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Andraste — Half-Elven Scion of Power


Aavarius

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Andraste
Scion of Power & Ward of the House of Oghma's Faithful

 

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"Life is what you make it, so make it exciting!"

 

SORCERER 3rd

Medium humanoid female (Half-Elf), Chaotic Good


Armor Class: 15

Hit Points: 23 (HD 3d6)

Speed: 30 ft.


Senses: Darkvision 60 ft., Passive Perception 9

Languages: Celestial, Common, Draconic

Proficiency Bonus: +2

 

ABILITY SCORES

SAVES

SKILLS

Strength: 10 (+0)

Dexterity: 14 (+2)

Constitution: 15 (+2)

Intelligence: 12 (+1)

Wisdom: 8 (-1)

Charisma: 17 (+3)

+0

+2

+4

+1

-1

+5

Athletics +0

Acrobatics +2, Sleight of Hand +4, Stealth +4

 

Arcana +1,  History +3, Investigation +1, Nature +1, Religion +3

Animal Handling -1, Insight -1, Medicine -1, Perception -1, Survival -1

Deception +5, Intimidation +3, Performance +3, Persuasion +5

Bold = proficiency

 

PROFICIENCIES & FEATURES

 PROFICIENCIES

  • Tools: Thieves' tools, Three-Dragon Ante set

  • Instruments: None

  • Weapons: Dagger, dart, light crossbow, quarterstaff, sling 

  • Armors: None


SORCERER FEATURES
SpellcastingAn event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.
Cantrips

At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.
Spell Slots

The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.
Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the sorcerer spell list.

The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your sorcerer spells.
 | Sorcerous Origin: Draconic BloodlineChoose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline, detailed at the end of the class description, or one from another source.

Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.
| Draconic ResilienceAs magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, your skin reflexively develops a thin sheen of dragon-like scales in response to imminent trauma. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.
Dragon Ancestor: RedAt 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.

Red Dragon: Fire

You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.
 | Font of MagicYou have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.

FLEXIBLE CASTING

You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.

1) Creating Spell Slots

You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.

Any spell slot you create with this feature vanishes when you finish a long rest.

Spell Slot (Sorcery Point Cost)
1st (2)

2nd (3)

3rd (5)

4th (6)

5th (7)



2) Converting a Spell Slot to Sorcery Points.

As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.
 | MetamagicAt 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

EMPOWERED SPELL
When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.

You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

CAREFUL SPELL
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.


HALF-ELF TRAITS
Darkvision 60 ftThanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.  | Skill VersatilityYou gain proficiency in two skills of your choice.

Stealth
Sleight of Hand
 | Fey AncestryYou have advantage on saving throws against being charmed, and magic can't put you to sleep.


FEATS
None

 

ATTACKS

WEAPONS

  • Jambiya: +4 melee or ranged (1d4+2 piercing) Finesse, light, thrown (20/60)

  • Unarmed Strike: +2 melee (1 bludgeoning)

SPELLS

  • Fire Bolt: +5 ranged (1d10+4 fire) 120ft | V, S
     

 

MAGIC

CHARISMA-BASED SPELLCASTING

  • Save DC: 13 | Spell Attack: +5

CANTRIPS

Control FlameTransmutation Cantrip
Casting Time: 1 action
Range/Area: 60ft./5ft.
Components: S
Duration: Instantaneous

You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:

* You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
* You instantaneously extinguish the flames within the cube.
* You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
* You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Fire BoltEvocation Cantrip
Casting Time: 1 action
Range/Area: 120ft.
Components: V, S
Duration: Instantaneous

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
 | MendingTransmutation Cantrip
Casting Time: 1 minute
Range/Area: Touch
Components: V, S, M (two lodestones)
Duration: Instantaneous

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
| PrestidigitationTransmutation Cantrip
Casting Time: 1 action
Range/Area: 10ft.
Components: V, S
Duration: 1 hour

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

* You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
* You instantaneously light or snuff out a candle, a torch, or a small campfire.
* You instantaneously clean or soil an object no larger than 1 cubic foot.
* You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
* You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
* You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.


1ST (4 slots):

Absorb Elements1st Level Abjuration
Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
Range/Area: Self
Components: S
Duration: 1 round

The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
(Reaction) | Shield1st Level Abjuration
Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range/Area: Self
Components: V, S
Duration: 1 round

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
(Reaction) | Thunderwave1st Level Evocation
Casting Time: 1 action
Range/Area: Self/15ft.
Components: V, S
Duration: Instantaneous

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.


