Game: D&D 5e Group type: Online Experience: New Location/Timezone: GMT +3 Schedule: This might be a slow-going game due to my busy schedule lately. Standard schedule is 'post per day', but I will warn you that I won't be able to always post every day, nor shall I expect you to. Roles sought: Players, 3-4 at most. Game style: Roleplay
I'm looking to create a satisfying role playing experience. I can't stress the word "role playing" enough. The game structure and result (and all of y'all survival) will depend HEAVILY on how well you interact with each other, ask questions and answer them, rely on each other's expertise. I will also give inspiration to players who play out their character and you can't survive some adventures without it (those are few, but still there).
In this game there will be restrictions on your characters, the need for which you will understand further into the story:
1. Races:
No elves (they will not be present in this particular region, sorry, I just dislike them). Goes without saying, half-elves are out of the window as well.
No Dragonborn.
No aarakocra.
No aasimars.
No centaurs.
No tabaxi.
UPD: No goliaths.
2. Classes:
No druids.
No paladins.
No monks.
No wizards.
3. Point buy for ability points, milestone for level up, use encumbrance, don't ignore the coin weight, turn off critical role and other additional crap.
4. Custom background.
This one is important. The thing is, the character you start with will be a commoner. Which means, they can have no extensive training, maybe some basics. Hence a restriction on wizards - this is a class that requires a character to be trained, but sorcerers and bards are fine - their magic is innate. Your character must have lead a pretty normal life (not necessarily a farmer, they could be a pickpocket or a prostitute). The story will be built around the common folk becoming heroes or villains, so no bastard sons of kings, seasoned mercenaries, gods chosen and other delusions of grandeur. No edgy revenge stories either. As far as the story is concerned, character starts out almost classless. We can talk over proficiencies with tools and instruments, but they should reflect your backstory. No one is buying a pickpocket proficient with poisoner's kit, but, say, a cook? Why not?
This is the story about a group of misfits, criminals, random people in a wrong place. So alignment options are also restricted - your characters can only be neutral or evil, and I expect you to roleplay it.
Bonds and flaws, personality traits should be present. Flaws are not the same as vices (see below).
5. Vice
Each character will have a vice, like gambling, kleptomania, nymphomania or satyriasis (increased libido), et cetera. This is something they will have to indulge against most circumstances unless they succeed a corresponding ability saving throw or initiative roll (determined by me to prevent you maxing out the ability when creating a character). Others examples will include compulsive need to lie, pyromania.
Make sure to make your vice interesting, this is one of the main factors in picking a character for the campaign. A need to kill people is allowed, but let's be frank, boring.
Put the vice in the "other" section of the notes, not flaws. Flaws are characteristics of a person's outlook on the world, whereas vice is compulsive behavioral issue. Again, vices aren't random, they should reflect your story.
6. Homebrew
Homebrew content is generally not allowed, but exceptions for certain spells or items can be made.
7. Equipment
Go with the very basic equipment, 0 GP, no potions, poisons, magical items.
The story begins in the slave market with your character as a merchandise. To be recruited into the campaign, submit standard questionnaire (race-class-alignment-religion-brief backstory), a few paragraphs to describe how your character ended up there (e. g. sold himself due to poverty, arrested and sold for a crime such as theft or unintended burst of magical abilities with dire consequences and so on) and the vice that you imagine them having.
General Story: Born of a mildly-respected family, Bründir experienced an average childhood until increasing gambling debt forced his family to ruin. With his father jailed, his mother worked at an alehouse to try and keep Bründir amd her fed. The locals came to appreciate Bründir as a child since was alway quick with drinks and jokes. However, his jokes would often turn to temper against unruly patrons. One day, a minor lord insulted the dwarf over a plate of bad bread. In response, Bründir quipped that he'd better inspect the ale too. He drank it clean, spat the last mouthful at the lord, and hit him over the head with the stein. For his crime, Bründir was taken and sold to slavery.
Vice: Drinking and a bit of brawling
Traits: Always working to be the center of attention. Never stands for idly around corruption or abuse of power, but he's no saint either.
Bonds: Family and Friends are always worth fighting for. Drinks are close behind that.
Flaws: Bründir always keeps a drink nearby or things get testy. Bründir does not tolerate slights against him; a fight lost is always better than a permitted insult.
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Ability scores (post-racial bonuses): STR 10| DEX 16 | CON 10 | INT 14 | WIS 13 | CHA 15
Personal Characteristics and Notes:
Alignment: Chaotic neutral
Background: Sailor
Personality traits: I never pass up a wager. I'm overly confident, mischievous, and not always reliable.
Ideals: I’m committed to my crewmates and friends, not to ideals.
Bonds: See as much of the world as possible, take risks, charm people, win gold, and laugh through it all.
