Nickold Starweather

Chaney's page

233 posts. Alias of PoorWanderingOne.


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

It has come to my attention that my playstyle and expectations are irreconcilably at odds with the tone and flavor desired in this campaign.

It is therefore with some regret that I am announcing Chaney's withdrawal from this game.

I apologize for any and all discomfort and unpleasantness that I caused. I assure you that it was entirely accidental on my part and I humbly beg your collective and individual forgiveness.

I hope you will all have an enjoyable game and I look forward to seeing you around the boards.

Yours in good gaming...

~Chaney the dead.


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

...

I was confused why daggers weren't precise weapons, to be honest.

Precise is a weird tag in DW. I largely that agree daggers should have it but I also think the tag should allow Str or Dex to be used in H&S rather than forcing dex only.


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

hmmmm I wonder how hard it would be to get a precise dagger?

It would probable be called a Stiletto or Misericorde and have Hand, Precise[i] for tags.

Daggers cost 2coin and the cheapest [i]precise weapon, the rapier, costs 25coin and is close rather than hand.

At a guess 10 coin sounds about right. That puts the price between a mace and a long-sword.

Mind you this is all just hot air and idleness. Feel free to ignore such slow-posting-day vaporous fancies.


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

Chaney spends the remainder of the day/next day repairing his robes and fishing with a light line if time permits.

{Realized my gear was wrong. Fixed it}


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

Will be travelling today/tomorrow. Should be able to post but apologies in advance should I go silent.

~Your friendly neighborhood annoyance


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

My apologies. As per your expressed desire I will not trouble you again.


Human Wizard
Stat Mods:
Str-1, Dex+1, Con+1, Int+2, Wis 0, Cha 0. HP 19
Keith Thirassian wrote:
Chaney, you would know that they have a relationship like this. And that Keith is a spell caster. And often uses his spells to screw with people. :P

You sure you want to cop to what is basically magical assault?

Sure you say you are are only 'screwing' with people but how is that different than a gunslinger or ranger shooting at people and saying they always miss and are just having fun watching people jump. There is no way for you target or bystanders to tell the difference between lethal magic and 'screwing' magic. The only safe option is to assume the magic is lethal and react accordingly. Just like they would to someone waving a pistol or a two-handed sword around.

Does that make sense? I expect this is exactly how Chaney will/would react to such a prank.


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

....

Also, we are THE Warlock, Wizard, Cleric, etc. We are the only ones or at least the most well known ones. .....

I am wondering how that meshes with the Golarion setting. If we go with the standard Golarion answers then we are most definitely not the only wizard, fighter, barbarian, thief, cleric, etc.

So I am basically wondering if , according the the GM and other players, the standard Golarion assumptions apply.

--------------------------------------------------
Golarion assumptions roughly as I see them.

How are magic users or other strangeness in the allowed playbook list viewed by the public/general culture?
Regional variation but largely considered normal esp. in urban/developed areas.

Are magic/strange types common enough that law and public are aware of the differences between a bard, a wizard, a warlock, and a necromancer?
Only in urban areas or among interested parties. Common folk lump it all into weirdo/foreigner/don't marry my daughter and hope they go away.

Are casters/weirdos part of a guild system where the larger org guarantees good behavior in return for control?
Regional variation but generally no apart from clerics.

Are such strange beings as Keith and Chaney hunted and killed as affronts to reality/the gods/moral order?
Regional variation but generally the powers that be see us as too useful to kill and to troublesome to control.


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

@Keith

So you have revealed that you are a caster, have you revealed you are a Warlock? If so have you revealed who your patron is?

@All I suppose
How are magic users or other strangeness in the allowed playbook list viewed by the public/general culture?
Are magic/strange types common enough that law and public are aware of the differences between a bard, a wizard, a warlock, and a necromancer?
Are casters/weirdos part of a guild system where the larger org guarantees good behavior in return for control?
Are such strange beings as Keith and Chaney hunted and killed as affronts to reality/the gods/moral order?


Human Wizard
Stat Mods:
Str-1, Dex+1, Con+1, Int+2, Wis 0, Cha 0. HP 19
Amy Eir wrote:
"... I also know that you put other spell on me. ...

Anyone else in earshot of that little tidbit?


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

Consider my trap shut and my nose in my own business. :7)


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

Noting the priestesses sudden change in behavior Chaney at first assumes poison or drugs.

Skin not flushed, breathing normal. Eyes respond to light and are not overly bright. Speech not slurred. Smile even. Word choice makes sense. Emotions under control. Clearly motor impaired but not in a systematic way. Common poison unlikely, too targeted an effect. Expensive poison unlikely, she is a low value target.

But that assumption was swiftly discarded.

Known caster. Performing magical/religious rite immediately before exhibiting effects. Backlash? Error? Angry god? Curse? Two other known casters on board, ritual contamination?

"...worth checking"

Casting Detect magic: 2d6 + 2 ⇒ (6, 6) + 2 = 14. Chaney will casually sweep the ship and all on board, including Jask, if he can reach him.


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

I normally would, but because we havent really started yet, I dont count it.

Dont worry. I know how to play my character. :)

Sorry didn't mean to imply you didn't. My fault.

I don't understand the Warlock so I was slowly going through all the steps like a confused six year old to see if I could understand. I see it came across far more critically than I intended and I apologize.


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

Hey Keith. You just gained a debt right? I am trying to understand how the warlock works and I think I am getting the hang of it.

Patron attuned to: Create Illusions, Inflame Passions, Shape Nature, Infernal Contract.

The spell you cast was none of these as far as I can see so you gain 1 debt as per "As long as your debt is 3 or less, you may weave unattuned magic in the same way, but you gain 1 debt when you roll."

or am I missing something?


Human Wizard
Stat Mods:
Str-1, Dex+1, Con+1, Int+2, Wis 0, Cha 0. HP 19
Your Benevolent Dictator wrote:
Oh, I forgot to ask the prepared casters something. Since I know you weren't anticipating the campaign beginning with a long introductory social segment, what spells will you normally have prepared during this time? I'd noticed both of you were in a "combat loadout" and wanted to know how crazy paranoid you are. ;-)

Well "crazy paranoid" is a good working description of Chaney. That said with a known priestess and a magical mystery man on board CLW is far less useful than Detect Magic.

So consider those swapped. Still keeping the MM.

Note to self: need to get MM empowered and a rote ASAP.


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

Chaney observes the excitement surrounding the rescue. He admires the professionalism of the crew as they bring the man aboard. He nods to himself with approval as the priestess moves quickly to aid the drying man.

"Good, well in hand. No need to involve myself. I wonder what his story will be."

Simply to pass the time Chaney inspects the newly acquired lifeboat...

Discern Realities regarding the rescued lifeboat, if there is anything relevant....: 2d6 + 0 ⇒ (4, 4) + 0 = 8 Asking "What happened here recently?" Chaney is looking to divine Silvio's story before Silvio can tell it. Think Sherlock telling a visitor who they are and why they wish to consult him before the visitor has a chance to speak. Note: Simply stating that Chaney will notice any meaningful departure from Silvio's background when Silvio tells his tale would be perfect.

Over the last few weeks....
.....Chaney has been quietly interested in Sasha. Or rather her 'accident' Spout lore on finger or hand mutilation as a membership mark or penalty meted out by secret societies. With special attention to the Red Mantis as Chaney is deeply afraid of the buggers: 2d6 + 2 ⇒ (1, 5) + 2 = 8
.....How do we know about Jask? What has the Captain/crew said about him/her? Do we lowly passengers have assess to Jask?

Oh and prestidigitation to clean and press the outer crust for the dinner: 2d6 + 2 ⇒ (1, 2) + 2 = 5 Hmmm can't seem to concentrate. Well clothes brush it is...Marx XP? Or was this too trivial a matter?


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

Keith, are you letting on that you are skilled at Magic? Cheney will not though other folks from the assassin isle might know him.


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

Ahem..


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

...

Bond: Chaney VanLon knows incriminating details about me - I attempted to charm him with a Goldenroot handshake, but he noticed!

...

I can see this working. Chaney would keep it quiet as well though Boram might not know why....

I am tagging Keith with "...is keeping an important secret from me." A blind donkey could sense the magic coming off you Keith. Chaney wants to know where it is coming from and how he can use it.

BONDS

Amy is woefully misinformed about the world; I will correct that before she kills all of us.

Keith is keeping an important secret from me. For now.

The last one "..... will play an important role in the events to come. I have foreseen it!" is up for grabs. Who wants a prophecy about them?


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

Actually Chaney would be a good fit for either of the first two. Although if it is the second the phrase 'a buffoon' will be mentally added after the word great.

:7)

Wizard bonds are nothing to write home about....

.... will play an important role in the events to come. I have foreseen it!

.... is keeping an important secret from me.

..... is woefully misinformed about the world; I will teach them all that I can.

1 and 3 also need to be drastically reworded to capture Chaney's darker outlook.


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

Your mind will answer most questions if you learn to relax and wait for the answer. ~William S. Burroughs:

1) How has your near-death experience affected you?
The use of near here is debatable. Chaney certainly considers that he died and he was likely legally dead enough not to inherit any wealth or trouble from the old master. Chaney does not remember a Last breath move or any deal with Death but that could be normal, could mean he didn't actually die, or could be a clue to something beeper going on.
As to how it affected him. It reinforced his existing paranoia and self preservation instincts. He has been dead, he did not enjoy it and has no desire to walk those dark shores again anytime soon.

2) How did you learn to Cure Light Wounds? Did you discover it yourself, did someone else teach you, or is it a result of the Channeler's death?
A combination of self taught and taught by the old master. Chaney was Jos's assistant and experimental subject, his life was spent making Ratinckx's life easier. Having to constantly repair his assistants was nearly as annoying to the master as having to replace them. So Jos left a book detailing "The first cleansing before the Outlander" (an Irorian magical treatise of some veneration) where Chaney would find it. Curiosity, boredom, and a desire not to be in pain did the rest.

3) What are your thoughts about the Red Mantis organization?
"Run. If they have noticed you it is to late. Run. They are powerful and subtle and worse than both they are smart. Run. Never hire them, never work for them. Never say yes, never say no. The world is big. Run."

4) How did you continue your training after your master's death?
By and large he hasn't. The fall of Ratinckx the Black only happened a few months before the Jenivere sailed. Chaney earned his passage money through Cureing minor injuries, being hired to use Detrect Magic to insure negotiations were free of outside influences, and one Invisibility enhanced theft. So no formal training but he is getting better and better at what he does.

5) What would you consider to be your greatest strength? Greatest weakness? Deepest fear? Proudest accomplishment?

'Greatest strength? Greatest weakness?' No idea, ask me in a hundred years. 'Deepest fear?' Death, plain and simple. Everything else pales in comparison. Pretty much by definition. 'Proudest accomplishment?' Avoiding death, you were listening to the previous question weren't you?

Stats tweaked, background finished, bonds under consideration.

Oh and Pacific time. At least until the fires get their act together and take the entire state.


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

I know. Just looking at what is out there.

I think it could work in DW. A couple of changes and the Punk becomes an excellent urban barbarian.


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

The Punk:

THE PUNK
1d8 Damage 6+CON Hit Points
STR ____( )
INT ____( )
DEX ____( )
WIS ____( )
CON ____( )
CHA ____( )

Drive
[ ] Taste for Violence – Take glee in hurting somebody regardless of whether they deserve it.
[ ] Brotherly Nature – Prevent somebody weaker than yourself from coming to harm by putting yourself in danger.
[ ] Thirst for Recognition – Be recognized for your actions. Your friends recognition is nice but not enough of what you're
after.

Upbringing
[ ] Survivor – You can take care of yourself. You deal +2 damage when you are outnumbered or unarmed.
[ ] Street Gang – You have an extensive knowledge of gang signs, colors, and politics. You take +1 when Spouting Lore
about gangs, and +1 ongoing while dealing with them without violence.
[ ] Organized Crime – You are owed a favor by someone in high places. Name them. After you call in your favor, they owe
you nothing, but you get +1 ongoing to dealing with them socially in the future, as good will is everything in the Family.

---Starting Moves---
Artful Dodger - When you run to close the gap between you and an opponent, choose one.
*You easily slide over, under, or through an obstacle in your way.
*You use your momentum to add Forceful to your attack.

The Ol' Charm - When you turn the ol' charm, roll +CHA.
10+: The other party finds you likeable enough to not immediately shut you down, and they will help you out if you do
something helpful for them first.
7-9: Whoever stops you from harassing the other party gets +1 Forward to dealing with them.
6-: In addition to whatever else happens, you are completely shot down and it is completely humiliating.

The Hand is Quicker than the Eye – Any one-handed weapon you wield has Precise.

Choose One:
[ ] Free Running - When you take the fastest and most direct path between two points regardless of structural safety or
sanity, roll +DEX.
10+ You make it across safely. 7-9: You make it across, but you won't be able to make it back the same way.

[ ] Street Rules - When you pull a degenerate, violent tactic against somebody who doesn't expect you fight like an
animal, take +1 forward.

---Level 2-5 Advances---
[ ] I Want It All – If you took Free Running, you gain Street Rules. If you took Street Rules, you gain Free Running.

[ ] Hey I'm Talkin To You - When you taunt or insult a foe with the intent of facing him one-on-one, roll +CHA.
10+: You draw his attention away over to you, causing him to ignore whoever had his attention previously. As long as you're only
attacking him, you get +1d6 forward to damage, and you keep his attention. Lets hope this was a good idea.
7-9: As 10+, but that's not the only attention you have drawn. Maybe this wasn't such a good idea.

[ ] Close Call – When you would take either 1 or 3 damage before adjusting for +armor or +damage, you dodge instead. The attack
merely grazes you, doing no damage.

[ ] No Regrets - When you do something unexpected, without thinking it through or planning with your allies, take +1 Forward.

[ ] Call of the Void - When you leap from a dangerous place, you always find something to grab and swing on.

[ ] School of Hard Knocks - You may take a move from a playbook that no other players are using. If it doesn't make you faster or more
intimidating, you take it as if you were a level lower.

[ ] Old Friends - You know a group of useful people from way, way back. Describe them. When you get ahold of your old friends and
ask them for a favor, roll +CHA. Take +1 forward if you've done something for them lately.
10+: They'll help you out, but you owe them one, buddy.
7-9: They'd love to help you out, but first you need to do this one little thing for them.

[ ] Lets Roll – Whereas other heroes have a mere mount, you have a Ride, an animal or vehicle that comes when you call. Name it and
describe it. When you whistle for your Ride, roll +CHA.
10+: Your Ride arrives in a dramatic, memorable fashion. You have a few seconds of shock and awe to take advantage of if you're quick
about it.
7-9: Your Ride arrives in a serviceable (although not particularly notable) fashion.

[ ] Fight or Flight - Whenever you roll Discern Realities, you may either ask “what is our biggest threat right now” or "how can we leave
our immediate area?" for free.

[ ] A Problem With Authority – During End of Session, the GM asks “Did you create a situation with or harass an authority figure for no
reason?” If you did, mark EXP.

[ ] Make Way for the Bad Guy – When your reputation as a hard criminal preceeds you, you take +1 to Outstanding Warrants.

---Level 6-10 Advances---
[ ] The Boys – You've attracted the admiration of a group of like-minded individuals who look up to you. Name your gang. When you
are among your gang after you've been gone for a while, gain 3 Anarchy. When you leave your gang for adventure, spend your Anarchy
1 for 1 on the following options.
* You tell your boys what you want acquired and they will do their best to acquire it or something similar by the time you come back.
* You tell your boys who you want harassed. When you deal with somebody being harassed, you may use “we will leave you alone if you
do as we say” as Leverage for Parley.
* Up to two of your best boys come with you. Name them. Treat each as a Hireling with Warrior 1, Burglar 1, and Loyalty 2. Their cost is
“Be allowed to be angry, impulsive teens.”

[ ] Do You Like To Hurt People? - When you deal your damage to an enemy you take +1 Forward to your next Hack and Slash roll and
+1d6 damage forward.

[ ] Fade Into Violence - After you roll 10+ on Hack and Slash, you can use Artful Dodger to rush forward and attack another enemy
within Near range before they can react.

[ ] Now Its My Turn – When you spit blood and acknowledge that was a pretty good hit for the first time in a fight, gain 2d6 hit points
and take a Debility you don't have.

[ ] Lion Kills Dog – When you brutally end an unworthy enemy's life in full view of their allies, they gain an intense fear of you and you
take +1 ongoing to intimidate or attack them.

[ ] People Like You Need Me (Replaces Make Way for the Bad Guy) – You no longer roll Outstanding Warrants. Everyone knows what
you've done by now, and the authorities won't try to start trouble with you in the hopes that you won't start trouble with them.

[ ] Who The Hell Do You Think I Am? - When you loudly announce your presence to people who do not expect you, you and your allies
take +1 Forward and +1d6 Damage Forward to your next aggressive actions.

---Gear---

You start with dungeon rations and a seemingly endless supply of a cheap but illegal substance for your personal use.
Choose two:
[ ] Dented Bat (Close, 1 weight)
[ ] Switchblade (Hand, Concealable, 0 weight)
[ ] Length of Chain (Close, Reach, 1 weight)
[ ] Beat-up leather jacket (1 Armor, 1 weight)

Death Move - Punk Rock Isn't Dead
Your passing ignites a fire in the hearts of those you have left behind. Name a cause you believed in. Whenever your
friends act in the name of your cause, they take +1 forward. As time goes on, your allies may notice sympathizers,
protests, and even riots devoted to your cause. Your passing was too soon, though what you believed in will live on
forever.

Needs some work but I am so considering this for a backup character.


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

D, as they say, ot


Windows 10 upgrade ate my homework and my computer but here is the

rough outline:

Purchased as a child from Ilizmagorti orphan-home by an alchemist

Alchemist was a rather evil and powerful wizard in disguise.

Trained as assistant to said wizard

Wizard's power threatened Red Mantis but any attempt by them to move against the wizard either directly or indirectly was doomed to failure (Place of power + Ritual move + paranoia + time = powerful and violent defenses)

Mantis waited and worked freely with the wizard getting him more and more involved with their organization. Eventually word of the relationship got out and a group of consortium aligned adventurers looking into the contract murder of an aristocrat/consortium member in Absolom found evidence of the wizards direct involvement in the killing.
They arrived in the Medina and to cut a long story short(too late) they did what they did best and killed every living thing in the tower including the old wizard, his assistant and the cat that lived in the scullery.
Luckily for our hero (and the cat) the adventuring party's Life channeller was killed in the attack and the resulting Death Move/dimensional breach pumped out enough raw life energy to undo most of the damage done by the ranger's arrows. The former assistant was able to crawl out of the ruined tower and into the shadows before the Blood Guard sealed the area. The cat still lives in a cafe near the ruin.
A few months later Chaney (The name was taken from the life oracle/channeller) VanLon (Lon from a mythical city in an allegorical poem the old master was having Chaney search for ritual clues when the attack began) now a respectable journeyman wizard stands aboard the Jenivere ready to start a new live somewhere far from the Mantis and the unreliably faded memories of his former master.


Sweet we could use one.


Hey YBD.
Are you doing anything with the background traits for the AP?


Poor wandering one here.

I think a wizard will do quite nicely. Crunch under the alias, background incoming.


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

Good job closing this down when it needed it. It had a good run and I really enjoyed the war the DW rules work.

I am looking forward to seeing what you do with the new campaign.


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

My apologies but I am afraid I must exit this campaign.

It is just not my kind of game, at least not now.

Frogfoot, you are an excellent GM, I am just not the right player for this style.

Aifric, Athena, Mazatl, Svog, you are all excellent players and I look forward to seeing where the adventure takes you.

Good luck and good gaming.


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

"no"

"We should be dead. No magic I could manage could pull a half dozen people out of that cave. Maybe it was the Merfolk? Or the chance whim of something powerful."

Chaney seems disinclined to speak further.

{Frogfoot, any gear lost or damaged? Books? Potions?}


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

{Frogfoot. Moon status?}

*retch*....*cough*....*breathe*

The wizard is sprawled face down in the mud. Smoke rises lazily from his left hand as it grips a large yellow crystal. The puddle the hand and crystal rest in is gently boiling.

damage: 1d6 ⇒ 1 current damage total 5.

Chaney rolls over coating the back of his robes with a layer of slimey mud to match the front.

"Why is there a sun?"


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

{Mazatl, with Sharky's fear issues I don't think you want to be drawing his attention just now. ;7)}

Frogfot I am assuming the lamps also went to a watery grave? So we are now in abyssal darkness. Correct?


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

damage: 1d6 ⇒ 4

Slammed into the bone covered floor by the water Chaney's staff is torn form his hand and promptly does dark.

Curling into a ball to contain the burning in his lungs the wizard reaches for the Foci in his belt.

Taking it's power, the power of his scar, Afric's scar, the thief's bauble, and whatever was powering the calming rite Chaney powers magic through his memory of the air rite and pushes back the water, the bones, the stone, everything.

{This is basically a Ritual move. It will likely not work but as the water should have killed us outright it's worth a shot.}


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

{Did Chaney get a view of Athena's trinket? Any blip on the magic sense, or is that sense flooded at the moment?}

"Of course you don't feel ensorcelled you just feel calm, we all do. Which is exactly how the ritualists want us to feel."

Spout lore, banner: 2d6 + 3 ⇒ (2, 6) + 3 = 11


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

"We are being ensorcelled. It is a minor spell that will keep us calm, likely those things as well. The rite is strong. I can break it but we do not have the time. It seems to be emanating from the building."


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

Spout Lore on magical green glow?: 2d6 + 3 ⇒ (6, 4) + 3 = 13

"Perhaps we chose the wrong path....."


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

To be frank most game systems are less than thrilling. My best advice is to find a system you like and then steal settings from games with rules you hate.

For example If I ever try an Pathfinder AP it will be using Fate Core or Savage Worlds. Pathfinder is far too clunky for the way I do things.


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

Low life is gonzo, crude, and over the top but it is also an excellent FRPG where the rules, background, and play are fully integrated. Everything hangs together. It really feels like a world. MERP managed this back in the day but only because it had Middle-Earth to draw from.

Andy Hopp managed this all by his lonesome.

I know I will never get to run this because the art and language is so important to the game that the players would have to be as obsessed as me. But if I ever to a homebrew fantasy Savage Worlds game I expect I will simply re-skin Low Life.
[/fanboy]

TLDR. Tight rule set, great story, amazing art. New core book coming soon, buy it unless you hate Savage Worlds.

This is my other favorite SW setting. It might fit Chaney a bit better. Well Sundered and the Necessary Evil game I am running on these boards.


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

Take a look at Low Life. You will not regret it.


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

Off topic, but is this a sick campaign setting idea or what?

http://tribality.com/2015/01/27/system-agnostic-the-city-of-salt-in-wounds/

Low Life for Savage Worlds did this idea quite well. A giant monster, head in central France feet deep in Russia, provides resources for several cities. One of them exports hair and earwax as the basis of the economy.

I love Low Life.

A less gonzo, and less wonderful in my opinion, take on this was in Day after Ragnarok. The Midguard was summoned to aid the Axis in WWII. It was killed when the Enola Gay flew into it's eye. An excellent Diesel-Punk post apocalypse game


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


The were-hawk walks off to a nearby tent and pushes the flap aside as he enters, emerging again shortly with two hooded lanterns that are fueled by animal oils. He also carries a small container. "Take these," he offers to any of you. "Each lantern, when fully filled, lasts 4 hours of light. The extra oil in this container contains enough oil for a further 10 hours. We should be able to resupply you by then, but if not, any oil you find should burn a little. Try to make it back here before the oil runs out."

"How...quaint." Fiat lux: 1d6 + 1d6 + 3 ⇒ (5) + (3) + 3 = 11 the carved head of the wizards walking staff begins to pour forth a clear blueish light.

{Have light, will scout 1d6 + 1d6 + 1 ⇒ (6) + (6) + 1 = 13}


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

Guisarme glances over at the academic at Mazatl's request. "I presume you know something of what is afflicting you already, wizard?" he asks Chaney. Assuming Chaney responds in the affirmative, Guisarme nods. "I would have expected as much from you. Share with us the information of what you are afflicted with, and we will put our most valued sources on the case."

Chaney explains about the Spellscar, Antonin Brashnikov's research, death and subsequent possible sighting at the lost monastery. Chaney also, reluctantly reveals that he still has the foci.


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

"Well Aifric and myself are slowly dying so adding further magical insult might be unwise."

{Very tempted to take G up on the surface offer and head to that monastery to try to cure the spellscar. But this is where the game is so on we go.}


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

The dark wizard pulls a coin from a pocket and flips it.
Odd is ship.: 1d2 ⇒ 2

Wincing slightly as it lands on his covered burn he glances at the coin and returns it to his pocket.

"The caves."


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

I'm not sure what the solution is, largely because I'm not clear on the problem apart from feeling a bit overshadowed. Have to wait and see I suppose.


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

Meh likely my dislike for High magic coming through. Might need to switch to a less magical class to avoid the issue.

In fact that might well be a solution to keep on the table. I could do Chaney as a Fighter or a Druid no problem at all.


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

Stronger than me is fine, no problem with stronger than me. Hell I played Skull and Shackles and enjoyed the heck out the Wormwood.

The problem is when player choice becomes meaningless. And to me at least this appears to be happening. When NPC's start casually tossing around amounts of power that even at max level the pc's will never approach how can we as players contribute? Why bother trying to understand what is happening or try to come up with a play when either your side or the opposition will simply pull out a power you cannot comprehend and that is not even hinted at in the game rules or provided background.

Why act? Just let the NPC's deal with the problem. Player actions have to matter otherwise why play?

I am likely overreacting, but I am seeing red flags, and thought I should say something.


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

It is likely my distaste for High Magic campaigns coming through.

I at least have no idea what scale folks like trembley/king are operating at. I have no idea how common magic at well past 9th level spells is. I feel like Howard the Duck playing in a game where the NPC's are Reed Richards and Superman.

Pathfinder/D&D has a similar issue if high level NPC's exist then there is no reason for low level PC's to be important. It becomes Rosencrantz and Guildenstern are dead the RPG.


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

Feeling a little railroaded and overshadowed by NPC's here.

This is a problem in High-magic games where the system does not set up the PC's to wield/access the same magic or resources as the NPC's.

Really wondering why an apparently very minor and powerless apprentice like Chaney (minor and powerless compared to the amount and power of magic being thrown about by Trembley/the king) should involve himself in things run by such extremely competent and magically blinged out folks.

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