| Gerard Nisroc |
Sorry.
I was applying to the other DW game and it was suggested you folks could use another player, instead of the other game going to 6 players.
Hope that's OK.
Gerard isn't a DW character, I would need to build one.
That help?
| Gerard Nisroc |
And ... I try not to step on toes or intrude on niches.
So I was trying to figure what character would fit without encroaching.
Seems you might need/use a young relatively wide eyed human, a la Tom Sawyer.
Pretty sure I'll be clear of the Dwarf Barbarian. Won't be eating toes like the reptilian... And, not too "owlish" or druidic.
So, the closest pretty much by default is yourself, the Elven Pirate!
If you could help understand your persona/niche... I'd appreciate it.
I'm thinking young (17-19) human male gallant of some sort.
So far: Fighter, Ranger or Thief (purchased basic book I guess).
| DM Mogthrasir |
Ahhh, yes. Gerard was recruited as a 5th player. I asked him to jump in the discussion thread here so we could work on building his character. The previous conversations with him were attached to my other game, so this probably came out of nowhere here. But I think it'll be an excellent addition. And my initial impression was that the Gallant is a great class. I think it would bring some fun conflict with Gil as well ;)
| Gerard Nisroc |
So, should he have some official standing... Military, marshal, agent of some sort, princess' "first knight" sort of thing. A slighting token gesture, because he's never thought to amount to much.
But, being a gallant... He takes it to another level. Digging, questing, investigating and achieving results thought to be beyond his ability. Getting "too close" to something.
Official as he may be, he needs to watch his step or be snuffed by the evil doers. Lucky for him, he met up with this capable lot.
I don't know how much "clout" the party currently enjoys, but this could lend some legitimacy... or other options. Looking to build in "hooks" for players and DM.
| DM Mogthrasir |
The group so far enjoys just about no "clout" at all. They are all of a race outside of humanity, in a backwater town, and very likely to be at odds with any authorities in the near future. So throwing in with them will likely diminish your own clout more than raise theirs, but would certainly benefit somewhat.
The quickest integration would have you as one of the two torchbearers that accompanied the Witch Hunter into town. They're both proficient soldiers of the kingdom, and we could hook you into this either through a bit of righteous rebellion, a mishap that sucks you in, etc.
If you have a habit of "getting too close to something", then some sort of mishap that pulls you in might be the more fitting route.
What are your thoughts?
As you build your character, I'll have other questions for you as well which will help define our world.
| Giltharon Doran |
| Gerard Nisroc |
@DM - I mostly agree. I never really thought he'd have "real power", just a nominal position... that is official. Kinda like a low level federal agent would trump higher ranking (more powerful) local officials because the crime falls under federal jurisdiction.
He might be akin to a probey, an intern, a glorified errand boy. He's stretching/leveraging his "authority".
But, yes... falling in with these dudes isn't climbing the governmental ladder. But, it helps get things done. If you get things done, they eventually trust you with more power. Just enough to get into deeper trouble, which he miraculously escapes and so forth.
But, bottom line... hopefully, it's a check in the win column.
I could e a torch bearer, but maybe on loan from some other visiting authority so he's not in the Witch Hunter's chain of command. Maybe he's just being tolerated as an "exchange apprentice" or loaner (not loner).
So, if there's a difference in opinion the Witch Hunter can just cut him loose.
DESCRIPTION:
- Young man, maybe 18 or so.
- 6'0", still growing (I'm 6'2", most of my chars are).
- Brown hair, hazel eyes
- Ruggedly handsome, not a pretty boy.
- Wide-eyed and innocent in many respects, expecting the best of people and the world.
- But, inquisitive enough to enjoy figuring things out. Doesn't have to be overly intelligent. Questioning, questioning, questioning... When most would leave well enough alone.
- Humble. Willing to do menial tasks, fetch coffee, cook. Unassuming.
- A romantic, true love, true faith, etc...
- Selfless, throwing himself into danger to save others. Perhaps against overwhelming odds.
Once we get the character going, I'll create an Avatar.
| DM Mogthrasir |
I like him, a lot. Should be a great fit!