Flaws: I can’t help but pocket loose coins and other trinkets I come across. My pride will probably lead to my destruction.
Vice: A nearly uncontrollable urge to gamble and, if possible, to cheat in an effort to win. I will bet on anything involving luck or skill.
Backstory: A runaway who found his niche as a deckhand, Therien typically has extra gold in his pockets when his ship reaches a port, for he can always convince a merchant or nobleman traveling aboard ship to play a game of cards or throw a few rounds of dice. And more often than not, Therien manages to cheat his opponent and take his gold. A few days ago, however, Therien was blinded by his own confidence and irrational certainty that he could win a game of dice that was going very poorly. Not only was he caught cheating (changing out the dice for weighted ones), but he had brazenly offered himself as forfeit if he were to lose. The angry, unforgiving merchant had Therien clapped in irons and at the next port of call, promptly marched him to the slave market (where Therien now sits with a smile on his face and wholly confident that his luck is about to improve tremendously).
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Traits, I love to cook and I own my own small restaurant doesn't make much money but I love it all the same.
Bonds, I am trying to create my legacy in creating a original meal.
Flaws/Vice I have a short temper and even though I like to heal people I have a strange liking of necrophilia.
Backstory, Pascal runs a little restaurant and one day a haughty man trys to get the better of me and to get his food for free by doing all sorts of things like saying there is a fly in his food, that is tastes disgusting. After a while Pascal loses his temper and forces him out of the restaurant the man angrily gets his friends and rashly kidnapps me in the middle of the night and sells me for some gold.
Background: Bruce was so dumb that no matter how hard his tribe tried to teach him anything he failed. He failed in learning weapons. He failed in learning crafts. He even failed in learning virtually any language, even common is difficult enough he has a hard time stringing words together in coherent sentences. Finally they decided that he would be good for one thing and one thing only, a pack animal. Unfortunately he was dumber than most oxen and after knocking a tent into a fire resulting in half the village burning to the ground they decided that he would better somewhere else. They took him to the nearest human village and sold him to passing slavers. His lack of skills and tendency to use brute strength to solve all problems resulted in him not being kept by any master very long and so once again he is back on the slave block preparing to be sold... again.
Vice: Mindless rage. Any challenge, problem, or annoying person will set him into a fury at the drop of a hat and he is unreasoning when like that.
Traits: I’m always picking things up, absently fiddling with them, and sometimes accidentally breaking them. I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear.
Bonds: Me, Myself, And I. Everyone else has let me down. But secretly I just want to find someone who actually wants me.
Flaws:Violence is my answer to almost any challenge.
Oh, this would be an interesting game for an early tale of one of my favorite characters, Crispy! Here's my application. Thanks for your consideration.
Race: Human
Class: Rogue (or Fighter)
STR:12, DEX:15, CON:14, INT:11, WIS:12, CHA:8
Alignment: Chaotic Neutral
Backstory: Cora "Crispy" Perkins was born through trickery. Her mother had an affair with a married man who just happened to be a violently abusive alcoholic. Crispy spent most of her life getting beaten and always afraid. When she was 15, her mother abandoned her to the local Temple where the clergy did their best to try and take care of her, but her feral and abusive early life programming runs deep, and Crispy doesn't know much outside of an animalistic anger, fear, violence, and ferocity. She ran away from the Temple and learned to live on the streets where she survives by stealing and fighting.
Vice: I am plagued by nightmares of my childhood. I have trouble sleeping and it shows. The trauma of my personal family life runs deep, and the wounds will never heal. Thus, she doesn't trust anyone, and it's difficult, nearly impossible, to sometimes convince her things are simply what they seem. I am sassy and easy to frustrate. While I don't intend to be, that's what life has, so far, taught me to survive.
Traits: A young lady of about 15. Dirty, can't read or spell. Fights with ferocity but underneath it all, an attractive and somewhat athletic young lady. She doesn't smile much, has a very dry wit. Can be funny at times, but has had a very rough early life, and living on the streets is no fun.
Bonds: One of Crispy's positive traits is that she's loyal to others she fights with, or for, and buried underneath all the hate is a kind soul who just wants a normal life. She also has a small wooden toy that her mother gave her, and she would kill anyone who took it.
Flaws: Crispy is bitter, resentful, angry, and frustrated. She is a beaten, tortured soul physically and mentally who's trying to learn to control the violent angry beast inside her generated from years of abuse. Her programming is something she struggles and fights with daily, and all she wants is to try and fix her life without feeling the world is against her.
Traits: Smooth talker, special taste for destroying order
Bonds: Empathy for stray dogs
Flaws: Adrenaline junkie, always finding himself in danger situations
Backstory: From an early age, John had a feeling that there was something behind the curtain in this world. By day he was earning a coin as a street magician, at night he hunted the supernatural and dug graves. The townspeople even began to consult with him in case something really strange happens. Unfortunately, he was still an ordinary person.
