Hoist the Black Flag - Dungeon World (Inactive)

Game Master kdtompos

"Every normal man must be tempted, at times, to spit upon his hands, hoist the black flag, and begin slitting throats." - H.L. Mencken, Prejudices, First Series (1919)

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I'm sure there's all sorts of things that live in the deep, dark depths of the sea. Who knows, maybe she's just a pawn :)


Sorcerer 2

Numeo shakes his head and mutters a dark curse under his breath. The fate of Captain Kale is under an ill sign indeed, for cursed ocean-dwellers to be so drawn to his crew. First Obed, now another brinie who looks like she'd be involved in still greater acts of darkness. But my prophecy spoke nothing of her. She must be tied to Obed somehow...a catspaw?! the islander prophet suppresses a shudder, and resigns himself to his grim duty. Watchful, Numeo, always watchful...watch and wait..."


Male Human Battlemaster 3 | HP: 11/20 | Armor: 0 | XP: 2 | Gambit: 4

Greetings, Kana! Darya the witch sounds like an interesting concept--I look forward to learning more about her. What kind of familiar is Dusk?

A very nifty aspect of the game is that each player's input actually helps create part of the campaign world, which gives each player a lot of freedom to craft the kind of story they want to tell. It's made for a very interesting game as all our ideas mesh together in unexpected ways.

Speaking of unexpected ways, I need to take a moment to update Kale's Bonds! As we have a new character in the party, I'm adding the following bond:

  • Eli reminds me of myself when I was young and idealistic. I should try to protect him from all the things that had hurt me.

    I also think this might be a good time to update Kale's Bonds w/h Nuemo and Quelthas. GM, what do you think?


  • Since the familiar rules did not state it had to be an animal, I had some fun. Dusk was created, not born. He is made from blood given a life of it's own and a semi-solid form. He's malleable, able to change his shape an form and can speak when he chooses to do so. His color is such a dark red it's almost black. He gets his name from his favorite time of day, dusk. He usually rides as a necklace around Darya's neck, so he can hear and see and speak to her.


    Male Human Battlemaster 3 | HP: 11/20 | Armor: 0 | XP: 2 | Gambit: 4

    That's a clever idea for a familiar, I like it!


    || Str: (+0) Dex: (+0) Con: (+1) Int: (+3) Wis: (+1) Cha: (-1) || Armor: 0 HP: 17/17 XP: 2 || Level 3 Mage

    Brilliant!


    I'm glad you like it. Currently I'm leaning towards either a Water Primordian though I have thought about a few different options as well, toying with the concept of siren ancestry for her race. Decisions, decisions.

    I noticed that you all have drives instead of alignment, do I need to make a drive to replace the alignment option of my sheet?


    More coming shortly, but to quickly answer that question:
    Drives are almost identical to alignment. I'm not a big fan of alignment systems in general, and Drives allow you to pick what it is that motivates your character.

    At the end of a session, much like alignment, you get an xp if you've pursued that drive.


    Darya: The familiar concept sounds awesome. I'm a firm supporter of familiars being wholly separate from just an intelligent animal. That sounds very intriguing!

    Dagon has only been described, so far, as a god who either slumbers in the deeps or is imprisoned there. From our perspective, it's hard to discern which. But his followers speak of a day where he will awaken and consume the world. "Consume", or course, is open to interpretation. Obed, our cleric of old, was secretly ushering away victims to sacrifice to Dagon--which Kale knew about and was trying to keep under wraps, in spite of his own struggle with the practice.

    You're welcome to define Dagon further, and I'll certainly have some more questions for you as Darya develops. You may also define some other sinister force of the deep. As I mentioned before, there's enough room for multiple terrors in these waters.

    And as for race, we will accommodate whatever excites you most. Brinies can be unbelievably varied should there be a type of sea creature that interests you. Primordials would likely be very rare in the world, which would give you a mystique if that's your thing. Something tied in with the siren would also grant some mystique- but in a more exotic, less "what in the world is that thing" sort of way.

    If you like the thought of being a Brinie, then you could also assume a preestablished role on the Eye of the Storm. The other two options (or even the Brinie if you prefer) would meet with the crew during the upcoming sail.

    Don't Read If You Like Surprises:

    There's a potential encounter with what I was planning to be merfolk between the Port and Ezren's Crescent Isle. You could be tied into this in any way you wish: aligned with them, captured by them, deserting them, etc.

    Also, should you share their race, you're outlining of the race would obviously be reflected in what they become.

