This is how I run my games, and how I prefer to play in games, and why I normally prefer being the Token Evil in a standard goodly campaign. Ask me about Terminator some time.Confederates:
In some quests, a character or multiple characters in the party will be briefed by me prior to the adventure, but unlike the rest of the group, they possess their own motives and goals for the particular arc. Alongside the main objective, this character will actively pursue their unique agenda, sometimes leading to unforeseen outcomes and extra opportunities for role-play.
Make it Dead or Alive, which usually implies the client prefers to take them alive, for reasons, and is offering more rewards-- direct and indirect-- for doing so. Tie this into the other players' motivations, as well. The maverick player, well, they're getting a bigger reward for making sure the mark doesn't make it... but they're also earning a different set of faction rewards, from the other client, for the whole party. The conflict isn't they're screwing the party to push their own agenda, it's that their making the choice for the party without consulting them.Ways I think it might not work: If the character's unique objectives directly interfere with the group's objective. Example: Group is hired as bounty hunters to capture Joe alive and bring him to Bob. Character's unique objective is to kill Joe, and will make it seem like an accident so the group doesn't get suspicious. Even with subterfuge - if everyone eventually finds out, then the character is in trouble with the group, and the types I'm recruiting for this campaign aren't exactly forgiving. Also, the original employer - Bob - is not one to mess around with and may seek retribution for not carrying out his instructions.
may range from humorous to full-on IC conflict - again which may be a pro in certain circumstances)
-Tough choices - the toughest one being - can this character remain in the party? Maybe a shorter way to frame this entire question is: how critical is in-character group cohesiveness in a PbP campaign?
Making sure you've got players who enjoy losing as much (or more) than they enjoy winning, and that you can run a game where losing fuels growth and complexity rather than stagnation, is a huge part in making something like this work.
Looks good at first glance. When you're able, please go ahead and send me some backstory and history, including the 5 questions.I used this character generator and then edited the end result a bit, it's great: Character Builder » Dungeons & Dragons - D&D 5
Is there anything I should add or take off or should I send you the backstory/secrets/etc. now?
Class: Warlock (The Fiend) 5
Race: Human (Variant)
Alignment: Neutral Evil
Background: Faction Agent
Strength 8 (-1)
Dexterity 13 (+1)
Constitution 12 (+1)
Intelligence 14 (+2)
Wisdom 10 (+0)
Charisma 18 (+4)
Proficiency Bonus +3
Saves Wis +3, Cha +7
Skills Arcana +5, Deception +7, Insight +3, Intimidation +7, Persuasion +7 (Passive Perception 10)
Weapons simple weapons
Armors light armor,
Languages Common, Abyssal, Celestial, Infernal
HP 33; HD 5d8
Init +1; Speed 30 ft.
AC 13 (Studded Leather 12, Dexterity +1)
Dagger. Melee: +4 (1d4+1 piercing; finesse, light, thrown (range 20/60))
Spellcasting Ability Charisma; Spells Save DC 15 ; Spells Attack Bonus +7
Slots - / - / 2
Known Spells (3) / 3 / 2 / 1
- Level 0:
Toll the Dead
- Level 1:
- Level 2:
- Level 3:
[FEATURES & TRAITS]Expanded Spell List
Dark One's Blessing
Eldritch Invocations (Agonizing Blast, Devil's Sight, Mask of Many Faces)
Pact Boon (Pact of the Tome : mind sliver, message, vicious mockery)
Telekinetic (mage hand at will)
[EQUIPMENT]Dagger, Studded Leather, arcane focus/rod, backpack, crowbar, hammer, piton (10), torch (10), tinderbox, rations/1 day (10), waterskin, rope/silk 50 feet, clothes/common, emblem of your faction, copy of a seminal faction text, Book of Shadows, 2 Uncommon Potions of Healing.