Until one day he heard a voice in his dream, followed by vision.
Voice whispered:
- "Leave the city.. during a full moon.. go on an.. abandoned road."
- "If you... want power... Follow... the white... rabbit... John."
The vision vanished and John woke up.
He stated to himself:
- I'm pretty sure it wasn't a dream. Too goddamn real.
He studied the lunar calendar and realized that the full moon is tomorrow.
He did as he was told, ran after the white rabbit into the forest, finding an old castle.
John enters the castle:
- Someone's home?
- "Yeesss.. but I'm... dying" - voice whispered in John's head.
- Where are you? How can I help you?
- "Take my.. power.. and I.. will live.."
- What power?
- "Power of.. seven.. shadows.."
- I'll take it! Give me it! I want it!
After finishing his last sentence, John dropped unconscious. He woke up week after finding himself on the slave market..
Ability scores (post-racial bonuses): STR 8 | DEX 14 | CON 14 | INT 12 | WIS 10 | CHA 16
Alignment: Chaotic neutral
Background: Criminal
Personality traits: I'm confident and curious, also a natural and frequent liar, who enjoys to make jokes at the expense of others.
Ideals: I value my freedom above everything else and the only way to achieve it is through wealth and power.
Bonds: I went out of my way to make sure that nothing drags me down.
Flaws: I'm slow to trust anyone. I'm also a gambler often willing to take unnecessary risks.
Vice: An unquenchable thirst for wealth and power. Everything is subordinate to my attempts of leaving this miserable life behind me.
Backstory:
Working for the local thieves guild since becoming an orphan at the age of ten, Alek spent his whole life stealing, smuggling and conning in an, albeit unsuccessful effort to get enough money for a new and better life. Not long ago he managed to obtain instructions for a ritual which promised to finally free him from this existence of poverty and insignificance. But before he could finish it the city guard stormed his shack, put him in chains and sentenced him to a life in slavery. At least he assumed that the ritual did not work.
Thread bumping post. Guys, I've seen your applications, but I'm yet to decide. Keep throwing 'em at me.
And for future reference, vices are, so to speak, impulse control disorders of a particular sort, thirst for wealth is not exactly what I'm looking for. And honestly, violent behavior is as boring and predictable as vice can get.
I will, like as not, decide on the team (if I find enough suitable characters) on Thursday, august 9th.
I believe that's the intent. Take gambling for example (since it has been mentioned): it started off as a game or a way to pass the time, but then progressed when losses and gains grew. Now, whenever dice or cards are seen, it's an overwhelming distraction, something that would cause someone to completely blank-out and become wholely distracted.
As for the spellcaster, I suppose I'm lightly in that role as a bard, though it's more of an augmentative magic rather than the "My weapon is a magic drum" type.
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Also, there are 2 warlock applications for spellcasters ;)
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Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Class: Fighter (wanna go eldritch knight eventually)
Stats: STR 15 | DEX 12 | CON 13 | INT 14 | WIS 8 | CHA 10
Alignment: True Neutral
Vice: "Cocktail Party Syndrome"- Trusts EVERYONE, intense need to be everyone's friend, indiscriminate hopeless romantic and a little nympho as a result, empathetic to a fault
Traits: hyper-friendly, agreeable, talkative to the point of being annoying, wistful, idealist
Bonds: Lol literally everyone, even people he hasn't met
Flaws: trusts way too easily, very easy to manipulate, not much regard for his own wellbeing
Backstory: Born to an impoverished family in an ethnically Tiefling slum, Love never really saw his surroundings for what they were. The overly optimistic boy had dreams of grandeur. In his utopian imagination, he was a friend to everyone, and by studying magic, he would be able to help all of his friends have better lives. In reality, he was the annoying kid who never shut up. The local magic academy several miles away would never accept the likes of him into their ranks, but that didn't stop him from applying every year. Finally, so sick of his persistance, the admissions person offered Love a job as one of the campus guards. Love was ecstatic! Now all he had to do was befriend everyone there, then surely things would work out smoothly! Again, reality didn't match up. Love thought the novice mages were laughing with him instead of at him when they would summon all manor of beasts to attack him, or use him as target practice for their evocation and transmutation spells. The fellow guardsmen also realized they could get Love to do all the worst grunt work by just flirting with him or giving him the slightest bit of attention. It was this that eventually got him into trouble. They told him that if he managed to break into one of the academy storerooms and steal some magical items, they would throw a huge party in his honor. The academy wouldn't miss the trinkets, right? And everyone in town would come to the party! So of course, he did it. With determination he managed to take even more than his "friends" had asked for, and delivered it right to them. The next day, he was arrested, the other guards having pinned all the blame on him. Tihs incarceration hasn't put a damper on his mood though, maybe he'll be sold to a beautiful princess who will fall in love with him!
