End of the Northerners - Dungeon World (Inactive)

Game Master kdtompos

"Ragnarök is the doom of the gods, and the end of the world.
It begins with three winters of wars in Miðgarð. Then Fimbulvetr follows, the winter of winters, with bitter frosts and biting winds. Three such winters will follow with no summer between them.
Then the end will begin...."

Basic Moves


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Valkyrie Scion
Bonuses:
Con +2, Dex/Cha +1, Int/Wis +0, Str-1
Death Channeler 1 26/26 HP, 0/3 Hold, 2/4 Control, 6/8 XP

Weapon damage is keyed off of your class. (I'm sure you knew!) If your class has d10 damage dice, then it is indeed 1d10+1 for the damage roll of your slightly special weapon. Basically, your class sheet is saying you 'start with a masterwork weapon' in that it comes with some neat attachment.

The SRD covers both messy and forceful.

Messy just means whatever it does to someone, it's going to be ugly. Maybe you explode their skull when you cave it in. Maybe your weapon opens veins and covers the ground with blood. It's like that one perk in Fallout.

Forceful is basically 'combat maneuver' to me, but your mileage may vary. I've used it to pull, in addition to pushing in Frogfoot's Shapeshifter campaign (given that you can aim the ability, it makes sense that you could push from 'away'. Basically, I just read it as 'you can force someone to move when you hit them with this.')

Edit: Aaaaand, you found it while I was making URLs. You monster. :P


Signy wrote:
P.S. You keep saying "he..."

First, guilty as charged. It sucks when you have to recognize some of your own sexist tendencies. Tisiphone, your avatar is gender neutral and I assumed that meant male, which has no actual basis beside false assumptions. Being a GM has helped me identify more of these areas, so keep me aware of them should you see them.

Also, anecdotally, one of the DW games I ran (which Baelgrin was in as well) had a Princess character that was male, but fully dressed and acted female (using a binary view of gender, I admit). But it created a lot of pronoun confusion as the characters addressed him as a "her" because his gender projection was feminine. But as a GM I addressed him as "him" because he self-identified as masculine. It got confusing, but was pretty interesting.

Second, you're not running behind at all. I'm glad you're in it. We're waiting on answers from Seth86 as well, which will give us a great group of 4!

(More to come once I've read through the replies more thoroughly...)


Wonderful answers by the way. I really have gotten far more than I expected out of everyone's replies (not because I expected little, but because they're quite evocative!).

And I'm so sorry for everyone's losses of late. If people need some time to deal with things, and I have little doubt that such a thing comes and goes as losing someone is never an event you just get over, let me know. And dealing with inheritance stuff is a nightmare. My wife's family is struggling with the same right now and it's creating quite a bit of drama.

Finally, it looks like you've gotten replies on weapon tags, etc. Everything explained so far is accurate as far as I can tell. Also, I'm pretty loose with tags. The gist of them, as I understand it, is a descriptive attachment that is tied to fiction rather than mechanics. So there's no one or two ways that messy or foreceful work. But when they are used, the results should be described in a way that evokes that description. So yeah, messy will cause rather blatantly visible mayhem, and forceful moves stuff. Whether that means knocking someone on their butt, or flying into the air depends on the rest of the fiction I suppose.

With that understanding, I am likely to bring things into the game with other tags not described in the rulebook. If someone, for instance, preserves the head of a sage so that she may ask it questions, it will likely have a tag such as hideous or unsettling. That doesn't have static mechanical things attached to it, but anticipate people reacting unfavorably ya know?


So with these four: Tofa, Baelgrin, Eldar, and Signy...

Lets get some bonds together and knit our group into something a bit tighter. What bonds you to each other?


F Human Berserker 1, HP 28/28, 0 Armor

Well, I have to say that I'm glad I just picked up the PDF for cheap, because not a lot has changed except the page count...And that's mostly due to a large, wide font and a LOT of whitespace on the pages. Yeah there's new monsters, better explanations, and new treasures, but mostly it's what I already had plus about 50 pages worth of content...Not 180.

Oh well.

Alright then, Bonds!

