Hidden 5 yrs ago 5 yrs ago Post by ReedeThe23rd
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The Curse of Strahd Von Zarovich

Locked deep within a sea of howling winds and choking mists lies the small country of Barovia, a valley land kept isolated from the world by its ruling lord, Count Strahd Von Zarovich. The gods have seemingly abandoned the land, and foul beasts of the night ambush the few travelers continuing to make the dangerous trek between villages. Even the Burghermeisters, relegated with the task of delivering the taxes they owe their lord, travel in heavily-defended caravans and only stop for the direst of emergencies. Rumors of the Count's affiliation with vile evils and dark magicks have led to his nickname among the populace as 'The Devil Strahd'.

In truth, Count Strahd Von Zarovich holds powers more horrifying than even the most daring of Barovian citizens could imagine, but even darker goals driven by a vile past. Using powers gifted to him by a contract with malefic benefactors, the Count twists and manipulates the very fabric of his land, drawing in outsiders from walks of life unknown to the inhabitants of his valley domain, for reasons unknown to all but the lord himself...



General Rules and Expectations:
1. All standard forum rules, regulations, etc. apply.
2. While this is a Dungeons and Dragons setting and adventure, we won't be using the D&D gameplay, so characters won't be confined to the usual character classes and abilities found within the game's assorted editions. However, I still expect PCs to maintain a semblance of balance within their abilities, so if you have any questions at all about a specific spell, power, or whatever else you want to write within the sheet or an IC post, please ask.
3. Characters are not natives to the land of Barovia, but from a nondescript medieval fantasy setting beyond the veil of Strahd's powers. As such, character backstories will likely be the lightest part of the sheet as I'm not expecting any sort of constricting ties to a distinct D&D setting or world, with the hope that personalities and their skills and abilities will drive the group/adventure dynamic.
4. All the other usual standards of no godmodding, listen to the GM, and all that special stuff apply. If you have to ask if something breaks rule 4, there's a good chance the thing does.

Character Creation Info:
Dungeons and Dragons generally uses distinct character races, alignments and classes to define player characters, but for the purposes of this RP I'll be trying to trim that down, but without neglecting key elements of the D&D lore dynamics reliant on these definitions.

Races: There are three 'tiers' of races, ones that are considered "common" in most settings, ones considered "uncommon" in most settings and thus more open to scrutiny and will likely be cut off if too many get posted, and ones that will be accepted on a case-by-case basis.
Common Races: Human, Elf, Dwarf, Halfling
Uncommon Races: Half-Elf, Half-Orc, Gnome, Tiefling, Dragonborn
The case-by-case races can be found here.

Alignments: Traditional D&D alignments tend to be a source of contention for a number of reasons, but are also intrinsically-linked to the metaphysical and cosmological nature of the settings, so are still important in a sense. To avoid tying a character down to the traditional alignment system, I'll be posting the traditional alignment groupings, with you indicating which one from the Good-Neutral-Evil and one from the Law-Neutral-Chaos axes your character favors as of the start of the RP, and which is their major and minor focus. It is not a set-in-stone definition of the character's moral standing, but essentially a summary of their personality on a cosmic scale at the start of the RP, and is very much subject to change based on their actions. Barovia is not a kind place to those pure of heart, after all...

The Alignment Groupings:
Good
Law Neutral Chaos
Evil

Classes: To avoid locking a character down to a specific class tradition, I've decided to break the core class archetypes into four distinct attributes, of which characters will choose a major and minor focus, building a distinct skill set.

Arcane Spellcaster - Those who garner their magic from worldly sources such as study, birthright, or a binding to a non-divine entity.
Divine Spellcaster - Those who gain their magic from holy or unholy sources such as the gods or universal forces of nature and spirituality.
Frontline Combatant - Those who prefer to fight in combat head-on, tactics generally consisting of "hit them with whatever you got and hit them hard."
Skirmish Combatant - Those who favor scheming and tactical maneuvers in combat, weaving around the foe in various means.



