
GM Mogthrasir |
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"Now and then we had a hope that if we lived and were good, God would permit us to be pirates" - Mark Twain
I know these are pathfinder boards, but I'm looking for a couple more players willing to try this great system!
Dungeon World is probably the most dynamic and natural feeling setting for an RPG that I’ve ever come across. It’s simple, it’s creative, and it’s dynamic.
The entire focus of this setting is the fiction (the story) and the fantastic characters that make that story happen. The mechanics are intended to rise out of the fiction and spur you on into further adventure by introducing complications, rather than determine if you can do what you desire. In fact, as a GM I don’t even roll any dice – instead I prompt you, the players, to roll when failure might present interesting options and build the story according to those successes and quirks.
Don’t worry, it’s not completely free form. As a GM I do everything that would typically be expected of one wearing that cap: setting the scene and mood, providing interesting hooks and dilemmas, roleplaying NPCs and dangerous creatures, and describing the events as they unfold around you. What makes this different is that these things explode out of what you, the adventurers do. It’s got that vintage, old-school aroma.
This is what I mean. Everything that needs to be resolved is performed by rolling 2d6 (with a minor modifier for stats). A result of 10+ is a complete success, a result of 7-9 means you succeed but there’s a complication, and a result of 6 or less means that you jot down a point of experience and I make things interesting. That’s right, even the lowest roll may not mean you fail at the action, it just means things are heating up. Your actions aren’t defined by the mechanics and the roles, those dice rolls instead rise out of the fictional actions to build a dynamic and fantastic encounter.
Example? Certainly!
Say you want to ride the Kraken’s tentacle up into the top rigging of the ship so you can flick one of your daggers down at one of its bulbous eyes just below the water’s surface. That sounds like a pretty dangerous move, but you’re going to rely on your quick reflexes to hitch that ride and jump free at the right moment. You roll 2d6 and add a bonus from your dexterity (because you’re a slick one!). *That may actually be two death defying moves... riding the tentacle and leaping free into the rigging. But for the example, let's be generous.
- 10+ on the results: saddle up! You cling to that tentacle and ride it up into the rigging, snagging a rope that swings you to the top beam of the main mast. Now let’s see if we can find that eye!
- 7-9: Phew, you made it, but there’s a complication. Maybe you lost your throwing dagger in the process, time to improvise. Or maybe the tentacle you just rode is getting ready to smash back down into the mast you’re clinging to!
- 6-: Mark 1 more point of experience. Maybe you slipped on the deck in your attempt, completely missing the tentacle and now find yourself sliding toward the edge. Or maybe you succeeded in riding the tentacle, but instead of lifting you into the rigging it slipped straight back down into the waves with you hanging on for dear life. Now what do you do?
The point of this setting is to let the players really act through their characters. You don’t make the above decision because you have a “Ride Tentacles” feat; or slag your way through a mess of rolls determining the distance of your jump, your grip vs. the slipperiness of the appendage, and the probability of catching a rope at the top. You do it because it’s what your character would do, and it sounds awesome. And you rest assured that whether it works the way you planned it or not, it’s gonna make one hell of a story should you survive to tell it.
All of the mechanics, classes and extra information can be found here for free!
I also have some other options, including some bonus playbooks for alternate classes and rules that I’d share with those playing, but I’ll get into those details next…

