DM Frogfoot's Shapeshifter Apocalypse (Inactive)

Game Master Dalton the Thirsty


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Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

Seems to me Athena doesn't have much choice in the being carried thing. :P


LOL oh nooooooo Athena run!


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

We kind of need to settle on something 'defining' for Mazatl's element. I've been thinking basically 'plant' is her element, though she calls it life or growth, if asked. So 'Flora' in general.

I'm trying to figure out what second element she would go for if I chose a second element. Water seems the most likely, overall. But I do love me some earthbending. I'm guessing 'Fauna' is pretty unlikely. :P

"I attack them!" "How?" "FLYING SQUIRRELS SHOOT OUT OF MY CONDUIT UNTIL THEY SUBMIT!" :P


Human Wizard
Stat Mods:
Str-1, Dex+1, Con+1, Int+2, Wis 0, Cha 0. HP 19

perhaps visualize wasps rather than squirrels.

I had assumed she was simply channeling Pathfinderesque positive energy. You simply pump an area full of LIFE and see what happens.

All you would need to do to destroy, Oh let's say a large wooden ship as a completely random example, would be to pump a section of hull full of life and remind the planks they were once mighty oaks.

But like I said, random example.


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

Yeah. That's the thing about channeler. Channeler is like sorcerer in DnD SHOULD be. Gigantic toolkit based on a theme. A wizard can do anything, given enough time. A Sorcerer can do -one thing- exceptionally well.

I don't think I'd be cool with saying Mazatl's 'power over Flora' would extend to dead wood and the like, though. If it did, 'Calloused' becomes insanely valuable, as any wooden weapon, she gains 5 armor against; effectively indestructible. Add metal to that... and she's basically indestructible against anything that isn't a natural weapon and magic. No bueno. Even if that is two levels of powers... it's still too 'wide' of a variance issue to me.

I'm really leaning towards 'it has to be alive still, for her powers to work on it'. I could see the second element, should I take one, being 'dead plants' or something like that. More specifically 'wood' as a whole. Maybe make her current element be 'Verdant plants' and her second be 'rigid plants'. So she gets the full spectrum of plants, both alive and dead. But would that include fungus? Hm hm hm... :p

Positive energy seems to work in some ways. She's mostly just animating the local vegetation via making them grow faster.

(Speaking of which, I figure making a plant grow fruit is next to impossible without reasonable duration; the plants have to be fertilized by other plants, unless she makes a really awesome roll or some such to make the plant fertilize itself by being in both the production and acceptance stage of fertilization at the same time. So... creating food, she'd just make more bountiful/faster harvests. Not 'tree now has apples' unless the tree was already growing them.)

If any of you have played the 'Rift' Game, the intent is basically for her to have a literal 'life rift' from that game inside of her.


Human Wizard
Stat Mods:
Str-1, Dex+1, Con+1, Int+2, Wis 0, Cha 0. HP 19
Mazatl wrote:
Yeah. That's the thing about channeler. Channeler is like sorcerer in DnD SHOULD be. Gigantic toolkit based on a theme. A wizard can do anything, given enough time. ...

Not true the spell list is quite limited and you can only learn 1 new spell per level. Well plus one additional at some point as an advanced move. Rituals are another story, a story that begins and ends with GM's fiat.


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

Mmhmm. Like I said, :P

Rituals really are the thing that says 'if the player researches enough, works hard enough, and does all the right things... then the GM will let them do just about anything.' Ritual is the direct representation of a wizard needing to prepare, but if they prepare, they will do what they want to do. :)

Assuming the DM just doesn't want you to do something that will break their game. :)

On the other note, though... the way I'm visualizing Mazatl's elementals as a whole is basically entirely plant-based with occassional features from the area. Basically like 'objects overgrown by rampant growth'. So... plant elementals, literally, for the most part.


Human Wizard
Stat Mods:
Str-1, Dex+1, Con+1, Int+2, Wis 0, Cha 0. HP 19

I see we are no longer exploring the stealth, anonymous or non-violent options.


Male Human (Were-Ape) Skirmisher / 1 / 7 XP

Show me the way to the faces that need spears thrust into them! ;-)

Seriously, I just randomly picked Skirmisher, and there's not much this guy can do but stick spears into people.


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

I figure Mazatl is mostly anonymous. She probably keeps her powers on the down-low for the most part (I don't figure she does many fights) and is probably just known for exceptional flowers, for the most part.

The green armor is probably about the most anyone that isn't an enemy has seen of her. Summoning an elemental to float them across the ocean probably won't give away much about her... the 'being seen' is the bigger issue.


