Curse of Strahd (M/M, diceless, gothic horror, 2 spots)

Started by Lyron, October 13, 2023, 05:15:00 PM

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Lyron



Curse of Strahd

On the evening of the autumn feast in Daggerford, as a storm buffets the adventurers with chilly rain, the town crier's proclamation still echoes in their ears. A handsome bounty awaits those brave souls willing to unravel the city's latest mystery. For the past few weeks, ordinary folk have vanished without a trace, leaving behind whispers from citizens of the likely culprit, a grand, old manor they hushedly call "Death House." 

For reasons that are each his own, these adventurers have come together, perhaps for the first time, to answer the city's request and investigate the mysterious dwelling. It turns out to be a portal, one that will take its survivors to a lost valley where the sun does not shine, misery prevails, and a cruel vampire rules. The mists prevent escape. The only way out is to deal with the ruler himself.

Count Strahd von Zarovich welcomes them.




Curse of Strahd is a campaign of gothic horror for D&D 5e, though we won't be using the system. Why? Partly so that anyone interested in the premise can play without needing to learn D&D, or roll dice, and partly because I wanna tinker! For players, the system elements will be minimal. Most of it lies within the character creation. The rest is tracking health and mana. That's it! Overall, the game will feel largely freeform so that everyone can enjoy the story and their characters.

I'm looking for 2-6 M/M roleplayers who are willing to foreseeably commit to posting, generally, at least every 7 days in a long-term game. Realistically, Curse of Strahd will probably take 1-2 years to complete. Real life happens! There'll be vacations and bad spells, and someone may have to leave the game altogether due to unforeseen circumstances, but with all that aside, if you're comfortable with that longevity, I'd love to have you! If you're someone who just wants to scratch that Halloween itch, go get it! Just not here.

It's okay to join if you've already played Curse of Strahd to any amount. All I ask is that you avoid spoilers and minimize metagaming, but there may be differences, both big and small, to what you may have experienced before.

Trigger Warning: Curse of Strahd is a dark game. It includes these references: child abuse and death, suicide, ableism, incest, and necrophilia.

Active content includes abusiveness, stalking, abuser tactics, mind control, torture and mutilation, racism, substance abuse, child endangerment (at least where NPCs can't plausibly be aged up for E), body horror, and various horror elements. There might be others, depending on player input and character backstories.

Interested players need to be comfortable with the elements listed above.


About the Setting

There's not much to know! A little under four centuries ago, Barovia used to exist as a real valley in a northern continent of the characters' world before it completely vanished, becoming, unknown to most, a demiplane. In the time since, the primary ways into Barovia have been random pockets of dense mist and appearances of the "Death House," in Daggerford and elsewhere. The Vistani are, more or less, the only people who can reliably leave and enter Barovia. They are a dark-haired, medium-skinned race of humans who are nomadic performers, merchants, and artisans. They are tight-lipped about the demiplane unless sharing information is of benefit to them.

Basically, unless someone is an historian or a long-lived race, like an elf, it's unlikely a character will recognize the names "Barovia" or "Strahd." I'm open to making exceptions if someone wants to discuss what they need for their character.

As far as where the group is starting, for all intents and purposes, Daggerford is a generic fantasy city set in a generic fantasy world. It's not important enough to flesh it out for the one or two rounds we'll be spending there. Players can take liberties on the deities and lore important to their character's backstories. If you wanna borrow something from a video game or official D&D content, cool, or if you wanna do something custom, also cool. If discrepancies arise between two characters, we'll work it out when we get to that bridge. The most important detail is that your characters cannot easily return to their home world.


Social Contract

M/M players of any gender may join.

Story will be the focus. Players can indulge in smut among themselves or with NPCs where breaks in the story allow. A few erotic spells are okay, and so is a character conducting themselves lewdly, but I as the GM will not be running group scenarios where smut is the intent.

The game will go in the Extreme board.

Be respectful. Mind a player's boundaries and their O/Os.

Stirring OOC drama will get you kicked.

Understand the difference between IC and OOC, and a player and their character.

Discord is required.

Character images should be illustrated. Nothing overly anime or cartoony. Our personal politics aside, AI-generated images are allowed.

The antagonists may test party unity, and character personalities and goals might not always align. Players comfortable with IC conflict are likely to get more out of this game than those who aren't.

If a player becomes inactive, I as the GM may do as I see fit to the orphaned character, so that continuity may be maintained while the party moves past the absence. I try to be understanding of cases where a player might have gone poof for special reasons, but sometimes it might not be feasible to keep a character alive for the chance that a player will return.


Gameplay

Posting
The roleplay will be conducted in 7-day rounds. The order in which players post doesn't matter, but there will be a deadline for each round that players will want to meet if they want to have influence. A new round will begin the day after the deadline, or sooner, depending on how quickly everyone responds. I as the GM, if I have the bandwidth, may post multiple times throughout a single round to keep things moving, such as to allow the NPC to answer questions or to describe the result of a player's action, but the round will still be in effect until the 7 days are up. That way the game stays moving while giving space for everyone to have an impact.

If a player doesn't post within that time, that's okay! Usually, they won't lose more than a few seconds of IC time and can pick up from the present, but failing to post for more than two consecutive rounds may result in removal.

Players also have the option of asking to be skipped or dictating their character's actions OOCly, if they are unable to make a proper post. Basically, I'm willing to be flexible and work with players based on their needs for a given period as long as they communicate.

Combat
There will be two types of combat:
  • Freeform - Players have control over how a fight unfolds for their character - the hits, the sustained injuries, the drama and the triumphs.

    That said, be fair! People make mistakes, enemies aren't inherently pushovers, and there may be stressors beyond the horror and chaos of combat. Barovia is a cruel and gloomy place. Don't be afraid to have your character be hurt or to show them as weak. It's really fun to read!

    Give others a chance to contribute, too. The combat is a chance for everyone to "shine," not only one or two people, so try to limit each post to one substantial action.

    And lastly, while freeform, ability usage will still be subjected to their limitations (more on that later).
  • Structured - Combat with tougher or significant enemies will be guided more by the GM. Attacks will be attempted rather than automatic successes, and everyone will be limited to one substantial action per turn; short dialogue, picking up or dropping an item, drawing a weapon, or opening a door don't necessarily count as the one action, but be reasonable.

    All players and all enemies will be grouped separately in combat. Sometimes, players may go first, and other times, enemies. The purpose is to keep turn management simple while still allowing everyone to post as they are able.

    For simplicity, there will be no reactions or attacks of opportunity.
Health & Mana
Health is your character's vitality, and mana is how much gas they got left in the tank to use abilities.

Let's start with the easy one! If health drops to 0, your character is dying. In freeform combat, I'll leave it up to the player to interpret how much damage their character takes. Any time a character is harmed, the player can decide what that HP loss looks like. It's not meant to be a science, just a gauge on how well your character is fairing.

Unlike in D&D, health won't magically go from 4 to 50 overnight. A character will need access to potions and magic to supplement their natural healing rate, which will in part be determined by their stats. A full night's rest will help more than one in which a character spends awake.

Mana is used for abilities (explained under Character Creation). When mana is depleted, your character may sacrifice health to fuel his abilities, provided he has enough remaining.

Replenishing mana simply requires a full night's rest! If that sleep is substantially interrupted, then so too is the character's mana recovery.

Death
When a character reaches 0 hit points, the other characters have one round to heal their party member with a health potion, spell, or first aid, if someone in the party is proficient in Medicine (more on skills later!).

My stance is that I don't mind making characters suffer, but I'm not actively setting out to kill them. However, death is still a possibility, even when characters are making decent choices. If it happens, there might be ways for the character to be resurrected, should a player choose to do so, although there may be penalties involved, temporary or permanent.

Distances
For simplicity, there are two distances used in combat. "Near" is when a creature can be attacked in melee range. "Far Away" is when a character must spend a turn of movement, and then they can enter melee with the target their next turn. However, any ranged attack could be used instead.

Resource Management
Horror is more fun when characters have to watch their resources. If your character has a bow, track the arrows. Food will be measured in days' worth of rations, and one waterskin will equate to one days' worth of water. A single torch will generally last for one full night, and a lantern will last for three.


Joining

The joining period will be open until 11/4.

There is already one player interested, and I'm looking for at least one more. For someone to actually join the game, character sheets need to be either posted in this thread or PMed to me by the aforementioned date. I might allow exceptions based on circumstances and number of characters that have already been approved, but that's the guideline. Character sheets don't need to have the abilities completed for the initial submission if you'd like feedback on the character concept itself first - it's all up to what is most comfortable/convenient for you. Abilities will need to be completed and reviewed by me before the game begins, but there may be a week between when recruitment closes and when the game officially starts, which players can use to make those finalizations. Basically, I'm adaptable. I'll work with someone's individual needs and circumstances, but I still want to see things completed in a timely manner, because, generally speaking, if someone can't manage that, then it's harder to trust that they'll be better about posting, or that the game is actually clicking for them (it happens!).

Ultimately, as the GM, I reserve the right to decline a player or their character. I mean no ill will if it happens, and I don't intend to be harsh or unreasonable, but a game depends on consistency, engagement, and chemistry. I want it to be good for everyone involved.


Character Creation

General
Barovia is a dark and broken land filled with dark and broken people. Characters don't have to be edgy - in fact, someone with heroic tendencies can still be a great fit - but hidden tragedies, impossible goals, and regrets will shine better in a game of this nature than a perfectly well-adjusted character or pure wackiness.

Morality
Your character has to fit within these moral boundaries:
  • He may disagree and conflict with other characters (in fact, that can be fun!), but, at the end of the day, he must be able and willing to cooperate with the party as a whole. Why he is willing to do so is open to your interpretation. No lone wolves.
  • He must be able to give the party a reason to want to cooperate with them. Murder hobos are a no go, and abrasive personalities should be implemented with care. Your character doesn't have to be all around pleasant, and, again, conflict between characters can be entertaining, but if it becomes difficult to rationalize why the party would want to continue traveling with your character, and your character refuses to change, then his story is going to end prematurely.
  • He needs to have motivation to want to help others. It doesn't have to be out of altruism. It could be out of greed, or because he wants to weaken Strahd/gain allies (since defeating Strahd is the only way to leave Barovia), or for some other selfish ends.
Motivations
Motivations don't have to be anything special or profound, but it adds a personal touch to a character's journey, and I think it makes them more enjoyable, for the player if not also the rest of the group, when they're doing more than just existing/reacting to things as they happen.