If you folks have any and all questions, please do not hesitate to ask!
Hidden 5 yrs ago Post by DELETED jdl3932
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DELETED jdl3932 Sok Il-Seong / (Second Initiation)

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I'll see about getting a CS up sometime soon. Might do a slight twist on a Blackguard if no one minds.
Hidden 5 yrs ago 5 yrs ago Post by DELETED jdl3932
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DELETED jdl3932 Sok Il-Seong / (Second Initiation)

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Hidden 5 yrs ago Post by Smike
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Tagging because I like Strahd too much
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Hidden 5 yrs ago Post by Exit
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Actually interested. Not familiar with the setting but I've played some DnD so a more narrative focused game without the dice mechanics and such will be fun to play with.

Because I discovered this a little late tho and because I have a full day tomorrow, a CS from me probably won't happen until... not tomorrow night but the night after. If the game fills up by then, I'll be happy to take a back seat until another spot opens up.

Just wanted to give you a heads up.
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Hidden 5 yrs ago 5 yrs ago Post by webboysurf
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webboysurf Live, Laugh, Love

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EDIT: Questions answered, and sheet is finished.

Hidden 5 yrs ago 5 yrs ago Post by DELETED jdl3932
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DELETED jdl3932 Sok Il-Seong / (Second Initiation)

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Finished CS. Let me know if I need to change some of the techniques.

Moved to Character's Tab.
Hidden 5 yrs ago Post by LadyAnnaLee
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LadyAnnaLee VIX

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I have an idea for a character, but I have very little combat role-playing experience. I really want to make sure she's balanced. Do you mind if I drop you a PM to discuss it?

@ReedeThe23rd
Hidden 5 yrs ago Post by ReedeThe23rd
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@webboysurfEssentially something of a mix between a generic class feature and an ability/spellpower distinct to the character, abilities that wouldn't be considered "common knowledge" but also wouldn't necessarily all be unique to that specific individual. The big thing to remember is that they're certainly not a complete list of what your character is capable of, just their "Ole Reliable" abilities, skills, and powers What you have down so far is good starting point for a WIP

@ZAVAZgggDefinitely an interesting sheet for sure. I'm going to accept him, but given the source of his powers, coupled with the malign nature of Barovia, don't be surprised if his abilities don't always have the results he expects...

@LadyAnnaLeeBy all means go ahead, I'm always more than eager to accommodate potential players to help them figure things out.
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Hidden 5 yrs ago Post by Eviledd1984
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I would be quite interested in joining this roleplay, i was thinking of adapting one of two of my old D&D characters.
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Hidden 5 yrs ago Post by Smike
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I have a couple of character ideas that I wanna ask about, can I DM you on discord?
Hidden 5 yrs ago 4 yrs ago Post by TyrannosaursRex
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Hidden 5 yrs ago Post by ReedeThe23rd
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@SmikeBy all means, go right ahead.
Hidden 5 yrs ago 4 yrs ago Post by TyrannosaursRex
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Hidden 5 yrs ago 5 yrs ago Post by webboysurf
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EDIT: Questions answered, and sheet is finished.



@ReedeThe23rd

Finished this version of the sheet. Please let me know if there's anything you'd recommend changing with the character and I'll get it fixed up as soon as possible.
Hidden 5 yrs ago Post by ReedeThe23rd
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@TyrannosaursRexSo I want to star this off by saying that the character concept in and of itself is good to go, but I wanna clarify a couple mixups between the opening post and your sheet. First off, the reason I specified Arcane/Divine/Frontline/Skirmish, is because I felt those four descriptions could be broad enough that any combinations made with 2 of those, one being a Major focus of the character and the other being a Minor, could cover any traditional D&D class.

So, to use your character as an example, assuming they have no magical abilities, their two archetypes would be Frontline and Skirmish, both of which can be applied to both mounted and on-foot combat. For example, if their Major archetype was Frontline, their combat tactics both mounted and on foot would likely consist of taking the lead in melee, either by cavalry shocking their foe with repeated mounted charges, or by moving in on foot and barraging the enemy directly. A Minor Skirmish might mean that when mounted, they act as a vanguard, moving ahead of the party to look for and draw out any potential threats, while on foot they might act as more of a rearguard, staying near the far back of the party to move in and counter-ambush any attackers. If they were a Skirmish Major/Frontline Minor, the priority of these tactics would shift and they'd fight more like light cavalry or scouting infantry unless they needed to take the front of the battle.

