DM Frogfoot's Shapeshifter Apocalypse (Inactive)

Game Master Dalton the Thirsty


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Hey everyone, I'm DM Frogfoot and I DM homebrew campaigns. I'm looking for a small group of players to start up a new campaign in Tarn, my world afflicted by a shapeshifter curse.

First, "crunchy" stuff. Fluff is coming in the next post.

Dungeon World is a very simple system that focuses on the narrative over remembering a bunch of skill modifiers. This link explains the basic gist of how the game works; I'm happy to field any questions as well. The basic idea is:

Roll 2d6+relevant stat (Dex if dodging, Strength if pushing, Cha if Diplomacizing) and if you get a 6 or less, you fail and gain 1 XP. If you get a 7-9, you partially succeed but the DM introduces a complication to your success or makes you make a hard choice. Roll 10 or above and you succeed!

The SRD linked above also explains how the different classes, like Fighter, Thief, Wizard and Cleric (among others) work. One class per party.

As an added twist, all players are shapeshifters. You can choose your favored shapeshifter animal during character creation. Each different type of were-animal gains benefits when shapeshifted that are unique to their form.

As a general note about me, I'm very laid-back when it comes to rules interpretation. My number 1 rule is the Rule of Cool - which is if it sounds awesome, I'm probably going to allow it, or at least find some other way to make it possible for you.


Color me intrigued.


Imagine a world of elves, orcs, dwarves and goblins, of giants and faeries and dark slithering things beneath the earth, of dragons and gods. This is the world that was - known by its inhabitants as Tarn.

Before the Great Howl sacrificed himself and his entire Council of Twelve to bathe the lands with the Lycanthrope's Curse. 100 years ago, a bitterly powerful group of warlocks made a pact with a demon and succeeded in spreading lycanthropy to the whole world.

All the humanoid races were afflicted. Most victims lost their minds when the change took them, surrendering utterly to the beast the Curse awakened within them and devouring a victim's flesh while shapeshifted. Doing so would trap the victim in were-form forever, leaving them maddened and barely intelligent animals.

Some, however, resisted eating flesh during their transformations, and through luck or force of will maintained control of their actions. These survivors have taught themselves to use their curse, giving themselves some control over their animalistic forms. The next generation had difficult childhoods but grew up as best they could - those who survived, the current generation, are living lives as best they can, forming communities to protect themselves from the Feral.

You live in one such city, known as Magna Gracia - or at least, you have been living here for at least 6 months. Nominally still under the rule of the distant King to the south, Magna Gracia is actually under the thumb of a tight-knit group of crime lord cartels whose ruthlessness helped them to survive the Curse 100 years ago. There are those who whisper that the power base for the cartels is wavering, however...


Dotting. Dibs on were-deer :p


Hmm, assuming standard classes, there could be an interesting idea with a druid who can not seem to stick to one shape.


Druids played a pivotal role in the preservation of civilization, ironically enough. When the Curse afflicted Tarn, the world's druids saw the plight that the humanoid races were suffering from and (many of them) came forward, acting as teachers and mentors to help the afflicted with their transformation and their urges.

As a result they enjoy great respect and influence in the post-Curse world. However, there are those who are bitter toward the Druids for their ability to control their forms so easily. Bigoted violence against druids in some parts of the world is not uncommon.


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Finally, other resources not available on the SRD but allowed for character creation:

The Barbarian class,

the Lore and Lords pack, which contains rules for the Monk, Shaman, Vampire, Trickster and Hunter classes,

and the Grim World pack, which contains rules for the Battlemaster, Channeler, Necromancer, Templar, Slayer, and Skirmisher.

*EDIT* I'm not allowing the Vampire class because all PCs are lycanthropes, sorry.


Will our race give any mechanics?


Indeed. As a druid, for example, the Great Forest is always considered your Land if you are an Elf, whereas if you are a human druid you always have access to domesticated animals to shapeshift into.

Some of the other classes don't have specific benefits tied to race, but all of the base classes from the SRD do. If you want to play a race/class combo not listed in the SRD (like an elven paladin, or a dwarf druid, for example) I have a list of homebrewed racial moves here.


His games are very fun, I'm in one and I'm loving it :D

Can I be a were-shark?


I could absolutely see a sailor or fisherman type person becoming a wereshark, yes. Sounds terrifying.


So yes, my idea is a were-yes. When not actively shape shifted, he has a hard time hanging onto one form. There is probably a prophesy about him.