The recommended defaults from the Berzerker sheet are:

Quote:

__________ is surprisingly tough for his kind, he has earned my respect.

I will push __________ to be harder, or I will break him.
__________ is always making me angry, he’d better watch himself, or else!
I have shared songs of glorious battles with __________.

But frankly, I think better can be had.

Berzerkers were dangerous folk to know. More than one researcher has theorized and presented a fair bit of textual and linguistic evidence that the tale of Beowulf vs Grendel is a battle between two berzerkers, one of whom was an outsider, a monster who didn't control his rages, and the other of whom was an accepted war-leader of his tribe. A lot of the more "monstrous" characteristics of Grendel in the original texts are described with the same words as characteristics of Beowulf, but later translators have 'interpreted' them differently. There are also many stories about berzerkers who were too uncontrollable, too dangerous to keep around...And those who were loyal, respected, and still kept at a slight distance and avoided. There's a reason berzerkers tended to group with other berzerkers.

Signy got punted out of her original village. Now she's part of this community. She had to've impressed someone for that to happen, so I'm going to kick a few possible Bonds out there for people to consider.

  • _________ spoke up for me when I came out of the snows and dark, and I must remember this when their words or deeds anger me.
  • I saved _________'s life, but to hear them tell it I'm the one who put (him/her) in danger.
  • When one of my rages passed and left me weak, _________ defended me and I will not forget it.
  • _________ has seen me lose my temper and rage without an enemy to vent it on. It's the gods' own fortune that they're unhurt, and they know it.
  • I've fought beside _________, and they had the good sense to know when to be my shield-arm, and when to back away and give me space.

Just ideas. If something suits, say so. If something seems a bad idea, say that, too!

For that matter, Mog, if you'd prefer we stuck to the 'stock' starting Bond list, just say so. :)


Not at all. That's great!


Valkyrie Scion
Bonuses:
Con +2, Dex/Cha +1, Int/Wis +0, Str-1
Death Channeler 1 26/26 HP, 0/3 Hold, 2/4 Control, 6/8 XP

To help understand Tofa when making bonds regarding her: She used to be the daughter of a Jarl, which means she's basically now 'Chief of nothing'. That doesn't mean she lords over people, quite the contrary: She failed her people. She keeps that close to her chest, but it's one of the things that motivates her. When the ends came, her people were some of the first to go.

Her trickle had never been a problem until 'the gods went away', which means something regarding the plane she pulls from most likely changed.

Tofa does not take much stock with omens. She sees them as silly superstitions, keeps her dreams to herself, that sort of stuff. She thinks that a tree is just a tree, until you compare said tree to every detail of your life, and -then- you'll see it as a non-tree. She'd much rather spend her energy making observations about things that matter, like honoring those around her, the gods, and the dead.

Dreams:
In fact, Tofa isn't immune to omens, even though she doesn't take stock in them. She'd had a recurring dream as she slept each night that her people slowly died, that she had left the door open wide in her father's hall, and had allowed frost giants to creep in and slay all of his guests.

Tofa, by modern times, isn't yet an adult. She'd likely be around 16 or 17. Despite this, her conduit, and bearing has made her incredibly tough. She understands that most folks can't afford to be honorable. She both came from a background where she had plenty, and can afford to make bad calls for the sake of honor, because she can survive it. It's core to her character that she'll do things that aren't pragmatic, because someone has to take the blows, and she's fairly certain she's one of the most apt to do it.

Looking at Signy's bonds that you made, Tofa could literally be any of those.

She'd likely vouch for any stranger, and take it as a personal responsibility to both keep you safe, and keep an eye on you.

To say you put her in danger would not be to throw you under a bus, but to ensure others know to stay safe near you.

She'd be more than willing to defend an ally while they were in danger (heck, she could even give you more armor at the expense of her attacks and her own armor).

Sticking with 'keeping an eye on', she'd fit seeing you in a fit.

Tofa's ultimately a defender. She's neither smart nor wise, but she does listen. She understands that people are vastly different, so she may support you one night, then give you space the next.