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

    And now, since we're at the end of a session, some self-improvement:

    I'm really enjoying this, and your guys' characters are phenomenal. I love how often this game surprises me, because your characters are open to do whatever you want. Thanks!

    I also want to continue to improve at this. So I will point out the things that I'm noticing need some work, so you know where things are going. I also am intentionally seeking your input on what could be done differently--not only from a game and GM standpoint, but also what might help in this forum setting.

    Stuff I am mindful to improve as we continue:

    • Making the world more fantastic. You've definitely encountered some fantastic things, but they felt (to me) like anomalies within a town that could fit in a historical fiction setting more easily than a fantastic one. So I have plans to change that, as well as somewhat explain why Port Meridian was so dominated by humans and lacking more of the mystical.
    • Dynamic conflicts. I'm battling against a conflict mindset born and raised in DnD mechanics, which (and this is a reflection on my use of them, not on those mechanics themselves) leaves me approaching conflicts in a rather straightforward manner. Enemies should be intelligent, dynamic, and do more than just march forward as fodder. I hope to be more mindful of that as well.
    • Hirelings, who? Finally (not because these are the only issues, but I can only actively work on up to three... ha!) if Kaph, Grool, and Cue-ball were actual people I would owe them a great apology. They were background, at best. Kale had even provided stats for them early in the game, but I didn't track or reference those. Moving forward I not only intend to make greater use of any hirelings you have with you, but also be mindful of keeping you aware of the options they present.

    With that said, what are some things that you feel could use some tweaking? As I get better at running games (which I'm pretty new at), they'll be more enjoyable for you as well!


    So many choices :D That's part of what I love about this system.

    I'm actually leaning away from Briney (though I can see the fun and potential) and more towards something else. I want her to be racially tied to the sea in some way. And I think, after playing with the idea some I'm going to go with my gut on this one and take that spoilered option :)

    I have decided that she was a slave in the past, but now she is free. This is why she made a Deal with the Devil and gained Dusk. Right now (could change some as I keep fleshing her out), her drive is Freedom, both for herself and for others coming from similar backgrounds, mostly slaves and the oppressed.


    Sounds perfect. So are you a sort of Siren yourself? Or Primordial? If you were a slave previously you wouldn't have to necessarily be part of the same race, so it's up to you.


    Male Human Battlemaster 3 | HP: 11/20 | Armor: 0 | XP: 2 | Gambit: 4

    All right! Lots going on, lots to respond to, let's see here...

    After the session ending, Kale received +5 experience points, which brought his total to 10. Since it takes 9 points to go from level two to three, Kale has leveled up! He has 1 experience point left over (and may possibly gain two more pending approval for his Bond resolutions, see below).

    I increased the Captain's Constitution by 1 (all this adventure and excitement has left him feeling younger!) which also increases his maximum hit points to 20 (nice round number!). For his new move, I took the following: Risky Gambit: When you tell an ally to do something obviously dangerous and they are put in a spot, gain +1 Gambit.

    He he he...I'm going to be using that one a lot! Get ready to be thrown into a bunch of dangerous situations, my fellow players!

    Kale may be eligible for two additional experience points, depending on his Bonds.

    His Bond with Nuemo was the following: "If it weren't for Numeo, my crew might have starved on that island; I owe him." I feel this Bond has been resolved; Kale has come to respect Nuemo and now considers him part of his senior crew (you can tell when Kale respects you because he will put 'Mr.' in front of your name). I propose starting this as a new Bond: "I've come to respect Nuemo. But can I trust him?" This has two possible resolutions: either Kale comes to trust Nuemo and brings the alchemist into his confidence, or he chooses to remain respectful but distant, almost like an employer/employee relationship. Only time will tell which way the story goes.

    I'd also like to resolve Kale's Bond with Quelthas, which was: "Quelthas and I have sailed together for years--I want to reward him for his skill and loyalty." As mentioned in passing while being hauled across the rooftops, Kale is naming Quelthas First Mate, an ample recognition of Mr. Greybreak's contribution to the ship. I propose the following Bond to replace it: "Quelthas and I need to look to our shared past in order to determine the future of our partnership together." The idea behind this Bond is to encourage us to improvise some flashbacks showing the history between Quelthas and Kale, like the story they shared with Melisande at the end of the last chapter.

    If you find those resolutions acceptable, Kale will gain +2 exp, bringing his total to 3.

    I also have some comments regarding your self-reflections, Mogthrasir. I believe your writing is very solid, and your organization and attention to detail is admirable. I've been very much enjoying gaming with you! I especially like the way you make an effort to bring in and encourage each player with questions and options targeted directly to them.

