed acrana, waterborne. the minotaurs in that dont have a subclass.
Shashidiswara "Soolaire" Sunseeker: Chaotic Good Fire Genasi Mystic (Soulknife)
Wanderer: You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Personality Traits: I have a lesson for every situation, drawn from observing nature. I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry purple worm.
Ideal: Change. Life is like the seasons, in constant change, and we must change with it.
Bond: I am the last of my tribe, and it is up to me to ensure their names enter legend.
Flaw: I am slow to trust members of other races, tribes, and societies.
STR: 12 (+1)DEX: 18 (+4)CON: 14 (+2)INT: 16 (+3)WIS: 12 (+1)CHA: 10 (+0) (Saves: INT & WIS) Attribute Roll
Mystical Recovery - Starting at 2nd level, you can draw vigor from the psi energy you use to power your psionic disciplines. Immediately after you spend psi points on a psionic discipline, you can take a bonus action to regain hit points equal to the number of psi points you spent.
Telepathy - At 2nd level, your mind awakens to the ability to communicate via telepathy. You can telepathically speak to any creature you can see within 120 feet of you in this manner. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.
Soul Knife - Starting at 1st level, you gain the ability to manifest a blade of psychic energy. As a bonus action, you create scintillating knives of energy that project from both of your fists. You can’t hold anything in your hands while manifesting these blades. You can dismiss them as a bonus action. For you, a soul knife is a martial melee weapon with the light and finesse properties. It deals 1d8 psychic damage on a hit. As a bonus action, you can prepare to use the blades to parry; you gain a +2 bonus to AC until the start of your next turn or until you are incapacitated.
Hone the Blade - Starting at 3rd level, you can spend psi points to augment your soul knife’s attack rolls and damage. You gain a bonus to attack and damage rolls with your soul knives depending on the number of psi points spent, as shown on the table below (+1=2pp, +2=5pp, +4=7pp). This bonus lasts for 10 minutes.
135 gp, 50 ft. silk rope w/ grappling hook, explorer's pack (a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin)
The "Ishahru", as his tribe is known, is a nomadic clan of fire genasi who migrate across the Dragonscorch according to the seasons. The migratory process required constant change, a lesson that Shashidiswara learned to adapt into his own life-view. Like water, he was to be a life-giving resource which moved around obstacles in its path forward with ease. Shashidiswara grew up amongst fellow fire genasi, learning the migratory routes that lead his people through to more fertile parts of that great desert, the Dragonscorch. Tribal legend tells that the Dragonscorch was once a fertile land, before a terrible battle between dragons and some unknown enemy, and the heat of the war scorched the land, turning it into a great sea of sand. Tribal legend also tells of their creation myth: that the Ishahru were breathed into existence and given life by the first dragon-god's fiery breath, and that when a fire genasi dies, his soul travels to the first sun to be reunited with the Great Father and his brothers and sisters in flame.
Due to their nomadic lifestyle, the Ishahru were left without a protector dragon... or at least they never saw or felt one watching over them. Due to this, they came to rely on the suns as their source of protection, believing them to be homes of the first dragon-god and his dragon-queen, who's heat and energy constant encircle them, radiating light and warmth to the Ishahru. Growing up on these stories and myths granted Shashidiswara a unique perspective on life, as he came to easily draw life lessons from his surroundings.
The Ishahru were a lively tribe, proud to be dancing long into the light with great bonfires. They were quick-witted, and quick to judge and act. This reflects on Shashidiswara's own personality. Like many Ishahru, a test was administered unto him when he came into adulthood, to see if he was a carrier of the "mindflame", a trait that existed within many Ishahru males. He was sent on a pilgrimage, forced to survive off of the land, and return to the tribe when his own spark ignited into a mindflame. He lived in the desert for several years, often in deep bouts of meditation, attempting to unlock the psionic powers within. It was a long an arduous process, as Shashidiswara was pushed to both his physical and mental limits, but at last he unlocked the mindflame, causing his fair to burn away in a persistent, holy fire.
Knowing the desert well, it was easy for him to locate where his tribe members were located. However, they were not where they usually migrated. Heading in the direction they should be coming from, Shashidiswara found that his tribe had been slaughtered by what looked like a purple worm... a great demon which burrowed through the desert and consumed whatever it could find. Shashidiswara lost many loved ones that day, but he swore an oath that his tribe's legacy would go on through him. He feels as if the entire tribe is with him as he goes throughout his journeys. He wandered the desert for several years, eventually realizing it was best to leave it and travel to new lands... a decision which eventually brought him to Arkmunster.
Jhon Roelof Lawful Good Human (Variant) Cleric (Light Domain) - Soldier - Healer
STR 12 DEX 16 CON 14 INT 10 WIS 18 CHA 10 (Saves INT, WIS & CHA) Atribute Roll Advantages: Con saves when damaged to keep concentration. Armor Class: 15 (10+dex+armor+shield). Hit Point: 31 Hit Dice: 4d8+2.