F Human Berserker 1, HP 28/28, 0 Armor
Tofa wrote:
Tofa's ultimately a defender. She's neither smart nor wise, but she does listen. She understands that people are vastly different, so she may support you one night, then give you space the next.

*Chuckle* This was less meant to be about "giving someone space" in the 'personal distance' sense and more about having enough sense in the middle of a fight to realize when to get clear of the berzerker.


Valkyrie Scion
Bonuses:
Con +2, Dex/Cha +1, Int/Wis +0, Str-1
Death Channeler 1 26/26 HP, 0/3 Hold, 2/4 Control, 6/8 XP

Ironically, Tofa is also the least likely to be -actually- hurt during one of your rages. One of her abilities basically just shifts the damage into her conduit, as long as she has a drunken berserker of her own. :P


M Bard 2 18/18 HP, 1 Armor, 0 XP

Hi all, I'm back and ready for some bonds.

Forgive me, but there's a lot to catch up on. We're all part of the same clan now, yes? Even though some of us were born to other clans?

Whatever clan we're in now was Baelgrin's from birth. He's traveled with some of the older members of the clan since they were both children. He's mistrustful of those who are new to the clan until they've proven their loyalty, because the clan has taken in its share of traitors in the past.


Valkyrie Scion
Bonuses:
Con +2, Dex/Cha +1, Int/Wis +0, Str-1
Death Channeler 1 26/26 HP, 0/3 Hold, 2/4 Control, 6/8 XP

Things to consider for bonds with Tofa: When one of her techniques or einherjar go bad, they can go really bad. She generally seems to be in control of her conduit, but sometimes, it seems it is in control of her. She could very well have hurt an ally while channeling something neat.

She is religious. She doesn't take stock of omens.

If any of you are dishonorable in some way (such as pragmatism), Tofa would probably have a bond regarding that.

An easy bond for baelgrin is in his belief in omens.

I don't really know anything about the third member, other than 'maybes'.

Ideas:

Signy believes others hold her at arm's length, when in reality, she is the one who wards them away. I will try to show her that she isn't as dangerous to her allies as she believes. (This hinges on the idea that Signy protects people from herself. If that isn't true, then this one is entirely out.)

Being an outsider, myself, my word probably meant little to these people, but it meant a great deal to me to place my honor on the line to bring the berserker into the fold. As such, I will keep her close, lest she stray. (Vouching for Signy would be a big thing to Tofa. If she vouched for her, she would consider her a responsibility.)

Baelgrin would see omens in the froth of his ale, he takes too much stock in Destiny, and not nearly enough in making your own fortune. (Tofa feels that believing something makes it so. Believing the world will end keeps you from truly trying to rebuild. As such, stock in omens and portents cause real problems.)

Baelgrin knows a great deal about heroes, but does not see them when they arrive on his doorstep. One of us outsiders will have to show him, if he is to see. (Outsiders being heroes is something that rarely comes up in Norse myth, to my knowledge. It is more commonly portrayed that outsiders pose obstacles to be overcome. Though, in truth, I think that anyone who would have written of heroes would likely have tied them as family or bloodbrother, or the like, simply due to the way the civilization worked and prospered).

I'll need more to go on to make any Dragon/dead-related ones.

Also, I'm leaning heavily towards a Tyr analogue. As oversimplified as the deity tends to be... it fits. If anything, I would imagine that the other side of the honor coin is sacrifice. Tyr would sooner lose his hand than betray the Fenris wolf and go unpunished. Likewise, his death awaited him regarding the guardians of Hel's kingdom when he went to retrieve the god of light from his ignoble and unfair death (if I remember correctly).


What is the name of this clan you are all currently connected to--Baelgrin's clan?

And why are you all together (even beyond the bonds)?

(I'm getting together an opener. It will have a couple questions with it too, but we can answer them mid play I'm sure.)

*In the meantime: jump over to the gameplay thread when you get the chance and describe what your character looks like! Feel free to use some liberties, such as Signy's bearskin cloak, etc.


And...

I'm all set. We've got a start, and we'll see where it goes. Post your character descriptions in the gameplay thread and we'll get rolling! I know some of you already have those in your profiles, but I really like having them right at the onset so we can all picture each other. I'll give Seth86 a bit of time to jump back in as well.