I'm assuming that you have the Gallant playbook, but on the off chance that you don't I can link it to you this evening. With that you can create the character via standard creation rules.
Don't create Bonds quite yet, however. I'll give you guys a moment to do so based on first impressions in the near future.
Right now I am NPCing your character, and will be working toward serendipitously linking him with the others. But we'll have to play to find out exactly how.
Questions for you regarding your character:
How did you get this position you have now? And what treatment does that earn you throughout the Kingdom?
Why is it, do you think, that a chill goes down your spine whenever the Witch Hunter addresses you directly?
You speak of "true faith"... what is it, or perhaps "who is it" that you believe in?
| DM Mogthrasir |
That sounds great! Let me know if there's any areas I can help you understand.
You'll be starting at lvl 1, which means you get to assign the scores of 16(+2), 15(+1), 13(+1), 12(+0), 9(+0), and 8(-1) to any stats you wish.
Damage die is assigned as d10, and HP is 10+Constitution (Which means 10 + the full stat, not just the bonus). You'll also have 2 armor (maybe 3).
For Drive you can pick one of the 3 listed there, or outline something else that you would claim as the greatest motivator for your character.
Pick one of the Background options, which serves as a racial bonus.
Your starting moves are already assigned, so no worries there. But you'll need to pick gear:
Your load capacity is 12+STR (meaning the bonus from the stat, not the stat itself). You get scale armor to begin, and a mark of faith which you'll get to describe (which is why I've also left the Witch Hunter's mark of faith non-descript so far)
Then you choose either Adventuring gear (catch all equipment with 5 uses), or Dungeon rations and a healing potion. Then pick your weapon(s): Either a Halberd; a Longsword and Shield; or a Lance and a Flail.
| Gerard Nisroc |
Djack
STR: 16, +2
DEX: 15, +1
CON: 8, -1
INT: 9, +0
WIS: 13, +1
CHA: 12, +0
HP: 18
Armor: 2
Load: 14
Drive: Compassion
Background: Unquestioned Honor
Starting Moves:
- From a World of Iron
- Sacrifice (CHA)
- Valiance (Valor)
- Impassioned Speech (CHA)
- Kindness
Gear:
[list]
| DM Mogthrasir |
There were 2 of you (torch bearers) who are really soldiers who accompany the Witch Hunters. You carry the torches because they're of religious significance and must accompany the hunters as well. He sent you because he doesn't trust these two and needs eyes on them, but can't leave himself nor send the other witch hunter. He could send both of you. But he didn't. Maybe it's a suicide mission.
| DM Mogthrasir |
Haha, my bad. Let me ask you then as they haven't been defined. Clearly you carry torches as part of your station with the Witch Hunter. What significance do they hold, as you didn't bring them just for light? And what were you trained to do regarding them should you part from the Hunters like this?
| DM Mogthrasir |
No, I'm glad you did. The answers you give to those questions will help us know if you should have it or not. So you might not have to travel by touch.
There's also some questions I put up earlier. You answered the faith component but there's still a couple others lingering.
Don't worry that I'm asking these questions as some agenda against you guys. I ask them because your answers shape the world and our story. So my questions above we're genuine: what makes those torches more significant than light sources? And what's your responsibility regarding them should you separate from the witch hunters?
| Djack |
I think I'm catching fire... on.
The torches stay with the Witch Hunter. They are to offer him light. And only taken up if he cannot continue on horseback. Then each bearer takes one.
As such they are symbolic of the Hunters' purging evil by fire. Light to see and a beacon to rally to. Likewise, a beacon and challenge to the forces of darkness. As long as these torches burn and you remain within their light your chances are good.
Djack would have a few smaller, less impressive or mundane torches to light his own way.
| DM Mogthrasir |
Cool, I like that description. It seems they're hope, materialized, as well as judgement. Great!
As for having torches--those would be included in your gear as "adventuring gear". You didn't choose that as part of your beginning equipment, but I can't for the life of me figure out why the playbook makes you choose between adventuring gear or dungeon rations. "Hmm, do I want to bring equipment, or food?" What possible situation wouldn't call for both of those? So I'm going to houserule that even though you didn't select it, you ought to have adventuring gear.