A list of possibilities can be found in the spoiler below, categorized by themes, though I'm happy to see other ideas! Some of the ones below have better narrative ties than others, but what matters most, at the end of the day, is what inspires you for a character concept. I try to give each character attention regardless.

It's fine if multiple players use an idea - whether from the list below or of their own making - of a similar theme. My only ask is that they are not too similar in concept (e.g., no two characters should be uncovering the mysteries of a lost artifact, or wanting to regain the favor of someone close to them, or aiming to be a ruler).

Hooks
Knowledge
  • As a scholar, your character's peers have doubted him from the start of his career. With every failed attempt, lackluster result, or gatekeeper that holds him back, he has become more desperate to prove his worth, yearning to obtain knowledge that few others have.
  • Having once been spurned by someone close to him, your character has found books to be a reliable friendship, although sometimes he longs for a human connection again.
  • Digging through ruins allows your character to observe a past other than his own, and the regret or pain that lurks there.
  • While perusing the archives of a library, your character found...
    • A small shard of amber resin pressed between the pages of a book about old gods. The shard is inset with complex, three-dimensional arcane runes, and it exudes abjuration magic.
    • A stone crest engraved with a three-pointed star, pressed between the pages of a book about old tribes. Around the star, there are three symbols: a raven's eye, a spider's web, and a wolf's tooth.
    The book contained no references to the artifact. Curious, your character has since tried to learn more without success, though he hasn't give up hope yet.
Redemption
  • Through his own folly, your character has committed a grave misdeed he feels guilty for. Perhaps he now spends his days performing good, if sometimes heroic, deeds in an attempt to atone. Perhaps the do-good persona hides his suicidal ideation, but each time he steps back from the brink. Or perhaps he, for the time being, wallows in self-pity, using his skills only to fund his drinking/drug habits.
  • While in Daggerford, or the day before his arrival, a large, snow-white feather landed in your character's path. Upon picking it up, he heard a reverberant voice speak to him: "Do what my child could not." The voice said no more, though for reasons that are his own, your character wishes to answer the call. Perhaps he has recently fallen out of grace from his own holy order or deity, and while the voice may not belong to the deity your character originally followed, they long to serve and answer the call.
  • Your character's ancestor was a coward. Although many of the details have been lost to time, or at least in the ancestor's unwillingness to share - something about failing his unnamed knightly order - your character has felt that burden of shame, cowardice, or being lesser. All that is left of the man to this day is a silver dragon scale that feels cold to the touch, but also gives a fleeting sense of safety, protection, and comfort to those with a good heart. Wanting to provide his family name with a new legacy, and perhaps also desiring to challenge the similar flaws in himself, your character carries the dragon scale with him while looking for a chance to make a real name for himself.
  • Your character disappointed a mentor, or someone else close to him. Every day he strives to make himself better, to hopefully one day regain their favor.
Family/Friendship
  • Your character owns a multicolored scarf woven with complex patterns. It's soft and warm, and it shimmers in bright sun- or moonlight. Perhaps it was a token found with his infant self when he was left abandoned on the side of the road or at someone's door. Or perhaps it was given to him by a beloved family member, before the relative passed. He carries it with him to this day, maybe hoping to once again feel a family connection.
  • A character is haunted by a memory from years ago, when a loved one walked into a dense mist and vanished. Your character still wonders what happened to them. (Might or might not be a happy result.)
  • Your character is the friend, ex, or apprentice of a skilled adventurer. Last your character heard of them, they made a name for themself after performing a great deed (e.g., defeating a lich or another terrible enemy). About two or three months ago, news of them has gone dry. Your character wonders what happened to them. (Won't be a happy result.)
  • Your character has people they are close to. Perhaps he had a bad fight with one such person. Either way, now trapped in Barovia, he hopes to return to them again someday.
  • Maybe caused by a dysfunctional family or his own flaws or choices, your character longs for a real sense of home or friendship.
Heritage
  • Your character is a born werewolf. His pack was killed by hunters, and the only thing left behind, besides himself, was a wolf's tooth coated in clear resin. It lengthens on nights of the full moon. He carries it with him as a memento, but he hopes it may one day lead him to a sense of purpose or family.
  • One of your character's parents was a Vistana, someone of the Vistani. After committing a crime against his family, the parent was cast out at a time before your character's birth, something that seemed to weigh on the parent heavily throughout the years. With the recent death of the parent, or perhaps after a recent streak of loneliness, a part of your character longs to connect with his parent's culture.
  • Through your character's ancestral line, perhaps within a druid circle, a necklace has been passed down through the generations. It bears a round stone crest engraved with a three-pointed star, with three symbols surrounding it: a raven's eye, a spider's web, and a wolf's tooth. On nights of the new moon, it glimmers with emerald light. The reasons for why his lineage has the pendant has been lost to time. Your character hopes to one day unlock its origins.
Wealth
  • In his youth, money was in painfully short supply for your character and his guardians. He dreams to one day have enough to where cost is never a concern again.
  • Your character owes a steep debt that he needs to repay within a few months, or else he or someone else will suffer the consequences.
Duty
  • Your character feels as though he owes a great debt to nature or his druid circle. He seeks to restore balance where man has corrupted.
  • Through a beloved mentor or a guardian, your character has been instilled with a strong sense of duty to aid and protect. Perhaps there recently has been strain or trauma that lurks beneath the surface, ready to make him snap.
Power
  • Your character found an old, yellowed page torn from a book. Strange, cryptic arcane runes are written on its surface. Those few that can be deciphered speak of a path that leads to immortality and untold power. For reasons that are his own, your character wants to unlock its secrets.
  • Your character suffered an event that left him feeling utterly weak. He strives to be stronger, so that he may never feel that way again.
Ambition
  • Through his own hubris, your character wishes to one day rule.
  • Your character possesses the blood of nobility, but thanks to court politics, war, his own failure, or something else, your character was denied his right to rule. He hopes to one day take control of the seat.
  • While in an abandoned fortress or guard tower, your character stumbled across an old, tattered banner with a raven in front of a shield. With its origins unknown, he has claimed it for himself, one day hoping to create a settlement of his own, or perhaps he already has, before he was whisked away to Barovia. He still has the banner on his person.
  • Your character was looked down on by his tribe, clan, or hometown, and he wishes to one day make a name for himself and prove them wrong.
  • While exploring, your character once stumbled across a wolf tooth coated in clear resin and mounted on a leather cord. It poses no magical benefit, but sometimes he can hear a wolf's howl when he strengthens his resolve, and it gives him courage to continue to grow stronger, whether to accomplish a goal, to be able to protect the ones close to him, or for another reason that is his own.
  • Your character is a skilled thief who is perhaps driven more by the thrill of a heist than the profit. During his career, he stumbled across an old electrum coin stamped with a visage of a proud yet cold-looking nobleman. He perhaps regards it as his lucky coin, but most of all, he has a hunch that it will one day lead to a challenging heist.
Faith
  • A good-aligned character, at least now if not also then, your character was suffering a low point when he stumbled across an old holy pendant, a bronze disc engraved with the image of a rising sun. It represents Lathander, sometimes called the Morninglord, the god of dawn and renewal. Your character has carried it with him since, as a reminder of his newly obtained faith, one that he holds with strong conviction, or perhaps with wavering confidence.
  • Your character grew up in the church. While he has been committed to his deity, regardless of whether he's felt the same from them, he admits, even if only to himself, that his faith has been wavering. Can he renew it once more, or will he break and lose hope?
Justice
  • Your character is a full or half-blooded dusk elf, a subrace with dark hair and skin that ranges from tawny to dusky. His parent still remembers the way their people were almost all annihilated four centuries ago during a rebellion against their then-ruler, and they might have been living in relative isolation since. They have kept in their possession a broken elven longsword. What's left of the blade bears the sigil of a lion rampant, which seems to roar when the light of dusk touches it. It once belonged to the dusk elves' royal family. For a reason or another, the sword is now in your character's possession. Maybe he has since had it fixed, or maybe he simply carries it as a memento, hoping that he can one day do right by his people.

    I'll provide more details to a player who shows interest in this hook.
Vengeance
I'm kinda hoping for more nuance than "edgelord goes grr." Also, remember, your character needs to be a team player.
  • Someone, or someones, dear to your character were murdered by a werewolf, or a small pack of werewolves. He hopes to one day avenge their death.
  • Through at least a portion of his childhood, your character was abused, knowing only pain, fear, and isolation. During that time, or at least while the trauma weighed heavy, he found a shard of amber resin inset with complex, three-dimensional arcane runes. It provided your character with an odd sense of comfort, if not also giving him cathartic dreams of violence and destruction. Perhaps your character has largely given up those ideas, but still he carries the amber shard with him, as a weird reminder of the pain that he can't fully relinquish.

Race
These races are not allowed:
  • Anthros/furries
  • Winged races
  • Constructs
  • Changelings, or any other variant that can adapt their form to appear as another person/being
Otherwise, the options are pretty open! Humans and, to a lesser extent, elves may be trusted more readily by the Barovians than, for example, tieflings or half-orcs, but that can still be just as fun. Beyond that, for the sake of keeping it simple, races pose no extra perks; they are purely for flavor.

Since different lore may vary on this: elves have a lifespan that averages 750 years. Dwarves and gnomes can live for about 350.

Class & Magic
There are no predefined classes, so you aren't limited to the archetypes presented by D&D or a similar system. However, a character's combat style will fall under one of three broad categories:
  • Martial - Your character has no magical ability. They might be a trained soldier or a nonmagical monk. They could be a thief or a nonmagical ranger. They could be someone who has learned how to tap into a primal rage, which might grant them extra damage or resistance for a period of time. Adventurers within this category tend to be harder to hit, but their ability to ward off mental attacks is less refined.
  • Full Caster - This is someone who relies solely, or at least heavily, on magic. They aren't as rigorously trained in combat and tend to be easier targets than the warriors, unless they have a defensive spell or two up their sleeves. Their mental defenses, however, are solid.
  • Half Caster - This is someone who, to some degree, blends the two "extremes." They could be a paladin, a magic swordsman, or a ranger who has learned a spell or two from druids. They might be a monk who has learned how to channel their ki to infuse their strikes with fire or to teleport between shadows. Their defense proficiency is in either physical or mental - it's the player's choice.