As for the signature techniques: You're thinking a bit too broadly with what you have listed. The things listed there shouldn't be a general description of their entire skillset, but up to 5 specific abilities/skills/attacks that they most routinely go to in a given situation, the "Ole Reliable" pack of things they can do, but not the end-all-be-all. It's likely I wasn't clear enough in the opening post about either of these, and for that I apologize. I hope you don't see this as me nitpicking your sheet.

As a general @everyone statement to those still working on or considering a sheet: Do consider my clarification above. Your character's Major and Minor archetypes should be the extremely broad strokes on what form their abilities, skills, and other tactics both in and out of combat manifest themselves, while the Character Techniques should be up to five specified maneuvers/spells/skills/etc your character is more likely to fall back on as a reliable, tried-and-true part of their knowledge base.

@webboysurfYour character looks good to go, to me. Feel free to throw it on over to the characters tab.
Hidden 5 yrs ago Post by Dead Cruiser
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Dead Cruiser Dishonour Before Death / Better You Than Me

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The Archetypes rather than Classes I understand, and it's a decent idea in theory, but something about it doesn't quite click. I guess because the only things it describes are two kinds of magic, and two kids of combat, they don't feel "broad" as much as "bland."
Hidden 5 yrs ago 5 yrs ago Post by ReedeThe23rd
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@Dead CruiserThe "magic" in this case is more about the source of supernatural abilities. Do they come from spiritual or religious sources(Divine) or learned or inherited sources(Arcane). A Divine Frontliner could be anything from a War Cleric, to a Paladin, to a Druid, to a Blackguard, and even some types of Monks. An Arcane Skirmisher could be a Bard, a Spelltheif, an Arcane Archer, etc. A Divine Skirmisher could be something like a Ranger or Druid that are more focused on wilderness exploration and utility than using animals, natural magic, and weapons to defeat their foes, or a Monk that favors agility and maneuvering over hard, disabling direct attacks. An Arcane Frontliner would be something like a Battlemage, mixing sword and magic to cleave a path through the enemy, or an Arcane Knight, mixing a Warrior Code of Battle with disciplined schooled magic use.

Arcane/Divine mixed could produce something like the priest of a god of magic, who studies spells not common to those of faith in order to widen the knowledge of their church, or a spellseeking Wizard who lusts after every form of magic imaginable.

Likewise, A Frontliner with the Skirmisher mixed in could be a former military Archer who fights in the open but repositions for better line of sight, a Swashbuckler who favors daring heroics over sneaking and skulking, or the Barbarian with a keen eye for avoiding ambushes. A Skirmisher-Frontliner could be a Rogue who prefers to sneak when they can, but isn't afraid to go "loud and proud" when caught, an Assassin who will gladly sneak past every guard in a castle, only to slaughter the lord with an axe in their bedroom, or a Scout who prefers to move ahead and lure foes back to the larger group, all the while picking away at them to soften them for the final blow.

And the Frontline and Skirmisher types can refer to how a pure Arcane or Divine Caster *uses* their spells as well. An Evocation Wizard would be an Arcane Frontliner, while an Enchantment or Illusion Wizard an Arcane Skirmisher. A Fire Cleric might be a Divine Frontliner, while the Cleric of a god of Luck or Trickery might be a Divine Skirmisher.

My idea is for people to expand on what their "class" is through their main techniques, their personality and backstory, and how they play things out in the IC events, rather than lock people down into distinct roles or tell them "No, that character doesn't work with D&D lore."
Hidden 5 yrs ago 4 yrs ago Post by TyrannosaursRex
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Hidden 5 yrs ago Post by ReedeThe23rd
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@TyrannosaursRexApologies for the delayed response. I'm going to go ahead and accept this sheet, but I am a bit hesitant about your writing. I'm going to trust that you'll prove my caution unwarranted though, after all we all gotta start somewhere, right? Welcome aboard.
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