    As for going forward, I have an idea you might like. What about starting the next session with a big action setpiece like at the beginning of the game? It could give us a way to bring the new characters into the action and get things rolling into the session. We could have a fade to black at this point, cut to commercial, and then BAM! it's two days later, you're on the ship sailing away, and a crazy situation is taking place! What do you do?

    Those setpieces are certainly a lot of fun to play around with, and do a lot to capture the feel of Dungeon World. Maybe we could make it a habit to have a big setpiece every couple of sessions or so.


    I really like that idea. You'd start the next segment In Media Res, once again. But I'd let you answer a handful of questions beforehand that might give you some advantages (as starting in the midst of a struggle assumes some disadvantages automatically).

    I very much like that idea. This would bring Darya in from the very beginning as well, which is a nice touch.


    Should we follow that suggestion, I'll have an intro and some questions up in the next day or so. That way you have some time to think about your answers while we're doing some other bookkeeping. The hope there is that we don't go from one break right into another one, but combine them instead.


    You mind if I do some work on them? I'm thinking Primordial right now. But I do have a few ideas, and Darya will have lived with them for a while. I'm thinking a few years minimum.

    Also, I like Kale's suggestion as well. :)

    EDIT: Fixed Kale's name because it bugged me.


    Kana wrote:

    You mind if I do some work on them? I'm thinking Primordial right now. But I do have a few ideas, and Darya will have lived with them for a while. I'm thinking a few years minimum.

    Also, I like Jake's suggestion as well. :)

    Emphasis added.

    Not at all! Have a go at it, and I'll add in some fun stuff too once we've got a base!


    ^^ Will do. Do you want me to post it here, spoiler it or pm it to you?

    And it seems my phone sneakily autocorrected Kale's name... Sorry Kale!


    You can post it here with spoilers. If we were around a table I'd be fine with you explaining some of their culture, etc. while everyone's around. People do pretty good with separating player/character knowledge.


    Just wanted to check how you wanted to do it :)


    This is what I have so far. I noticed the group had considered the posibility of Oceanfolk being multiple races combined and decided to expand upon that.

    Beneath the Waves:

    ==== Merfolk, called Mers ====
    Mers, a race of Oceanfolk, come in all sorts of colors and patterns. Each one is distinct, and can be told apart by their markings. They live in underwater communities amongst the open sea. Their garments are made from things found under the sea, such as shells, coral, likely even woven plants. Most of them prefer to stay well beneath the surface, avoiding the land-walkers as much as possible. They have lost to many to the land-walker's murderous ways. They worship, Neri, Mother of Mers. She is their creator, their beginning, their mother.

    ==== Darya's Connection ====
    Darya traveled alone with Dusk before she swam into a Mer community. She was thin, skin and bones. They took tiny little her in, and fed her, clothed her. She has been adopted in by the community. She could leave at anytime, but so far she has chosen to stay. They are her family.

    ==== Primoridians ====
    Primordians, a race of Oceanfolk, are rare. They are tied to the Sea itself, it is there lifeblood. While they can live on land, and survive far inland, they prefer to be close, if not in, the Sea. They do not have a community of their own, but instead join an existing one. If they are lucky, they escape the surface-dwellers to live amongst other Oceanfolk. The not so lucky ones find themselves amongst the lowest dredges of society.

    ==== Darya =====
    Darya, was one of the unlucky Primordians. Born to poor human parents, she was sold as a child into slavery. All she knew was hardship for early years, treated no better than trash. She was no person, only property. Hard labor and abuse where daily occurrences. Her back is marred with scars from a whip and her form is tiny from the lack of nutrition and tough lifestyle growing up. It was when she was in her late teens, the voice called to her. It asked if she wished for the hardships to end, to have freedom. She ignored it at first, distrustful. But it kept coming back. Never did it harm her, and it soothed and comforted her when her Master was particularly cruel. Eventually, when it asked "Do you wish to be free?" She said, "Yes" A bargain was struck, the voice would give her the power to free herself in exchange for her services down the road. Dusk, who had crawled out out of the shadows, would alert her when it was time.

    Using her new found power, her Master learned the true meaning of cruelty as his actions against Darya were payed back sevenfold. That was the day Darya set herself free. Since then she has never looked back. She found herself a new home, a new community, a family.

    ==== The Voice ====
    Dagon is not Voice that made a deal with Darya. It was a Leviathan. Patient, scheming, it has has plans and motivations that have not been fully revealed yet. Awake, watching, it choose Darya and for now is satisfied to bide it's time. Who knows how long that will last.