At a baseline, physical defense is determined by dexterity. Mental defense is determined by intelligence or wisdom, whichever is higher for the character. The class category determines which bonus the character receives.

Mechanically, armor does not impact physical defense; an unarmored, martial monk will possess the same level of defense as a martial mercenary in full plate. It's a tad unrealistic, but on a forum full of horny people, I'm willing to allow armor to be handwaved as an optional aesthetic.

Magic can be obtained a variety of ways:
  • Years of academic study, whether as a mage or a bard
  • Having an innate ability for magic, either through an extraordinary event in one's past or a magical being in one's lineage
  • Religious devotion to a deity
  • Forming a pact with a fiend, celestial, or another powerful entity
  • Learning how to channel the magic inherent in nature
  • Learning how to channel one's own spiritual energy

All magic involves verbal and somatic components, and more powerful abilities may involve the consumption of an item, such as a gem. Some casters need a focus, such as a wand or an instrument, to conduct their magic, while others have learned to forego them, as well as the verbal and somatic components altogether.

Casters can choose intelligence, charisma, or wisdom as the stat for their spells.

Stats
We'll be using the D&D spread. For those who aren't familiar, the stats are...
  • Strength - Bodily power and natural athleticism. Most weaponry relies on this.
  • Dexterity - Physical agility, reflexes, balance, poise. Bows, as well as melee weapons that require finesse, such as shortswords, daggers, and rapiers, rely on this stat. It's also handy for pickpocketing and lockpicking, and it influences physical defense.
  • Constitution - Influences health and healing rate
  • Intelligence - Mental acuity, information recall, analytical skill. "Book smarts." It may influence mental defense.
  • Wisdom - Awareness, intuition, insight. "Street smarts." It may influence mental defense.
  • Charisma - Confidence, eloquence, leadership
Each stat can range from -1 to 5. 0 is average. 5 is masterful.

Every stat will start at -1, and you'll have 11 points to allocate among the stats. None can be higher than a 3, and at least one must be no higher than 0. You don't have to use all available points.

For those who don't wanna math, that can give you arrays like...

3, 3, 2, -1, -1, -1
3, 3, 1, 0, -1, -1
2, 2, 1, 1, 0, -1
3, 2, 1, 0, 0, -1
3, 2, 0, 0, 0, 0

The expectation is that a player will play into the stats to at least some degree. An average dexterity isn't going to be performing the same flashy maneuvers as a monk with a dex of 3. A negative charisma might mean someone is grouchy, or that they're very softspoken, or that they're very insecure in their demeanor, and a low constitution could imply a physical ailment. A negative intelligence doesn't necessarily have to equate to a low IQ, but it could mean that the character is illiterate or has otherwise had a lot of information withheld from them. None of this is to say that your character can't necessarily have their shining moments in spite of their weaknesses, but it should be the exception, not the norm.

Skills
Regardless of your character's stats, they have had enough training in some skills to be considered proficient in them. By default, your character can choose up to 4 skills. Adjust that number by their intelligence stat (e.g., an INT of -1 means 4 skills, and 3 means 8). You may choose fewer skills than you are technically allowed.

Additionally, by default, a character may know both Common and the language of their race.










Strength  Dexterity  Constitution  Intelligence  Wisdom  Charisma
Athletics  Acrobatics  Alcohol Resistance  Arcana  Animal Handling  Deception
  Sleight of Hand  Poison Resistance  Craft*  Insight  Disguise
  Stealth    History  Medicine  Instrument*
      Investigation  Perception  Intimidation
      Language*  Survival  Performance
      Nature    Persuasion
      Religion   

Terms & Notes
Sleight of Hand - Pickpocketing, lockpicking, and trying to take something without notice

Craft - Blacksmithing, carpentry, herbalism, potion-making, poison-making, brewery, cooking, jewelry-making, weaving, etc. You can take this proficiency multiple times, each one representing a specific craft.

Language - Common, elvish, dwarvish, halfling, orcish, draconic, celestial, infernal, etc. Choose this multiple times for each language you want your character to know. Please note that languages other than Common won't appear very much, if at all, outside of shenanigans that players might want to employ.

Arcana - Knowledge of facts on magic, magic items, and magical beings; not necessarily magical ability

Investigation - Deducing puzzles, detect traps, and find hidden objects or doors

Insight - Ability to read a person's truthfulness, motives, or intentions, or to read a room

Medicine - Determining ailments or cause of death, applying first aid

Perception - How well your character sees, hears, and smells

Disguise - How convincing disguises appear

Performance - How well someone can act, dance, or in general draw a crowd

Instrument - Ability to play a specific instrument. You may choose this multiple times, one for each instrument.

Health & Mana
Players will have 100 points to distribute between health and mana. The end result for both should be divisible by 5, so a 70/30 split would be fine, for example, but not 71/29.

Starting "Level" & Abilities
There'll be character progression, but we'll be nixing the numerical representation. To put it in perspective, though, your character has completed his training. He has probably spent some time adventuring, but he still has room for growth. Or, something happened that sapped his prowess, and he is basically starting over again.

Every character will start off with two weapons, a weapon and a cantrip, or two cantrips. The choice isn't determined by class category. Weapons can't have magical effects, and cantrips should be pretty low level - as in, they shouldn't use any perks that have a mana cost (which will be explained momentarily). Using them doesn't require mana.

Additionally, characters can possess abilities, which might be a spell, a weapon technique, or something else that produces an effect. The number of abilities is 4 + your primary stat, which will be the one your character uses for weaponry or spellcasting (whichever is highest if your character is a half caster). A player doesn't have to specify that many abilities. They can even opt to forego them entirely.

Abilities use mana. The amount required is determined by perks and flaws, which are detailed in the spoilers below. Each modifier will have a positive or negative value associated with it. The sum of those modifiers determines the mana required for the specific ability.

A modifier might specify that it can be multiplied, which will increase the cost accordingly. For example, if someone multiplies or takes the perk twice for an ability, and the base cost is +5, then the cost becomes +10. To keep the system from being more convoluted than it probably already is, the multiplication is, for the most part, static, so if you choose to take Accurate three times for an ability, that's what it's always going to be unless I ask you to change it due to character development. There are three exceptions: "No Friendly Fire," "No Enemy Support," and "Multiple Targets," since they are far more dependent on the situation than the others.

Using an ability will always invoke its mana cost regardless of its success. The cost might seem pretty high for some of the abilities. Part of the motivation is to give your characters the feel of still being relatively inexperienced. Abilities may improve in different ways as the game progresses. It's possible not every character will "level up" in the same exact way.

The lists are not exhaustive. By all means, if there is something that you want to do that isn't yet represented, we can talk about it! Invisibility and incorporeality are both no for the time being, but they can be gained later.

Perks
Accurate (+5) - The spell or weapon strike is tougher to dodge. You can multiply this perk, each time granting a +1 toward the attack's success.

Area Effect, Blast (+10) - A fireball, electrical field, or a rain of ice daggers or arrows. It affects a 5-foot radius. Multiplying the perk twice grants a 10-foot radius, thrice grants a 15-foot radius, and quadruple is a 20-foot radius.

Area Effect, 15ft Cone (+10) - A 15-foot cone spell extending from the caster.

Area Effect, 30ft Cone (+25) - A 30-foot cone spell extending from the caster.

Area Effect, Line (+10) - A 5-foot wide, 20-foot long spell, starting from any origin. If multiplied twice, either the width increases to 10 feet or the length increases to 40 feet. If multiplied thrice, the line can be up to 10 feet wide and up to 60 feet long.

Area Effect, Arc (+10) - A half-circle immediately in front of the user. If multiplied twice, it completes a full circle. It could be a magical ring of fire or the way a warrior swings their weapon.

Assist (+5) - When successful, the attack makes the enemy more vulnerable, giving an ally a bonus on the next attack, assuming another player can still take a turn that round. Each time this perk is multiplied, the bonus increases by 1.

Attack Ally (+20) - Through illusion, psychic manipulation, or another means, your character has, at least when successful, convinced the enemy to attack another creature of your character's choice. The effect ends when the target's turn does.

Barrier (+15) - Magical protection for a single person, which adds a bonus to the target's defenses until the end of enemies' next turn. It negates effects where minimum damage is applied and the target's defense is successful. Each time this perk is multiplied, the bonus increases by 2.

Bless (+5) - The target receives a bonus to a stat, skill, damage output, mental defense, or physical defense, as chosen by the caster. It ends after the target's turn. Each time this perk is multiplied, the bonus increases by 1.

Blinding, Damage (+15) - Through a bright flash, dust in the eyes, or an illusory trick, the attack, when successful, damages the target as well as blinds them, imposing a penalty to their physical defense and their actions that rely on sight. It lasts until the end of the players' next turn. Each time this perk is multiplied, the penalty increases by 2.

Blinding, No Damage (+10) - When successful, the target is undamaged, but blinded, imposing a penalty to their defense and their actions that rely on sight. It lasts until the end of the players' next turn. Each time this perk is multiplied, the penalty increases by 2.

Command (+15) - Your character speaks a one-word command that, when successful, the target must obey it on their next turn. Examples include "approach," "halt," "grovel," and "flee." This cannot be used on an ally unless the respective player okays it.

Continued Damage/Heal (+10) - The ability, when successful, continues to effect the target(s) for as many turns as the ability's stat, doing half the original damage/healing on the start of the enemy's next turn. If multiplied twice, it repeats the original damage/healing.

Continued Effect (+10) - The ability, when successful, can effect the target(s) for additional rounds, determined by the ability's stat. If the target is an enemy, they have a 50% chance to negate the effect at the end of their turn. If multiplied twice, they have a 25% chance, and if thrice, then they have a 0% chance.

Cure (+15) - Cure the target of a debilitating effect.

Curse (+5) - The enemy receives a penalty to a stat, skill, their attack, their damage output, their mental defense, or their physical defense. It lasts until the end of the players' next turn. Each time this perk is multiplied, the penalty increases by 1.

Defensive (+5) - The attack, whether successful or not, also puts your character in a better defensive position. Each time this perk is multiplied, the character's physical defense is increased by 1 until the beginning of their next turn.

Disarm Weapon (+10) - When successful, the attack knocks away the enemy's weapon, or compels the enemy to throw their weapon away, requiring them to spend an action if they want to pick it up.