So when you get your profile set up, include "Adventuring Gear" under your equipment. Then mark 1 use to light a torch as that seems to be what you're doing.
As an aside for anyone this confuses, Adventuring Gear is a catch all for the standard equipment you might need as an adventurer. Anytime you need something like a torch, or firewood, or a grappling hook, or chalk, etc. You would mark a use and assume it's part of your gear.
--------------------------
Now there's just two other questions I'd love you to answer for me Djack:
How did you get this position you have now? And what treatment does that earn you throughout the Kingdom?
Why is it, do you think, that a chill goes down your spine whenever the Witch Hunter addresses you directly?
| Djack |
Sadly, this all started as a practical joke, a dare to impress a girl. The girl was a young princess. Young boys from struggling families compete to become torch bearers. Much like a specialized shield meet. When you make the cut, that's when the hazing really begins. But the money is good and goes to their families.
Status wise, it's akin to becoming a squire albeit a very specialized one. They are tragically romantic. Insult to them is insult to the Witch Hunter. Respected yet pitied for what they must endure. They, like the Witch Hunters, are ultimately tested until they break. They are offered succor (hospitality, room, board, healing), but most times reluctantly for fear of ill omen.
Most may close their doors, hoping the individual passes them over.
As to the Witch Hunters' gaze... Hunt monsters and eventually you take on their aspect. Also, the Hunters constantly look for signs of "breaking". Will the boy crack or hold it together? Is he ready? Ultimately, can the boy be trusted?
The gaze is judgement. The Hunter knows more about the bearer, than the bearer himself.
| DM Mogthrasir |
Looks good, Djack!
What was the girl's name? In case she shows up later for any reason.
Also, I'm heading out of town for my brother-in-law's wedding, and he lives off in the boonies of Oregon. So I'm off the grid for a few days. I'll reply to any actions that have been taken as soon as I get back!
| DM Mogthrasir |
Thanks for the heads up Horn!
And I'll keep track of Princess Kathryn Jillian "Jill" of Whiterose. I like it.
I'm back from the wedding and ready to roll. I don't usually like doing this, but I'll push things forward a bit as there seems to be a stall. Update coming shortly.
| DM Mogthrasir |
Also, I assume some of you may be interested in this sort of thing, simply because I very much am.
The creator of Apocalypse World (which DW is a hack of) is working on a medieval/fantasy version. Not a hack, per se, but a new game that is tied so much into the concept of Apocalypse World that it warrants keeping the moniker at least in part.
While I love Dungeon World, there's something very beautiful about Apocalypse World that DW simply is unable to replicate through its own modifications. So this new development has me VERY intrigued.
Here's some links to the process, if you are also curious. Sharing is caring.
Blog which currently also displays the first sample playbook.
Development Thread on the Apocalypse World forums. This would require a bit more work to find and digest the interesting parts, but if you do it explains more of the intention and process.
| Horn |
I'm inclined to go along with her terms, but I don't know what Djack's Valor move is or what it means here so I'm inclined to let DM Mog respond to that. Then I'll reply in character.
I guess Mog replied YES but then neither he nor you said what the heck it is or if it's meaningful here. I was waiting to understand more.
On that topic, more generally, I'd love pointers to where I can read your playbook...and mandus and gilly's too, for that matter.
If it's irrelevant now I can just post to move forward. Still inclined to go along...just waiting for more info, if it's to come.
| Djack |
From The Gallant
VALIANCE (Valor)
When you enter a dangerous situation, lose all previous Valor, and then answer the following questions:
• Am I acting to protect another?
• Are the odds greatly against me?
• Am I acting without the expectation of a reward?
For each “yes,” gain 1 Valor. Spend 1 Valor to take any of the following actions:
• An obvious and intimidating display of divine authority
• When you would deal damage, deal your damage +1d6
• Take no damage from a single blow
• Ignore any penalties you would take on a single action
• Gain a flash of divine insight