2ND (2 slots):

Dragon's Breath2nd Leve lTransmutation
Casting Time: 1 bonus action
Range/Area: Touch/15ft.
Components: V, S, M (a hot pepper)
Duration: Concentration, up to 1 minute

You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
(Bonus Act./Concentration)

 

EQUIPMENT

GOLD: 0.00

READIED
Readied items can be retrieved with a manipulate item interaction.

This is a holy symbol of Oghma

It appears to be a partially unfurled, blank scroll--this particular depiction being a modest sized silvery metal amulet on a thin chain.

This hangs prominently from the white sash tied around the waist of Andraste's traveling robes
Amber flameThis is a crystal arcane focus.

Mysteriously, this appears to be a thumb-sized stone of hardened tree sap in which someone has trapped a living flame. It's always warm to the touch and flares with spectral fire when Andraste uses it to channel her arcane power.

This was the only object among the swaddling that the abandoned baby who would eventually be named Andraste was found with. The priests of Oghma never figured out the little amber stone's history, but they knew it was obviously tied to whomever had left them the infant girl.

Andraste wears this as a necklace, the stone hung from a thin string of leather tied around it. It's the only tie to her heritage--whatever that may be.
(1)
Moon-touched jambiyaThis is a dagger.

A remarkably exquisite representation of its kind, this curved dagger is paired with an elaborate, matching scabbard of the finest craftsmanship. These weapons are commonly worn by men in distant Zakhara as a sign of high social status.

This was gifted to Andraste by a far travelling merchant whom she rescued from a mugging on the streets of Neverwinter last year. The foreign man was grateful when she blasted the would be crook with a spell, and wished to honor his rescuer. Andraste has held the beautiful weapon up as one of her prized possessions ever since.

Despite appearing to be merely ceremonial, it's still a functional weapon with a keen edge. Andraste wears it openly, tied to her side with the sash around her waist and right next to her holy symbol of Oghma.

This particular jambiya is moon-touched, its magical enchantment shedding bright moonlight 15 ft and dim light another 15 feet.
(1)
Potion of healingHeals 2d4+2 HP

Tastes like... a memory you forgot.
x2 (-)
Red traveling robes (4)
Common clothes (3)
Furs The most basic of cold-weather gear, animal furs serve to keep their wearers warm. Wearing enough fur to cover the body provides advantage on Constitution checks and saves to resist cold weather. Furs do not stack with benefits of Cold Weather Gear (5)

STOWED
Stowed items can be retrieved with an action.

Backpack (5)
Block of incense x2 (-)
Bedroll (7)
Hempen rope x50 ft (10)
Mess kit (1)
Oghmanyte lay vestmentsThis originates from the Acolyte background. Since Andraste isn't ordained, I reflavored this to be more of a formal outer garb for lay worshipers.

Andraste's is a white hooded cowl, just long enough to cover the head, neck, and shoulders. It's a symbolic "blank parchment" upon which knowledge is written--or in her case, knowledge a student is educated with. It's a head garment because, symbolically, that's the seat of understanding.
(-)
Pouch (1)
Rations x10 days (1)
Scroll amuletThis is a holy symbol of Oghma

It appears to be a partially unfurled, blank scroll--this particular depiction being a modest sized silvery metal amulet on a thin chain.

This hangs prominently from the white sash tied around the waist of Andraste's traveling robes, right next to her jambiya scabbard.
(-)
Thieves' tools (1)
Three-Dragon Ante cards (-)
The Binder's LiturgyA book of wisdom, prayers, and sacred songs dedicated to the god of knowledge.

This originates from the Acolyte background.
(-)
Unusual glass chess pieceGenerated from my trinket roll of 6: "An old chess piece made from glass"

This particular piece is actually different every time you look it it. Sometimes it's a rook, other times a knight, occasionally some other piece. You never know from one look to the next which piece it's going to be.

Andraste found it in her pocket one day and has no memory of how it got there.
(-)
Waterskin (5)

ELSEWHERE

  • House of Knowledge, Neverwinter: A very few personal effects of sentimental value and little else.
     