You can use that time to finish up bonds and help me understand how you are all together? You will be travelling with others as well, though you're free to tell me how many, if that helps you determine why you're there.


Sorry. Work been hectic. New year and all that. Hope by end of week things will look better. Sorry for delay


Glad you're still with it. Opener is going up this afternoon then, so jump in when you can. And when you have a chance to answer those general questions over here that'll really help me build the world further!

They're found here.


F Human Berserker 1, HP 28/28, 0 Armor

I am a slow writer, and I'd hate to put an hour and more in on a post with complicated background and turn around to find someone else had answered the question I meant to, so...Signy is going to answer the question about the coffins.

Also: Bonds, since we discussed but I didn't settle Signy's.

Baelgrin has seen me lose my temper and rage without an enemy to vent it on. It's the gods' own fortune that they're unhurt, and they know it.

When one of my rages passed and left me weak, Tofa defended me and I will not forget it.

I'll work out one for Eldar when I know a touch more about the character.


F Human Berserker 1, HP 28/28, 0 Armor

Dammit, I storied. Won't happen all the time, believe me. I am usually more terse.

Who did what was left vague specifically so names (PC or otherwise) could be inserted later if perhaps it made things more interesting. I'm writing as if there's enough of a clan here for men to crew a longhall-sized ship as well as the families of said men.


Valkyrie Scion
Bonuses:
Con +2, Dex/Cha +1, Int/Wis +0, Str-1
Death Channeler 1 26/26 HP, 0/3 Hold, 2/4 Control, 6/8 XP

For what it's worth, I enjoyed the read. :)


Valkyrie Scion
Bonuses:
Con +2, Dex/Cha +1, Int/Wis +0, Str-1
Death Channeler 1 26/26 HP, 0/3 Hold, 2/4 Control, 6/8 XP

This is the best image I have found thus far for Tofa.

It leaves much to the imagination, but it also does a decent job of showing the 'expression' of a channeler.


Just checking in. I know Seth86 is busy, and we can pull him in when things calm down and he can engage. At that point I'll let him decide whether he thinks he fits best as currently part of the group, or wants to actually play through his introduction. That way our own pace isn't contingent on it.

And if things take a slower pace like this, I'll still be checking in every day and sharing thoughts.


F Human Berserker 1, HP 28/28, 0 Armor

Sorry folks, had a rough couple of days. Posting something now.


M Bard 2 18/18 HP, 1 Armor, 0 XP

No worries Signy :)


F Human Berserker 1, HP 28/28, 0 Armor

I don't know why it didn't make the rest of the post OOC, but since I don't know if it'd mess with the die roll, I'm just leaving it. On a 7, so "What is about to happen?" is all she gets, and there's liable to be some cost to the knowledge.


Valkyrie Scion
Bonuses:
Con +2, Dex/Cha +1, Int/Wis +0, Str-1
Death Channeler 1 26/26 HP, 0/3 Hold, 2/4 Control, 6/8 XP

The dice roll will remain the same. I usually preview my dice rolls to establish fiction. For example in another rp, my bard got a 10 on her d10 damage roll, so I added the adjective 'devastating'. Paizo doesn't pic when you split up paragraphs, carriage returns have to have an ooc at the front in every case, sadly. So, if you care enough, it's a simple fix. :)


Valkyrie Scion
Bonuses:
Con +2, Dex/Cha +1, Int/Wis +0, Str-1
Death Channeler 1 26/26 HP, 0/3 Hold, 2/4 Control, 6/8 XP

Easier and faster still, you can also use spoilers for long lists of items like that. :)


No worries! I'll let this game take whatever pace seems right. But I'll make sure that even if things are busy I'll pop in each day so you guys are never wondering if I jumped ship.

And as for the Discern Realities roll, there doesn't have to be any sort of cost even though it's only a partial success. Partial success in this case is that you only catch one thing.


Those that have been in my games before, sometimes I like to share some of my philosophy on games as well as insight into how I try to run things.