    That looks awesome, Kana. I'll have some adventure-specific questions for you when I get the new intro up. But until then, here's a few more that I'm now curious about:

    What do Primordians look like? It seems like they attempt to syncretize with other cultures, so it would seem that only appearance might separate them.

    I'm certain that you are quite close to Dusk, but if you're being completely honest: what frightens you about him?

    What do you know of Leviathans? How much knowledge does Kana have of the source of her powers?


    And some questions for Eli as well: (I hadn't asked earlier because I wanted to get you into the story quickly!)

    What are Halfling cities like, beneath the waves?

    What, in your experience, do most people think that you are when they see you?

    What's the hardest part about being separated from your people and your culture?


    Witch 1 | XP: 2 | HP: 18/19 | Armor: 1 | Str: -1 Dex: +0 Con: +1 Int +1, Wis: +0, Cha: +2 | Load: 3/7 | Familiar: Dusk
    GM Mogthrasir wrote:
    What do Primordians look like? It seems like they attempt to syncretize with other cultures, so it would seem that only appearance might separate them.

    Our skin ranges comes in various shades of the blue family. Some draw from the purple family as well, like the deepest darkest depths, some are more related to the green family. Our eyes can be any color, and usually have slitted pupils. We have a third, clear eyelid to protect our eyes in the salt water, and fins that extend from our forearms and calves to help with swimming. Our toes and fingers are webbed as well, enabling us to swim better. Our hair colors tend to be non-standard for SurfaceFolk. It tends to make us stand out beyond what the color of our skin and our fins already make us do.

    Our people are new, our history more recent than most of the other Oceanfolk (except maybe Brinies, I'll have to ask Kasu). Kasu says that we were brought into this world for a reason. Someone wished to create us. I think Kasu knows who did, but Kasu refuses to tell me.

    My skin is periwinkle, my hair a dark navy blue. My eyes are red, bright red. It's hard to have a culture of your own, when your people are so few and rare in number. Hence, why we join with others.

    GM Mogthrasir wrote:
    I'm certain that you are quite close to Dusk, but if you're being completely honest: what frightens you about him?

    Dusk has a direct connection to Kasu. I know, it's because Kasu has plans, I'm allowed to move around freely. I fear Dusk being forced to be turned against me, and force me back into slavery. I am not sure how much control Kasu has over him. I try not to think about it much.

    GM Mogthrasir wrote:
    What do you know of Leviathans? How much knowledge does Darya have of the source of her powers?

    Leviathans are creatures of legend, said to have been around since the beginning. Perhaps they are remnants of the world before ours. Few have met one, and there numbers are unknown. They live in the deep depths of the sea. Sometimes, they reach out, affecting the world of both Oceanfolk and Surfacefolk. Kasu, is one of these Leviathans. I do not know how many exist.

    I know, that Kasu is old, powerful, ancient. If Kasu wished me dead, dead I would be, but I have been chosen and given a chance to choose my path myself. I know Kasu has motivations and plans that I do not fully understand yet. But without Kasu, I would still be a slave. I would be miserable. The risk of an unknown future was worth leaving that old life behind. So far, Kasu has left me the freedom to choose my path.


    Darya:
    Wonderful. One last question for the moment:

    If we start this next portion in the midst of an attack from the Mers, I would like you to be already aligned with the party, at least nominally so. I'm debating a couple options how, but since its your character you should have a say in what brings you here.

    Let me give you a small bit of insight that your character would have into what's coming up. The Mers community you've been a part of has a sacred shrine nearby that has been desecrated and hostile to their people. You've never been there yourself, and know almost nothing about it beyond the immense reverence these Oceanfolk have regarding it. The loss and desecration has had a horrible influence on the culture there as a whole, as many have been lost in trying to reclaim it and society's spiritual focus has been all but lost.

    The group attacking the Eye of the Storm (the party) has been actively keeping ships away from the area as they work to reclaim the shrine, but have had little luck in the latter. For whatever reason, you have joined with the party to head toward the shrine, which has placed all of you in conflict with the Mers who are vehemently trying to keep all others out.

    Here's some thoughts on possible motivations:

    • One is simply that Kasu has directed you to help this group pass through the barricade, against the wishes of the other Mers you've lived amongst. Possible personal conflict there.
    • Two is that the attacking party is a militant offshoot of the community you've become a part of, acting on their own directive and possibly out of rebellion. You (and others) have had enough of their actions and have allied with the party as an intentional act to end this.
    • Three is that most of the Mers community has already given up and fled the area, but you've been sticking around to try and help, and feel that the best way of doing so is by getting outside help (the party) while again the more militant group that has stuck behind disagrees.

