Golem-Breaker

Gigt Axebringer's page

40 posts. Alias of Hotaru of the Society.




Order Number 3724215

I bought the Path of War: Expanded books while they were still in creation, which netted me the full book once it came out, and I previously downloaded them here...

But now they're missing from my My Downloads section. Has there been some sort of change that would result in this?


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

Ugh. Why are you people so needy!? Fine, Fine... I'll make a discussion thread. It's not like I forgot or anything..


This campaign (Gestalt) is a direct result of having absolutely no bards apply for any of my Hell's Rebels campaigns. So now everyone is a bard or skald (and something else). This should allow for an amazing variety of characters and archetypes to come into play (even without gestalt, I could see a full-bard party working rather well in this campaign).

The rules for character creation are off to the left under 'Campaign Info', this gives me the ability to edit the rules as we go and as things I didn't account for come up.

About the DM: I'm a very active poster who is also a human being. I'm much better as a player than as a DM, but I'd like to move more towards 'Zero-Sum' with my games, creating as many places for people to play, as I take positions to play. I very much am more interested in telling (and reading!) a story than anything else on here, though having interesting people to chat with is also readily acceptable.

Hopefully, I've given everyone enough information to make a decision as to whether or not my game is 'for them'. :)


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

This is where it all began.

It is midday, with a partially overcast sky, neither warm, nor cold. Everyone you see is wearing clothing that would shield them from the rain, should the rain return, but the skies appear to be clear.

Survival DC 15:
It won't be raining again today.

Even with the cobblestones of Argent Avenue and the foliage of Aria Park still wet from the morning's light rain, dozens of Kintargans have gathered along the facade of the opera house to protest the city's new lord-mayor, Paracount Barzillai Thrune. The city's new leader was appointed by Her Infernal Majestrix, Queen Abrogail II, in the wake of the previous Lord-Mayor's sudden flight from the city -- an event that still has local rumormongers whispering furiously. In a scant seven days, Paracount Thrune has instituted martial law, a curfew, and seven outlandish and polarizing proclamations Page 20 of the Player's Guide. These actions and more have called many of Kintargo's dissatisfied citizens here on this overcast morn. There's been no sign yet of Barzillai Thrune himself, and the opera house's doors remain tightly closed - as they have since the man chose the landmark as his new home - but judging by the growing sound of the protesters, he surely can't ignore the scene on the streets below much longer.

There are eight Dottari Guards along the front of the building to dissuade any attempts to move into the Opera House along with a single woman with steely silver eyes - lacking pupils - who appears overdressed for the occasion with her small arsenal of throwing axes, knives and polearm. Aside from the woman, who looks patently bored, the guards all seem to be agitated and anxious. At the moment there are only fifty or so people, but there seems to be a steady stream of people.

As you arrive on the scene, you hear one particularly boisterous individual call "Cheliax don't have no right to rule in Kintargo! We don't want foreigners controlling our city!" about half of the crowd seems to back up that sentiment, momentarily, while the other half yell back. Before long, all of the yelling will be useless, as folks fight to have their voices heard over the din.

Make a perception check, before you make your 'action' check for me. List what you are rolling for alongside each action.


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

Hello, fellow humans, doing human things!

This is the discussion Page. Somewhere up and to the left is the gameplay page, if you haven't dotted it. For those of you just tuning in...

Level: 2
Point Buy: 22. That's not a typo.
Alignment: No Evil.
Races: Just ask. Don't go 'I'm gonna play a centaur!'. I'm mostly laid back here. Just remember that being something really weird will make you stand out.
HP: Max.
Skills: Normal + 2 Background Skills per level.
Gold: 1000
Traits: 2, Drawbacks allowed but they don't get you anything (No bonus trait). One should be from the campaign traits.
Sources: Paizo Only (but feel free to ask, the worst I can say is no).

Optional Mechanics:
Fractional Base Bonuses
Automated Bonus Progression
Combat Stamina free for fighters, Feat for others.
Variant Multiclassing allowed.
Wound Thresholds.


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

This is a not very useful post just to allow people to post and then delete it. That way, everyone can see a discussion thread as it moves along. :)


So, hi! If you're here,you are clearly interested in either Zelda, Dungeon World, or Chocolate and Peanut Butter.

Before I lose you, I should explain the system and the premise. The very simple concept is: the player rolls everything. You roll two d6s and add the modifier from one of six stats to determine success. 7-9 nets you a success at a cost, 10+ nets you a success, and in many cases, a 12+ will net you an exceptional success. Anything with a 6 or less means something bad happened... but you learn from your mistake and gain experience!

Still sound good? Awesome! There's more! Dungeonworld is very freeform. Sure, there are a lot of moves you can make (there's a reason to want any given stat!), And ultimately what you can do is down to creativity so long as the action is somewhat mundane! Classes, on the other hand allow you to do some special stuff. Like firing magic missile at the darkness. Making a plea to your god, stabbing something in the face so it can't do anything but question its life choices.