ENCUMBRANCE: 54 / 150 lbs.

  • Coins: 0.0 | Readied: 14 | Stowed: 40
     

 

ATTUNED MAGIC ITEMS

-

-

-

 

BACKGROUND & DESCRIPTION

BACKGROUND: Ward of Oghma

Oghma_Symbol-5e.png.93357a2541eff7966d2dd93aa9a6c8b5.pngYou received formal training to enter into the priesthood of Oghma. Much to your chagrin, as a ward of the House of Knowledge, there was no other destiny available to you. As befits the god of knowledge, the training involved a great deal of academic studiousness. Unfortunately, you were a terribly irresponsible student who romanticized swashbuckling ne'er-do-wells and daring treasure hunters when you should have been studying. You spent a lot of time in trouble for attempting to practice your legerdemain skills when you thought nobody was looking. How fortunate for you that your actual destiny intervened and the mystery of your parentage revealed a hitherto unknown power.

  • Proficiencies: Religion, History, Thieves' Tools, Three-Dragon Ante set
  • Feature - Priestly Training: As an acolyte, you share comradery with those who share your faith, and while you can't officially perform the religious ceremonies of your deity, you received formal training on how to do them. Still, while you remain a layman in good standing, you and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a poor lifestyle.

    You have ties to the House of Knowledge in Neverwinter, and you have a residence there. This is the temple where you were raised and educated. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.
     


Personality Traits:

  • I received an excellent education growing up, not that I would ever admit that.
  • I'm secretly enamored with the idea of the roguish anti-hero and sometimes try to emulate it even though it doesn't fit me.
  • Life is what you make it, so make it exciting!

Ideal:

  • Freedom. Freedom is the natural state of all peoples, who wither away while oppressed.

Bonds:

  • I may not have been the most grateful child, but I owe everything to the priests of Oghma that did their best to raise me as a orphan.
  • My life instantly changed when my arcane power manifested and I'll do whatever it takes to find out whomever or whatever is at the source of it.

Flaws:

  • I get easily worked up by people that I think believe themselves better than the rest of us.
  • Boredom is a fate worse than death.

 



APPEARANCE

Age: 20 | Height: 5' 7" | Weight: 120 lbs. | Hair: Auburn colored, long flowing | Eyes: Bright green | Complexion: Fair, lightly freckled

Andraste has the glow of youth about her, a slender woman of fair complexion with a light dusting of freckles. Her auburn hair is straight and very long, tending to whip around dramatically in the wind or when she manifests her arcane power. She wouldn't know the first thing about elvish culture, so she considers her delicate features and slightly pointed ears to be little more than a cosmetic curiosity she just happens to have been born with. Andraste's full of vim and vigor, a deep well of reckless impulsivity and spirited passion in equal measure. Even a few minutes with her is enough to make it clear that, whatever is going on at the moment, Andraste's having the time of her life and loving every minute of it.

Never one to be caught dead in anything dour and drab, Andraste's traveling robe is a beautiful bright red, tied with a white sash around her waist. Her other clothing is typically adorned with embroidery and other little intricate flourishes she's happy to pay a tailor to create, and as much as she's able Andraste and her effects are always clean and well cared for. Delicate, detailed things with long, flowing lines are always a favorite. Having grown up with nothing to her name, she can be tempted by shiny things like gems, jewelry, and other luxuries.

BACKSTORY

Orphaned at infancy, Andraste was raised as a ward of the House of Knowledge, a temple of Oghma in Neverwinter, where the stuffy-but-well-intentioned priests collectively raised her to be a scribe and lorekeeper. They named her after an Oghmanyte saint who was famous for having been martyred during the Wailing Death plague a couple centuries ago. An inattentive and rebellious student, Andraste spent most of her days trying to weasel her way out of work she considered to be boring. Despite a preference for the thrill of legerdemain over libraries, the priests managed to make an apt (but reluctant) scholar out of her as she ultimately had nowhere else to go.