Class: Sorcerer ( Phoenix Sorcerer from UA I just created it on D&D Beyond as the UA published can adjust to Storm Sorcery easily if not allowed. )
Stats: STR 8 DEX 14 CON 10 INT 14 WIS 12 CHA 17
Alignement: CN
Background: Street Urchin
Character Sheet: ddb.ac/characters/4484151/8lbAH1
Vice: Pyromaniac
Traits: I sleep with my back to a wall or tree, with everything I own wrapped in a bundle in my arms. I think anyone who’s nice to me is hiding evil intent.
Ideal: Retribution. The rich need to be shown what life and death are like in the gutters
Bonds: I owe my survival to another urchin who taught me to live on the street
Flaws: will never fully trust anyone other than myself
Background: Zarzire mother abandoned her in an orphanage when she was just one year old. The little tiefling was an easy target for bullying with her tail, horns and red skin. Fortunately for her on of the oldest child of the orphanage, Kruthlin, took her under his wing, and taught her everything she needed to survive in the streets. There was one thing that fascinated her from her childhood. The fire. She could stare at the dancing flames of a fire for hours. There were little accidnets here and there... fires starting unexpected, sparkles that started fires in the most unnapropiated places... When she was 8 years old the orphanage were destroyed in a roaring fire. Only a few of the orphans survived. They made a living doing petty thief and little scams, but when she was 13 and she began to finally mature the true intentions of Kruthlin were revelaed. He sold her as a prostitute for 30 gold pieces. The fact that he had betrayed her, the only person that had ever cared for her or that she ever trusted, was devastating for Zarzire. She was in shock but as her new owner started touching her, she felt the roaring fire of her rage burst into flames. That was the first time she willingly used her powers. She ran away from that city but it was just a matter of time until she was captured again. Just a week ago she couldn’t help her and set aflame a cart of hale in the market. She still smiles when she remember it. The flames were 15 ft high. Totally worith it. She forced herself to concentrate on the present, as some customers from the slave market stared at her like that pump.
Summarized backstory: Jaylen (not her real name) has been moving around for a few years to avoid her husband, who wants to divorce her because of her gambling addiction. She really loves the guy and hopes they might be able to make amends someday. The past year, she has been posing as a Dawnbringer at a smallish temple to Lethander in order to have access to the tithe boxes (which support her gambling habit). In the past few months, she became acquainted with a worshiper of Tymora, and she became interested in the goddess (for obvious reasons). The more Jaylen learned about Tymora, the more her teachings filtered into the temple. Two days ago, Lethander muckety mucks showed up, and Jaylen's ruse was discovered. So, now she's being sold to recoup some of the tithes she's been gambling the past year. It's going to be during the opening event that Tymora finally decides to bless Jaylen for her newfound devotion. A holy symbol will appear on her person, and she'll be able to use spells.
Guys, I realize I forgot to update on time, but hey, late is better than never.
The thing is, majority of your vices are pretty boring and not at all plot-moving. I'm sorry to say that I haven't found 4 people I was looking for, so the thread will be closed for the time being. Perhaps I'll change some requirements and try to make it anew in a few months.
Apologies for the wasted time, but I'm not about to drive the campaign for a quartet with attitude problems.
With all due respect, it seems as though the requirements are a bit vague. It was stated that the vices were to be impulsive disorders which cause a lack of control in the character. Reading through some of the applications, I see, among others, alcoholism (unable to function without), extreme bipolarity (violent outbursts), anarchist goals driven by nihilistic beliefs, and and pyromania.
While it may not seem as such in a brief description, these could easily lead to some potentially terrifying scenarios. What happens when a local authority catches these slave-market runaways? The anarchist immediately fires back and kills the guard/captain/posse leader while another flies off the handle and starts a general spree of mayhem. The party then lays low for a bit, but they get into trouble when one is caught lifting as much ale as he can carry from an inn and a sorcerer starts setting things on fire "just to see them burn".
If the players can play the characters as Neutral (questionably-)Good at best or downright Chaotic Evil at the worst, it seems like it would fit the parameters given.
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Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
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Good day everyone. I'm looking to start a game.
Game: D&D 5e
Group type: Online
Experience: New
Location/Timezone: GMT +3
Schedule: This might be a slow-going game due to my busy schedule lately. Standard schedule is 'post per day', but I will warn you that I won't be able to always post every day, nor shall I expect you to.
Roles sought: Players, 3-4 at most.
Game style: Roleplay
I'm looking to create a satisfying role playing experience. I can't stress the word "role playing" enough. The game structure and result (and all of y'all survival) will depend HEAVILY on how well you interact with each other, ask questions and answer them, rely on each other's expertise. I will also give inspiration to players who play out their character and you can't survive some adventures without it (those are few, but still there).