For those who are curious, here's my philosophy on Discern Realities:

I will answer the question as best as I can through the fiction, revealing what sensibly is there. But if there is nothing, I'll say there is nothing.

I only point that out because as I continue to study this setting and try and glean tips and tactics I've run across a philosophy for Discern Realities that seems to believe that if you ask something, then the GM must create it.

Example: "What here isn't as it seems?" The GM would then need to create something hidden, even if there isn't a solid fit. Or in the most recent case, "What is about to happen?" Would then mean that the GM has to come up with something that's right on the cusp of going down.

I don't run things that way. You guys certainly will have a lot of leeway to make things happen, and stuff will be adapting as you go. But don't worry that if you ask about an ambush, that you are then creating an ambush to deal with.

If I hadn't already been thinking about the wile of these wolves, and the possibilities of distracting you from the front while some crept in from the side, then I likely would have answered Signy's question with something like: "What is about to happen likely depends on your choices. The wolves seem preoccupied, and will likely continue in that vein until you intervene."

But this is Dungeon World. So stuff's always going down. And what was happening behind the scenes was some other wolves trying to stay covert. Instead, Signy sees them. Great question!


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Valkyrie Scion
Bonuses:
Con +2, Dex/Cha +1, Int/Wis +0, Str-1
Death Channeler 1 26/26 HP, 0/3 Hold, 2/4 Control, 6/8 XP

Tofa holds most of her veneration for Sighel, goddess of war. She presides over pyrrhic victories and noble sacrifice, and those things that fall between. 'Omens' related to Sighel most commonly involve ravens and other such birds.

In keeping with my belief that gods are more interesting when dualistic, or at least fickle, I'll try to come up with more deities to fit, as I don't step on any toes.

Another god I have thought of is Ulfrdyr, God of Beasts, both companions, like dog, and feral, like wolf, and all the creatures in between. Deer are the most likely creatures to be linked to omens of Ulfrdyr, though many others represent him as well.


Very timely. I like it.


Valkyrie Scion
Bonuses:
Con +2, Dex/Cha +1, Int/Wis +0, Str-1
Death Channeler 1 26/26 HP, 0/3 Hold, 2/4 Control, 6/8 XP

The latter was inspired by the fiction, as I was thinking 'what changed that could make beasts speak.' And going with an earlier statement that the world reflects the gods, I thought of what the god of these creatures must be like. A god of 'all beasts' is actually a very common concept in various pantheons and is one of the easiest dualistic gods to create: Mother Nature, Red in Tooth and Claw.

So, given that the world reflects the gods... What must have happened to give wolves the will to speak? That... I do not know the answer to. :)


Wonderful story Barlgrin. Is It true? If you believe it to be, please roll to spout lore. Otherwise, I'd say your defying danger, likely charisma :)


"Close" seems like the best fit, Tofa. So it'll resolve with the higher damage. You know your position at this point better than I would, after all.

I also want to let Signy jump in before I proceed with things as she often is active a bit later in the day.

Hope you all enjoyed your weekend and Holiday if you're in the States.


Valkyrie Scion
Bonuses:
Con +2, Dex/Cha +1, Int/Wis +0, Str-1
Death Channeler 1 26/26 HP, 0/3 Hold, 2/4 Control, 6/8 XP

Not a problem :) If she weren't -with- him, she'd have likely moved forward to close the distance with the bodies.


M Bard 2 18/18 HP, 1 Armor, 0 XP

Please save me from the zombie druid


Wonderful background, Fighting Chicken (or Bryn). I love when people give me NPCs as well, so I may make a "hireling" out of Ingrid (hireling being the mechanical term only, as she obviously wouldn't be someone hired).

As for what class to play, I would recommend going for a straight Druid. The playbook can be found here. I say that because the Druid class is somewhat of an anomaly, and doesn't break into pieces as well as other classes, so it's difficult to use in a hybrid. But this game is also much more of a narrative game than it is a mechanical game. So knowing that you've got a background in thievery will weigh things in that direction fictionally even if not mechanically. Also, you could take up a compendium class after your first level that really adds some thief flavor in whatever direction intrigues you most.