Andraste's life changed dramatically when she began to manifest sorcerous powers at the onset of puberty. In the turbulent few years that followed it would be become clear to the priests that there was only so much they could teach her within the temple walls, so they sent Andraste with their blessing out into the wider world to find answers about the magic she could now wield. As big proponents in the power of education, Vance's academy seemed like a natural starting place for Oghmanyte priests to send their adoptive daughter.
 

ab69cc9d37a0c88d4322f338d5e7ed63.png.56c97d55218efc795f540bf8b370ca84.pngValen Finch is the closest thing to a mentor to Andraste, perhaps even a father figure. Having never married and no children of his own, Brother Finch has dedicated the last thirty years of his life to the presthood of Oghma in pursuit of knowledge for knowledge's sake. As a much younger man he was a wizard from Baldur's Gate. While the city never quite suited him, travel did. He's been up and down the Sword Coast many times and has gathered within him a great deal of wisdom from the experience. As a rule he's essentially unflappable, having seen so much of the world that little surprises him. His calm, steady, patient demeanor is much the opposite of Andraste's typically impulsive, passionate tendencies. They do, however, share a penchant for adventurous spirit. And tea. He was frequently away from Neverwinter on some "quest for understanding," as he puts it--which Andraste was always too young to go on. She grew up on stories from his travels while she was stuck in the city. It was he that pushed for Andraste to attend Vance's Academy of Adventure. He knew her well enough to know that she was never going to be satisfied with a cloistered life.

Last Andraste heard, Valen was at Candlekeep. Andraste knew recent events in the world were bothering Valen, though he never spoke about them. She knew him well enough to safely assume that much. It wasn't unusual for him to venture out in search of answers for mysteries. What was unusual was that his messages had stopped. She hasn't gotten a Sending in about a month, which means that either he's absorbed into his work or something bad has happened to him.

 

 

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Andraste (Half-Elf Sorcerer)token.png.f9e76fe4bce18d36fbb70ba39f1a9f7e.png


AC: 15 | HP: 23/23 | HD: 3d6 | Passive Perception: 9 | Inspiration: No | Conditions: None
Spells: 1st:
▣▣▣▣, 2nd: ▣▣ | Sorcery: ▣▣▣


The image to the right links back to my character sheet when you click it. ➡️➡️ ➡️

"Speech"

thoughts in italics
 


Mechanics

Main Hand: -
Off Hand: -


Action: -
Bonus Action: -
Move: -
Manipulate: -

▣☐

     

 

Edited by Aavarius (see edit history)
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A few notes for the GM.

  • Andraste has a custom background. It's essentially the Acolyte background with a couple tweaks to match backstory better. Obviously, this will require your approval.
  • Starting equipment was generated by using the automatic lists in both the Acolyte background and the Sorcerer class.
    • The following items from starting equipment were sold for half price, their gp values indicated with them: Light x-bow (12.5), 20 bolts (0.05), Dagger (1), Tinderbox (0.25), and 10 torches (1), totaling 13.9 gp Combined with the 15 gp from Acolyte, this gave me 28.9 gp of currency to spend on a few extra items.
    • I took the option for the moon-weapon.
  • Since she has no cultural connection to elves, I exchanged the half-elf's elvish language proficiency with the celestial language--presumably the liturgical language she would have learned as part of growing up in a temple.
  • Several items listed are just normal items from the PHB with their generic names rewritten. They're otherwise identical in function. I tried to make it clear what the item was originally.

 

In my head canon, Andraste isn't simply a half-elf who has a dragon ancestory. She is the product of some sort of conspiracy to create a living vessel of magic by combining the arcane traits of dragons and elves using the infinite adaptability of humans as a starting stock. Think magical transhumanism. Or genetic apotheosis. You get the idea, I hope.

So who would do such a thing, and perhaps more importantly, what is their end goal? That's for you to decide as part of your Doomed Forgotten Realms. Perhaps she's one of Vecna's experiments? Since all the bad guys won, maybe the Cult of the Dragon's behind it? In any other setting it would be a case of "secret gov't programs they lost control of".

But just as important, how did she get abandoned with the Oghmanyte priests in Neverwinter? I think it was somebody involved in the conspiracy/experiment who developed a conscious and didn't want to let the bad guys get a living weapon. Perhaps it was one of her parents?

These questions I want to be surprised about! I'm open to whatever you might come up with so long as you tie it into the setting some way. I'm excited to learn the secret history at the same time Andraste does.

Edited by Aavarius (see edit history)
Name
Trinket Roll
6
1d100 6
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  • 2 weeks later...
  • 2 weeks later...