    Thoughts?


    Kale: I have you at 6 xp currently, which seems 1 higher than your track. So adding 5 more would bring you to 11 instead of 10. That's good news, because I have to follow it with bad news:

    You can only gain 1 xp from resolved Bonds, though you are able to resolve/modify as many as you wish. The 1 xp from losing Obed is a freebie, but regardless of whether 1 or both of those other bonds are resolved you'd only get 1 xp total from them.

    In the end, this comes out the same with the extra 6- I seem to have counted, but is worth noting. Same goes to the other players: You may still gain 1 xp from any other resolved bonds, but can only gain 1 xp total in that area regardless of how many resolve/modify.

    Also, you all will be able to regain full hp as a couple nights pass before this upcoming portion.


    Witch 1 | XP: 2 | HP: 18/19 | Armor: 1 | Str: -1 Dex: +0 Con: +1 Int +1, Wis: +0, Cha: +2 | Load: 3/7 | Familiar: Dusk

    GM:
    How about a mix of some of those ideas :)

    Kasu spoke to Dayra, telling her that there was a group of SurfaceFolk on a ship named Eye of the Storm coming that could help them reclaim the shrine. Darya, seeing a way to help her family and willing to do just about anything for them, brought it before the Mers. Several of them had hope, and some have chosen to come with her to pation these SurfaceFolk for help. Others, a particularly violent and aggressive group of Mers, strongly opposed the idea, and are moving to destroy this invading ship. Learning of this, Darya and the others have attempted to reach the party ahead of the other group.

    I think that Violent group needs a name...


    Darya:
    Perfect, we're going with that. The Sacred land is shared by several groups of Mers. Those that are currently (or will be currently0 attacking the Eye of the Storm are Orcillian Mers, so named because their unique patterns are black and white resembling the markings of Orca whales (though obviously each individual marking is distinct to that individual).

    I'm happy with this sketch! So we'll roll from here. If places come up where we need more specifics, I'll likely turn to you on some of them for insight.


    Witch 1 | XP: 2 | HP: 18/19 | Armor: 1 | Str: -1 Dex: +0 Con: +1 Int +1, Wis: +0, Cha: +2 | Load: 3/7 | Familiar: Dusk

    GM:
    I had fun with creating them. :) And I look forward to more Delving and Creation.

    I believe, with that taken care of, all I am missing is Bonds, which I assume will happen after I come in?

    I have her sheet set up in her profile, and there is an EXP log down at the bottom.


    Great Question!

    Bonds:

    You may assign some or all of your Bonds based on first impressions. Likewise, as the others are adjusting their Bonds they may assign you one based on their own first impressions.

    I will outline the context of your meeting in the gameplay thread...


    || Str: (+0) Dex: (+0) Con: (+1) Int: (+3) Wis: (+1) Cha: (-1) || Armor: 0 HP: 17/17 XP: 2 || Level 3 Mage

    I'm in Finals week for my classes at the moment, so I'm admittedly dragging on my Level Up stuff. I still have some thinking to do on the Bonds side of the house, but as Quelthas clearly has plenty of XP to level, I'll make the following upgrades:

    Quelthas moves to INT 18 (+3)... maybe now his magics will be slightly less problematic... maybe!
    Quelthas picks up the Mage move:
    Battle Mage
    Add the following tags to the Black Magic list: Close, Area (-2 damage),
    Messy (+1d4 damage), Piercing 2. In addition, selecting a Range tag for
    your Black Magic does not count as one of your two tag choices.

    Speaking of Bonds. For this level up, are you saying that we'll get only +1 for Obed being resolved, or +1 for Obed being resolved +1 more (and no more than +1) for any other Bonds being resolved?

    Lastly, as the action is pushing forward on the Gameplay tab, I would imagine we'll need some flashbacks to the "chat" between Numeo and Quelthas regarding the Coral.


    Whew, good luck on the finals! And it's fine if you guys take a bit on this break, I've thrown a lot of stuff at ya. And bigger/nastier magic sounds like a fantastic plan (especially coupled with all of Kale's dangerous advice...).

    As for bonds, your second conclusion is correct. The standard procedure is that at the end of a session you pick 1 bond to resolve if you think it fits, getting xp for it. But it looks like its become pretty widely accepted that you can modify as many as you want but only get xp for one of them. (I'm grasping, but I think the intention is to keep people from getting a 5xp chunk out of simple bonds, and hopefully encourage deeper ones that can't be simply checked off in a single session). But the point of bonds is to motivate character growth and interparty conflict/trust, so I want to reward that in addition to a freebie for the disappearance of Obed.