Whenever you're able to get a character together, you can jump into the gameplay thread. I'll help anywhere and everywhere you have questions as well, whether that's in character creation or in game. (For jumping into the game, just describe whatever you want to do and makes sense to you, keeping in mind some unique options specific to your class, and I'll let you know what to roll if it comes up).

d'Eon: A priest is a fantastic class, and definitely tricky for the reasons you pointed out. But tricky is great as it brings up all sorts of intriguing questions: like why you seem to be able to communicate with a specific god when all others have gone silent, or what changes/complications have occurred in your own ability to serve this deity since the end began.

So yeah, we can handle a priest. You could even find something powerful to serve other than a god, per se, if you wanted to approach a whole different set of questions/complications than those listed above :)

Sentie Tora: While there is a sorcerer playbook for Dungeon World, I think you're looking at the Pathfinder class.

If you're willing to give Dungeon World a shot, however, I think you may really love it. And there's some classes that might fit nicely with the concept you have in your head, or wanted to grasp through the pathfinder class.

I'll send you a link to Jacob Randolph's Mage Class. It's an extremely open ended sort of spontaneous caster where you choose what type of magic he/she is really competent with, which will include some excluded areas. Then anytime you want to cast a spell, you make something up that fits those parameters.

The open ended nature of it seems a little daunting at first, but proves to make a class much like the Druid, where the creative player is capable of pretty much anything at all.


I'll also move things forward early this afternoon in the gamethread. Signy may have other stuff going on, and we'll be able to catch her up when she's back.


Valkyrie Scion
Bonuses:
Con +2, Dex/Cha +1, Int/Wis +0, Str-1
Death Channeler 1 26/26 HP, 0/3 Hold, 2/4 Control, 6/8 XP

Shaman is also a great-looking (at least to me) spirit talker class.

Shaman can be spotted at the bottom


Very true! There's a couple shaman classes, which both are very well put together, and both incorporate ways to communicate with spirits!

I'll PM a link to the other Shaman as well, if interested.


CE Male Human (Chelaxian) Shfiter (Beastmind) 1 | HP: 15/15 | AC: 16 (13 Tch, 13 Ff) | CMB: +3, CMD: 16 | F:+6, R:+5, W:+1 | Init: +5 | Perc: +4, SM: +4 | Speed 30 ft | Spell Pool: 5/6 | Active conditions: nonlethal (1); Move 40'; AC 14

Great, thanks for the invite! I'm really impressed with the quality of submission with this game.

I'm looking over the rules and druid class now. It will probably take me a couple of days to figure everything out, but I'll start building Bryn here as I go.

Nice to meet you all!


Welcome Brynjolvar.

The Druid, as a class, is probably the most versatile. Which means you can do just about anything, but it also seems daunting at the beginning since the parameters are often only defined by your creativity.

Any time you shift, if you can give me an idea of what you're generally looking for in that creature, it will help me give you some moves that fit your intentions. I'll likely also throw in something more utility/quirky as well.

Example:
Say you turn into some sort of giant snow-cat, letting me know that you're choosing that animal for it's strength and mobility. I'll probably give you moves like...

Tackling pounce
Creep silently
Snatch from the Air

You can still trigger all of the Basic Moves from that form, but will also be limited by its own limitations (you likely wouldn't be able to do anything that involves fine motor skills, or use your charisma to calm a frightened horse... because you're a giant predator, etc.). Once you get the hang of it, I think you'll like it.

And since Brynjolvar is currently with the Berrywine, you can jump in whenever the urge strikes you, so long as you have some stats up to allow rolls.


M Bard 2 18/18 HP, 1 Armor, 0 XP

Please do jump in soon, and save your village elder (me) from having his face completely chewed off. I don't want to wind up looking like this guy.

Grand Lodge

Female Gnome Druid 1

Thank you for pointing out the shaman to me Tofa. I really like the look of it so I think Im going to end up going Shaman.

Grand Lodge

Female Gnome Druid 1

For my character I was wondering if it was okay for me to have amnesia. I remember basic things like different types of people so I can still contribute to lore I just can't remember anything about myself.


Wonderful, Sentie. Welcome!