In this game there will be restrictions on your characters, the need for which you will understand further into the story:
1. Races:
2. Classes:
3. Point buy for ability points, milestone for level up, use encumbrance, don't ignore the coin weight, turn off critical role and other additional crap.
4. Custom background.
This one is important. The thing is, the character you start with will be a commoner. Which means, they can have no extensive training, maybe some basics. Hence a restriction on wizards - this is a class that requires a character to be trained, but sorcerers and bards are fine - their magic is innate. Your character must have lead a pretty normal life (not necessarily a farmer, they could be a pickpocket or a prostitute). The story will be built around the common folk becoming heroes or villains, so no bastard sons of kings, seasoned mercenaries, gods chosen and other delusions of grandeur. No edgy revenge stories either. As far as the story is concerned, character starts out almost classless. We can talk over proficiencies with tools and instruments, but they should reflect your backstory. No one is buying a pickpocket proficient with poisoner's kit, but, say, a cook? Why not?
This is the story about a group of misfits, criminals, random people in a wrong place. So alignment options are also restricted - your characters can only be neutral or evil, and I expect you to roleplay it.
Bonds and flaws, personality traits should be present. Flaws are not the same as vices (see below).
5. Vice
Each character will have a vice, like gambling, kleptomania, nymphomania or satyriasis (increased libido), et cetera. This is something they will have to indulge against most circumstances unless they succeed a corresponding ability saving throw or initiative roll (determined by me to prevent you maxing out the ability when creating a character). Others examples will include compulsive need to lie, pyromania.
Make sure to make your vice interesting, this is one of the main factors in picking a character for the campaign. A need to kill people is allowed, but let's be frank, boring.
Put the vice in the "other" section of the notes, not flaws. Flaws are characteristics of a person's outlook on the world, whereas vice is compulsive behavioral issue. Again, vices aren't random, they should reflect your story.
6. Homebrew
Homebrew content is generally not allowed, but exceptions for certain spells or items can be made.
7. Equipment
Go with the very basic equipment, 0 GP, no potions, poisons, magical items.
The story begins in the slave market with your character as a merchandise. To be recruited into the campaign, submit standard questionnaire (race-class-alignment-religion-brief backstory), a few paragraphs to describe how your character ended up there (e. g. sold himself due to poverty, arrested and sold for a crime such as theft or unintended burst of magical abilities with dire consequences and so on) and the vice that you imagine them having.
DM Price of Misfortune (finished)
Looks like I have a nice forum for the backstory of one of my long-time characters: Bründir Halfshield (though just Bründir for now)
Race: Dwarf
Class: Bard
STR:16, CON:12, DEX:12, INT:8, WIS:13, CHA:15
Alignment: True Neutral (Lawful-leaning, Chaotic flaws/vices)
General Story: Born of a mildly-respected family, Bründir experienced an average childhood until increasing gambling debt forced his family to ruin. With his father jailed, his mother worked at an alehouse to try and keep Bründir amd her fed. The locals came to appreciate Bründir as a child since was alway quick with drinks and jokes. However, his jokes would often turn to temper against unruly patrons. One day, a minor lord insulted the dwarf over a plate of bad bread. In response, Bründir quipped that he'd better inspect the ale too. He drank it clean, spat the last mouthful at the lord, and hit him over the head with the stein. For his crime, Bründir was taken and sold to slavery.
Vice: Drinking and a bit of brawling
Traits: Always working to be the center of attention. Never stands for idly around corruption or abuse of power, but he's no saint either.
Bonds: Family and Friends are always worth fighting for. Drinks are close behind that.
Flaws: Bründir always keeps a drink nearby or things get testy. Bründir does not tolerate slights against him; a fight lost is always better than a permitted insult.
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
THERIEN MOORSHADOW (Human rogue)
Suppose I should've asked, are we generating stats for the characters (basically, everything but equipment and prohibited races/classes)?
Nevermind, just read back and got my answer. Updating the character submission now.
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Name, Pascal
Race, Human
Class, Cleric
Traits, I love to cook and I own my own small restaurant doesn't make much money but I love it all the same.
Bonds, I am trying to create my legacy in creating a original meal.
Flaws/Vice I have a short temper and even though I like to heal people I have a strange liking of necrophilia.
Backstory, Pascal runs a little restaurant and one day a haughty man trys to get the better of me and to get his food for free by doing all sorts of things like saying there is a fly in his food, that is tastes disgusting. After a while Pascal loses his temper and forces him out of the restaurant the man angrily gets his friends and rashly kidnapps me in the middle of the night and sells me for some gold.