    So you get 1 free xp if you had a bond with Obed, and can earn a second one if at least one bond is resolved/modified.

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

    And by all means, please throw in some flashbacks regarding the coral. That would be fantastic. There's some definite slow spots in gaming, which seem amplified sometimes by forum gaming. In my experience those come up when there's a difficult decision to be made (no one wants to make the decision and waits for someone else to fill that role) or when there's a series of necessary but practically prescribed and mundane events leading to the next "big thing" (e.g. You all return to the longboats, sail out to your ship, and set sail for the Crescent Island). So I fast forwarded there. But please, roleplay any conversations that may have happened, questions you wanted to ask, etc.

    Eli still has an opportunity to resupply the ship, as well as potential questions he can ask regarding the Rouge. You may want to find out why Numeo jacked the coral from you. Someone may be curious about what makes that spyglass special. Maybe you want to do something with the tapestry map, or inspect Cue-ball for any side effects of the foggy potion. Who knows.

    But jump in with what interests you, and when it feels like the stream has slowed and level ups are completed, we'll jump into the next.


    Witch 1 | XP: 2 | HP: 18/19 | Armor: 1 | Str: -1 Dex: +0 Con: +1 Int +1, Wis: +0, Cha: +2 | Load: 3/7 | Familiar: Dusk

    I didn't want to do too much speech when I posted last night since most of what she would have said was included in the synopsis. but I'm willing to do more of that if anyone wishes to converse as part of the first impression. Hope my answer about magic on Darya was appropriate :) If I overlooked something else that your character would have made note of, please feel free to ask me.


    I think it worked well. I was going to answer with a question, regarding how Quelthas sensed magic. Does he sense the activity of magic, or the presence (like knowing that 'the force' is strong with someone)? I've had him recognize magical items that way, but never had to deal with people in that manner yet... at least none other than Kersin and he was a unique circumstance.


    Witch 1 | XP: 2 | HP: 18/19 | Armor: 1 | Str: -1 Dex: +0 Con: +1 Int +1, Wis: +0, Cha: +2 | Load: 3/7 | Familiar: Dusk

    Well, while my warding pentacle is not labeled arcane, it's still something I can create with magic. So that could easily be the source around me, or it can be me because of how I came about my magic. :) Dusk is well... a magically created familiar so that's why I said he sensed strongly of magic. The poppets in my bag are tagged arcane and my spellbook is there as well.

    Wasn't sure if you wanted to be the things around me or me myself :)


    Sorcerer 2

    Mogthrasir, I'd like to brew and carry along more potions than just 2 different varieties, but I'm limited by weight. Do you have any ideas knocking about your head to increase my character's carrying capacity in-game? Perhaps a hemp-rope sack to give me the same effects of Muleback Cords?


    Let me think about it. The load mechanic is supposed to cause you problems and create choices, so I don't want to be quick to change it. The alchemist class has gone through changes as well since you're playing with a rather early play-test version. So I'll look into how it has been adapted and see what comes up.


    Sorcerer 2

    Of course - just maybe as a loot idea that would make Numeo's eyes bug out of his head :)


    Male Human Battlemaster 3 | HP: 11/20 | Armor: 0 | XP: 2 | Gambit: 4

    Duly noted regarding the experience points, Mogthrasir. Apologies for the misunderstanding. I have adjusted Kale's character sheet accordingly.

    As for Kale's first impression Bond with Darya, I would like the following: "Darya represents an aspect of the ocean I haven't encountered before. I need to know more about her and her allies."


    Halfling Dashing Hero Lvl 1 / HP 16/20 / Armor 1 / XP 2 | STR 0/DEX+2/CON 0/INT +1/WIS-1/CHA+1

    Catching up after a very busy week...

    Quote:
    What are Halfling cities like, beneath the waves?

    It's unlikely anyone but a Halfling could even find one of their cities; considering their history, it's not surprising that their cities are completely hidden beneath the ocean floor. Halflings live in tunnels, chambers and soaring caverns, all lit by semi-sentient glowing corals. The "air" is full of unusually intelligent whales, jellyfish, octopi and fishes, carrying out tasks for their Halfling masters. I'll let this bubble in my head a little longer, and post more soon...

    Quote:
    What, in your experience, do most people think that you are when they see you?

    Other than the webbed fingers and toes and the large, pale eyes, Eli looks like a very short, very dark human. So at first glance, most well-travelled humans think he belongs to one of the many diminutive island tribes in the Fringes, though they're all taller than Halflings. Many Brinies are aware of Halflings, if only from stories, and many have correctly identified Eli as one. And occasionally, ignorant humans have immediately decided that he's some sort of evil imp.