Effective (+5) - Increases how much the attack hurts/the healing spell restores. You can multiply this perk many times, each increasing the damage/heal by 2.

Fatiguing (+0) - The attack chips away at the target's mana, rather than their health.

Flight (+10) - The target is granted flight for one minute. It allows the user to reach a Far Away target in a single turn, rather than two. Multiplying the perk twice grants flight for 5 minutes.

Healing (+10) - The ability heals the target. The amount is doubled the spellcasting stat + 2.

Impairing, Damage (+20) - When successful, the attack damages and applies a penalty to the target's attack, damage output, and physical defense until the players' next turn. Each time this perk is multiplied, increase the penalty by 2.

Impairing, No Damage (+15) - The ability, when successful, applies a penalty to the target's attack, damage output, and physical defense until the players' next turn. Each time this perk is multiplied, increase the penalty by 2.

Magic Armor (+20) - Adds 3 to the target's physical defense until after the next or current combat, depending on the timing of the spell's casting.

Mental Attack (+0) - The ability targets the enemy's mind.

Mind Read (+30) - When successful, can read a surface thought or deep thought. It lasts for a few seconds, and the chance of success is influenced by the level of intrusion necessary. The target may still realize what has happened, depending on their intelligence and by how much they fail the defense. It cannot be used on allies unless the respective player okays it.

Minimum Damage (+5) - Even when the attack fails, it still deals the stat in damage.

Multiple Targets (+10) - The attack has 1 additional target, regardless of proximity to one another. The targets must be different. This perk can be multiplied, each increasing the number of targets by 1.

No Enemy Support (+10) - Your character has learned how to ignore enemies in their support ability's area of effect. The cost of this increases by 5 for every increase in the area of effect (e.g., Area of Effect x1 = 10 mana for this perk, and Area of Effect x3 = 20).

No Friendly Fire (+10) - Your character has learned how to ignore allies in the ability's area of effect. The cost of this increases by 5 for every increase in the area of effect (e.g., Area of Effect x1 = 10 mana for this perk, and Area of Effect x3 = 20).

No Gesture (+5) - Your character has learned to bypass the somatic component for the spell.

No Verbal (+5) - Your character has learned to bypass the verbal component for the spell.

Protection From Cold (+10) - Grants the target protection from extreme cold for 1 hour. Cannot apply Flaws.

Protection From Effect (+10) - Regardless of whether an ability damages, there is a 25% chance the target will avoid the ability's effect(s). If multiplied twice, the chance is 50%, and if multiplied thrice, the effects are nulled. The effect lasts until the end of the enemies' next turn.

Push (+10) - When the attack succeeds, the target is pushed back five feet. Multiplying this perk increases the distance by an additional five feet.

Quicken (+15) - The target can reach Far Away enemies in a single turn, and their attacks and physical defense has a +2 bonus until the end of the enemies' next turn.

Rage (+10) - Your character gets a +2 to attack and a -2 to damage received. Every round requires spending half the cost to maintain the rage.

Ranged (+0) - Targets distant enemies.

Resistance (+15) - Until the end of the enemies' next turn, the target takes half the damage they would otherwise take, rounded up.

Restrained, Damage (+25) - When successful, the attack restrains the target, giving them disadvantage on their next attack and giving them a -5 penalty on defense until the end of the players' next turn.

Restrained, No Damage (+20) - The ability, when successful, restrains the target, giving them disadvantage on their next attack and giving them a -5 penalty on defense until the end of the players' next turn.

Shield (+10) - The spellcaster creates a shield with 5 health. It possesses no natural defense unless applied to someone, and it lasts until its health empties. Each time this perk is multiplied, the health increases by 5.

Slow, Damage (+15) - When successful, the enemy takes damage and is slowed. Reaching Far Away targets will take them an additional turn. They also receive a -2 penalty to their attacks and defense until the end of the players' next turn.

Slow, No Damage (+10) - When successful, the enemy is slowed. Reaching Far Away targets will take them an additional turn. They also receive a -2 penalty to their attacks and defense until the end of the players' next turn.

Strike Through (+5) - The attack ignores cover.

Suggest (+10) - When successful, can encourage the target to act on a single idea spoken by the caster. They still have the chance of resisting. The effect is stronger if they are already tempted, and weaker depending on how likely they would normally be to act upon the instruction. It cannot be used on an ally unless the respective player okays it.

Stunning, Damage (+30) - When successful, the attack damages and stuns the target, preventing them from taking an action and granting advantage on attacks against them until the end of the players' next turn.

Stunning, No Damage (+25) - The ability, when successful, stuns the target, preventing them from taking an action and granting advantage on attacks against them until the end of the players' next turn.

Summoning (+20) - Summon a creature with 10 health and no attack bonuses or abilities. It lasts for as long as it has health. This perk can be multiplied up to two times, each time increasing the number of creatures by 1.

Taunt (+5) - When successful, the target cannot attack a creature other than the user without suffering a -2 penalty on their attack.

Telepathy (+5) - The caster can send and receive a single message telepathically.

Telepathic Link (+15) - The caster establishes a telepathic link with another individual that lasts for ten minutes.

Teleport, Near (+10) - The user can teleport to a nearby spot that they can see or picture in their mind.

Teleport, Far (+20) - The user can teleport to anywhere in Barovia they have previously visited.

Trap (+5) - The attack can be set up ahead of time with a specific trigger, such as stepping on a certain spot. It may surprise the creature, preventing them from acting during the first round.

Vampire (+10) - The attack replenishes health at the expense of the enemy's at 1/4 of the inflicted damage, rounded down. Multiplying it twice increases it by 1/2, and thrice fully matches the damage dealt.
Flaws
Backlash (-5) - Your character's attack deals them 1/4 of the damage they inflicted. Multiplying it twice, the damage is 1/2. If thrice, the damage is fully matched. If quadruple, the damage is doubled for themselves.

Break (-10) - The ability can only be used if the character has no remaining mana, or if their health is below 25%.

Buildup (-10) - For one round, your character must prepare the ability. If they don't take damage, they can use the ability on their next turn. If multiplied twice, they have disadvantage on their defenses until their next turn. If multiplied thrice, they sacrifice their defenses completely.

Concentration (-10) - For a multi-round effect to last, the user must not take damage.

Elaborate Gestures (-5) - To use the ability, your character needs to perform an elaborate motion, dance, or ritual that requires all of their limbs. They can't be holding any items, and their body otherwise must not be preoccupied with any other action, including directional movement.

Exhausting (-15) - Using the ability exhausts your character, decreasing their attack and defenses by 2 until the end of their next turn. This can be multiplied by up to two more times, each increasing the penalty by an additional 2.

Inaccurate (-5) - For each time this flaw is multiplied, the attack penalty is increased by 1.

Ineffective (-5) - For each time this flaw is multiplied, the damage penalty is increased by 1. Also affects the Minimum Damage perk.

Longer Recovery (-5) - It takes longer for your character to recover from the debilitating effect. Each time the perk is multiplied, the effect takes 1 additional turn.

Mental Strain (-5) - For each time this flaw is multiplied, the character's mental defense decreases by 1.

Only Humanoids (-5) - The harmful ability is only effective against living humanoids.

Only Undead (-10) - The harmful ability is only effective against undead creatures, such as ghosts, vampires, and zombies.

Open to Attack (-20) - After using the ability, for the enemies' next turn, the next attack against your character has advantage.

Requirement (-5) - The ability requires your character to have a weapon, ammunition, a spellcasting focus, or a common material component. If the ability requires a harder to find material, the flaw's "cost" may increase to -20, depending on rarity (we'll discuss!).

Unwieldy (-5) - For each time this flaw is multiplied, the character's physical defense decreases by 1 until the end of the enemies' next turn.

Character Sheet

As a reminder, abilities don't need to be complete to submit the sheet, though they will need to be finished and reviewed by me by the game's start date, which I will announce as soon as it materializes.

Sheets can be posted here or PMed to me.

Here is the cast of characters that have been approved and posted so far. Please note that a given character's abilities might not yet be completed and approved.

Example Sheet


Wyll Ravengard

Aliases: The Blade of Frontiers
Age: 30
Race: Human

Height: 5'10"
Hair Color: Dark brown
Eye Color: Brown
Distinguishing Marks: Prosthetic eye and facial scars
Typical Dress Style: Do they typically wear armor? Something else?


Attributes


Class Category: Half Caster

Strength (STR): -1
Dexterity (DEX): 2
Constitution (CON): 2
Intelligence (INT): 0
Wisdom (WIS): 0
Charisma (CHA): 3

Maximum Health: 30
Maximum Mana: 70
Defense Proficiency: Mental
Spellcasting Stat: Charisma

Skills: Arcana, History, Intimidation, Persuasion


Abilities


Weapon: Rapier

Cantrip: Eldtritch Blast. A beam of crackling energy that streaks toward the enemy.

Hex: Wyll places a curse on an enemy, weakening a stat of his choice.
Perks:
  • Curse x1 (+5): When successful, the enemy incurs -1 penalty to a stat that lasts until the end of the players' next turn.
  • Continued Effect x1 (+10): When successful, the effect lasts for as many turns as Wyll's charisma stat, though the enemy has a 50% chance of recovering from the effect sooner.
  • Multiple Targets x0+ (+0, multiple of 10): Additional creatures may be targeted.
Total Mana Cost: 15+

Ray of Enfeeblement: A black beam of enervating energy washes over all targets within its range, attempting to weaken them.
Perks:
  • Impairing, No Damage x2 (+30): When successful, the target's attack, damage output, and physical defense decreases by 4.
  • Area Effect, Line - Width x2 (+20): The beam is 10 feet wide by 20 feet long.
Flaws:
  • Exhausting x2 (-30): Wyll's own attack and defense decreases by 4 until the end of his next turn.
  • Longer Recovery x1 (-5): Wyll's recovery takes one additional turn
Total Mana Cost: 15

Shatter: A sudden loud ringing noise, painfully intense, erupts from a point of Wyll's choice, harming all enemies caught within it.
Perks:
  • Area Effect, Blast x2 (+20): The area is a 10ft radius.
  • No Friendly Fire (0 or +10): Wyll will prevent his companions from being harmed.
  • Minimum Damage (+5): Even if an enemy technically succeeds, they still take damage equal to Wyll's charisma stat.
Flaws:
  • Break (-10): Can only be used if Wyll has no remaining Mana, or his health is below 25%.
Total Mana Cost:  15 or 25

Pretend, if you will, dear lurker, that this example sheet is complete and Wyll has four more abilities established.


