14 Jul 2014

Project Natasha - D&D 5th Edition

Hey, Project Natasha's back!  It's been a while.  Life got busy, then to me.  However, with Wizards of the Coast releasing D&D 5th Edition, it's time for Project Natasha to return.

Short version of Project Natasha: I take Nasty from Subject 13 and create her as close as possible in a variety of game systems.  With a fantasy game like D&D, I need to take a few liberties.  Instead of being a student in the big city, Natasha is old enough to be working on her own.  Not a problem, really, as we shall soon see.  I'm using the basic rules as posted to WotC's website, since that's what I have available to me right now.  That is also not a problem; while I am looking forward to the Player's Handbook for more character options, the basic rules gives me what I need for Natasha.

First step, choose a race.  Natasha is human.  As such, she gets a +1 to all of her ability scores, is Medium sized, has a base walking speed of 30 feet per round, and speaks Common and one other language, which will be the equivalent of Italian in the setting.  I am assuming a generic setting for now; Natasha could just as easily be from the Forgotten Realms as she could be from Krynn or Greyhawk or from a DM's home brew setting.

Second step, choose a class.  The core four in the basic rules are Cleric, Fighter, Rogue, and Wizard.  In Subject 13, Nasty is quick to hit people, so that would make Natasha a Fighter.  She starts with at least ten hit points, and is proficient with all armour and weapons.  Natasha also gets two skills; she takes Athletics and Intimidation.  She also gets the Second Wind feature, letting her heal up during a fight by drawing on her reserves, and a Fighting Style.  There's no style that gives her a bonus when fighting bare-handed, but there is a Protection style which does suit her.

Next step is to determine ability scores.  I'll use the array given, 15, 14, 13, 12, 10, and 8, and set them as follows: Strength 15, Dexterity 12, Constitution 14, Intelligence 10, Wisdom 8, and Charisma 13.  Natasha is strong and tough, but tends to not think things through.  As a human, she now increases each ability by 1.

Following is the description step.  Natasha needs to choose an alignment, a background, her ideals, what she holds dear, and her flaws.  The best fitting alignment for her is Chaotic Good.  Natasha has her own personal standards and doesn't care much for having restrictions imposed on her.  At the same time, she is willing to fight for the underdogs, making sure that they aren't abused.  Of the backgrounds, Criminal is tempting, but Natasha isn't a crook, even if the city guard believes otherwise.  Soldier also doesn't work; Natasha isn't one to take orders.  Folk Hero, though. suits her.  Natasha picks up proficiency in Animal Handling, Survival, one type of artisan's tools, and land vehicles.  She also gets Rustic Hospitality; commoners are willing to hide her when needed.  Her defining event was to stand up against a tyrant's agents.  Her ideal is freedom, everyone must be free.  Natasha's bond is to protect those who cannot protect themselves.  Her flaw, though, is her short temper.  It's not on the list, but it fits her best.

The last step covered here is equipment.  Instead of purchasing, I'll use the suggested equipment for class and background.  As being a Fighter, she has several choices to make.  The first is armour; Natasha takes chain mail.  Next, it's a choice of weapon and shield or two weapons; since her fighting style requires a shield, she takes that choice, with the weapon being a long sword.  The next choice is between handaxes or a light crossbow.  Nasty was always a brawler, preferring to smack people around up close and personal instead of sitting back.  But, in a D&D campaign, a Fighter with no ranged weapons could be at a disadvantage.  Still, Natasha's from a city where axes are tools, not weapons.  She gets the handaxes.  The last choice is between packs; Natasha grabs the explorer's pack.

Natasha also gets equipment from her background.  The first item is a set of artisan's tools of some sort.  There are no motorcycles in the setting, but Natasha could still work with her hands as a smith, so she takes the Smith's Tools and declares her tool proficiency in that.  She also gets a shovel, an iron pot, a set of common clothes, and a belt pouch with ten gold coins.

The last step in character creation is to connect with the other player characters, which don't exist, thus this step is skipped.

Even with the change of setting, Natasha comes out close to her original concept.  At seventeen, she's considered an adult in the fantasy setting, but that doesn't create any problems.  Natasha is still a capable brawler who is protective of the innocent, just as in Subject 13.

Natasha's full sheet is below.  Please let me know if you use her in a game.
Level 1 Fighter
Strength 16/+3
Dexterity 13/+1
Constitution 15/+2
Intelligence 11/+0
Wisdom 9/-1
Charisma 14/+2

Hit Points: 12
AC: 18

Armour: Light, Medium, and Heavy
Weapons: Simple and Martial
Tools: Artisan's tools (smith's), Vehicles (land)
Saving Throws: Strength, Constitution
Skills: Athletics, Intimidation, Animal Handling, Survival

Background: Folk Hero
  Feature: Rustic Hospitality

  Gold Pieces: 10
  Chain mail
  Long sword
  Handaxes, 2
  Smith's tools
  Iron Pot
  Belt Pouch

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