Human Wizard
Stat Mods:
Str-1, Dex+1, Con+1, Int+2, Wis 0, Cha 0. HP 19

Fetus just reanimated the monk. There is now a solid connection between whoever is attacking this ship and the group at the lighthouse. The fan is in serious need of a wetnap.

If we want to maintain anonimity we now have to kill everyone on that ship.

This was not perhaps the wisest action.


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

Not necessarily true. You're making the assumption that the two groups are directly related. :P I think they're very much -not-.


Human Wizard
Stat Mods:
Str-1, Dex+1, Con+1, Int+2, Wis 0, Cha 0. HP 19
Mazatl wrote:
Not necessarily true. You're making the assumption that the two groups are directly related. :P I think they're very much -not-.

True and plausible deniability can only get one so far..


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

Also true. :)

Mazatl is still gonna take a shortcut that defends her friends in the short term over looking to the long term. It's really how her int penalty manifests. She's clever in the -now- but learns from her terrible mistakes in the long run.


Male Were Vulture Human Necromancer 1 HP 11/17 Power 1/3

I think Feustus is still of the mind set that it is better that they fear us.


Do your thing Feustus! Let's see what you can do to give poor Chaney a headache. xD


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

Don't rob me of Mazatl creeping the -monkey- out even more :p. I need that reaction like I need my lunchtime nap.


Human Wizard
Stat Mods:
Str-1, Dex+1, Con+1, Int+2, Wis 0, Cha 0. HP 19
Feustus wrote:
I think Feustus is still of the mind set that it is better that they fear us.

Chaney is of the mind that it is best if your enemy does not know you exist until it is far too late for them to stop you.

But do that voodoo you do so well. DW is a forgiving system and FrogFoot is kind. You may well survive.


Hmmm, yes.


Male Were Vulture Human Necromancer 1 HP 11/17 Power 1/3

I just though people might like to know that there is a DW bundle of holding going on right now.


Human Wizard
Stat Mods:
Str-1, Dex+1, Con+1, Int+2, Wis 0, Cha 0. HP 19

Link?


Male Were Vulture Human Necromancer 1 HP 11/17 Power 1/3

sorry forgot


Noice!


My most recent post on the Gameplay thread brings up a playstyle question I'd like to pose to all of you. Do you like it when I step in, OOC, and explain my thought process in minor ways (while avoiding as many spoilers as I can); or would you rather I step back and provide no hints, allowing you to try and puzzle everything out yourselves? Either way is a legitimate playstyle, it comes down to preference of the players. My only concern is making sure the campaign's enjoyable for everyone to play through; that involves challenging you, but I don't want to frustrate you too much, if that makes sense.


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

The problem with pic information is that it needs to stay ooc. Some players are capable of that, some slip up on occasion, and some fail completely at it. The issue is with making sure of what we know in character compared to out.

If Chaney can reason, in character, that q black uniform on a dark ship below deck is just how they operate (and it is your intention to help him discover this via an in character brainjostle...) Then it's a good idea to mention that intent.

As it stands, I like a DM having reasons for things, and it can help a great deal for player interest to understand the why. But... That usually comes down to DM trust. So far, while some things may be winged, that's just the format this game type supports. I trust you as a DM so far to know what makes sense in your world.

I have a only one game where either I don't trust the gm, or I just don't like what they're going for. It seems particularly random... annoyingly so. Level 5 characters fighting things with +20 hit and 2d6+16 damage attacks... with a secondary +15 to hit for the same. Two of them. At once. And he focused all three attacks on one character, who, luckily had a power to avoid one of the hits... Or be dead. Couple that with the fact the game has gone on for a month with absolutely no story, and seemingly random things thrown out (like a creature with thousands of tentacles and a +to grapple higher than our cmds... just spawning under us...)

Well, let's just say you are well above my relatively low standards.

Tldr: I'm enjoying myself. I would suggest ooc information in discussion, and retain things people can interact with, or reason out in the main room. I think this one is able to be reasoned out.

I'll let Chaney, the smart guy, point out the implications of the honor guard being on this ship, though. :p


Human Wizard
Stat Mods:
Str-1, Dex+1, Con+1, Int+2, Wis 0, Cha 0. HP 19
DM Frogfoot wrote:
My most recent post on the Gameplay thread brings up a playstyle question I'd like to pose to all of you. Do you like it when I step in, OOC, and explain my thought process in minor ways (while avoiding as many spoilers as I can); or would you rather I step back and provide no hints, allowing you to try and puzzle everything out yourselves? Either way is a legitimate playstyle, it comes down to preference of the players. My only concern is making sure the campaign's enjoyable for everyone to play through; that involves challenging you, but I don't want to frustrate you too much, if that makes sense.