Inventory



1 health potion
3 torches
1 bedroll
1 backpack
1 waterskin
5 days' worth of rations
10 gold


Weaknesses


  • Meep 1
  • Meep 2
  • Meep 3


Character Questions


What is your character's motivation? Pick from the list in the recruitment thread or come up with one of your own.

Describe the life your character was born into. Who, if anyone, was his family? What were the conditions where he lived? Answer here.

What is a positive memory that he has? Answer here.

When was a time that he felt vulnerable, ashamed, remorseful, fearful, or another strong, negative emotion? How did he respond? Answer here.

Why did your character volunteer to investigate the disappearances? Answer here.

What is one thing your character attributes to having been able to survive this long? Answer here.

If someone were to ask a previous coworker/partner/party member about working with your character, how would they respond? Answer here.

When your character enters a room, how do they typically hold themselves? Answer here.

How are people likely to react when meeting your character for the first time? Answer here.

What does your character like to do when he isn't adventuring? Answer here.

Who is one person, past or present, your character has deferred to? Who is one person, past or present, who has deferred to your character? What were the relationships like? Answer here. Either one could be a family member, friend, mentor/mentee, etc.
[/u][/u]
[center][img width=300][/img]

[size=40pt][font=times new roman][b][u]CHARACTER NAME[/u][/b][/size][/center]

[b]Aliases:[/b]
[b]Age:[/b]
[b]Race:[/b]

[b]Height:[/b]
[b]Hair Color:[/b]
[b]Eye Color:[/b]
[b]Distinguishing Marks:[/b] Tattoos, piercings, prominent scars, etc.
[b]Typical Dress Style:[/b] Do they typically wear armor? Something else?

[hr]
[center][size=32pt][font=times new roman][b]Attributes[/b][/size][/center]
[hr]

[b]Class Category:[/b]

[b]Strength (STR):[/b] -1
[b]Dexterity (DEX):[/b] -1
[b]Constitution (CON):[/b] -1
[b]Intelligence (INT):[/b] -1
[b]Wisdom (WIS):[/b] -1
[b]Charisma (CHA):[/b] -1

[b]Maximum Health:[/b]
[b]Maximum Mana:[/b]
[b]Defense Proficiency:[/b]
[b]Spellcasting Stat:[/b] If applicable

[b]Skills:[/b]

[hr]
[center][size=32pt][font=times new roman][b]Abilities[/b][/size][/center]
[hr]

[b]Weapon/Cantrip:[/b]

[b]Weapon/Cantrip:[/b]

[i]Refer to the example sheet on how to populate abilities. Delete this instruction when you're Gucci.[/i]

[b]Ability Name Here:[/b] Optional description!
Perks:
[list]
[li][u]Perk Name xMultiplication (+cost)[/u]: What the perk does at the multiplication level, per the description in the recruitment thread - see the example sheet if you need clarity[/li]
[li][u]Perk Name xMultiplication (+cost)[/u]: What the perk does[/li]
[/list]
Flaws:
[list]
[li][u]Flaw Name xMultiplication (-cost)[/u]: What the flaw does at the multiplication level, per the description in the recruitment thread - see the example sheet if you need clarity[/li]
[li][u]Flaw Name xMultiplication (-cost)[/u]: What the flaw does[/li]
[/list]
Total Mana Cost:

[b]Ability Name Here:[/b] Optional description!
Perks:
[list]
[li][u]Perk Name xMultiplication (+cost)[/u]: What the perk does[/li]
[li][u]Perk Name xMultiplication (+cost)[/u]: What the perk does[/li]
[/list]
Flaws:
[list]
[li][u]Flaw Name xMultiplication (-cost)[/u]: What the flaw does[/li]
[li][u]Flaw Name xMultiplication (-cost)[/u]: What the flaw does[/li]
[/list]
Total Mana Cost:

[b]Ability Name Here:[/b] Optional description!
Perks:
[list]
[li][u]Perk Name xMultiplication (+cost)[/u]: What the perk does[/li]
[li][u]Perk Name xMultiplication (+cost)[/u]: What the perk does[/li]
[/list]
Flaws:
[list]
[li][u]Flaw Name xMultiplication (-cost)[/u]: What the flaw does[/li]
[li][u]Flaw Name xMultiplication (-cost)[/u]: What the flaw does[/li]
[/list]
Total Mana Cost:

[b]Ability Name Here:[/b] Optional description!
Perks:
[list]
[li][u]Perk Name xMultiplication (+cost)[/u]: What the perk does[/li]
[li][u]Perk Name xMultiplication (+cost)[/u]: What the perk does[/li]
[/list]
Flaws:
[list]
[li][u]Flaw Name xMultiplication (-cost)[/u]: What the flaw does[/li]
[li][u]Flaw Name xMultiplication (-cost)[/u]: What the flaw does[/li]
[/list]
Total Mana Cost: 

[b]Ability Name Here:[/b] Optional description!
Perks:
[list]
[li][u]Perk Name xMultiplication (+cost)[/u]: What the perk does[/li]
[li][u]Perk Name xMultiplication (+cost)[/u]: What the perk does[/li]
[/list]
Flaws:
[list]
[li][u]Flaw Name xMultiplication (-cost)[/u]: What the flaw does[/li]
[li][u]Flaw Name xMultiplication (-cost)[/u]: What the flaw does[/li]
[/list]
Total Mana Cost: 

[b]Ability Name Here:[/b] Optional description!
Perks:
[list]
[li][u]Perk Name xMultiplication (+cost)[/u]: What the perk does[/li]
[li][u]Perk Name xMultiplication (+cost)[/u]: What the perk does[/li]
[/list]
Flaws:
[list]
[li][u]Flaw Name xMultiplication (-cost)[/u]: What the flaw does[/li]
[li][u]Flaw Name xMultiplication (-cost)[/u]: What the flaw does[/li]
[/list]
Total Mana Cost: 

[b]Ability Name Here:[/b] Optional description!
Perks:
[list]
[li][u]Perk Name xMultiplication (+cost)[/u]: What the perk does[/li]
[li][u]Perk Name xMultiplication (+cost)[/u]: What the perk does[/li]
[/list]
Flaws:
[list]
[li][u]Flaw Name xMultiplication (-cost)[/u]: What the flaw does[/li]
[li][u]Flaw Name xMultiplication (-cost)[/u]: What the flaw does[/li]
[/list]
Total Mana Cost:

[hr]
[center][size=32pt][font=times new roman][b]Inventory[/b][/size][/center]
[hr]

[i]Below is what you may start with by default. I may allow additional, likely in lieu of the gold unless they're personal artifacts/for flavor. Just talk to me! Delete this instruction when you're Gucci.[/i]

1 health potion
3 torches
1 bedroll
1 backpack
1 waterskin
5 days' worth of rations
10 gold
20 arrows, if using
1 spellcasting focus, if using
1 crafting kit, if proficient

[hr]
[center][size=32pt][font=times new roman][b]Weaknesses[/b][/size][/center]
[hr]

[i]At least three phobias, secrets, disabilities, personality flaws, or other weakness. It should be something you can lean into for RP purposes and that will influence your character's story. Fear of the number 13 isn't going to have the same impact as claustrophobia, for example. You may add more than three. Delete this instruction when you're Gucci.[/li]

[list]
[li][/li]
[li][/li]
[li][/li]
[/list]

[hr]
[center][size=32pt][font=times new roman][b]Character Questions[/b][/size][/center]
[hr]

[i]Try to keep the answers concise. ~5 sentences or less would be fine. You're welcome to omit secrets from your peers, but be sure to provide the real answers to me in some manner. Delete this instruction when you're Gucci.[/i]

[b]What is your character's motivation?[/b] [i]Pick from the list in the recruitment thread or come up with one of your own.[/i]

[b]Describe the life your character was born into. Who, if anyone, was his family? What were the conditions where he lived?[/b] [i]Answer here.[/i]

[b]What is a positive memory that he has?[/b] [i]Answer here.[/i]

[b]When was a time that he felt vulnerable, ashamed, remorseful, fearful, or another strong, negative emotion? How did he respond?[/b] [i]Answer here.[/i]

[b]Why did your character volunteer to investigate the disappearances?[/b] [i]Answer here.[/i]

[b]What is one thing your character attributes to having been able to survive this long?[/b] [i]Answer here.[/i]

[b]If someone were to ask a previous coworker/partner/party member about working with your character, how would they respond?[/b] [i]Answer here.[/i]

[b]When your character enters a room, how do they typically hold themselves?[/b] [i]Answer here.[/i]

[b]How are people likely to react when meeting your character for the first time?[/b] [i]Answer here.[/i]

[b]What does your character like to do when he isn't adventuring?[/b] [i]Answer here.[/i]

[b]Who is one person, past or present, your character has deferred to? Who is one person, past or present, who has deferred to your character? What were the relationships like?[/b] [i]Answer here. Either one could be a family member, friend, mentor/mentee, etc.[/i]



For the GM Only:

Any secrets that you omitted above?

Have you played Strahd before? It doesn't determine approval, but it does give me insight on the level of experience the party has.

This is a standing question for as long as you're in the game, and you don't have to have an answer initially, but is there anything in particular you want to do with your character as far as development? Or in general, is there anything else you would like me to know about your character?

Is there anything you don't want to have happen to *your* character? Again, your character could die, and to join, you must be comfortable with the triggers disclosed in the interest check. I also won't guarantee that your limits won't happen to other characters, whether yours is present or not, but I will be mindful of what limits you establish for your character, and I'll otherwise try to minimize discomfort where feasible. It might not get that bad, but I at least want to establish the boundaries.

Is there anything else you would like me to know about you as a player?


M/M Players for Groups: A Registry


Music junkie here!
Love random song shares.
Anyone, any genre, any time.

Xurtan

#1
What's that, a gayed up diceless Curse of Strahd? Now THAT is in my wheelhouse. Horror has long been heavily queer coded, anyway. ;) Leaving my sheet here for people's perusal. Greetings to one and all, I am an arcane rogue!