Ability scores: 10, 12, 16, 12, 16, 9, 8
Name: Bruce Bennington
Race: Goliath
Class: Fighter
Alignment: Chaotic-neutral
Religion: None
Background: Bruce was so dumb that no matter how hard his tribe tried to teach him anything he failed. He failed in learning weapons. He failed in learning crafts. He even failed in learning virtually any language, even common is difficult enough he has a hard time stringing words together in coherent sentences. Finally they decided that he would be good for one thing and one thing only, a pack animal. Unfortunately he was dumber than most oxen and after knocking a tent into a fire resulting in half the village burning to the ground they decided that he would better somewhere else. They took him to the nearest human village and sold him to passing slavers. His lack of skills and tendency to use brute strength to solve all problems resulted in him not being kept by any master very long and so once again he is back on the slave block preparing to be sold... again.
Vice: Mindless rage. Any challenge, problem, or annoying person will set him into a fury at the drop of a hat and he is unreasoning when like that.
Traits: I’m always picking things up, absently fiddling with them, and sometimes accidentally breaking them. I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear.
Bonds: Me, Myself, And I. Everyone else has let me down. But secretly I just want to find someone who actually wants me.
Flaws:Violence is my answer to almost any challenge.
Ability Scores before racial modifiers: Strength (15), Dexterity (15), Constitution (15), Intelligence (8), Wisdom (8), Charisma (8)
"Lord Arunduil will bring death to us all"
Arutha Lvl.2 Human Fighter: Arsenal of the Orc Lord
Milamber Lvl.1 Human Sorcerer: Curse of Strahd
Masque: Lvl.5 Gith Cleric: Age of Death
DM: League of Improbable Adventurers: Chapter 1 of Arunduil's Bane
Oh, this would be an interesting game for an early tale of one of my favorite characters, Crispy! Here's my application. Thanks for your consideration.
Race: Human
Class: Rogue (or Fighter)
STR:12, DEX:15, CON:14, INT:11, WIS:12, CHA:8
Alignment: Chaotic Neutral
Backstory: Cora "Crispy" Perkins was born through trickery. Her mother had an affair with a married man who just happened to be a violently abusive alcoholic. Crispy spent most of her life getting beaten and always afraid. When she was 15, her mother abandoned her to the local Temple where the clergy did their best to try and take care of her, but her feral and abusive early life programming runs deep, and Crispy doesn't know much outside of an animalistic anger, fear, violence, and ferocity. She ran away from the Temple and learned to live on the streets where she survives by stealing and fighting.
Vice: I am plagued by nightmares of my childhood. I have trouble sleeping and it shows. The trauma of my personal family life runs deep, and the wounds will never heal. Thus, she doesn't trust anyone, and it's difficult, nearly impossible, to sometimes convince her things are simply what they seem. I am sassy and easy to frustrate. While I don't intend to be, that's what life has, so far, taught me to survive.
Traits: A young lady of about 15. Dirty, can't read or spell. Fights with ferocity but underneath it all, an attractive and somewhat athletic young lady. She doesn't smile much, has a very dry wit. Can be funny at times, but has had a very rough early life, and living on the streets is no fun.
Bonds: One of Crispy's positive traits is that she's loyal to others she fights with, or for, and buried underneath all the hate is a kind soul who just wants a normal life. She also has a small wooden toy that her mother gave her, and she would kill anyone who took it.
Flaws: Crispy is bitter, resentful, angry, and frustrated. She is a beaten, tortured soul physically and mentally who's trying to learn to control the violent angry beast inside her generated from years of abuse. Her programming is something she struggles and fights with daily, and all she wants is to try and fix her life without feeling the world is against her.
Name: John Constantine
Background: Charlatan
Race: Variant Human
Class: Warlock
Alignment: Chaotic Evil
Vice: Lunatic
Traits: Smooth talker, special taste for destroying order
Bonds: Empathy for stray dogs
Flaws: Adrenaline junkie, always finding himself in danger situations
Backstory: From an early age, John had a feeling that there was something behind the curtain in this world. By day he was earning a coin as a street magician, at night he hunted the supernatural and dug graves. The townspeople even began to consult with him in case something really strange happens. Unfortunately, he was still an ordinary person.
Until one day he heard a voice in his dream, followed by vision.
Voice whispered:
- "Leave the city.. during a full moon.. go on an.. abandoned road."
- "If you... want power... Follow... the white... rabbit... John."
The vision vanished and John woke up.
He stated to himself:
- I'm pretty sure it wasn't a dream. Too goddamn real.
He studied the lunar calendar and realized that the full moon is tomorrow.
He did as he was told, ran after the white rabbit into the forest, finding an old castle.
John enters the castle:
- Someone's home?
- "Yeesss.. but I'm... dying" - voice whispered in John's head.
- Where are you? How can I help you?
- "Take my.. power.. and I.. will live.."
- What power?
- "Power of.. seven.. shadows.."
- I'll take it! Give me it! I want it!