GM Mogthrasir |

There are already some characters interested, so recruitment room is limited. I’m really only looking for 1 or 2 more players interested in joining us.
So the setting is obviously Pirate themed! I’m looking forward to high seas adventure, morals and codes that are much more like ‘guidelines’, and fantastic creatures from the depths. But beyond that, I’m being very careful not to define too much of the world.
One of the big tenants of this setting is that the world in which this takes place, and the direction the characters pursue comes out of the adventures rather than being predetermined. We’ll set a few anchor-points as a group before the first adventure starts (pun unintended, but recognized), and let the world and its inhabitants flesh itself out on an as needed/as encountered basis.
This system requires a willingness to be creative. Everyone can be creative, you just have to be willing to engage in that. I’ll throw a lot of things into the mix myself as the GM, but there will also be several times that I ask you questions as the players.
Who is this person, and how do you know him/her?
What is so significant about this item? What’s dangerous about it?
How does this government work? What’s really going on under the surface?
Obviously there’s a thrill in mystery and having surprising information sprung on you, but you as players also should have a fingerprint on the world. So beyond the theme of pirates, the direction of the campaign and the details of the world are still waiting to be defined by the group.
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So for those of you that are already in, and a couple more if we find interest, here’s what you can be deciding/declaring:
Name
It’s what people who are familiar with you call you. If there are multiples, designate a primary.
Class
We will not duplicate classes to begin with, you are the only one in that category! There may be other arcane users in the world, but you are “the” wizard.
The 8 core classes can be found at the link above. These are all geared for a more medieval fantasy setting, so I encourage you to find ways to bring “pirate” flavor to them, and am willing to work with you on doing so.
The Ranger, for instance, could use focus on gunpowder weapons rather than archery, and have a monkey animal companion. Etc…
There are also several playbooks outside of those original eight. You are welcome to ask about one you have access to (don’t even try on the ninja one, though). Here’s a list of ones that I have that you may use and are already particularly pirate-y:
- The Alchemist, who drinks potions and breathes liquid flame.
- The Artificer, who is master of crazy contraptions and experimental pursuits.
- The Barbarian, who is loud and wild in everything he does.
- The Bombardier, who blows stuff up with slightly more precision than the average maniac.
- The Brute, who smashes puny things and swings people around like weapons.
- The Dashing Hero, who does impressive things and looks smashing doing them.
- The Fanatic, who turns people and mobs into weapons, (not to mention a divine weapon of his own).
- The Gallant, who pursues justice and inspires hope.
This seems out of place, but there’s something EXTREMELY intriguing about a Gallant or Paladin character in a pirate themed game. I love that juxtaposition if someone’s brave enough to try it.
- The Pirate, who wield numerous dastardly tricks and insults people.
- The Priest, (variant on The Cleric) who spread their faith courageously and walk in the protection of their god.
- The Princess, who is ironic in her cliché femininity and power.
- The Templar (variant on the Paladin) who seek out heretics to bring justice and purity.
- The Witch Doctor, who guides spirits by devouring their corpses.
Race
There is a large population of humans in this world. There are also several other races that fill this world, but like many other things – I want them to be defined in part by the group. If you wish to be one of these races, you are taking a greater responsibility in helping define them.
After all, you would certainly know more about them. You are one.
Here’s some anchor-points that I’m currently thinking though. Many of these stem from the Pirate World setting – a Kickstarter that sought to make a pirate centric setting for Dungeon World. Several of the above playbooks come from there. These are not set in stone, but are intended as launching points should you wish to embody this race. Feel free to not only build on these thoughts, but also change or adapt them as you see fit. Nothing here is sacred.
- Humans – Humans would likely be the most predominant race. Maybe not number wise, but in sheer ‘presence’ within the world. There’s not a lot of room to define them mechanically, but a ton of room to define the diversity amongst them and what fuels their society.
- Elves – They’re a staple for fantasy, but not sure I’m sold on them here. If you love them, help me love them as well.
- Dwarves – in the Pirate World setting, Dwarves consume metal. Yep, they seek out treasure and ores not to amass treasure but because it fuels them. They’re still burly and gruff, extremely feudal, and love their ale, but they also gain benefits from eating certain metals and can even build addictions to certain types.
- Goblins – I really like the thought of goblins as a part of society rather than just monsters. In the Pirate World setting they are an offshoot of dwarves, but the feed on gunpowder and other volatile elements. Their ships and floating towns often vanish, in fiery conflagrations.
- ”Big Greens” – Maybe they’re orcs, or maybe large lizardmen, what do you like? I’m thinking they’re tough, vicious, and tribal, but extremely well connected. In Pirate World they’re lizardmen with a collective societal memory.
- ”Mutants” – I also really like the idea of something “fishy”. In Pirate World they’re a race of Cray (half-lobster humanoids). But at the moment I’m really liking the idea of a collective mutation on the human race that is blatantly tied to marine life. I was thinking that collectively they resemble humans, but have various mutations or adaptations that resemble aquatic creatures. Some have tentacle arms, or octopus faces, or gills, or lobster claws, or shark teeth, or those dangly-light things on angler fish. I’m sure the interest is tied to Davy Jones’ crew from Pirates of the Caribbean, but it doesn’t have to be original to be interesting.
And I’m certainly open to other ideas. I’m generally not a fan of things that stray too far from being humanoid (giant spider race, or gelatinous cubes). Also, flying races bug me. Everyone loves them, I get it, it’s cool to fly… but it essentially opens up a dimension almost entirely unattainable by any other race. If you want to fly, then let’s define a part of goblin culture that routinely shoots helmeted mariners out of cannons.
[ooc]And what if more than one of you want to share the same race? Stop. Collaborate and listen!
Crunch
This is stuff like equipment and move choices if there are alternate options. We’ll work together on this if there’s reflavoring. The one thing I want to point out is that we will not be using alignment. Alignment gets tricky when you’re pirates, and the expectation as that you will all be “heroic”, even if you might be a bit selfish, or greedy, or prideful, etc. Instead of alignment we will be using Drives. I’ll explain that further at a later time.
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Hopefully there’s a couple more interested in sailing with us. Let me know what your thinking or what I can help with, and as we figure the characters out I will be routinely asking you questions intended to help build the world and the direction of the campaign!

GM Mogthrasir |

Seeing as I run a dungeon world campaign in real life and it has become my favorite role playing system, I will certainly be submitting a character. Have the other players already determined their classes or desired character concepts?
One's looking at the Alchemist, but as of yet he hasn't decided. So there's a termporary claim there, and the rest are wide open.
That would make two players who run DW games of their own. Give me grace as I try to do so, as this would be the first time running one.
And there's room for one more player if interested.

GM Mogthrasir |

And I don't care to bother with the "application" system. If someone wants in, their in. So we've got the last spot for someone who might be interested, whether familiar with the system or just willing to try it out. You don't really have to try and build a balanced group or fit certain roles in this system, it gets tailored to the roles you pick.

Jon the Unlucky |

This sounds amazing! I'm a big fan of more 'free-form' role-playing games (loved Burning Wheel), and while I hadn't heard of Dungeon World before, it certainly sounds rather interesting.
I'd like to play a captain-type character, a grizzed, irascible, grouchy old sea dog, bitter and cynical, who secretly (he'd never admit it!) loves his crew and would do anything to protect them.
He's pessimistic, always grumpy, and often more than a little drunk. But despite his attitude, his crew members know they can always get him to go along with their antics with a little bit of convincing.
He loves the sea, and truly loves taking risks and living on the edge (though again, he'd never admit it). He's got a weakness for wild get-rich-quick schemes and dubious buried treasure maps.
I'm not sure about class (I'll take a more detailed look at the rules), but Fighter or Pirate seems to make the most sense. If you like this concept, Mogthrasir, I'll spend some more time fleshing him out.

