Baxter Peters
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Character Creation Guidelines for Baxter Peter's Way of the Wicked game,
using 5th Edition D&D.
using 5th Edition D&D.
Note! If you want to play and you don't understand D&D, I will help you. You just need to ask.
- All the Characters are evil, full stop. No good, no neutral, no chaotic neutral that leans evil. You're villains. Embrace it.
- Evil doesn't mean stupid. It also doesn't mean 'Unable to work with others without stabbing them'. The party might have friction, but I want you to work together as a team. PVP is /not/ the point of this game, and there will be in-game consequences for such behavior.
- Your characters will being at 1st level with no gear save for prison rags, so don't worry about gear to start. You will get gear relatively early on, so don't feel you need to play a character who doesn't need any gear to be awesome. You will be awesome, I promise.
- All official Wizards of the Coast character options are available for use. All races, all classes, whatever. If you want to use something that wasn't published in a book, I'm happy to review it and see if it works. I will work with you to make sure you have a character you like.
- You will be evil characters operating in a Lawful Good kingdom filled with goody goodies who want to stop you. Playing a character that sticks out like a sore thumb will make your life harder. So while you're welcome to play Teiflings, or Tortles, or Tabaxi, or even a weird race that doesn't start with a T, just understand that the kingdom is mostly human, with some halflings, elves, and dwarves sprinkled in for good measure.
- You committed and were convicted of a heinous crime. Tell me what, and I'll give you a character boon related to said crime.
- Standard character creation rules apply, except for the attribute generation below.
You can choose between two methods to generate your character's 6 Attributes. (Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma.) Each of these methods are more generous than the standard D&D method.
- The Wicked Array. Assign the following scores however you like to the 6 Attributes. 16, 15, 14, 13, 11, 8
- Focus and Foible. This method is a bit more complex, potentially a bit more powerful than the Array, but far more random. Pick one Attribute. You start with an 18(!) in that Attribute. Pick a 2nd attribute. You get a 7(!) in that one. For your remaining attribute, roll 1d10+7 for each one and assign in order, no switching around. This one seems strange, so I'll do an example post of how that would look.
Code:
[dice]4d10[/dice]
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