Marcel D'Aubigne


Marcel D'Aubigne

Aliases: Marci, Marc, Le Mirage de l'Âme, or simply ‘Le Mirage’.
Age: 23
Race: Half-Elf (High Elf Father, Human Mother)

Height: 5’10
Hair Color: Chestnut
Eye Color: Turquoise
Distinguishing Marks: Marcel has both earlobes pierced, though rarely wears earrings–they’re too easy to grab in combat. He has several fine, partially faded scars scattered over his chest from when he was shoved through the stained glass window of a cathedral steeple, along with a nasty scar on his back left shoulder from where an assassin’s arrow punched through the flesh.
Typical Dress Style: What you see is what you get with Marcel, by and large. In his rogue life he favors big, hooded cloaks that can easily conceal either him or anything he has recently ‘acquired’, as well as a nice pair of gauntlets. He’s rarely seen with a shirt, and enjoys tight pants that show off the–admittedly generous–goods. Flexibility and comfort are his focus. As an aristocrat or if he’s disguised for some reason, he favors striking patterns and bold colors, often blues or golds accented with warm browns.



Attributes



Class Category: Half-Caster

Strength (STR): -1
Dexterity (DEX): 3
Constitution (CON): -1
Intelligence (INT): 1
Wisdom (WIS): 0
Charisma (CHA): 3

Maximum Health: 20
Maximum Mana: 80
Defense Proficiency: Mental
Spellcasting Stat: Charisma

Skills:

Acrobatics
Sleight of Hand
Stealth
Perception
Investigation
Craft: Jewelry-Making



Abilities



Cantrip - Lueur Nocturne: Marcel touches the eyes of his mask, and to his gaze the world alights as if it were bathed in the glow of hundreds of candles. Though only visible to him, the light allows him to get around unimpeded even in otherwise perfect darkness.   

Cantrip - Poussée Empathique: Marcel conjures a psychic weapon to hand, rarely the same twice. He wields them with unparalleled finesse, largely because they are objects of the mind rather than the physical. As he swings, stabs, or throws this weapon he infuses the precise strike with a surge of psychic emotion. As the weapon pierces its target, a torrent of intense feeling—be it sorrow, arousal, or humiliation—courses through the enemy's psyche, overwhelming their senses with an emotional shockwave. This mystical attack leaves adversaries reeling, their thoughts and actions momentarily disrupted by the raw power of emotion.

Masque de Libération: Place a hand on an enemy's face and reach into the depths of their psyche, violently ripping off the emotional facade they hide behind. Their innermost fears, secrets, and insecurities are thus revealed to Marcel, allowing him to then utilize these hidden truths. Turning these psychological scars into a profoundly targeted attack to plunge the target into a state of self-doubt, humiliation, or despair is almost cruel, but how can one become stronger without facing the truth?

Perks:

  • Mental Attack (+0): The ability targets the enemy's mind.
  • Assist (+10): Gives an ally a +2 bonus to hit the next time this enemy is attacked, as the enemy deals with psychological trauma.
  • Disarm Weapon (+10): Makes the enemy drop their weapon due to overwhelming emotions.
  • Effective (+5): Increases the spell’s damage.
Flaws:

  • Requirement (-5): Marcel uses a mask as a spellcasting focus. This requires that he has one at hand in order to cast.
  • Mental Strain (-10): Marcel's mental defenses are temporarily lowered by 2 when he uses this ability.
Total Mana Cost: 10

Masquerade de Vérité: Masks fade into view on each party member close to Marcel, taking the shape of something personal to them. As they rest, this allows the party to meld their minds in a dreamlike state. In this shared dreamscape, their deepest desires and self-perceptions are laid bare. They appear as they truly think of themselves, revealing their innermost essence. This experience not only strengthens bonds but also acts as a source of rejuvenation, healing wounds and restoring vitality, as the party members draw strength from their newfound unity and self-realization.

Perks:

  • Area Effect Blast (+10): A 5-foot radius blast.
  • Healing (+10): Heals anyone in the radius for 8.
  • Mind Read (+30): Lets him link the minds of the group so that they can dream together,
Flaws:

  • Requirement (-5): Marcel uses a mask as a spellcasting focus. This requires that he has one at hand in order to cast.
  • Mental Strain (-10): Marcel's mental defenses are temporarily lowered by 2 when he uses this ability.
  • Buildup (-20): This ability must be prepared for two rounds, and he can't take damage before it's cast AND he has disadvantage on his defenses for the next turn.
  • Elaborate Gestures (-5): This ability requires an elaborate somatic component. In Marcel's case, he usually prefers sweeping flourishes, touches to someone else, or something involving a mask.
Total Mana Cost: 10

Voile de Signification: When Marcel wears this mask, it grants him the unique ability to see the world as its inhabitants perceive it. Ethereal symbols and glowing pathways appear, guiding him to places of great importance in their minds. This insight reveals hidden sanctuaries, secret chambers, traps, and concealed treasures, aiding his exploration and unveiling the world's secrets through the eyes of its inhabitants.

Perks:

  • Continued Effect (+10): This ability can affect enemies for up to four rounds.
  • Bless (+20): Marcel receives a +4 bonus to Investigation.
Flaws:

  • Requirement (-5): Marcel uses a mask as a spellcasting focus. This requires that he has one at hand in order to cast.
  • Mental Strain (-10): Marcel's mental defenses are temporarily lowered by 2 when he uses this ability.
  • Concentration (-10): If he takes damage while concentrating on the spell, the spell ends.
Total Mana Cost: 5

Clé de la Cognition: While wearing this mask, Marcel can briefly shift between planes to open locks within the realm of shared cognition. In this dreamlike realm, reality does not conform to the same rules. Locked doors or chests in the material plane prove to be no barrier in this space, the power of the mask allowing him to effortlessly open them. Remarkably, when Marcel opens a door, lid, or other barrier in this shared dreamscape, it magically swings open in the real world as well, bypassing any physical locks.

Perks:

  • Command (+15): Power Word: Open
Flaws:

  • Requirement (-5): Marcel uses a mask as a spellcasting focus. This requires that he has one at hand in order to cast.
Total Mana Cost: 10

Folie du Désir: Marcel conjures a mesmerizing pile of glistening treasure, each coin and jewel sparkling with an irresistible allure. As this illusory wealth takes form, it emits an enchanting aura that beckons enemies to draw near, their greed overshadowing caution. Upon contact with the treasure it dissipates outward in a billowing ethereal fog, causing nearby enemies to fall into a deep slumber. Masks displaying their innermost selves appear on their faces as they sleep, unaware of any danger they may be in.

Perks:

  • Mental Attack (+0): The ability targets the enemy's mind.
  • Trap (+5): Sets off when enemies get close to the treasure!
  • Taunt (+5): Enemies can’t attack a creature other than the user without suffering a -2 penalty on their attack.
  • Continued Effect (+10): This ability can affect enemies for up to four rounds.
  • Area Effect Blast (+20): This spell affects a 10-foot radius.
  • No Friendly Fire (+15): This spell doesn’t impact allies.
  • Stunning No Damage (+25): This ability stuns the target, preventing them from acting and granting advantage on attacks against them.
Flaws:

  • Requirement (-5): Marcel uses a mask as a spellcasting focus. This requires that he has one at hand in order to cast.
  • Mental Strain (-10): Marcel's mental defenses are temporarily lowered by 2 when he uses this ability.
  • Elaborate Gestures (-5): This ability requires an elaborate somatic component. In Marcel's case, he usually prefers sweeping flourishes, touches to someone else, or something involving a mask.
  • Concentration (-10): If he takes damage while concentrating on the spell, the spell ends.
  • Longer Recovery (-5): It takes longer for Marcel to recover from his lowered defenses when he casts this ability.
  • Open to Attack (-20): After using the ability, for the enemies' next turn, the next attack against Marcel has advantage.
  • Exhausting (-15): Using the ability decreases his attack and defenses by 2 until the end of their next turn.
Total Mana Cost: 15

Désolation du Cœur: This unsettling ability allows Marcel to intrude into the heart of an individual, where their deepest desires and motivations reside. Through this intimate violation, he can temporarily reshape their essence, twisting their desires and emotions to serve his purposes. It's a power that remakes them into allies or pawns, all while they remain unaware of his influence. It can leave a profound mark on the target's sense of self, as when the effect wears off they have no explanation for their actions without knowledge of the arcane.

Perks:

  • Mental Attack (+0): The ability targets the enemy's mind.
  • Ranged (+0): Targets distant enemies.
  • Suggest (+10): Marcel can ‘encourage’ people to follow up on ideas he mentions, implanting suggestions.
  • No Gesture (+5): Marcel doesn’t need somatic components for this spell.
  • No Verbal (+5): Marcel doesn’t need verbal components for this spell.
Flaws:

  • Requirement (-5): Marcel uses a mask as a spellcasting focus. This requires that he has one at hand in order to cast.
  • Mental Strain (-10): Marcel's mental defenses are temporarily lowered by 2 when he uses this ability.
Total Mana Cost: 5

Apparence du Trompeur: When Marcel dons this mask, those who see him perceive him as someone entirely expected to be wherever he is. Guards and enemies no longer question his presence, allowing him to move freely and unnoticed in any environment. This ability grants him a distinct advantage in avoiding detection and blending seamlessly into his surroundings, going so far as to have enemies generally consider him an ally unless proven otherwise--or they manage to perceive through the spell of the mask.

Perks:

  • Mental Attack (+0): The ability targets the enemy's mind.
  • Cloaking (+45): Grants advantage on stealth for 15 minutes.
Flaws:

  • Requirement (-5): Marcel uses a mask as a spellcasting focus. This requires that he has one at hand in order to cast.
  • Mental Strain (-10): Marcel's mental defenses are temporarily lowered by 2 when he uses this ability.
  • Buildup (-10): This ability must be prepared for one round, and he can't take damage before he casts it.
  • Elaborate Gestures (-5): This ability requires an elaborate somatic component. In Marcel's case, he usually prefers sweeping flourishes, touches to someone else, or something involving a mask.
  • Concentration (-10): If he takes damage while concentrating on the spell, the spell ends.
Total Mana Cost: 5



Inventory



1 health potion
3 torches
1 bedroll
1 backpack
1 waterskin
5 days worth of rations
10 gold
1 spellcasting focus (mask)
1 jewelry-crafting kit



Weaknesses



  • Aristocratic Upbringing: Marcel comes from privilege. While his reasons for breaking away from that past are altruistic, he still has the occasional moment where he simply doesn’t understand the peasantry.
  • Acrophobia: Due to being defenestrated through the stained glass window of a cathedral steeple some twenty or thirty stories up, he has an understandable distaste of being high up.
  • Psioniphobia: The awakening of his latent psionic abilities are the reason why he, himself, woke up and looked around at the inherent oppression of society. He’s afraid of losing those powers, and what it might mean for him if he does.
  • Psychological Sadist: …Somewhat. He views it more akin to delivering justice to those victims that can’t speak up for themselves, but there’s no denying that his powers are largely based in raping the mind. In truth part of him gets off on it, particularly in the sense of knowing people’s secrets without them being aware of it.
  • Overbearing: Marcel can’t abide oppression. In this way he can come across as preachy, nosy, or even overbearing as he tries to get the oppressed to speak up; he truly does have their best interests at heart, but there’s nuance and context to why people don’t speak out that he doesn’t quite understand. It is in part why he prefers to go for those that do the oppressing–the victims don’t need to stand up for themselves if their rulers have a change of heart.