GM Mogthrasir |

This sounds amazing! I'm a big fan of more 'free-form' role-playing games (loved Burning Wheel), and while I hadn't heard of Dungeon World before, it certainly sounds rather interesting.
I'd like to play a captain-type character, a grizzed, irascible, grouchy old sea dog, bitter and cynical, who secretly (he'd never admit it!) loves his crew and would do anything to protect them.
He's pessimistic, always grumpy, and often more than a little drunk. But despite his attitude, his crew members know they can always get him to go along with their antics with a little bit of convincing.
He loves the sea, and truly loves taking risks and living on the edge (though again, he'd never admit it). He's got a weakness for wild get-rich-quick schemes and dubious buried treasure maps.
I'm not sure about class (I'll take a more detailed look at the rules), but Fighter or Pirate seems to make the most sense. If you like this concept, Mogthrasir, I'll spend some more time fleshing him out.
Sounds fantastic Jon. So unless one of the players that previously expressed interest drops out, we're full up.
If this system really intrigues you, but you missed that incredibly small window, feel free to speak up. I probably won't be able to help in this game but if enough people express interest then maybe you can band together and convince one of you to GM it. It's the least intense system to GM of those that I've run. And I have no problem with you using this recruitment thread to drum up that interest.

GM Mogthrasir |

And Jon, I love the character concept. I already have some questions milling around to ask! But will wait for a bit...
As for class type, a Fighter or Pirate sounds like a great fit. Let me get the Pirate class sheet to you to check out.
Let me also recommend the Fanatic playbook (and I'll send that your direction as well). The Fanatic is very much a leader of people, and is hard to describe well. But it appears to me to really fit your concept.
No pressure on it though, just trying to highlight options

turnip_head |

Aahhhh the dwarf and goblin concepts are awesome! I wish more settings would come up with new interpretations of them like this! However, I really wish to play the Dashing Hero - an adventurous fool whose pristine portrait of himself and flashy, sensationalist antics manage to get him out of (but mostly in) trouble. If he had to pick one word to describe himself, it would be: consummate, masterful, alluring, famous, illustrious and perspicacious.
I don't think I would be interested in it as a race for my character, but I was thinking that perhaps the elves in this world are inhabitants of the oceans (akin to mermaids, but less mermaid-y and more elf-y).

GM Mogthrasir |

Ooh, I see where you're going with the elves! I could get behind that concept. Especially since the thing that tends to turn me off of elves as that they often come across as humans 2.0 (more attractive, longer lives, smarter, faster, etc.). Something that makes them really distinct has much more flavor.
The elf fans are about to riot.
turnip_head, every band of pirates needs a Dashing Hero. Let me get you the information from the playbook!

GM Mogthrasir |

Ahh, I should have mentioned, I have the Dashing Hero book. I think I will stick with human for my character, but I was just throwing it out there in case anyone else wanted to jump on it.
Perfect, if you already have the book then there's nothing for me to relay there. I'm excited. I'll start asking some questions about your heroes once we've got some of the basics for everybody, in hopes that you'll be able to build with each others ideas as we figure out background and 'bonds'.
And if no one ends up an elf, it may still be an idea I'll hang onto for later.

GM Mogthrasir |

I will lock down on the bombadier! What else do I need to do to get my character ready for this adventure?
Bombardier sounds fun! Consider it locked in. What you can work on now is a name for your character, and a character concept. What's his personality like? What motivates him? What inspired him and brought him to where he is?
It doesn't have to be really in depth (we aren't looking for a detailed background, just some intriguing points to build upon and give us a feel for the character). The above examples from Jon the Unlucky and turnip_head are great ones to look at. It gives us enough to have an idea of what this character is like.
On that thought process, what race would you like to be. Is he human? Is he something else? And if something else, then begin thinking in broad strokes and rough sketches of what characterizes that race. Above are some examples of the direction I'm currently thinking for some races, but those are all fluid and changeable.

Jon the Unlucky |

Thank you for sending me those files! I'm looking them over now, and Fanatic seems to make the most sense for my character, so that's what I'm going to go with. (Though I have to admit the Pirate's Madcap Scheme is pretty damn cool...)
I'm going to do a bit more work on this character and submit a more complete version later today. I'm interested to see what the other players are coming up with. Turnip, your egotistical Dashing Hero sounds like he's going to be a lot of fun to play!

Aubster |

I'd love to play a Deep One hybrid from Lovecraft's 'The Shadow Over Innsmouth.' Let me know what you think.
Here's some background from Wiki:
Lovecraft describes the Deep Ones as a race of undersea-dwelling humanoids whose preferred habitat is deep in the ocean (hence their name). However, despite being primarily marine creatures, they can come to the surface and can survive on land for some time. All Deep Ones are immortal; none die except by accident or violence. They are said to serve the beings known as Father Dagon and Mother Hydra, as well as Cthulhu.[2] They are opposed by mysterious beings known as the Old Gods, whose powerful magic can keep them in check. This detail is one of the vestigial hints that August Derleth developed as the mostly unnamed Elder Gods.
Deep One hybrid[edit]
The backstory of "The Shadow Over Innsmouth" involves a bargain between Deep Ones and humans, in which the aquatic species provides plentiful fishing and gold in the form of strangely formed jewelry. In return, the land-dwellers give human sacrifices and a promise of "mixing"—the mating of humans with Deep Ones. Although the Deep One hybrid offspring are born with the appearance of a normal human being, the individual will eventually transform into a Deep One, gaining immortality—by default—only when the transformation is complete.
The transformation usually occurs when the individual reaches middle age. As the hybrid gets older, he or she begins to acquire the so-called "Innsmouth Look" as he or she takes on more and more attributes of the Deep One race: the ears shrink, the eyes bulge and become unblinking, the head narrows and gradually goes bald, the skin becomes scabrous as it changes into scales, and the neck develops folds which later become gills. When the hybrid becomes too obviously non-human, it is hidden away from outsiders. Eventually, however, the hybrid will be compelled to slip into the sea to live with the Deep Ones in one of their undersea cities.
So I'm thinking that this character is a cleric worshipping the dark gods of the Deep Ones. His motivation for being a pirate is to gather human sacrifices for the Deep Ones. In exchange for providing him an occasional prisoner, the character provides Cleric spells as well as a conduit to the Deep Ones which may come in handy. I'd say the racial benefits is can breath in water and contact the Deep Ones...in exchange basically everyone that he comes into contact with finds him disgusting and have a negative reaction to him.