A...were-yes?


I'm thinking plant-channeling were-deer. :)


His natural stat is in flux. He can not stick to one animal. He may even be all mixed up at times.


I'm having trouble finding out what some of the terms mean. Like Forceful, Piercing, Environmental effect. Sorry if that should be obvious. I kinda figure it's probably in the book, rather than on the SRD?


This does look good.

I would like to but forward Jigme, 6th speaker to the lawless. A good human monk following the Path of truth.

Shifted animal not so sure about..... Crane or Monkey would be traditional. Mantis would be odd.

Suggestions?


Hotaru of the Society wrote:
I'm having trouble finding out what some of the terms mean. Like Forceful, Piercing, Environmental effect. Sorry if that should be obvious. I kinda figure it's probably in the book, rather than on the SRD?

The SRD has some indexing issues.

I found this section on equipment useful for many tags


Poor Wandering One wrote:
Shifted animal not so sure about..... Suggestions?

Tiger was my favorite character in Kung Fu Panda, if that helps.

It should be noted that a player I know has expressed interest in Monk before you, just not specifically in this thread, so he may have dibs on that class (sorry)


That helped a lot. They did exactly what I expected them to do as a gamer, other than environmental effect. Which I'm sure is more me saying what it does and the DM adding penalties or what have you. :)

I figure if I am a wood-channeler, all of my effects would create environmental effects. :)


Environmental effect is what it says on the tin - whatever spell you channel has some sort of lasting impact on the environment. As a wood-caller, an environmental effect example would be to create a thicket of thorny trees to create an impassable barrier.


Mmhmm. That's what I figured. But I didn't wanna step on toes or the like. I kinda want to embody 'growth' as a thing. Specifically plant growth.


Why would you be stepping on toes?


Going for a fertility goddess thing with the antlers and the growth magic, huh? :)


I am more than a little interested in this (were-weasel monk sounds fun). What are the rules for frequency of posting, O-Frogfoot?


Monk looks to be a hotly contested class fyi, you're honestly not very likely to nab it. Try another class out please, sorry. :(

As for posting frequency, I'm laid back. I figure, if I keep it interesting, the good players will keep posting and the bad ones won't either way. I don't post on the weekends, but I lurk on the boards all day at work during the work week. Sometimes work sucks and I can't post more than one little update per day.


I just realized that my current idea is too close to an existing char. Instead I will go with a were-vulture Necromancer.


Dark. I like it.


DM Frogfoot wrote:

Monk looks to be a hotly contested class fyi, you're honestly not very likely to nab it. Try another class out please, sorry. :(

I hadn't read through what everyone else was thinking, but I shall change... slayer, maybe? Otherwise, barbarian. I love the things that those berserkers can do lol

I do this from work too, so I'm glad that you'd be understanding :3


James Langley wrote:
I am more than a little interested in this (were-weasel monk sounds fun). ...

Take the monk, I want to see this weasel. Jigme can wait in the wings.

A werewolf wizard seems to be a good (if a bit David Eddings) fit for this game.

Frogfoot, the wizard spell list does not seem to be on the SRD is this it?


I list the listing list

Hotaru - Thorncaller (channeler) Animal TBD
Nohwear - necromancer Animal Vulture
SamuraiRuy - Bard Animal Shark
James Langley - monk Animal Weasel
Poor Wandering One - Wizard Animal Wolf

Edit: Fixed Nohwear.
Edit II electric boogaloo: added shark-bard


I had changed my mind. I am now a vulture necro.


Thanks for the list, PWO! Also, thanks for dropping your original character. I'd be more than cool with being a slayer or barbarian, though, if you'd like to monk-it-up.

So... what is the requirement on alignment for the party? I was thinking of being evil and going with Path of the Dragon.


Neutral for me.


@Noh: if I think I can create a wall of wood, and that's not at all what the ability does, but instead it creates difficult terrain, then... I'd be causing problems, you know? :)

@James: Definitely good for Mazatl.

Mazatl was my Aztec Scion character, who embodied the deer as her 'other half'. So... pretty much, yeah! That, and deer are just kind of awesome.

What sort of stat is used for healing -others- via skills, as my class doesn't really do it? :) (From DnD, I assume wisdom, but who knows!)

How exactly does multiclassing work overall? I see I can trade something for something from another class... I think.

As an example, what would I need to do to get a cleric's Advanced Move:

First Aid
Cure Light Wounds is a rote for you, and therefore doesn’t count against your limit of granted spells


A sailor who likes to tells stories(he knows a lot of them) and has a lot of knowledge, the only problem is he has an anger management issue, if you interrupt his story is most likely he will turn into a wereshark and eat you face...

Were-shark Bard!!!

(It's ok if I apply to this game even if I'm in the other one?)


I am picturing my self as one of the bad guys from Dark Crystal.


James Langley wrote:

Thanks for the list, PWO! Also, thanks for dropping your original character. I'd be more than cool with being a slayer or barbarian, though, if you'd like to monk-it-up.

So... what is the requirement on alignment for the party? I was thinking of being evil and going with Path of the Dragon.

Not a thing. It was a coin toss between Monk and Wizard for me. I am looking forward to seeing how spell casters work in DW.


SamuraiRuy wrote:

....

Were-shark Bard!!!

Well we are done here SamuraiRuy wins...

SamuraiRuy wrote:
(It's ok if I apply to this game even if I'm in the other one?)

I suspect it will be fine. ;&) (Xha waves hello)


Basic Character Information:

Simple Description:

Mazatl, is a Good Human Channeler who has Glowing Green Eyes, Wild Black Hair, Flowing Brown Robes that seem well-worn at the hems, and a lean, Muscular Body.

Stats&Mods&HP:

Str 12
Dex 09
Con 16 +2
Int 08 -1
Wis 15 +1
Cha 13 +1
HP: 26

As a good channeler, she gains experience when she hurts herself to help someone else.


Gear:

Mazatl carries 3 healing potions,
5 uses of adventuring gear,
Smelling salts,
and an Antitoxin.
She has a large knotted Bō Staff staff which seems to always have green leaves decorating it, that she uses as a walking stick and sometimes as a weapon.

Moves:

Mazatl's Conduit links directly to the plane of life, which brings fertility and growth wherever she goes.

Her emanation point is located in her forehead.

When she summons an elemental being, it is leashed to her forehead by a contrail of verdant energy. The elemental may take on a woody or green appearance. She gains 1d4 control. When she runs out of control, the elemental is released. It has twice her level in hit points.

Elemental Protection: When Mazatl or her elemental takes damage, she loses 1 Control and the damage is negated.

Elemental Attack: Mazatl's Elemental uses its tag, chosen when she summons it. (Projectile, Blast, Barrier, Hazard, or Forceful)

She may trickle small amounts of life energy as she moves to perform mundane tasks or to impress others.

She may Channel to produce the effects of some of her techniques:
Ivy Armor: The vegetation of the area grows up, wrapping Mazatl in a defensive layer of greenery, while the vegetation around her thickens.
Barrier(+1 armor until next channel) and Hazard(Environmental Effect)

Verdant Uprising: Vines grow up around a Near target, grabbing at them with crushing strength. They attempt to drag the affected enemy in a direction as well.
Projectile (1d6 damage if Near) and Forceful

Thornwall: Thick leafy greens or woody protrusions grow up out of
the ground stabbing and tearing a Close target and leaving behind a Hazard.
Blast (1d8 if Close) and Hazard(Environmental Effect)

If Mazatl should die, she leaves a Rupture to the verdant Plane from which she gets her power. Everyone nearby is thrown away or engulfed by the conduit. This Conduit now floats freely irradiating the surroundings with life magic... causing all sorts of havoc with the plant life.


I like to work on my char a bit at a time. Also, are there any restrictions on race? I have the Grim World book.


GM on allowed sources wrote:

The Barbarian class,

the Lore and Lords pack, which contains rules for the Monk, Shaman, [u]Vampire,[/u] Trickster and Hunter classes,

and the Grim World pack, which contains rules for the Battlemaster, Channeler, Necromancer, Templar, Slayer, and Skirmisher.

Those plus the base professions in the SRD. Go Grim World looks to be good.


I list the listing list

    Hotaru - Thorncaller (channeler.) Animal TBD
    Nohwear - necromancer...................Animal Vulture
    SamuraiRuy - Bard.......................Animal Shark
    James Langley - monk....................Animal Weasel
    Poor Wandering One - Wizard.............Animal Wolf
    Festus - unknown........................Animal unknown


Sorry, should have mentioned, I am Nohwear.

PS, I am done accept for race.


That, and I've been a deer the whole time :)

Updated a bit with Mazatl. I missed a bit of her gear (food and flavor item). Listed out the mechanical things as well. :)


How about this? Aifric the human Skirmisher were-ape?

Simple Description:

Aifric is a Good Human Skirmisher who has Piercing Eyes, Cropped Hair, a Battle Kilt, and a Lithe Body.

Stats&Mods&HP:

Str 16 (+2)
Dex 13 (+1)
Con 15 (+1)
Int 8 (-1)
Wis 12 (+0)
Cha 9 (+0)

HP 23

Gear:

Spear (reach, thrown, near, 1 weight)
Parma Shield (+1 armor, 1 weight)
Dungeon Rations (5 uses, 1 weight)
Leather Armor (1 armor, 1 weight)
Secondary Armament: Spear (reach, thrown, near, 1 weight)

Moves:

Fulcrum
When Aifric spends a moment getting into position near an ally, they become his Fulcrum on the battlefield. Aifric can still act normally, but by keeping an eye on his Fulcrum, he'll often find opportunities for quick strikes against enemies they engage. This ally is considered Aifric's Fulcrum for as long as he stays Near them or until he selects a new Fulcrum.
When he Aids Fulcrum, add +1 to his roll.

Fulcrum Assistance
Using an ally as a Fulcrum gives Aifric the benefit of plenty of opportunities for quick strikes. Likewise, Aifric's Fulcrum benefits from his presence in a specific way.
⃞ Confidence
Aifric's current Fulcrum deals +1 damage when they attack.

Opportunity Strike
The actions of Aifric's Fulcrum will often open up enemies to his attacks. An Opportunity Strike might be a quick stab of his spear, or a javelin throw, or a fast shot from his bow.
When Aifric performs an Opportunity Strike, he deals d6 damage (and any weapon bonuses) to the target.

Reprisal
When Aifric's Fulcrum takes damage, Aifric can immediately make an Opportunity Strike against the attacker.

Flanking Maneuver
When Aifric's Fulcrum attacks and deals damage, Aifric can immediately make an Opportunity Strike against the same target.
(If the attack hit multiple targets, choose one.)

Distraction
When Aifric seeks to distract one or more opponents, say how Aifric tries it and roll. If he does it...
• ...through intimidation or brute strength, +STR
• ...through acting fast or maneuvering, +DEX
• ...by enduring bodily harm, +CON
• ...with quick thinking or useful knowledge, +INT
• ...by overcoming a fear or being perceptive, +WIS
• ...with social prowess or charm, +CHA

✴On a 10+, the distraction works perfectly.

✴On a 7-9, the distraction is mostly successful but the GM will tell him of a complication.

Perhaps it only works briefly or an ally can't help but be distracted too.

Anyone taking advantage of the distraction gets a +1 on their roll.

Feint
When Aifric Hacks and Slashes, on a 7-9 instead of dealing his damage he can choose to avoid the attack the enemy makes against him.

Adaptive Shielding
When Aifric wields a shield, it gives an additional +1 armor.
When Aifric does not wield a shield, his melee attacks have +2 piercing.

Spear Throw
When Aifric throws his spear, roll+DEX. ✴On a 10+, he hits his intended target and deals his damage. ✴On a 7-9, also choose one:
• The spear is lodged and won't be easy to recover.
• The spear's shaft is damaged, take -1 ongoing to Spear Throw.
• The spear's head is broken, it deals -1 damage from now on.
When Aifric spends an hour or so repairing your spear, remove its negative effects.

Death Move
When Aifric dies (if he fails or forgoes Last Breath), he can use this move:
Death: Final Throw
When he dies, he sees one last opportunity for a strike before the life drains from him completely. He can throw his spear at any enemy he can see. A creature of lesser or average power is killed instantly. More powerful creatures are dealt a significant blow or their weakness is revealed to Aifric's allies. If his Fulcrum still lives, they can deal their maximum damage to the same target.


Looks like my pet(s) will still be the main tank.


Can my racial ability involve my wings? One idea is out of combat flight that aids in being the scout during perils journeys.


Something I found interesting about the system, that might help people understand how the system rolls out as a probability system:

Anydice Script Results:

you've got a 58.34% chance of success without failure and only an 8.34% chance of failure without success
with only a +2, your chance of 'botching' increases to a 16.67% chance
27.78% with +1. 41.67% chance of Success without failure.
41.67% with +0. That's pretty nasty. 27.78% chance of Success without failure.
and the tables flip for -1, to 8.34% chance of success without failure and 58.34% chance of failure without success.

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