I prefer the explanations. They bring in information that our characters know that we the players do not. For example I was basing Chaney's actions on what I know about age of discovery navies as this was the tech frame the game established. Uniforms for officers much less sailors were unknown until much much later.

Our characters would be aware of the existence of 'night uniforms'.


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

I'd simply assume, at your leisure, that only the honor guard has a uniform, per se... but perhaps that it is quite likely that the style of dress is quite different from the local garb in many ways. Perhaps it -is- unusual to have uniforms. Perhaps them having them is a sign of their lawful natures. Perhaps only a skeleton crew is on this ship, as the majority is on the other ship, having a party... And they want it to look like they've nothing to hide by making it look as though they have no guards.

Also, the DM suggested night vision is much better, so the dark colors was meant to combat the implications thereof. If one does wish to hide, ever, one takes the typical precautions exercised to make it easier. :)

Finally, advances in technology and understanding occur as a direct result of challenges. We as a people have not dealt with night vision being used by our enemies for long at all, much less our enemies being able to weave spells, summon elemental, raise the dead, or even transform into tiny creatures. As a result, our technologies and adaptations would grow from a different branch entirely than what occurs in this world, even while the roots remain the same..


Human Wizard
Stat Mods:
Str-1, Dex+1, Con+1, Int+2, Wis 0, Cha 0. HP 19

It is the hide bit that falls apart though. On a ship you need to be seen. Officers have to be seen if they want the crew to obey an order. This is why uniforms show up first among officers.

Then there is the issue of having to move in the cramped dark below decks where there is fire and gunpowder. In action or a storm black is about the worst color you could wear.

That all said nobles are crazy and can dress their people how they like. It makes no sense but I can deal.

So as far as I understand things the chokee is wearing a normal uniform for a ranking officer on this ship. We have NO indication that this individual not supposed to be on the Smiler, correct?


Male Were Vulture Human Necromancer 1 HP 11/17 Power 1/3

Alright, what is the best course of action so that we can stop having two parties. I have been trying to figure this out, and it only seems to have made things worse.


Human Wizard
Stat Mods:
Str-1, Dex+1, Con+1, Int+2, Wis 0, Cha 0. HP 19

Kill, restrain or return the guest and continue on our way. The boat party will meet up with the scouts and no doubt fighting will begin.


Aifric's assertion of

Aifric wrote:
"Bad guy"

, though simplistic, is logically sound.

Mazatl's assumption about my thought process is correct, I had the "chokee" wearing black in an attempt to blend in with the darkness while on watch. It wouldn't make any sense for a night watchman to be, himself, hidden...unless there are reasons at play that have yet to be revealed. These reasons will come forth at a later time.

I hope that makes sense to you, Chaney. Internal consistency within my homebrewed worlds is something I am continually striving toward as a DM. I'd hate to think of you having your immersion in the story broken by something that just seems out of place.


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

Having a split party, to me, is a non-issue. Until combat arises, moving out of sync is fine. We currently have three parties. One being ferried, one below decks on the enemy ship, and one abovedeck on the enemy ship. Currently, your character has a threat to deal with, that no one can come to your aid for, due to being on your own. But you -are- effectively in a two-versus-one environment for now. Handle it properly, and it won't escalate... but I think that's up to the dice.


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.
DM Frogfoot wrote:


It wouldn't make any sense for a night watchman to be, himself, hidden...unless there are reasons at play that have yet to be revealed.

Maybe he is guarding something important to the king... Or the king himself, and drawing attention to it is exactly why he is not displaying his uniform.

It seems like another chance to discern realities, as your understanding of the situation could use a push, no? Mazatl doesn't sense anything out of the ordinary (remember, she already botched a lore: navy roll, so this may well seem normal to her.)

What is not as it appears to be seems particularly fitting.


Human Wizard
Stat Mods:
Str-1, Dex+1, Con+1, Int+2, Wis 0, Cha 0. HP 19
DM Frogfoot wrote:

...It wouldn't make any sense for a night watchman to be, himself, hidden...unless there are reasons at play that have yet to be revealed. These reasons will come forth at a later time.

...

The idea of an internal spy/loyalty officer did occur. I was thrown off by the fact that the black bit was part of the formal recognizable uniform.

But I am more than happy to drop this and move on.