GM Mogthrasir |

Thank you for sending me those files! I'm looking them over now, and Fanatic seems to make the most sense for my character, so that's what I'm going to go with. (Though I have to admit the Pirate's Madcap Scheme is pretty damn cool...)
I'm going to do a bit more work on this character and submit a more complete version later today. I'm interested to see what the other players are coming up with. Turnip, your egotistical Dashing Hero sounds like he's going to be a lot of fun to play!
Great! Fanatic is locked in. And yes, the Madcap Scheme is pretty fantastic. If you decide at some point in the next few days you'd rather be The Pirate, as long as it isn't snagged up you can declare it instead.
That gives us:
- The Fanatic
- The Dashing Hero
- The Bombardier
- Three more "To be determined..."
And I'm really enjoying both of the personality concepts described so far (and looking forward to the Bombardier). I have to admit though that on the first read through I missed how many words turnip_head's character used to describe himself "in one word." well played.

GM Mogthrasir |

I'd love to play a Deep One hybrid from Lovecraft's 'The Shadow Over Innsmouth.' Let me know what you think.
Here's some background from Wiki:
Lovecraft describes the Deep Ones as a race of undersea-dwelling humanoids whose preferred habitat is deep in the ocean (hence their name). However, despite being primarily marine creatures, they can come to the surface and can survive on land for some time. All Deep Ones are immortal; none die except by accident or violence. They are said to serve the beings known as Father Dagon and Mother Hydra, as well as Cthulhu.[2] They are opposed by mysterious beings known as the Old Gods, whose powerful magic can keep them in check. This detail is one of the vestigial hints that August Derleth developed as the mostly unnamed Elder Gods.
Deep One hybrid[edit]
The backstory of "The Shadow Over Innsmouth" involves a bargain between Deep Ones and humans, in which the aquatic species provides plentiful fishing and gold in the form of strangely formed jewelry. In return, the land-dwellers give human sacrifices and a promise of "mixing"—the mating of humans with Deep Ones. Although the Deep One hybrid offspring are born with the appearance of a normal human being, the individual will eventually transform into a Deep One, gaining immortality—by default—only when the transformation is complete.
The transformation usually occurs when the individual reaches middle age. As the hybrid gets older, he or she begins to acquire the so-called "Innsmouth Look" as he or she takes on more and more attributes of the Deep One race: the ears shrink, the eyes bulge and become unblinking, the head narrows and gradually goes bald, the skin becomes scabrous as it changes into scales, and the neck develops folds which later become gills. When the hybrid becomes too obviously non-human, it is hidden away from outsiders. Eventually, however, the hybrid will be compelled to slip into the sea to live with the Deep Ones in one of their undersea cities.So I'm thinking that this character is a...
Sounds sinister... so many questions!
Let me send you part of The Reefmonger class. It's part of that Pirate World setting, but not fully developed yet. I didn't include it because it's only partially done, meaning there are is no equipment or advanced moves yet. But it was created with Lovecraft in mind.
If you really like it, we can either a)hope it gets completed in the near future or b)use advanced moves from the cleric or priest as per your original intent. Again, just throwing you options.

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Mutant. Squid faced bombadier. Had a tough life being branded a mutant. Always had thoughts of getting back at those that mocked ‘him.’ After first signing up to work on a ship (they only accepted him because he was able to breath underwater and could take care of things under the boat) he found out about black powder and bombs. He convinced the bombadier of that boat to teach him in exchange for getting him pearls from the bottom of the ocean for the girl he fancied. After learning what he could, which wasn’t much( let’s face it, the guy on the ship didn’t have a whole lot of knowledge), he started toying with the different chemicals that make up bombs and grenades. After making a few low skill bombs, and after the ship getting back to port where he grew up, he took it upon himself to take revenge in the best way he could think, with the new skill he just acquired. He blew up the houses of everyone that tortured him, but he didn’t leave any traces. He was looking for adventure away from this wretched place before his unstable hatred once again took control and he took more innocent lives along with the lives of those that deserved it. His motivation is to cause as much destruction to those that he sees fit to deserve his newfound prowess, and to never have to be called mutant again by proving his worth with the ash of his enemies fed to the ocean that he regards as the true home.
Odd Characteristic: Every enemy he turns to ash, he must collect most of their ashes and release them to the ocean, no matter the cost.
How is this?

Aubster |

I like part of the Reefmonger idea. My thought would be to take Looks, Drives and Bonds from the Reefmonger but take the rest of it from the standard cleric.
For Perdant's character, I'd suggest that he's also a result of a Deep One breeding with a human but in this case he doesn't know about his heritage. However, he still feels the draw of the Old Ones calling him to the deeps. My character will realize what Perdant's heritage is and will work to convert him to the worship of the Dark Gods. Basically my character will treat the mutant well as they are blood relations but will have little but contempt for the other crewman (or landlings as he calls them).

GM Mogthrasir |

This system is so cool, I've never seen it before.
I will submit a Halfling Druid named Salty and that is what he is, born and raised on ships, Salty is the ocean it's spirit runs through his veins.
I'm glad you love this system too. "Salty" is in the reserves now should room open up for more. I also encourage you to stick around and see if more people have their interests piqued. Maybe there will be enough more for someone to start another game!
Aubster: the Cleric sounds great, and Bonds, Looks and Drives are easy changes. I'll let you and Perdant compile the basic characteristics and culture of that race in. And don't worry about too many specifics as we'll build those as we go. What do you guys think would be a better name for them? I quoted "mutants" because I didn't have a name and just needed a succinct way to describe them.

turnip_head |

Obed Marsh |

Aubster's character
Presenting Obed Marsh, Cleric of Father Dagon whom the deep ones worship.
His appearance reveals that he is not completely human. His skin has a pale grayish color, like a fish that has been out of the water for too long. He has pitch black eyes with no eye lids, just membranes that cover them in bright sunlight. His teeth are small and pointed and seem to be too many for a normal mouth. The fingers of his hands and toes on his feet are webbed and seem to be slowly fusing together. He wears tattered robes with a cowl pulled over his head which normally conceal the fact that his ears have receded into his skull leaving just the ear holes remaining. He speaks with a low rasping voice and coughs frequently with a wet gurgling sound. Sometimes it seems as if he is breathing from slits that open and close in his neck. On the outside of his robes hangs a golden oddly shaped polygonal symbol that draws in the eye as it seems to have impossible angles. The shape of the symbol causes a primal fear in most who see it.
I'll get his profile filled in tomorrow.

GM Mogthrasir |

Things look fantastic. Weekends will always be quite sparse from me, but I'll try to pop in to answer questions that may come up. If the other two are able to get some ideas together over the weekend then we'll work on bonds on Monday.
I may have a couple questions to help tie together the characters as well.
For the opening adventure I'll have a few questions you guys will need to answer as a group. Then we'll get to pirating!

Everett Kale |

I've created this Alias for the campaign, and I've put my character's personality, history, and description into the profile. Completed character sheet available soon.
I see Kale and Sebastion being almost opposites in their attitude and approach to life, which means that the roleplaying between them should be very interesting. Despite their differences, the characters would probably work well together in a good cop/bad cop sort of way.
I think Kale would respect Squat for his toughness, but be worried about his anger issues. If we have a ship (I hope we do!), it would be really cool if Squat were in charge of the cannons.
Finally, I'm not sure how well Kale and Obed would get along. Kale would likely find Obed frightening and unnerving, and the cleric may very well give Kale recurring nightmares about the rising of the Deep Ones.

Sebastion Atticus Abberforth IV |
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Sitting at your desk, filtering through new posts in your marked threads, you find that an unread response awaits you at the bottom of this very page. Shocked to find that the cybernetic fourth wall is torn down before your eyes, the dashing, dexterous and devious dare-devil addresses you - a true human existent in the physical world. "So it is unto you to whom a desire has been made mentionable for the bequeathing of a story relating to myself and my enchanting past? Well, steady you senses! For you will assuredly be driven to madness as the dire anticipation for the story's end will grow so profound that you will find the very next word a cliffhanger unto itself! Patience will yet provide you with the tempered defense you seek as my silvered words must be polished for such frangible, auricular organs."

turnip_head |

I have never been so driven to create an enticing story before, but this weekend will pit me against the mighty pen and paper as my mettle as a literary craftsman is tested. I hope to put something up by Sunday.
I agree that Kale and Sebastion would get along, but in their own clashing ways. Sebastion may or may not pity Obed's poor form as being less than glamorous and all too repulsive (but he would never let that show). And Squart would probably make for some worth-while entertainment with his explosive and flashy antics.

Squart |

Squart, in all his glory ( I couldn't find a great picture)
He has tentacles on his face, acting somewhat like a mustache, thought, quite a bit longer, and having strength of their own. He is a gray green colour. Under his tentaclestache there are lips that look quite human, but a bit wider than normal. When he speaks people are taken even further aback by the beak in place of teeth or gums. He has two eyes with very wide, and dark pupils, but there is some colouration around the edges, but the colour escapes people, and they could get lost into it, contemplating life itself. He has a skull that is quite humanoid, but a bit longer in the back to carry the weight of the ink sac that hangs there. He has no hair, and his skin looks wet always. You can see the outline of his skill due to the ink sac pulling the skin back with its' weight. His fingers are normal, except they also have small suction cups on them, which gives Squart better control over what he is carrying.

Obed Marsh |
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Some more thoughts...comments greatly appreciated
Drive - awaken the sleeper.
Obed believes that every sacrifice that he makes to Father Dagon tears another small rip in the tapestry between this world and the sleeping world. Enough of the tapestry has been torn that Obed can call on the powers of Father Dagon to work what the Landlings would call magic. Obed knows there is no such thing as magic in this world just the ability to reach through the void to the other side. Once enough sacrifices are made by Obed and his brothers, the veil will be torn away, the sleeping world will awake, and this world remade into a world covered by water with no Landlings anywhere. Then the deep ones will be powerful and Father Dagon will be the only God left. Until the great day happens, Obed will work with the pirates of this crew as they are willing to look the other way when prisoners disappear in exchange for his healing abilities.
Bonds
Everett knows a dark secret about Obed. He's the only one of the crew that has seen the creatures that come forth in the night to feed when Obed makes a sacrifice. Maybe he still puts up with Obed as his cleric powers have kept him and the other crew alive many times.
Obed is working on converting Squart to the worship of Father Dagon. He has to move slowly as Squart may have loyalty to the crew of pirates that accepted him. The fact that all the Landlings will die (including the crew) once the great day comes is a secret that Obed is not ready to share yet.
Sebastian will see who the real Gods are when the great day comes. Obed plans to sacrifice Sebastian last of all so he can see what reality really is despite his boasting about how clever and intelligent (and handsome and quick and strong..etc., etc., etc.). Until then though Obed will keep Sebastian alive and even pretend to value the boastful fool so that his horror about what is happening to him will be even greater.

Squart |

I like Obed's Bonds, they are interesting and it will give some very decisive moments in our adventures.
Squart never really had any friends growing up, so he prizes friendship over all else.
Bonds
Squart feels grateful to Kale, for the chance to join a real crew and prove himself. He counts Kale as his first friend.
Obed intrigues Squart. Squart is not incredibly interested in his history, and even if he found out, he feels nothing for his kind, who he feels abandoned him. And so he is resistant to take anything Obed says too seriously. He feels Obed must prove himself a friend before he can be trusted.
Sebastian is merely an entertainer in Squart's eyes. He takes everything that Sebastian says as sarcasm, but knows that Sebastian is being genuine which makes it even funnier.
Also I noticed a missed a part on my character sheet, it suggests having a body part injured from past explosions, I will have one tentacle on my face that is gone about an inch away from way it starts.

GM Mogthrasir |
1 person marked this as a favorite. |

Quick Check-in:
I only had time for a quick perusal, but it love the backgrounds and that you guys are starting to get Bonds together. Here's some quick thoughts that I'll likely expound on when I have more time.
Backgrounds
Fantastic, most of you have more than enough for us to get started with, and we'll all discover more as we play. Honestly, very excited about these characters. Sebastian is the only one with a character concept that could still use something more (and you've already said you're working on it.). I have a great feel for how he is, and I look forward to getting a glimpse of why he is.
Bonds
Since you're already getting some together... You don't need one for every other character, but are welcome to. Keep in mind though that this is what bonds you together, why you are more than acquaintances. So if I have a Bond with someone I don't just describe how I feel about them, I describe what ties us together through fate. Did he save your life? Do you hope to learn something from him? Do you need to prove something to him, or prove superiority, etc.
Also, this should be something that can resolve in some capacity (that's how you get xp from it). Obed's Bond to Squart, for instance, could be resolved should he manage to convert Squart or at least fully inform him of his heritage. This is perfect!
Obed's Bond to Sebastian, however (to show both praise and constructive criticism with the same character) would likely only resolve if Obed sacrifices Sebastian. It would be better to create a connection that doesn't depend on another character's death.
Drives
Because the nature of a pirate theme blurs morals a bit, I have opted to replace the alignment mechanic with a drive mechanic. A Drive is what motivates your character at the deepest level. What determines success, what would he face danger for, what becomes the measure of his purpose? This could be amassing fortune, or power, or romance, or fame, or friends... Maybe justice, or obedience, etc. There's some examples on the sheets. You can use those or come up with your own.
You will gain an experience point when you achieve a significant victory in that direction, or willingly complicate things in a significant way because of it.
For example: If driven by romance, you would gain an experience point when you got the duchess to fall in love with you. Victory! Or if, while at the Duke's festival you sweep up his wife in a dazzling display and kiss her in front of your now furious host. Willing complication! If, instead, at the party you get a low Parley roll and as the GM I use that opportunity by having the Duke find out about your affair, no xp. Yes it's a complication in the name of your drive, but it came about as a GM lead complication, not a willing and intentional one.
I can explain this better later. Obed's Drive, for example, would earn him xp whenever he achieved a significant advancement in freeing his god, or when he willingly created a dangerous situation in the name of serving that god.
The Sleeper
I have some proposal's for Obed's god and his direction. I love this character and look forward to watching him meld with the group. But I want to adapt some things so that I don't frustrate you or your character concept. If his ultimate goal is the end of the world, or every race but his own, I as a GM couldn't let you achieve that. That's frustrating as a player! I want to be able to let you guys achieve your ultimate goals (even if I make it incredibly hard along the way).
One of the main rules for GMs of this game is to be a fan of the characters. This means making them the stars, and rooting for you to pull through. I don't want this to lead to a point where I'm rooting against your goals because I'm rooting for the survival of the other players.
But I already am a fan of your character, and I think I know of some ways to make this work and let you play an evil character that we all still root for *sinister grin*.
This has already taken far more time than I actually have! So I'll explain some of those ideas later. Thanks for all your creativity guys, this will be fun!

GM Mogthrasir |

Let me use Squart's Bonds as example as well:
His Bond with Kale show's a strong connection, and (in his own words) could be resolved when he and Kale's player agree that Squart has "proven himself". Perfect.
His Bond with Obed, even though it doesn't explicitly designate a Bond, speaks of an intrigue that ties them together. He's looking to see if he can trust this guy. If something occurs that both players agree resolves that trust issue, then the Bond is resolved. Perfect!
His Bond with Sebastion seems to be an opinion, more than something that Bonds them. I'm not sure how this would resolve... However, a minor change could fix that. You stated that he thinks Sebastian "is merely an entertainer." Say, Squart thinks that everything Sebastian does is for show, with nothing genuine behind it. He enjoys the show, but hasn't seen anything to indicate it's not hollow. Now it can be resolved should something occur between Squart and Sebastion that gives a strong look beneath that flashy mask.. Does Sebastion have substance beyond the flair and bravado?

Sebastion Atticus Abberforth IV |

I have two bonds that simply must be, and I would like to go ahead and throw them out here since everyone else has started presenting theirs.
1 __Obed__ needs to work on his appearance.
2 __Kale__ needs education on his heroing pirating business, and I will provide it whether he wants it or not.
Still working on the background!

Everett Kale |

I'm really liking what everyone has put together so far! I've got my stats put together (posted below under spoiler tags), and I'd like to add my thoughts as to Drive and Bonds.
Captain Kale's Drive is to protect his ship and his crew. He's not very open about this, keeping his concern for his crew carefully hidden. On the one hand, he doesn't want to appear weak. He needs to command the crew's respect so that they'll be willing to follow his orders during an emergency. And on the other hand, he's worried that his enemies might try to use his devotion against him, by threatening his crew to get at him.
This leads directly in Kale's Bond with Obed. It's hard to find a good healer out on the high sea, and Kale knows that Obed can help keep his crew in one piece. He's also knows that Mr. Marsh is fond of a bit of human sacrifice every now and again. Kale is struggling to reconcile this, but he's come to the decison that there's plenty of bad people out there (muderers, rapists, mutineers) whom the world would probably be better off without. So what Captain Kale wants is to try and steer Obed toward sacrificing the people who deserve it, while leaving his crew alone.
Kale sees a lot of potential in Sebastion, and his Bond is that he wants the young hero to take over as Captain someday. But he belives Sebastion isn't ready for it yet, and is waiting for the younger man to learn how to care for something larger than himself. Sadly, the Captain is unable to open up and talk honestly about what he thinks of Sebastion, so the dashing hero is unaware that he's next in line for the Captain's chair.
And Squart has proven himself as a capable and useful crew member in Kale's eyes. The Captain's Bond is that he wants to help Squart continue to develop as a sailor, and is trying to find a way to recognize and reward him for his contributions. Unfortunately, Kale isn't good at expressing his respect, and often unintentionally comes off as critical.
That's it for now! Looking forward to gaming with this group!
Captain Everett Kale:
Captain Everett Kale
Male Human Fanatic Level 1
Look: Large, well-groomed grey beard. Perpetual angry scowl. Black and gold tricorner hat. Haunted eyes. Smells of salt and rum.
Strength: 12 (+1) Dexterity: 8 (-1) Constitution: 9 (+0) Intelligence: 15 (+1) Wisdom: 13 (+1) Charisma: 16 (+2)
Attribute notes: Kale has a sharp mind and an incredible force of personality, but he's older, and hasn't taken very good care of his body. His creaky, arthritic joints make it tough for him to move around nimbly, and he's not as healthy as he once was, although he does retain some measure of his strength.
Hit Points: 15 Damage: d8 Armor: 0
Authority: Man-made (Ship's Commander) Drive: To protect his ship and his crew
Bonds: I have to rely on Obed, but maybe I can steer him in a less dangerous direction. Sebastion will be Captain after I'm dead. I know Squart is a useful member of the crew, I need to find a way to recognize him.
Moves
Rabble Rouser (Charisma) | Conscript (Charisma) | Ceremonial Weapon (Royal Navy Saber, dangerous) | Vow (Decapitate)

GM Mogthrasir |

Here's a simple solution I was thinking of for our murderous cleric (the irony is brilliant by the way that the potential healer wants you all dead). I'm sure there's more, but here's one:
What if the whole "kill everything on land" thing is one of those end time deals. But to try and stop it, something has created a way to imprison Dagon. Obeds greater goal then is to free this forgotten god (which could help explain why Squart and the other oceanbred/briney/seaborne don't know of their heritage). That way we can all still root for your character and his pursuit in freeing this god (that might eventually kill us all) and Obed can still look forward to the day when that comes to fruition.
I really love the irony of this character. And I want to find a way to give this murderous priest what he wants... without killing everyone else.

Sebastion Atticus Abberforth IV |
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You have seen it in nearly every port and every courthouse. Heard it from almost every town crier:
.
.
.................................................................
.........................WANTED!..........................
........................For Piracy...........................
-----------------------------------------------
.........Sebastion Atticus Abberforth IV............
.................10,000 Gold Pieces.....................
.....DEAD! DO NOT TRY TO BRING IN ALIVE!....
.................................................................
There are many rumors surrounding the early life and upbringing of the infamous and notoriously good looking Sebastion Atticus Abberforth IV, here I will present just one.
Sebastion Atticus Abberforth IV wrote the book on pirateering...literally. Prior to his rise to fame, Sebastion was son to, well, Sebastion Atticus Abberforth III, a wealthy spice trader that sailed to distant shores to peddle his goods. Sebastion IV would always tag along and eventually developed a yearning for adventure. By the age of thirteen he was confidently boasting about his showdown with the mighty kraken, his narrow escape from the Ghostship Armada, and his fortuitous discovery of Captain François l’Aveugles’s buried gold (all told with the least bit of exaggeration, of course). Women loved him for his gold good looks and charm and men respected him for his father’s reputation ability to satisfy a woman’s needs. Sebastion IV grew bored of his father’s simple business and his fantastic tales grew bland with disinterest and the “Sebastion Hysteria”, as he so humbly referred to it, ran its course and eventually the late, great Sebastion Atticus Abberforth IV became a thing of the past. His recession from the public eye left him feeling empty, increasing his desire for fame, gold and glory.
At the age of 17, a twist of fate saw his wildest dreams come true. On a dreadfully rainy evening, in a dismal port of drugs and debauchery, during a rather dubious spice transaction, Sebastion III was ambushed and gutted before Sebastion IV’s very eyes in the shoddy barges that composed the destitute docks. Sprurred on by a lust for vengeance and glory, Sebastion IV chased the villains through the winding alleys and dark passageways. Recognizing his surroundings, he headed for a shortcut. Leaping through a glass window, he crashed into a familiar brothel with which he had become quite well acquainted the night before. Unknotting a satchel of gold from his belt, he tossed it to the ground causing the shiny coins to spill across the floor. Needless to say, he had caught the attention of the women therein, and ordered them to the streets if they wanted to keep the gold. Topless and slightly tipsy, the women rushed to the front door and into the streets, right into his father’s killers’ path. Caught off guard and overwhelmed, the ne’er-do-wells found themselves pinned between a horde of half-naked filles des joies and the alley through which they were expecting Sebastion IV in pursuit. His diligently improvised plan had worked exactly how he hadn’t planned. Sprinting to the second floor, ever aware of the importance of theatrics, he found a window positioned just above the men who were now poised to fight and awaiting the vengeful son’s arrival from the alley. He quickly knotted the curtains together, tied them to the bedpost, unsheathed his rapier and made for the window. Once again crashing through fragile glass panes, he flew out the window clinging to his makeshift rope. The curtains snapped tight, whipping him back towards the building with great speed with a trajectory aimed directly at the brick wall. Still nearly fifteen feet in the air, he let go of the rope, crashing down onto one of the men and knocking him out as his head collided with the cobblestone ground. Left with three adversaries, he brandished his blade and engaged the nefarious foes. By now, the scene had become a spectacle being watched by the masses. Fueled by the unparalleled attention, Sebastion quickly poised himself for an assault of dashing heroism and let out a boisterous laugh. ”My name is Sebastion Atticus Abberforth IV and it will be the last name you hear before you die!” Sebastion defeated the crooks in a display of unorthodox swordplay and a cunning use of his surroundings. However, little did Sebastion realize, he had just defeated the Governor’s personal troupe of assassins. The next morning, Sebastion was rudely awakened by the cries of the city militia who had surrounded the brothel in which he had been celebrating the night before. ”Sebastion Atticus Abberforth IV, you are hereby charged with the murder of four city officials. Please exit the building without weapons or resistance and turn yourself in peacefully!” For Sebastion, prison meant he could never make a name for himself, but if he escaped, he could start anew. Sebastion roused what crew he could find and planned an escape. Unashamed, they donned wigs and dresses and made their way out with the rest of the women. Almost through the crowd of soldiers, a keen man spotted Sebastion’s unmistakably majestic beard through the crowd of women and drew attention to the crew, ”There they are! Get ‘em!” The crew dropped their disguise and sprinted for the docks.
Taking charge, Sebastion rallied his men, taking on a fanciful accent that he had picked up on distant shores, ”My father is dead and I’ll be yer new captain! Hoist th’ sails an’ prepare for departure! Arm th’ cannons and blast th’ docks!” With the entire army chasing after him, his small crew began preparing for departure. The cannons were armed and blasted at the ramshackle docks, blowing it to pieces. It was a magnificent display of destruction and cunning as the ship sailed away leaving behind the ruined city. Sebastion was quickly made aware of how much attention his deeds had received, when wanted posters in his name were posted throughout his hometown, branding him as a pirate. He was tickled by the idea and fancied the notion of having his face posted throughout every port. Unfortunately, he hadn’t the faintest idea of how to successfully lead a pirate band. Before long, his crew mutinied and had him removed from the ship, leaving him penniless in an unknown port with just a few of his belongings and those of his father. After searching through what his father had left, he discovered a surprising trove of notes, journals and letters that detailed an extensive pirateering history under his father’s name. Sebastion took the writings and extrapolated every bit of information he could on how his father lived a second life as a pirate. His father went under the name of Captain Atticus Paine and had developed quite the reputation. Sebastion published his findings on proper pirate conduct under the ingeniously conceived pen name Abberticus Sebatterfoth. Someone must have tipped off the authorities, however, as they were knocking on the front door of his back-alley posting claiming he was responsible for the publication of material that promoted illegal activities and hinted at a criminal past. Once again, Sebastion was forced to run from authorities. This time, however, he had a goal in mind. His father had mentioned a fellow pirate captain that he both respected and feared, a man by the name of Everett Kale. This would be Sebastion’s way into the legendary world of pirates.

Everett Kale |

Wow! A very explosive and action-packed introduction... I like that it was written in Sebastion's hyperbolic style, warning us right from the beginning that Sebastion has a tendency to exaggerate the stories he tells about himself. I think the crowd of topless prostitutes as a battlefield distraction is the most outlandish part of the tale! Is this the story that Sebastion would have told the other characters when he met them?
Interesting that Sebastion's father 'Atticus' was a pirate, and that Everett knew him! I had planned to have Everett's signature weapon be an old Royal Navy saber given to him by a respected captain he had once sailed with. I think it would tie into both our stories for the saber to have been passed on from Atticus to Everett, a sign of respect between the two men. Why did Atticus have a Royal Navy saber? Perhaps he looted it from a pirated ship, or perhaps he was a privateer, acting as a pirate while secretly being in service to his nation. What do you think?
I'm just kind of loosely brainstorming now, but...what other secrets might have been in Atticus' journals? Maybe some hidden lore that Atticus discovered relating the the Sleeper or the Deep Ones... Could this be a way to work in a backstory connection to the other characters?

Squart |

Maybe 'Atticus' could have been up for being a high ranking officer in the Royal Navy, but someone else took the honour from under his feet, so he secretly turned to a life of pirating and made it his personal vendetta to get that sword. After having it, it brought him nothing but hardship, for like as a pirate had no meaning after he got his greatest treasure, so he gave it to his most respected rival so that he could again have something to strive for in reclaiming his rightful sword? Maybe we could also run into Sebastion IV's father as a ghost, and Sebastion IV would have an incredibly difficult time with us trying to lay him to rest.