After finishing his last sentence, John dropped unconscious. He woke up week after finding himself on the slave market..
Character: https://ddb.ac/characters/4434173/nF3urO
Name: Alek Reynn
Race: Varient Human
Class: Warlock
Ability scores (post-racial bonuses): STR 8 | DEX 14 | CON 14 | INT 12 | WIS 10 | CHA 16
Alignment: Chaotic neutral
Background: Criminal
Personality traits: I'm confident and curious, also a natural and frequent liar, who enjoys to make jokes at the expense of others.
Ideals: I value my freedom above everything else and the only way to achieve it is through wealth and power.
Bonds: I went out of my way to make sure that nothing drags me down.
Flaws: I'm slow to trust anyone. I'm also a gambler often willing to take unnecessary risks.
Vice: An unquenchable thirst for wealth and power. Everything is subordinate to my attempts of leaving this miserable life behind me.
Backstory:
Working for the local thieves guild since becoming an orphan at the age of ten, Alek spent his whole life stealing, smuggling and conning in an, albeit unsuccessful effort to get enough money for a new and better life. Not long ago he managed to obtain instructions for a ritual which promised to finally free him from this existence of poverty and insignificance. But before he could finish it the city guard stormed his shack, put him in chains and sentenced him to a life in slavery. At least he assumed that the ritual did not work.
Thread bumping post. Guys, I've seen your applications, but I'm yet to decide. Keep throwing 'em at me.
And for future reference, vices are, so to speak, impulse control disorders of a particular sort, thirst for wealth is not exactly what I'm looking for. And honestly, violent behavior is as boring and predictable as vice can get.
I will, like as not, decide on the team (if I find enough suitable characters) on Thursday, august 9th.
DM Price of Misfortune (finished)
Also, we will need at least one spellcaster. It will be difficult without a priest, but can be done.
So the general outlook of the party:
1. Spellcaster
2. Heavy hitter
3. Stealth specialist
4. Optional
DM Price of Misfortune (finished)
So what you are saying is you are looking for disorders not purposeful vice?
"Lord Arunduil will bring death to us all"
Arutha Lvl.2 Human Fighter: Arsenal of the Orc Lord
Milamber Lvl.1 Human Sorcerer: Curse of Strahd
Masque: Lvl.5 Gith Cleric: Age of Death
DM: League of Improbable Adventurers: Chapter 1 of Arunduil's Bane
I believe that's the intent. Take gambling for example (since it has been mentioned): it started off as a game or a way to pass the time, but then progressed when losses and gains grew. Now, whenever dice or cards are seen, it's an overwhelming distraction, something that would cause someone to completely blank-out and become wholely distracted.
As for the spellcaster, I suppose I'm lightly in that role as a bard, though it's more of an augmentative magic rather than the "My weapon is a magic drum" type.
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Also, there are 2 warlock applications for spellcasters ;)
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Seems interesting, I'll take a whack at it
Name: Love Kariatos
Race: Tiefling
Class: Fighter (wanna go eldritch knight eventually)
Stats: STR 15 | DEX 12 | CON 13 | INT 14 | WIS 8 | CHA 10
Alignment: True Neutral
Vice: "Cocktail Party Syndrome"- Trusts EVERYONE, intense need to be everyone's friend, indiscriminate hopeless romantic and a little nympho as a result, empathetic to a fault
Traits: hyper-friendly, agreeable, talkative to the point of being annoying, wistful, idealist
Bonds: Lol literally everyone, even people he hasn't met
Flaws: trusts way too easily, very easy to manipulate, not much regard for his own wellbeing
Backstory: Born to an impoverished family in an ethnically Tiefling slum, Love never really saw his surroundings for what they were. The overly optimistic boy had dreams of grandeur. In his utopian imagination, he was a friend to everyone, and by studying magic, he would be able to help all of his friends have better lives. In reality, he was the annoying kid who never shut up. The local magic academy several miles away would never accept the likes of him into their ranks, but that didn't stop him from applying every year. Finally, so sick of his persistance, the admissions person offered Love a job as one of the campus guards. Love was ecstatic! Now all he had to do was befriend everyone there, then surely things would work out smoothly! Again, reality didn't match up. Love thought the novice mages were laughing with him instead of at him when they would summon all manor of beasts to attack him, or use him as target practice for their evocation and transmutation spells. The fellow guardsmen also realized they could get Love to do all the worst grunt work by just flirting with him or giving him the slightest bit of attention. It was this that eventually got him into trouble. They told him that if he managed to break into one of the academy storerooms and steal some magical items, they would throw a huge party in his honor. The academy wouldn't miss the trinkets, right? And everyone in town would come to the party! So of course, he did it. With determination he managed to take even more than his "friends" had asked for, and delivered it right to them. The next day, he was arrested, the other guards having pinned all the blame on him. Tihs incarceration hasn't put a damper on his mood though, maybe he'll be sold to a beautiful princess who will fall in love with him!