Male Human (Were-Ape) Skirmisher / 1 / 7 XP

I agree with Chaney that it is helpful to have explanations about things the characters would know that we as players may not know.

And I agree with Mazatl that I trust this GM.

I'm having fun bumbling through this adventure. Aifric ♩♬ don't know much about history ♩♬, though, or anything else, for that matter, so he's not too concerned about what he knows versus what I know.


The happily oblivious bonobo spearman is fast becoming the heart of the party.


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

But it need not be dropped. It's a place where the character expected something and got something else! That is a loose thread that invites investigation! The DM even admitted that the person being there had an unusual reason. Ultimately, your character thinks there is something fishy, and there's a mechanical construct in the game rules -just for that-! :)

Pluck that thread, and Unravel the tapestry, so that you can see the truth, my furry friend!


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

He can keep his crummy Heart ring. I'm going for one of the more overt Planeteer rings.


Male Human (Were-Ape) Skirmisher / 1 / 7 XP

Being very old, I recall my son watching that show, but I wouldn't have known the reference if you hadn't made it explicit.


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

Being relatively young, I grew up on that show. :)

Also, though... making your element heart as a channeler just sounds broken. Crushing despair, uplifting hope, shield of faith, murderous zeal...

Summoning an elemental of pure rage... :o


Male Human (Were-Ape) Skirmisher / 1 / 7 XP

By the way, I love that my semester is over. I almost never had time to check in here during the day. Now I'm sitting in my recliner, procrastinating on grading final exams and papers, and thinking up cliches for Afric to spout.

Ooh, new move! Aifric Spouts Cliches, rolls a 12.


Male Were Vulture Human Necromancer 1 HP 11/17 Power 1/3

I feel that now is as good a time as any to remind the GM of my ability to literally pick the brain of the dead. Just a heads up at this point.


Human Wizard
Stat Mods:
Str-1, Dex+1, Con+1, Int+2, Wis 0, Cha 0. HP 19
Mazatl wrote:

Being relatively young, I grew up on that show. :)

Also, though... making your element heart as a channeler just sounds broken. Crushing despair, uplifting hope, shield of faith, murderous zeal...

Summoning an elemental of pure rage... :o

And think of the death move


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

I... create a place of pure... passion... when I die. :o. That's kind of crazy.

Also, I suspect if death were going to offer Mazatl a deal, should she die, it would be something like 'your primary element changes'. Because a rift to the positive energy plane has -got- to be a headache for death. XD.


Feustus: I used to play the class you're playing in a previous campaign. I had a lot of fun rolling my removable eye down hallways to spy, or eating brains for fun and profit.


Human Wizard
Stat Mods:
Str-1, Dex+1, Con+1, Int+2, Wis 0, Cha 0. HP 19

So is the teeth into coins & ability to add new teeth the infinite money hack it looks like?

Not that an infinite money hack would be destabilizing in DW. There is very little to buy.


Where do you see the ability to add new teeth? I searched and I didn't see it...I only saw that in the wording of the advanced move, "remember, teeth don't grow back," so you can only use that advanced move to get a maximum of 32 additional coins. And that's if you're willing to be toothless.

If you could grow new teeth, I agree that would be a little silly, lol. Truly a money factory. Tooth fairy eat your heart out.


Human Wizard
Stat Mods:
Str-1, Dex+1, Con+1, Int+2, Wis 0, Cha 0. HP 19
Necromancer wrote:

Replacement Parts

Your knowledge of stitching together corpses allows you to

reattach body parts, such as severed limbs, eyeballs, or teeth. It

takes you a few hours and you’ll need the original body part or

one that is similar to the original. Besides stitch lines and a slight

odor, the body part is as good as new.

Bolding mine.

Combing that with the Hex Body advanced move, enough donors, and a Necromancer with a dental fetish, {all necromancers have a surgery fetish IMHO} and you have a rather bloody and painful money tree.

Mind you there is not that much to spend that cash on and donors will be hard to find.

oh and by the way.
NE, are you still in? Things are progressing. I can swap you into the 1st alt position if you would rather. You know pbp someone will drop or i can keep your slot and drop you in after start. Folks are in finishing touches stage by and large so I figure we may aim for a Monday the 15th start.


I frankly have no problem with the idea of a renegade necromancer harvesting people for their teeth.

As for NE I need to download the PDF still, I will be ready by Monday. :)


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

Mazatl doesn't really have anything to react to, as she very probably would not have seen the glint. As the same is true for Aifric, that leaves Athena or Chaney to react... Or for it to go unnoticed. This is just a recap post to help people remember where they are, so to speak, so we don't stall out here.

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