Combat: Sacred Flame ranged spell DC 13 Dex save, range 60 ft., damage 1d8 radiant damage; Mace melee weapon attack +3 to hit, reach 5 ft., damage 1d6 +1 bludgeoning damage; Hand Crossbow ranged weapon attack +5 to hit, range 80/320 ft.., damage 1d8+3 piercing damage; (13 bolts)
Traits: ◆ Spellcasting (Cleric 1, PHB 58) [3 cantrips known] I can cast prepared cleric cantrips/spells, using Wisdom as my spellcasting ability I can use a holy symbol as a spellcasting focus I can cast my prepared cleric spells as rituals if they have the ritual tag ◆ Bonus Cantrip (Light Domain 1, PHB 61) I learn the Light cantrip if I didn't already know it ◆ Warding Flare (Light Domain 1, PHB 61) [Wisdom modifier per long rest] When a creature within 30 ft attacks me and I can see it, I can interpose divine light As a reaction, I impose disadv. on the attacker's attack roll (unless it can't be blinded) ◆ Channel Divinity (Cleric 2, PHB 58) [1× per short rest] I can channel divine energy to cause an effect; the save for this is my cleric spell DC ◆ Channel Divinity: Turn Undead (Cleric 2, PHB 59) As an action, all undead within 30 ft that can see/hear me must make a Wisdom save If an undead fails this save, it is turned for 1 minute or until it takes any damage Turned: move away, never within 30 ft of me, no reactions or actions other than Dash Turned: may Dodge instead of Dash when nowhere to move and unable to escape bonds ◆ Channel Divinity: Radiance of the Dawn (Light Domain 2, PHB 61) [2d10 + 3 damage] As an action, in 30 ft, magical darkness is dispelled and hostiles must make a Con save Each takes radiant damage, saves for half, and negates with total cover
Equipment: Backpack with: Blanket, 10 Candles, Tinderbox, Alms box, 2 blocks of incense, Censer, Vestments, 5 days of rations, waterskin, bedroll, hourglass, Holy Symbol (Military Insignia), Crossbow bolt case, flask, flask of holy water, potion of healing, common clothes, fallen enemy's insignia of rank, bone dice, belt pouch with 10 coins, Crossbow bolt 13, scale mail, shield, mace, light crossbow. Weight Carried 101 lb, Encumbered 71-140 lb Heavily Encumbered 141-210 lb Push/Drag/Lift 210-420 lb.
Personality Traits: I'm always respectful and polite. I'm full of inspiring and cautionary tales from my military experience with some relevance to almost every type of combat situation.
Ideals: Our fate is to give our lives in the defense of others.
Bonds: My honor is my life.
Flaws: A disastrous mistake I made in battle cost many lives― I will do anything to keep that mistake a secret.
John was the third son of a noble house of the capital Krydionta and as such was expected to stay home and be groomed to be his older brother steward when him, Thomas, returned from the military since the first son of the noble houses was always trained in the military as an officer and then came back home to assume the role of the patriarch when the time came.
For his second brother, Adam, he was supposed to join the ranks of the Sunmasters of the Light of Law, his family religion and a station that took him from home at the young age of 10 (John was 8 years old at the time and Thomas 11).
The problem was that John had real difficulty concentrating in his classes, he wouldn't care much about the city heraldry, cities politics, who should marry who, who was a supporter of his family or who wasn't, the only time that John was really focused was when he was thought by the Sunmaster Adrian about the Light of Law, the Eternal Sun.
The Eternal Sun upholds law and tradition as the pillars of society, being His Sunmasters mostly used as judges and magistrates for it is known that the Light of Law shines upon any deed to present the truth as to be found the rightful praise or punishment.
When John was 15 years old, Thomas joined the military to start his training since he had completed his 18th birthday, making John the last son of Trevor and Alicia to stay home.
Now the only enjoyment he has was with his weekly classes with Adrian and was during one of those classes, outside enjoying the midday sun that John surprised his mentor. A small bird, probably a canary that was hurt by the children of one of his neighbors had his wing broken and was left to die close to where John and Adrian were meditating made a painful sound. Without saying anything John, almost in trance got up, walked to the bird and holding it tenderly uttered the phrase: It is not right that you were harmed by the whims of spoiled kids, the may the Keeper of Light correct this wrong.
After those words were said, the little bird just flew from John's hands and he snapped out of his trance to see Adrian smiling and looking at him with knowing eyes.
That day was the last spent in the Roelof's State, John was taken to the Temple of the Sunlord and started his clerical training. Since he wasn't exactly prone to theoretical classes he started his training with the Brotherhood of the Justicars, the military branch of his order.
When he was 17 he joined the militia under the command of his older brother Thomas who at the time was 20 years old. His brother treated him with more harshness then the others under his command, making John believe that didn't like having his baby brother in the military, what only made John try to prove himself harder and harder.
One day, during a skirmish with a gorilla group of the enemy nation of Shuid Swar his brother, Thomas, was hit with a poisoned arrow; since John was the only healer in the battalion he tried for 2 days to heal his brother but the poison was beyond his powers and his brother ended dying in his arms, not without saying to him that he was harsh not because he didn't like him but because he loved him and wanted him to be the most that he could.
When the battalion returned to the city John was notified that he wasn't to go back home never again and that to his father he was good as dead for letting his favorite son die due to his lack of competence.
Even though Adrian assured John that nothing could be done he couldn't handle the looks of the others in the city thinking that everyone thought that he let his brother die out of jealousy or something. So he decided to flee to Arkmunster and start over his life and regain his rightful place in his house in the eyes of his Father through accomplishment.
I guess an additional person won't hurt my plans for the campaign too much, so all 6 of you are in. No more people now though.
We will start once I finish writing up the initial post (which will be completed once all the backstories are done, so I know why everyone is in Arkmunster, so basically, we'll start soon after backstories are all done).