Character Questions



What is your character's motivation? To dismantle the bourgeoisie. In broader strokes, he wishes to see an end to oppression and people exploiting those weaker than them. Considering his style of magic, he’s aware of the irony. He consoles himself with the fact he uses them in service of the greater good.

Describe the life your character was born into. Who, if anyone, was his family? What were the conditions where he lived? The D'Aubigne are as close to royalty as one can get without actually possessing a throne. Nobility going back centuries, they were the envy of the Kingdom. Fashionable, beautiful, rich, with distinctive eyes denoting the true heir to the family–a trait that shines through in Marcel. He was surrounded in abundance of all types, whether it be fine silks or material wealth, comforts like food and servants to see to his pleasures, or even the love of his family and, he’d thought, the peasantry.

What is a positive memory that he has? It was a warm summer day when he was somewhere about seven; his Father was busy with Court, and he had the day off from his tutors leaving just him and his Mother. He spent the day running about the gardens, and being taught little mundane magical tricks by his Mother that would become the basis for his skills at sleight of hand. He treasures those tricks, still, and has a tendency to fall into the little dextrous shows as he idles.

When was a time that he felt vulnerable, ashamed, remorseful, fearful, or another strong, negative emotion? How did he respond? All good things come to an end, as they say. One of his worst memories was when he was old enough to really understand how his family treated those they viewed beneath them, taking and exploiting as they pleased. He came across his Father raping a servant girl, and ended up nearly beating him to death in his rage. It was the first and hopefully last time Marcel has ever been physically violent. He fled, and obviously things were never the same again.

Why did your character volunteer to investigate the disappearances? Ordinary citizens are precisely the sort of people Marcel most hopes to fight for. He knows that those in power rarely care, and that the families may never get answers without someone stepping in on their behalf.

What is one thing your character attributes to having been able to survive this long? His willingness to do what it takes. The victims might not be able to fight for themselves, but Marcel is. Even if that means crossing lines others might not be comfortable with.

If someone were to ask a previous coworker/partner/party member about working with your character, how would they respond? ”That peacock? Ugh.” But no, on average they’d probably call him a bit intense, and his capabilities at best mildly troubling. They’d say he’s competent, if overzealous, and that he never does things by halves. They’d also probably say that he has a tendency to mix work and pleasure, and that he’s been known to think with his dick. There are better than even odds any male asked would wince and shift, even as they blush and glance away with a cough.

When your character enters a room, how do they typically hold themselves? Confidently, he’d say; others might say arrogantly. Despite his truly good intentions and his warm, flirty personality, he hasn’t quite been able to give up the bearing of a noble. It comes through perhaps most obviously when he’s being dramatic or thinking he’s walking to a threat, at which point he might as well be a King storming through a full Court.

How are people likely to react when meeting your character for the first time? In battle, or in a relaxed atmosphere? In a relaxed atmosphere they’d probably consider him a little pompous at first glance, a little too colorful and larger than life. He’s been known to be considered “rather a lot” by people. In battle, well. That depends on whether people realize what exactly he’s doing or not. Few people appreciate their minds messed with by those they don’t know; and plenty don’t appreciate it coming from people they do.

What does your character like to do when he isn't adventuring? ...Does stealing or collecting secrets count? Fucking and enjoying the finer things in life? Hm. He does like to make jewelry, actually. He has a fondness for it, particularly if he can take something of historical importance from a noble family and turn it into something new.

Who is one person, past or present, your character has deferred to? Who is one person, past or present, who has deferred to your character? What were the relationships like? Marcel deferred, always, to his parents. They were loving, but strict. There were expectations, and he followed them. At least until he could no longer turn a blind eye. As to who deferred to him… well, most people, between his natural charisma and his capabilities. But the first might have been his personal servant, whom he became close friends–and then more–with. Leaving him behind is one of the few things Marcel regrets from fleeing home.

Stablery

Hello Lyron,

I'm interested in playing! I'm not very interested in writing out sex scenes, so a character-driven plot that does not have smut as the intent sounds perfect. I am comfortable with a gothic, raw setting, and all the surprises it may bring.

If you're still looking, I'm happy to create a character and submit that to you, and we can go from there.

Thank you,
~Stabs

HopeFox

I'd love to have a stab at Curse of Strahd! I have a character in mind who I think fits the genre, and can definitely be as M/M as the world calls for. He's a tiefling who grew up in extreme poverty and suffering from the common prejudice against tieflings, and one day he demanded that the gods do something about all the suffering around him... so they made him a paladin. He's not happy about this, but he doesn't have much choice but to go out and help people and fight evil, whether he likes it or not.
If you're such an iconoclast, where were you when we trashed Constantinople?

Ons/Offs: https://elliquiy.com/forums/index.php?topic=358012.0

Xurtan

Quote from: HopeFox on October 21, 2023, 06:28:45 AMI'd love to have a stab at Curse of Strahd! I have a character in mind who I think fits the genre, and can definitely be as M/M as the world calls for. He's a tiefling who grew up in extreme poverty and suffering from the common prejudice against tieflings, and one day he demanded that the gods do something about all the suffering around him... so they made him a paladin. He's not happy about this, but he doesn't have much choice but to go out and help people and fight evil, whether he likes it or not.
I actually love this. The idea of someone's demand of the gods being fulfilled like that is hilarious, and tieflings are definitely hot. *nods* I could see your character's poverty background clashing delightfully with mine's nobility, as much as he tries not to come off like a privileged asshole, haha. 

HopeFox

Quote from: Xurtan on October 21, 2023, 02:50:48 PMI actually love this. The idea of someone's demand of the gods being fulfilled like that is hilarious, and tieflings are definitely hot. *nods* I could see your character's poverty background clashing delightfully with mine's nobility, as much as he tries not to come off like a privileged asshole, haha.
Sure, that sounds like fun! I think we could definitely make that work.
If you're such an iconoclast, where were you when we trashed Constantinople?

Ons/Offs: https://elliquiy.com/forums/index.php?topic=358012.0

Lyron

Since E has experienced technical difficulties for a good chunk of this week, I'm gonna extend the recruitment period to 11/4. If we don't need it, great! But I wanna account for lost time.

@Xurtan - As you already know, Marcel is accepted! I'm excited to see him in play!

Quote from: Stablery on October 20, 2023, 03:57:28 PMHello Lyron,

I'm interested in playing! I'm not very interested in writing out sex scenes, so a character-driven plot that does not have smut as the intent sounds perfect. I am comfortable with a gothic, raw setting, and all the surprises it may bring.

If you're still looking, I'm happy to create a character and submit that to you, and we can go from there.

Thank you,
~Stabs
Hi Stabs! Welcome to E!

No one will be pressured to write erotic scenes if they do not choose to! While this isn't a smut-focused game and a thread will be specifically designated for such content, I can't promise that other PCs won't be overtly flirtatious or provocative toward NPCs or between each other while your character is present. As long as you are okay with that possibility, feel free to submit a character!

Quote from: HopeFox on October 21, 2023, 06:28:45 AMI'd love to have a stab at Curse of Strahd! I have a character in mind who I think fits the genre, and can definitely be as M/M as the world calls for. He's a tiefling who grew up in extreme poverty and suffering from the common prejudice against tieflings, and one day he demanded that the gods do something about all the suffering around him... so they made him a paladin. He's not happy about this, but he doesn't have much choice but to go out and help people and fight evil, whether he likes it or not.
Echoing Xurtan, sounds like fun! There are definitely a couple of different ways to plug a reluctant paladin into the story, and I'd be happy to talk to you about them if ya want. As far as "as M/M as the world calls for," the only real requirement is that players should be willing to play such pairings or encounters with others. Characters are generally expected to be, or at least become, interested in such, too, but defining a character's sexuality is largely left to the player's creativity. There will be very few female NPCs; a lot of the ones that are canon will be gender-bent. I'm not likely to cater to other pairing desires except where it's important for a character's story. M/M games are a rarity on E, so I'm first and foremost looking to create a space specifically for that interest and foster community among the available players that do exist, lol.


M/M Players for Groups: A Registry


Music junkie here!
Love random song shares.
Anyone, any genre, any time.

HopeFox

Quote from: Lyron on October 21, 2023, 09:09:20 PMEchoing Xurtan, sounds like fun! There are definitely a couple of different ways to plug a reluctant paladin into the story, and I'd be happy to talk to you about them if ya want. As far as "as M/M as the world calls for," the only real requirement is that players should be willing to play such pairings or encounters with others. Characters are generally expected to be, or at least become, interested in such, too, but defining a character's sexuality is largely left to the player's creativity. There will be very few female NPCs; a lot of the ones that are canon will be gender-bent. I'm not likely to cater to other pairing desires except where it's important for a character's story. M/M games are a rarity on E, so I'm first and foremost looking to create a space specifically for that interest and foster community among the available players that do exist, lol.
Okay, sounds great! I think Courage's sexuality (yes, his parents named him Courage) is very much dictated by simply wanting to find pleasure where he can in a harsh world, so he's taken great comfort from the company of other men in situations similar to his. He's also no stranger to relationships of unequal power, trading his good looks and sensuality to somebody more powerful just to make sure he survives, which I imagine is the sort of thing that can happen in Barovia. I'm definitely looking forward to him engaging with your male NPCs, and I certainly don't expect any female ones just for him.
If you're such an iconoclast, where were you when we trashed Constantinople?