I should have given this information to Brynjolvar as well:

Character creation is pretty simple and can be done by just following the instructions in the playbook.

  • Pick a name
  • Describe your look (there are examples there for inspiration, but you aren't bound to them)
  • Assign your stat points: 16, 15, 13, 12, 9, and 8 with attached bonuses. (The bonuses are what you add/subtract from rolls)
  • Damage is set, Armor comes up later, and HP is the number recorded there plus your full Constitution score, (instead of the bonus).
  • Ignore your alignment, I'll give you a question regarding your Nature. It'll make sense in a while.
  • For race, you all are human. But you are welcome to have something more exotic in your bloodline. So either take the human racial move, or one of the others flavored as a sort of mixed-bloodline. If you have some sort of bloodline in mind that isn't represented, let me know and we'll make something up.
  • Assign Bonds to other players. (You are limited to as many options as your playbook shows, but don't have to use them exactly. If you can think of something that connects you to the other players that you like better than the options presented, write that instead)
  • Follow instructions regarding starting moves or other options (like a Guardian Spirit). You should get all the Starting Moves, but your book will tell you if you have to choose anything within them.
  • Follow instructions on Gear. Your Load is the number indicated plus your STR bonus (unlike with HP, this is bonus only, not the full stat)

----------------------------------

If you could copy your character information into your profile, that makes things INCREDIBLY easier for all of us who can't possibly memorize everything every move does.

Also... Natures for you both coming shortly.


Sentie Tora wrote:
For my character I was wondering if it was okay for me to have amnesia. I remember basic things like different types of people so I can still contribute to lore I just can't remember anything about myself.

I'm cool with amnesia. I'll be asking you guys questions as the game goes on as well, so maybe you can get flashes of memories or your own background could slowly come into focus. Whatever you like.

First questions though: What's the first thing you remember since you got amnesia?

What do you (or others perhaps) think caused it?


Here's your Nature choices, which replaces Alignment:

Brynjolvar

  • Father Bear: Protect others at personal risk to yourself.
  • Clever Fox: Deceive or manipulate a force or being more powerful than yourself.
  • Silent Paws: Avoid detection or infiltrate a location.

Sentie

  • Restorer: Restore a part of the world from foul influence
  • Tamer: Bend a spirit or otherworldly being to your will
  • Messenger: Seek out and aid a spirit at cost or risk to yourself

-----------------------------

The change is mostly semantic, as your choice works identically to how Alignment is designed. The change is mostly because I feel that the word Alignment and categories attached to it fail to represent the nuances of grey that anyone in your current situation should occupy.


Hmmm, also...

I don't think that Tofa or Baelgrin have racial moves. Which means I likely forgot to work that out.

Did you guys have any ideas, or bloodlines you wanted to designate? I'll gladly come up with something and see if you like it. And apologies for making you play without a racial move thus far ;)


M Bard 2 18/18 HP, 1 Armor, 0 XP

I'm okay with playing a humble human lineage this character. Some proud ancestral stories to tell, but no mysterious bloodline for Baelgrin.


Valkyrie Scion
Bonuses:
Con +2, Dex/Cha +1, Int/Wis +0, Str-1
Death Channeler 1 26/26 HP, 0/3 Hold, 2/4 Control, 6/8 XP

I actually agree pretty strongly, and will take it a step further to 'no one actually understands what alignments mean to any given person.' :P

I've had 3 players in the group choose to do the same thing, for the same reason, with three different alignments. Plus, natures are cooler, they can create tags to draw people in, alignments are just 'suggested play styles'.


Indeed, Tofa. That's the hope! It's a concept I blatantly stole from Ryan Macklin as he put into words and concept something that had agitated me for a bit.

Baelgrin: Great. Then let's go with the standard Human move, which will actually have some powerful applications in this setting I think.

When you first enter a settlement with even the slightest bit of honor or order, someone who respects the cutom of hospitality to skalds will take you in as their guest.

Maybe it's just me, but I feel like that could be pretty powerful in a setting where community is absent. It's like whenever you get to a settlement you will be ushered to the one place community may still remain.

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