Chronicles of Arden: Sheercleft - Vark Galestone | Half-Orc | Storm Sorcerer
Chronicles of Arden: Hunters - Caio Cypherien | Shadar-Kai | Inquisitor Ranger
Name: Zarzire
Race: Tiefling
Class: Sorcerer ( Phoenix Sorcerer from UA I just created it on D&D Beyond as the UA published can adjust to Storm Sorcery easily if not allowed. )
Stats: STR 8 DEX 14 CON 10 INT 14 WIS 12 CHA 17
Alignement: CN
Background: Street Urchin
Character Sheet: ddb.ac/characters/4484151/8lbAH1
Vice: Pyromaniac
Traits: I sleep with my back to a wall or tree, with everything I own wrapped in a bundle in my arms. I think anyone who’s nice to me is hiding evil intent.
Ideal: Retribution. The rich need to be shown what life and death are like in the gutters
Bonds: I owe my survival to another urchin who taught me to live on the street
Flaws: will never fully trust anyone other than myself
Background: Zarzire mother abandoned her in an orphanage when she was just one year old. The little tiefling was an easy target for bullying with her tail, horns and red skin. Fortunately for her on of the oldest child of the orphanage, Kruthlin, took her under his wing, and taught her everything she needed to survive in the streets. There was one thing that fascinated her from her childhood. The fire. She could stare at the dancing flames of a fire for hours. There were little accidnets here and there... fires starting unexpected, sparkles that started fires in the most unnapropiated places... When she was 8 years old the orphanage were destroyed in a roaring fire. Only a few of the orphans survived. They made a living doing petty thief and little scams, but when she was 13 and she began to finally mature the true intentions of Kruthlin were revelaed. He sold her as a prostitute for 30 gold pieces. The fact that he had betrayed her, the only person that had ever cared for her or that she ever trusted, was devastating for Zarzire. She was in shock but as her new owner started touching her, she felt the roaring fire of her rage burst into flames. That was the first time she willingly used her powers. She ran away from that city but it was just a matter of time until she was captured again. Just a week ago she couldn’t help her and set aflame a cart of hale in the market. She still smiles when she remember it. The flames were 15 ft high. Totally worith it. She forced herself to concentrate on the present, as some customers from the slave market stared at her like that pump.
“Not yet...” she thought “ Not yet... “
PbP Character: A few ;)
Jaylen Graybender
Race: variant human
Class: cleric / trickery domain
Alignment: chaotic neutral
Religion: Tymora
Brief backstory:
Background: charlatan
Summarized backstory: Jaylen (not her real name) has been moving around for a few years to avoid her husband, who wants to divorce her because of her gambling addiction. She really loves the guy and hopes they might be able to make amends someday. The past year, she has been posing as a Dawnbringer at a smallish temple to Lethander in order to have access to the tithe boxes (which support her gambling habit). In the past few months, she became acquainted with a worshiper of Tymora, and she became interested in the goddess (for obvious reasons). The more Jaylen learned about Tymora, the more her teachings filtered into the temple. Two days ago, Lethander muckety mucks showed up, and Jaylen's ruse was discovered. So, now she's being sold to recoup some of the tithes she's been gambling the past year. It's going to be during the opening event that Tymora finally decides to bless Jaylen for her newfound devotion. A holy symbol will appear on her person, and she'll be able to use spells.
Vice: Gambling
Guys, I realize I forgot to update on time, but hey, late is better than never.
The thing is, majority of your vices are pretty boring and not at all plot-moving. I'm sorry to say that I haven't found 4 people I was looking for, so the thread will be closed for the time being. Perhaps I'll change some requirements and try to make it anew in a few months.
Apologies for the wasted time,
but I'm not about to drive the campaign for a quartet with attitude problems.DM Price of Misfortune (finished)
Haha, wow, that was a nice way to put it. No worries, though.
With all due respect, it seems as though the requirements are a bit vague. It was stated that the vices were to be impulsive disorders which cause a lack of control in the character. Reading through some of the applications, I see, among others, alcoholism (unable to function without), extreme bipolarity (violent outbursts), anarchist goals driven by nihilistic beliefs, and and pyromania.
While it may not seem as such in a brief description, these could easily lead to some potentially terrifying scenarios. What happens when a local authority catches these slave-market runaways? The anarchist immediately fires back and kills the guard/captain/posse leader while another flies off the handle and starts a general spree of mayhem. The party then lays low for a bit, but they get into trouble when one is caught lifting as much ale as he can carry from an inn and a sorcerer starts setting things on fire "just to see them burn".
If the players can play the characters as Neutral (questionably-)Good at best or downright Chaotic Evil at the worst, it seems like it would fit the parameters given.
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero