Schrodinger's Lament (Inactive)

Game Master BastianQuinn

Distorted reality world-building survival game using hacked Funnel World (derivative of Dungeon World) ruleset.
Character Sheets - Rolling Tables - Discontinuity - Conflict Map - Custom moves - Dunkleheim


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CucumberTree wrote:
It might be useful for this uniquely retconned type of game to have a continuity thread or word doc

That is so done. Discontinuity has been added to the shared documents listed in the description.


good work, nicely done.


For those who don't know, Ctrl+Alt+A opens a document outline like Word's Navigation pane. For those who don't know, Word has a Navigation pane.


I likey the DB too. I'm willing to roll for it. Winner gets all :)

Call high or low then we roll d100


They are a schrodinger's/cheshire cat. You can both have them if you continue to disagree. Just try to push out into two different Ranger subtypes from there. (I can even give Ginger and Rhistel different stats.)


Female Dhampir woodcutter | Lvl -2 | XP: 4 | HP: ? | A 0 | 1d? | STR 0 | DEX +0| CON -1 | INT 0 | WIS 0 | CHA +1

On the one hand, I love the little displacer beast... on the other, hand, I was plannign on taking beguiler, rogue and Siren (CW) moves mostly (A "Dark and alluring creature of the night" take on vampires)

so, what im saying is... take good care of him


this makes me happy


Glad that got settled so neatly. I'll see what Beguiler, Rogue, and Siren are about and consider some items/obstacles that can lead you in that direction.


Female Dhampir woodcutter | Lvl -2 | XP: 4 | HP: ? | A 0 | 1d? | STR 0 | DEX +0| CON -1 | INT 0 | WIS 0 | CHA +1

In CW terms, I would be looking at the siren and assassin specialties from Class warfare (Yeah, I've somewhat warmed up to it), and This specialty I pulled from a pre-existing playbook


Assassins have a particular challenge in this scenario: If you get someone alone, and then kill them... who is left to prove you exist?


Weaver | Lvl 0 | XP 4 | HP: 6/7 | Armour 0 | Damage 1d6 | STR -1 | DEX +1 | CON 0 | INT -1 | WIS +1 | CHA 0

For advancement, I think the druid playbook would be appropriate for Kyrillosr (apart from his low wisdom).

If I took the Shapeshifter move first, I would need either "Born of the Soil" or "Studied Essence" in order to have forms into which I could shapeshift.

What would be the way for Kyrillosr to advance?


Gullible Male Thug Dwarf Pilgrim | Lvl 0 | XP - 0/7 | HP: 11/12 | Armour - Faith | Damage - 1d4 | STR 1 | DEX 0 | CON 2 | INT 0-1 (Stunned) | WIS 0 | CHA 0

In terms of Class Warfare, I'm looking at Devoted and Fool right now. And in terms of full playbooks, the Collector sounds about right (really I'm looking at Keeper of Curios there, having gotten something more than expected while trying to gather gold), though I haven't found a CW speciality like Imazael has for the Beguiler.

How would that work out?


If it's ok, and Krenin survives, I'm looking at The Punk as a potential route. Otherwise, a Bard should suffice.


Female Dhampir woodcutter | Lvl -2 | XP: 4 | HP: ? | A 0 | 1d? | STR 0 | DEX +0| CON -1 | INT 0 | WIS 0 | CHA +1

oh... right, forgot that.

Luminary seems cool.


Imazael has a chalice Kyrillosr will need, and he'd qualify for Born of the Soil if he picks something ocean-y. I'd let you take either or in combination with Shapeshifting.

Don't shy away from assassin just yet, it'll just take a little planning.

Fool and Devoted are described in CW. For Keeper of Curios, Muirkhom just needs to start stuffing a bag with gold.

You all can stuff your load again into a bag (or other container), but it takes up a hand, takes time to get things back out, and counts as one item if it needs to be dropped. Backpcacks preclude armor rather than occupying a hand.

Pouches can carry any amount of coin, and can make weightless things easier to use, but again, if it gets lost, the whole pouch is lost.

I'll need to read Punk.


Female Dhampir woodcutter | Lvl -2 | XP: 4 | HP: ? | A 0 | 1d? | STR 0 | DEX +0| CON -1 | INT 0 | WIS 0 | CHA +1

I won't, but I've gotta say, Luminary seems really fun (It would probably only be 3 or four, as opposed to 10, but it cold be fun with blood thralls)


What are the Ginger's stats?


We'll decide on stats once you advance, but feel free to rp Ginger as an oversized cheshire cat or a barely-contained cosmic force or whatever, and maybe some of those stats will be obvious when that time comes.


Luminary, Siren, and Beguiler are moves we can theme together as one of the facets of your character, but I'd like to give you a bit of versatility in your core three moves. Just like gandalf has a sword in case he can't magic his way out, how does Imazael solve problems if she's alone? (By murdering them quietly.)


Female Dhampir woodcutter | Lvl -2 | XP: 4 | HP: ? | A 0 | 1d? | STR 0 | DEX +0| CON -1 | INT 0 | WIS 0 | CHA +1

hmmm... do I want to go with the vampire theme, or maybe the ax. Maybe I will keep assassin thing...

Atlas, what playbook were you using for Retzy. and where can I find it?


Vampire the ent-slayer. Pass through civil settlements like a kharma chameleon, slay parasitic ents with a swing of her axe, vulnerable to wooden weapons...


What's an ent? and why do they need killing?


Trees. Magical sentient trees.

And because in this world, maybe they, like, take root in densely populated areas and eat up all the positive emotions or something... You'll all still get your occupation bonuses as long as you maintain your craft. Might as well raise the stakes. (hur hur hur) It's in Imazael's best interest if our enemies are also trees, because she's good at cutting down trees. Just like Gulirk will always get an extra +1 on scout rolls.


ok, so 'evil dead' rapey trees. got it


WTF?!?!


Wayward Tentacled Friend? Yeah, that's what I'd call him.

But seriously, what kinda cult did you guys sign up to?


I didn't sign anything yet, but this comes from so far left field that I'm not sure how to respond.

need some time for this one


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Female Dhampir woodcutter | Lvl -2 | XP: 4 | HP: ? | A 0 | 1d? | STR 0 | DEX +0| CON -1 | INT 0 | WIS 0 | CHA +1

Aaaaaaand that's why we don't try to manipulate the "clap your hands if you believe" nature of this world.


I think Gul could use some dual wielding whips


in reference to the animal companion:

I am still conditioned to think of combat like in pathfinder. I really don't want a hireling relationship. I'd like to keep it an animal thing :P


Female Dhampir woodcutter | Lvl -2 | XP: 4 | HP: ? | A 0 | 1d? | STR 0 | DEX +0| CON -1 | INT 0 | WIS 0 | CHA +1

Well, I like all the bonds, I think I'll just take one with each other character.

Gul, preferably something feels-y: 1d20 + 1d4 ⇒ (18) + (2) = 20
Krenim, no special preference: 1d20 + 1d4 ⇒ (9) + (2) = 11
Kyrilosar, also no real preference: 1d20 + 1d4 ⇒ (7) + (3) = 10
Phraanz, exasperated older sibling-ish feel: 1d20 + 1d4 ⇒ (12) + (2) = 14


Imazael:
-will learn the secrets about Gul's origins.
-respects Krenin for his sacrifice.
-lied to Kyrillosr about Ibris.
-trusts Phraanz implicitly because he is kin.

Only fudged one a little because it had already been rolled.


Hold on... should torches have weight? They already occupy a hand, and they're usually in adventuring gear... I'm thinking they don't also have weight. Is there precedent?

Dark Archive

Seeing as how "Adventuring gear" only has 1 wt and includes everything from torches to 50' of rope and grappling hooks, I'd say there's a body of work leaning to it not having weight.


Opens and leafs through a large tome while licking fingers between each turn

In the case of weight vs weightless, It was found that something so useful as light source, weapon and warmth are heavy man, Real heavy.


Human-ish Level i^64 game master l Team (H): 3, Team(P):2

When in doubt, Be a fan of the characters, unless you want resource management and equipment tracking to be one of the character's troubles (In a good way), then let it slide.

my two cents, anyway.


At least while five is a lot of stuff to have, inventory management will be a thing, but I think pulling a 1wt thing out of a 1wt bag bothers me. -and it's not the torch that's precious, but the fire.

So far, I'm convinced they have no weight, but do occupy a hand while lit.


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Female Dhampir woodcutter | Lvl -2 | XP: 4 | HP: ? | A 0 | 1d? | STR 0 | DEX +0| CON -1 | INT 0 | WIS 0 | CHA +1

I think Hagred might be extremely dead.


Gullible Male Thug Dwarf Pilgrim | Lvl 0 | XP - 0/7 | HP: 11/12 | Armour - Faith | Damage - 1d4 | STR 1 | DEX 0 | CON 2 | INT 0-1 (Stunned) | WIS 0 | CHA 0

Extremely dead? Considering he was dead already, then we killed him, I guess that's appropriate.

Not dead enough for my tastes, though.


Re: how do I level?

Make Camp
When you settle in to rest consume a ration. If you’re somewhere dangerous decide the watch order as well. If you have enough XP you may Level Up. When you wake from at least a few uninterrupted hours of sleep heal damage equal to half your max HP.

My official interpretation of this move is that you must eat and rest in order to level up, and you must sleep a few hours to heal.

Also, here's a custom move for you:
I'd rather starve!
When you rest without eating, you gain a debility.

If you survive without eating (and therefore without leveling up or healing) long enough to gain each debility, you can talk to me about gaining the Druid's Sustained by Nature.

Also, Kyrillosr, what move would you like to take once you do get a chance to rest?


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I find it disturbing that the GM favorited the post of my murder


Weaver | Lvl 0 | XP 4 | HP: 6/7 | Armour 0 | Damage 1d6 | STR -1 | DEX +1 | CON 0 | INT -1 | WIS +1 | CHA 0

I'll wait until my hit points are at a safer level to try the starving act. For now I would be interested in one of the shapeshifting moves, but I haven't met the requirements as of yet (unless we count having an octopus on my back as sharing culture).

Also, what's the status on the arrow move? Can I use it freely?


You're more than welcome to take the following move when you get the chance to level:

Spirit Arrow
When you fire a missile weapon without ammo, name a tag and roll to volley. On a 10+, a magic arrow with the named tag hits your target. On a 7-9, if you would choose to expend ammo, you instead suffer the named tag yourself.

If you'd like to get the druid's shapeshift, you'll just need to get the chalice from Imazael when you camp.


Another point: I'm not going to be the one to introduce Magic, Faith, or Technology as a thing-that-is-real. Muirkhom made miracles real through his faith-yness, and Kyrillosr is building up mer-magic as a druidic-type thing. If you want one of these things to be a thing, you just need to act like it is a thing... if that makes sense.


introducing a magic (spell) tome, may provide a opportunity that otherwise might not present itself


There is an advanced move called:

God Amidst the Wastes
Dedicate yourself to a deity (name a new one or choose one that’s already been established). You gain the commune and cast a spell cleric moves. When you select this move, treat yourself as a cleric of level 1 for using spells. Every time you gain a level thereafter, increase your effective cleric level by 1.

Can this be retooled for Wizard spells?


Human-ish Level i^64 game master l Team (H): 3, Team(P):2
CucumberTree wrote:

There is an advanced move called:

God Amidst the Wastes
Dedicate yourself to a deity (name a new one or choose one that’s already been established). You gain the commune and cast a spell cleric moves. When you select this move, treat yourself as a cleric of level 1 for using spells. Every time you gain a level thereafter, increase your effective cleric level by 1.

Can this be retooled for Wizard spells?

OOOOH, like a Faustian pact type thing?

Deal with the devil

You enter the service of one of the Dark Powers, You gain the commune cleric move, and the wizard's cast a spell move. When you select this move, treat yourself as a wizard/cleric of level 1 for using spells. Every time you gain a level thereafter, increase your effective level by 1.


If Cast a spell uses wis instead of int. I'd be happy with it


CucumberTree wrote:
introducing a magic (spell) tome, may provide a opportunity that otherwise might not present itself

There is a room full of offerings and a room full of priestly equipment. I think one might show up if that's what your character is looking for.

Elsine wrote:
"CucumberTree wrote:

There is an advanced move called:

God Amidst the Wastes
Dedicate yourself to a deity (name a new one or choose one that’s already been established). You gain the commune and cast a spell cleric moves. When you select this move, treat yourself as a cleric of level 1 for using spells. Every time you gain a level thereafter, increase your effective cleric level by 1.
Can this be retooled for Wizard spells?

OOOOH, like a Faustian pact type thing?

Deal with the devil

You enter the service of one of the Dark Powers, You gain the commune cleric move, and the wizard's cast a spell move. When you select this move, treat yourself as a wizard/cleric of level 1 for using spells. Every time you gain a level thereafter, increase your effective level by 1.

One issue I have with the specific wording of this move is that it assumes you're becoming a level 1 caster as a level 2+ something else. I'll have to consider what I want to do in this case.

Otherwise, though, I like where you're going here. If either of you give me an idea of your inspirations, and I'll see what I can cobble together...

CucumberTree wrote:
If Cast a spell uses wis instead of int. I'd be happy with it

If the way you go about casting spells or spell-like abilities sounds more like wisdom than intelligence, I'll make the necessary change. What's most important is what you want to be able to do. As an example, maybe your spellbook contains a series of puzzles, and rather than memorizing spells, time spent with the book unlocks spells/miracles/abilities according to your level. The spells can lock themselves if they are misused (roll 9- like cast spell) In this system, you don't have a spell slot limit, but you also can't trade out spells.

Also, don't feel like you are limited to vancian-style casting. I also have the Mage and Priest if you would like a more free-form move like the Druid has.

At the end of the day, tell me what you want your character to be able to do, and I'll find/customize/write rules for it.


I was thinking something akin to wild magic, but under the western theory of magic. Where everything is brought into physical reality by virtue of, what many call the astral plane. If it isn't created on the astral plan then is does not exist in physical reality.

Magick allows the caster to access the astral plan. The trick is to create a symbol in your mind that represent all you want to change. Then hold that symbol as steady as a rock in your mind's eye. You do this until it manifests itself.

It's not easy to do, just try it :P

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