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2 posts. Alias of MCKhaos.




Quick Reference | Sheets

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Quick Reference | Sheets

Welcome to the Veil.


This campaign is not currently recruiting.


Current Rules | Technobabble Generator

This is the discussion thread.

Go ahead and introduce your characters here.


Current Rules | Technobabble Generator

This is the gameplay thread for Space Trip.


Current Rules | Technobabble Generator

This is the discussion thread for Space Trip.


I am currently running a campaign using the Adventures on Dungeon Planet system, a space opera hack of Dungeon World that uses the same general 2d6 mechanics as Dungeon World.

We are looking for 2-3 additional players to join the crew of the Lucky Sixes alongside Jamee, the elf child who operates a remote combat bot, Sona, an android technician, and Toober, a combat mech specialized in boarding actions.

The Story So Far:

The crew of the Lucky Sixes, a modified merchant ship flying under the command of Captain Ron Bucanero (NPC) was attacked by mercenaries from the Lodestar Combinant while transporting deadly fauna and flora from a death world. The crew managed to fend off the mercenaries and obtain numerous supplies.

The crew landed in Shan City on the planet Bastila, where it immediately drew the ire of Grellick, a goblin crime lord with a score to settle with Bastian Kray (former player). The crew narrowly avoided death at the hands of Grellick's enforcers, and managed to make their meeting with a representative of T.E.R.R.A., a ruthless corporation tied to asteroid mining. The crew agreed to travel to a system on the outskirts of known space to investigate the fate of T.E.R.R.A.'s mining operations that had gone dark.

The crew discovered that the T.E.R.R.A. base had been bombarded from orbit, but managed to rescue numerous survivors from the highly aggressive local fauna. After the survivors finished boarding, the Sixes was surrounded by three patrol craft in service to Grellick. Half of the party boarded Grellick's command ship and forced him to retreat into an escape pod, which was captured through the deft actions of the remaining crew. The crew now holds Grellick at their mercy and must decide what to do next.

If you think you might be interested, feel free to view the Gameplay Thread and leave a comment with possible character thoughts in the Recruitment Thread.

The Crunch:

Dungeon World is a story-driven ruleset for sword and sorcery RPGs. Dungeon Planet adds additional classes and spaceships, etc. to the mix. The system is based around 2d6 dice.

When you want to take an action, you roll 2d6 + the modifier of your relevant stat. If you roll a 6 or below, you gain an XP point (XP is tracked individually, 7+your level to level up) and fail the roll. If you get a 7-9 result, you succeed at what you're trying to do, but there's an unforeseen complication. Maybe your armor gets damaged, you get injured while trading blows in combat, or you get thrown into a disadvantageous position by a space ogre. If you roll a 10 or above, you succeed! It's basically that simple.

The game works in a very free-flow manner. If you want to attempt something, attempt it; I as the DM will tell you if it needs a roll to determine success.

Most of the rules for specific situations are on an easy-to-navigate SRD Wiki found here.

This campaign is set in a generic fantasy world fast forwarded to the age of intragalactic space travel. Through a fusion of ancient magic and modern technology the gods and denizens of the planet Misneach are finally able to explore beyond the heavens ... only to discover that they are far from alone in the universe.

The Dungeon Planet hack has four core classes. These classes can be viewed here:
The Earthling
The Engine of Destruction (Taken)
The Mutant
The Technician (Taken)

The Dungeon Planet hack and this campaign is also fully compatible with the official 11 Dungeon World classes. These classes can be viewed here:

Arcane Duelist
Barbarian
Bard
Cleric
Druid
Fighter
Immolator
Paladin
Ranger (Taken)
Thief
Wizard

Meanwhile, there is a big list of alternative, third-party classes that fit Dungeon World/Dungeon Planet rules. I'll allow use of any of them, if you can make the PDF of the class you purchased available to me for reference.

Finally, you can use the Class Warfare supplement to create your own class.

FAQs:

What races/alignments are available?

Races: With the exodus into the galactic community, species prejudice has largely fallen to the wayside. Individuals are largely judged on what they do, rather than on what they were born as. As a result, almost any traditional fantasy or sci fi race/monster is available to players. We can create custom racial moves that make sense if you don't choose the default options.

Alignments: Any, but I'm not allowing PvP.


Lucky Sixes: 12/12 HP | Useful Links: Quick Reference | Sheets

Gameplay thread is open. It's premature to begin play in earnest, but if you post a short character intro here you will be added to the player list.


Lucky Sixes: 12/12 HP | Useful Links: Quick Reference | Sheets

Discussion thread open.

If you don't mind, please put your key character information, moves, bonds, gear, and Faction standing in your profile.

You can take a look at my "Hegh" alias for an example if you haven't done this before.


I would like to run a campaign using the Adventures on Dungeon Planet system, a space opera hack of Dungeon World that uses the same general 2d6 mechanics as Dungeon World.

Here is a quick rundown of how Dungeon World is meant to work (much of this is cribbed from DM Mooshy):

Dungeon World is a story-driven ruleset for sword and sorcery RPGs. The system is based around 2d6 dice.

When you want to take an action, you roll 2d6 + the modifier of your relevant stat. If you roll a 6 or below, you gain an XP point (XP is tracked individually, 7+your level to level up) and fail the roll. If you get a 7-9 result, you succeed at what you're trying to do, but there's an unforeseen complication. Maybe your armor gets damaged, you get injured while trading blows in combat, or you get thrown into a disadvantageous position by a space troll. If you roll a 10 or above, you succeed! It's basically that simple.

The game works in a very free-flow manner. If you want to attempt something, attempt it; I as the DM will tell you if it needs a roll to determine success. I will also, on rare occasions make rolls on your character's behalf to keep the action moving and manage difficulty.

Most of the rules for specific situations are on an easy-to-navigate SRD Wiki found here.

This campaign is set in a generic fantasy world fast forwarded to the age of intragalactic space travel. Through a fusion of ancient magic and modern technology the gods and denizens of the planet Misneach are finally able to explore beyond the heavens ... only to discover that they are far from alone in the universe. The players role in this universe, whether as mercenaries, pirates, traders, a mix, or something entirely different, will be decided by the players before and during play.

The Dungeon Planet hack has four core classes. These classes can be viewed here:
The Earthling
The Engine of Destruction
The Mutant
The Technician

The Dungeon Planet hack and this campaign is also fully compatible with the official 11 Dungeon World classes. These classes can be viewed here:

Arcane Duelist (3pp)
Barbarian
Bard
Cleric
Druid
Fighter
Immolator
Paladin
Ranger
Thief
Wizard

Meanwhile, there is a big list of alternative, third-party classes that fit Dungeon World/Dungeon Planet rules. I'll allow use of any of them, if you can make the PDF of the class you purchased available to me for reference.

FAQs:

What races/alignments are available?

Races: With the exodus into the galactic community, species prejudice has largely fallen to the wayside. Individuals are largely judged on what they do, rather than on what they were born as. As a result, almost any traditional fantasy or sci fi race/monster is available to players. We can create custom racial moves that make sense if you don't choose the default options.

Alignments: Any, but I'm not allowing PvP. I might change my stance on this if I grow to know the players in the party well enough, but at first I'll be enforcing this rule pretty strictly.

What is your GM style?

I generally believe that PbP Dungeon World works best when the players are given a large degree of narrative control, and are allowed to exercise some GM authority. This keeps gameplay as fast as possible and allows players to really participate in building the story. If you would like to vet my style, you can view a previous PbP that I ran (before it fizzled out) here.