    Either way, the second impression is almost always confusion, and the assumption that Eli is some sort of unique mutation, a human/Brinie perhaps, or just a freak of nature, driving most people to be either very curious or unfriendly.

    Quote:
    What's the hardest part about being separated from your people and your culture?

    What Eli finds most difficult is gravity. Being unable to lift off the ground and swim into the sky is a constant disappointment. But specifically with regards to culture, Eli is usually happy to be a unique spectacle, but sometimes simply misses being one of many, and noticeable for what he does, rather that simply for what he is.

    He's also pretty tired of always being the shortest person around, in a world of things built for people twice his size.


    || Str: (+0) Dex: (+0) Con: (+1) Int: (+3) Wis: (+1) Cha: (-1) || Armor: 0 HP: 17/17 XP: 2 || Level 3 Mage
    GM Mogthrasir wrote:
    I think it worked well. I was going to answer with a question, regarding how Quelthas sensed magic. Does he sense the activity of magic, or the presence (like knowing that 'the force' is strong with someone)? I've had him recognize magical items that way, but never had to deal with people in that manner yet... at least none other than Kersin and he was a unique circumstance.

    So, by the book, the Elf racial for Mage is:

    Whenever a magical effect happens close by, you can feel it, and
    tell roughly which direction and how far it is from you.

    During the course of roleplay, we've kinda gotten a bit wiggly with the actual "how" of this ability. Quelthas was able to "sense" the Paradox-croc, able to sense the failure of Obed's magic within the "Antimagic bubble" in the safe-house, sense the approaching Kersin, and sense not only the magic of enchanted items, but also, at times, get an idea of what the item might be. Within the Antimagic field, he sensed "In this place, Quelthas felt that he could barely feel whispers of the magic he had grown so accustomed to, as if here, magic was muted and suppressed..."

    Back in the Safe-house, I started the groundwork for an explanation of the Elven magic sense.

    I figure that, although the terms of "song" are metaphorical, the same idea applies to this sense... a 7th sense?... Anyway, just as you can "hear" music, chimes, songs, trio's, bands, marching bands, German death metal, etc etc etc... Quelthas can "hear" not only that "there is magic" but have a basic, or even perfect understanding of what he is "hearing" based on his experience.

    For example, if I hear a song on the radio, I might know something simple like, "that is a pop song." No clue by who, or details like the name of the song, instruments involved, live or studio mix, etc etc etc... On the other hand, I might have a CD at home that I listen to, and I can quote the Artist, band configuration, exact music type, venue where this recording was taken, etc etc etc...

    So, based on Quelthas' history, and knowledge of "the songs of magic" at any given moment, he "feels" the magic, and "knows" some details about it.

    I expect that, as he's processing the feelings he's getting from Darya, he's making the connections between "well that song is coming from her necklace, while that other song is coming from Dusk." He clearly isn't going to instantly know "how it all works" but he can sense the magic, requiring further roleplay, or Spout Lore checks to see how accurate his knowledge is.


    Numeo: Here is the latest revision of the alchemist class you are playing. There's some nice power boosts in what your belch move is capable of, as well as your load capacity (yay!). However, your potions are now finite in number, and there's an added weight of an alchemical apparatus (1 weight) and ingredient pouch (1 weight per ingredient, no less. But I would say this is for unique ingredients... house rule, eh.)
    It also seems that in the revisions it has gone back to the drawing board a bit and the advanced moves are no longer fully fleshed out. Right now I would say that if you've picked a move that isn't represented, keep it as it currently is.
    So you have a choice, it seems. You can keep the character as you have it and we'll work with the rules as they have been. Or you can adopt the revised playbook--taking the good with the bad. I'm fine with either. I just don't like mix and match.

    Eli: Great concept of halfling cities. That gives me some fun ideas too. And while there were several fun things you included in all of that exposition, I especially enjoy the nuance of missing how you used to be unique for what you did, rather than just what you are. That fascinates me.

    Quelthas: And that's why I ask questions (and because this system constantly reminds me to). I love that description of magic... I loved it when you brought it up the first time, but I do believe it got lost in my other notes. I'll keep it in a more traceable spot!

    All: Bonds look really good so far. FWIW


    Sorcerer 2

    Belch now uses CON as its relevant stat. Honestly that makes a lot more sense than using INT as it had before. Using ammo also makes sense...having "enough to last an adventure" was inconsistent writing.

    This bears some thought. Let me think on it and post tomorrow.