Ons/Offs: https://elliquiy.com/forums/index.php?topic=358012.0

Lyron

Quote from: HopeFox on October 21, 2023, 09:18:58 PMOkay, sounds great! I think Courage's sexuality (yes, his parents named him Courage) is very much dictated by simply wanting to find pleasure where he can in a harsh world, so he's taken great comfort from the company of other men in situations similar to his. He's also no stranger to relationships of unequal power, trading his good looks and sensuality to somebody more powerful just to make sure he survives, which I imagine is the sort of thing that can happen in Barovia. I'm definitely looking forward to him engaging with your male NPCs, and I certainly don't expect any female ones just for him.
Haha, nice! That tendency would definitely be of amusement to Strahd and a few others.


M/M Players for Groups: A Registry


Music junkie here!
Love random song shares.
Anyone, any genre, any time.

Bargeist

Hiiiii! I'll throw in an interest! Love everything about this! 

Lyron

Quote from: Bargeist on October 23, 2023, 06:16:20 AMHiiiii! I'll throw in an interest! Love everything about this!
Happy to have you!


M/M Players for Groups: A Registry


Music junkie here!
Love random song shares.
Anyone, any genre, any time.

Armphid

I will admit that I do looove my smut in a story, I can also focus on it just on the side.  Probably. ;)

I have a few thoughts here but they're very loose and just nuggets based on some of the hooks.  

Idea 1 
- based on the first Hook under Redemption
  • Through his own folly, your character has committed a grave misdeed he feels guilty for. Perhaps he now spends his days performing good, if sometimes heroic, deeds in an attempt to atone. Perhaps the do-good persona hides his suicidal ideation, but each time he steps back from the brink. Or perhaps he, for the time being, wallows in self-pity, using his skills only to fund his drinking/drug habits.
My idea here was for a full caster (who, me?)  who has his magic from an unknown heritage but probably something pretty fiery.  His power started leaking out of him in his mid-teens and it erupted when he was being picked on by some other kids, got angry, and then Firestarter happened.  ...Which I know realize is a thing from a few other pop culture characters, but ah well.  So, fire spells and a a real feeling of being a garbage person who murdered a bunch of people that really didn't deserve it and has to redeem himself or die.  ...And is okay being used for cheap sex since he's such trash (because it's still me).

Idea 2
- based on another Hook under Redemption (I like this theme, apparently)
  • Your character's ancestor was a coward. Although many of the details have been lost to time, or at least in the ancestor's unwillingness to share - something about failing his unnamed knightly order - your character has felt that burden of shame, cowardice, or being lesser. All that is left of the man to this day is a silver dragon scale that feels cold to the touch, but also gives a fleeting sense of safety, protection, and comfort to those with a good heart. Wanting to provide his family name with a new legacy, and perhaps also desiring to challenge the similar flaws in himself, your character carries the dragon scale with him while looking for a chance to make a real name for himself.
(First Name) Faintheart has borne the scorn heaped on his family for his grandfather's legendary cowardice his whole life.  Denied proper knightly training with the sword, he has instead taken up polearms as his weapon of choice and developed a fighting style inspired by the silver dragons, much like the scale he still keeps.  This one would be a Martial but with some wild and cool abilities that would be dragon and probably Cold themed.  Kind of a Final Fantasy style Dragoon now that I think about it.

Idea 3
- based on two Hooks from Family/Friends
  • Your character owns a multicolored scarf woven with complex patterns. It's soft and warm, and it shimmers in bright sun- or moonlight. Perhaps it was a token found with his infant self when he was left abandoned on the side of the road or at someone's door. Or perhaps it was given to him by a beloved family member, before the relative passed. He carries it with him to this day, maybe hoping to once again feel a family connection.
  • A character is haunted by a memory from years ago, when a loved one walked into a dense mist and vanished. Your character still wonders what happened to them. (Might or might not be a happy result.)
Okay.  So I'm going to admit, the first part here is just because I love the idea of having a ridiculously long scarf like the 4th Doctor.  But I also like the idea of having a character whose first lover disappeared into the mist and he has since studied and trained and searched for him but to no avail.  Maybe a Ranger type character here?  Some fighting and some magic that's more hunting/utility style that in a fight?  ...Though I'd probably want some big fight moves too, if I'm honest.  

Idea 4
- Based on this Hook from Ambition
  • Your character was looked down on by his tribe, clan, or hometown, and he wishes to one day make a name for himself and prove them wrong.
So in another RP a while ago (that has stalled out) I made a halfling who was taken in by a barbarian tribe when he was found by them as a child, so he grew up as a barbarian in this tribe of humans.  Despite being stronger and tougher than the others, he wasn't allowed to have any important positions because he was "small and puny," which someone saying led to an ass kicking, but still.  This would be Martial with some rage based Abilities or something.  Might be fun if he had a power that would let him grow to giant size (small giant, like 10' tall or something).  

So that's what I've got kicking around.  Any thoughts on any of these ideas?  I don't want to make a whole bunch of them, you know?  Any votes from the rest of y'all?
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One-on-One Ideas/Interests

Group Ideas/Interests[/td][td]     [/td]
[td][/td]
[/tr][/table]

Xurtan

Quote from: Bargeist on October 23, 2023, 06:16:20 AMHiiiii! I'll throw in an interest! Love everything about this!
Yessssss. Good to see you here, really excited to see what you come up with! 

Quote from: Armphid on October 23, 2023, 03:06:12 PMI have a few thoughts here but they're very loose and just nuggets based on some of the hooks. 
I like the first two a decent bit, fwiw. Dragoons are cool, ice/cold based themes are great, and sounds like he has some fun potential dynamics with the party with anyone that has heard of his family, etc. People expecting him to run or be a coward and having to earn his own reputation, kinda thing. 

Firestarters always hot, though ;) And got some Carrie vibes. I have no complaints with cheap trashy sex, either, though sounds like he might get taken advantage of before he gets some self-worth (which isn't a bad thing, just musing). I think there's probably more inherent emotional drama/character growth with the firestarter one, but honestly I could see either going in fun directions. 

HopeFox

Quote from: Armphid on October 23, 2023, 03:06:12 PMSo that's what I've got kicking around.  Any thoughts on any of these ideas?  I don't want to make a whole bunch of them, you know?  Any votes from the rest of y'all?
Ooh, they all sound pretty cool. 1 and 2 sound like they have some great emotional hooks. 4 is appealing to me simply because I love barbarians!
If you're such an iconoclast, where were you when we trashed Constantinople?

Ons/Offs: https://elliquiy.com/forums/index.php?topic=358012.0

Lyron

Since a couple of people have submitted sheets, here is the new character thread! If I've okayed the character, you may post it there when you're ready, even if you have not yet completed the abilities. For this reason, lurkers should not assume abilities have been completed and approved for a given character (except for Xurtan's).

At the moment, we have a...
  • Magical rogue
  • Sheltered wizard
  • A grieving/vengeful werewolf

There is room for one more person to show interest!

@Armphid - Seems like the first two are the most popular. :) Both sound good. My only note is that idea 2 has a direct historical tie to Barovia for an event that took place 388 years ago, give or take a few years. So the ancestor's placement in the family lineage will be dependent on the race you choose. Sorry, should have specified that in the blurb, lol.


M/M Players for Groups: A Registry


Music junkie here!
Love random song shares.
Anyone, any genre, any time.

Esoterica

I don't know if I have time or not, but keeping an eye on this one. M/M games are like unicorns. Hard to find lol.

HopeFox

If you're such an iconoclast, where were you when we trashed Constantinople?

Ons/Offs: https://elliquiy.com/forums/index.php?topic=358012.0

Xurtan

Quote from: Lyron on October 25, 2023, 06:43:07 PM
  • Sheltered wizard
  • A grieving/vengeful werewolf
Looking forward to seeing what these look like! Sheltered wizards are always fun to tease, and Lyron knows how close I was to going the werewolf route myself. ;) Exciting all around.

Lyron

Quote from: HopeFox on October 26, 2023, 02:13:48 AMOkay, I'm out. Thank you for your time.
Good luck with things!

Quote from: Esoterica on October 25, 2023, 10:17:17 PMI don't know if I have time or not, but keeping an eye on this one. M/M games are like unicorns. Hard to find lol.
That they are!


M/M Players for Groups: A Registry


Music junkie here!
Love random song shares.
Anyone, any genre, any time.

Armphid

I'm still conflicted.  But still here!  

I was leaning towards Idea 1 but then Idea 2 has a connection to Barovia and that's cool and lore-tastic...

If I haven't decided by tomorrow after work, I'll flip a coin.  
[tr][td]
My ONs/OFFs and Other Info

One-on-One Ideas/Interests

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Xurtan

When in doubt do what I do, and decide based on which you can find hotter art for :v) 

Armphid

That's a good method!  I haven't even tried to find art yet.  I usually put that off 'cause I'm bad at it.  But let's see what I can find!
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My ONs/OFFs and Other Info

One-on-One Ideas/Interests

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RedPhoenix

This is really tempting. But I'm not looking to push into spaces here so I will just ask upfront, would a character that is male-bodied and identifying but more androgynous in their presentation work with this premise? It's entirely okay if the answer is no!

Concept I am kicking around would be a full caster sort of traditional academic wizard type, sort of the upper class well educated sort whose education just happens to make them excellent at magic - like the rich kids in Magicians if that makes sense? I could make them into a half-caster type with more of a fighter/mage type setup with fencing just being another academic skillset of theirs too.
Apologies & Absences | Ons & Offs
May you see through a million eyes.

Stablery

Quote from: Xurtan on October 26, 2023, 02:26:26 AMLooking forward to seeing what these look like! Sheltered wizards are always fun to tease, and Lyron knows how close I was to going the werewolf route myself. ;) Exciting all around.

Orion may or may not be into that. He's quiet, and he'll blush, but will he enjoy the attention? We'll see...

Xurtan

Quote from: Stablery on October 30, 2023, 04:57:50 PMOrion may or may not be into that. He's quiet, and he'll blush, but will he enjoy the attention? We'll see...

Just read your sheet, I love Orion! And making someone blush is definitely enough of a reason to keep teasing them Seems like he's going to be a lot of fun. 

Atlas, too. ;) Gotta love werewolves! And he's another member of the 'shirts are overrated' club, which my guy approves of. He never wears one, basically.