I think Drift and Andraste would get along, both wanting to fight against oppression, and stand for freedom. They would have met in spellcasting classes. While our sources are different, we both had to practice our thunderwaves. As I said in the OOC thread, at some point over the past year, Drift would have expressed his love for you. Whether it was reciprocated or not, he would have moved on in a few weeks. Feel free to have either rebuffed him, enjoyed the tryst, or be angry at him for betraying you and moving on.

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@BobtheWizard
I like all that. Andraste would have probably adored it and been disappointed when it fizzled out--but probably not mad at him for it. If anything she'd be confused. She didn't exactly grow up with any other children around, so her romantic relations ideas are literally all from story books. She's 115% people-driven, so any attention is good attention, so far as she's concerned.

Considering how inattentive to academics Andraste is as a general matter, I don't doubt she and Drift both got into trouble together more than a few times.

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I see a lot to connect Copper and Andraste.

1. Redheads.

2. Orphans.

3. Related ideals (Freedom vs Footloose & Fancy Free)

4. Spellcasting without training/schooling.

5. Roguish interests (slight-of-hand/pickpocketing, stealth).

6. A taste for excitement ("Life is what you make it, so make it exciting!" vs. "I like a little more excitement in my life than most people would prefer.").

Despite the four year age difference, I can see these two hanging out and getting into trouble together at the Academy. What do you think? How do you see their relationship having developed during the school year? What connections or roadblocks do you see?

Edited by Wizard of the Coat (see edit history)
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@Wizard of the Coat
You touched on several things I was going to suggest. Neat! So, basically I get the impression that both characters have similar outlooks on life. The Venn diagrams are probably almost entirely overlapped. Their histories are probably just as similar. I have zero doubt that they both would have gotten along swimmingly--probably much to everyone else's chagrin. Andraste didn't grow up with other children around, so Copper makes a logical fit for friendship.

So instead let's focus on the thin sliver of differences. What's a story without conflict, right? Seems like Andraste had a weirdly stable orphan childhood. She was surrounded by people who took care of her, gave her an education, and weren't involved in any shady business. She was pretty sheltered from exploitation. Reading about Copper I get the impression that she is probably WAY, WAY more world-wise than Andraste--both in a good way and in a bad way. Andraste romanticizes n'er-do-well, rakish scoundrels. Copper actually lived that life (even at her young age). The contrast between exciting stories and the danger of reality may be a source of tension between them. Andraste might be older than Copper, but I think Andraste (foolishly) wishes she had the exciting time growing up that Copper had. It's a miracle Copper has such a positive outlook on life, which is something they both certainly share in.

Thoughts?

Edited by Aavarius (see edit history)
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I love it! As long as we're talking conflict with a little c rather than a CAPITAL C. Yes, Copper sometimes gets annoyed by Andraste's idealized notion of the life of a street urchin pickpocket. Copper tends to gloss over the bad stuff that happened to her growing up. Usually she does't talk about it. So in a sense, her initial presentation of self might confirm to some degree Andraste's romantic notion of a pickpocket's life. This would have forced Copper to start opening up and sharing the realities of her life, intentionally focusing on the negative stuff to give Andraste a reality check. Given that it's Copper telling the stories, there would still be more good than bad, but anyone with an eye to see would be able to read between the lines: "on the one hand, there was the persistent stress of food insecurity and potential violence/sexual assault; on the other hand, there were joyous celebrations with the other children anytime someone made a score big enough to warrant a feast."

Not sure how Andraste would react to Copper's gritty truth, but one thing is certain: Andrastre would like know more about the realities of Copper's life than any of the other PCs.

This process of Copper opening up might have already been completed and resolved to some degree by game start, or it might be an ongoing development.

Thoughts?

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Yes, definitely lower-case conflict. Not looking to escalate to anything big.

I love all that, but let's err on the side of ongoing development. Both characters are still figuring out their respective positions on this issue, so let's let it wax and wane naturally as it comes up in the story. We both know where we're headed with this ongoing interaction (which is exactly where we need to be with this), but the point of the game is to get to play out all the scenarios as part of the adventures. There isn't much story to tell if everyone has it all figured out before we start.

Edited by Aavarius (see edit history)
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Yes, agreed. I don't want to hold up the game that way either.

I just mean to make it a part of conversation as they adventure--but a side thread might be neat if we ever feel it needs to come to that.

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