    Witch 1 | XP: 2 | HP: 18/19 | Armor: 1 | Str: -1 Dex: +0 Con: +1 Int +1, Wis: +0, Cha: +2 | Load: 3/7 | Familiar: Dusk

    @Quelthas: Well Dusk is her necklace right now. I picture her warding pentacle to either be on the back of one of the shells of her attire, or attached as a carved piece of shell.

    Side note about Darya's height: Darya is short, reflecting the smaller end of the height range for Primordials. Her height is more a reflection of the environment in which she grew up than racial/genetic predisposition.

    Possible Bond:

    With Captain Kale, I'd like to suggest the following bond: I have seen Captain Kale's future and wish to change it. This captain will not sink with the ship.

    I'm still thinking on other possible bonds.


    Sorcerer 2
    GM Mogthrasir wrote:

    Numeo:

    So you have a choice, it seems. You can keep the character as you have it and we'll work with the rules as they have been. Or you can adopt the revised playbook--taking the good with the bad. I'm fine with either. I just don't like mix and match.

    I'll go with the new rulebook as it's more fleshed out with the exception of a lot of missing advanced moves...

    Can I make some adjustments to my character in this new light? Also, can you tell which of the new advanced moves are meant to be 2-5 and which are meant to be 6-10? I'm guessing the last 3 are meant to be 6-10, but I could be wrong.


    Yes, you may make adjustments to your character (since stat use has changed, you may wish to align them differently). If you already have an advanced move that isn't represented (I don't have the new document here with me at the moment) you may keep it as it was. But I don't know which ones are 2-5 or 6-10. We could assume as you suggest that the last 3 are meant for later levels.

    The Pirate World setting has been moving EXTREMELY slow. It was supposed to be done by the end of 2013, and at the current rate I'd be happy if it is completed by the end of 2014. But such is the potential struggles of Kickstarter. I'll keep you updated as stuff comes out regarding the alchemist.

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

    I also need to update the Campaign Information Thread. I will do so after I resolve some stuff in gameplay, and will include everyone's Bonds there as well as it could be useful to all of us to have them readily available.


    Ok, Bonds, HP, and XP should all be updated in the Campaign Info thread. Please let me know if my records don't line up with yours.

    As for bonds, a lot of you have room for more, if you desire.

    Here's my temporary house rule on bonds: You are allowed as many bonds as there are players +1. So in this case, you may each have up to 6 bonds if you wish. Bonuses from bonds cap, however, at +3. This way, you can have a bond with every other player and still select one to which there is a closer connection for the sake of aid rolls. Or you can boost more at the expense of bonds with everyone.

    You are under no obligation to fill that quota, but it helps in a few ways. (1) The number of bonds you have with a person is the modifier you use when aiding/interfering with that person. (2) At the end of each session you may gain 1 xp if any of your bonds are resolved. (3) It adds depth to the relationship between your characters beyond--"we fight crazy stuff together."

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

    I know people are still working on end of session stuff, so I won't try and plow forward with things. Once they start to resolve a bit I'll set up this next phase!


    Witch 1 | XP: 2 | HP: 18/19 | Armor: 1 | Str: -1 Dex: +0 Con: +1 Int +1, Wis: +0, Cha: +2 | Load: 3/7 | Familiar: Dusk

    I do wish to get more of them, I may make a more... embellished post about her on the ship. I'm trying to get a feel for what Darya thinks of the others on the ship right now.

    I have Ideas for one with Eli and a thought or two for one with Quelthas and Numeo.


    No rush. I believe that at the moment Everett Kale is the only one with Bonds for everybody. But even he has space for one more now with the houserule.

    And I houserule that because I'm really not sure what the official standing is. From looking around it looks like you're supposed to be limited to the however many examples are written in your playbook... which is why the (social) bard has 6 examples, while all the others only have 4 (except for the Wizard with 3... they apparently don't play well with others). This also assumes a 3-4 person party though, so I'm embellishing until I feel otherwise.


    || Str: (+0) Dex: (+0) Con: (+1) Int: (+3) Wis: (+1) Cha: (-1) || Armor: 0 HP: 17/17 XP: 2 || Level 3 Mage

    Mages are 3 as well. Seems to be hard to develop bonds amidst the sounds of how awesome we are...


    Witch 1 | XP: 2 | HP: 18/19 | Armor: 1 | Str: -1 Dex: +0 Con: +1 Int +1, Wis: +0, Cha: +2 | Load: 3/7 | Familiar: Dusk

    I have 5 :) I'll be that oddball ducky that has the strange number.

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