Still interested? Here is a link to the SRD. It'll give you a lot of the information you need!

Now, that's a lot to digest, but I guarantee that any dungeon world player (myself included) will be more than happy to help you figure out what you need to.

So... What about that premise? Spoiler Warning: during the events of Ocarina of Time, the Hero of Time disappears just when the world needs him most. And then it gets worse. This is set a few years after young Link goes missing, and as Sheik is just getting their legs under them. With no hero, they aren't just going to sit around. That's where No Time for Heroes comes in. Lots of Dungeon Crawling, some puzzles, some fighting, maybe helping the people around you out with side quests. Sound familiar? It should, because it follows the same formula of Zelda!

As for the story so far: The other characters met with Sheik, got paid for a job they might do, and then were given the toys they need to collect lost fragments sealed away within dungeons. The group was on their way to Death Mountain when their pet fairy (and Taxi cab) Muse got them into trouble. Then real life happened and a player dropped just as they completed a mini dungeon!

There are only a few house rules, and they're optional (playing as Gorons, Kokiri, and Zora, as well as Gerudo, Hylians and Sheikah!) If you simply want to play as a human (any of the latter three), you can totally do Human Things! But each option I added is almost guaranteed to be a little stronger than normal options, when it comes to Race.

So... What do you need to do? Well, that's the simplest part. You go through the steps of character creation, and pick a class no one else has chosen. As long as you can provide a off, you can play any class you like as long as someone else isn't. Currently, the group consists of a Zora priest and a Hylian bard. Just remember, the world moves at your pace, and action and reaction will be relatively swift! I try to be very responsive, but I will almost always give a day on a near success for someone to try to aid your character!

Still interested? Then just let me know whatever you need to know to get started!


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

Go ahead and dot if you're sure you're going to stick around. :)


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

We'll go ahead and move discussion over here. I don't think we'll get any more players than we already have, and I'm alright with just having 3-4 players. It would be wise for everyone to discuss which stats they're prioritizing, and which starting moves they're taking. :)

Likewise, it would be ideal to know what sort of 'campaign' you're hoping to see here. :)

I plan to start before next weekend, and would like to have everything in order and straightened out before that. :)


System: Dungeon World Play by Post.
Setting: Two years after young link opens the way into the Sacred Lands in Ocarina of Time.
Time Zone: American, East Coast, Afternoon-Evening.

Disclaimer: I don't own the world we are playing in, and I'm not a king of Lore. In fact, I haven't played OOT in over a decade. Either way, the world will be a bit different, but anything that you specifically love, I will do my best to work in. Any inspiration is good inspiration. Even the stuff I say no to :p

What you need to know: Dungeon World is heavy on player interaction, both with the DM and the world. As such, the most active timeframe for me is listed above. If you fall outside of that for your availability, you may feel left out or left behind. You're free to join anyway, but bear that in mind. I'll be as inclusive as I can. Likewise, Dungeon World is driven by the narrative, so being able to communicate beyond dice rolls is very important.

Players: Looking for three to five more.

Classes: All base, aside from bard (already selected by a friend), Grim World, and anything else you can get me a playbook for that I do not feel is completely broken. I may also want to tweak some abilities, I'll let you know. Remember, only one of each class.

Races: Human. This includes the Sheikah, Gerudo, and Hylian. Goron, Kokiri, and Zora. Each has at least one move. This will generally replace your typical race move... though we can discuss keeping it.

Races:

Humans, consisting of the Gerudo (you must be female), Sheikah (there can be only one), and the Hylians are the most diverse amongst the races, but the least specialized.

Choose One:

Reputation: Choose one question covered by discern realities. When you Discern realities, succeed or fail, you may ask that question for free.

Eclectic: You may exchange any starting move from your class for any move that you meet the requirements of from another class. Either this move, or the move you gave up becomes an advanced move (2-5) for your class. Treat this as a multiclassing move in all other ways.

Kokiri, essentially being children, are tiny by comparison to the other races. By leaving the forest, you have also essentially given up your immortality. (In fact, you may be surprised you didnt die!) From a narrative standpoint, you can fit into smaller places, and the forest is more friendly to you.

Choose One:

Fairy: You gain a companion that grants +1 ongoing to discern realities.

True Friend: When aiding or interfering, treat your bond as one higher.

Gorons are huge and heavy, built of sturdier stuff than the other folks. Unlike most Gorons, you can gain sustenance from something besides rocks. From a narrative standpoint, you are immune to extreme heat, and have no need for oxygen... but you sink straight to the bottom of most liquids.

Choose one:

Sturdy: You may ignore the clumsy tag of equipment.

Sustained by Earth: Rather than eating food, you instead may eat rocks and stones, meaning that you do not require rations.

Zora are lithe a swift. They glide through things with practiced ease. From a narrative standpoint, you may breathe water or air, and water doesn't slow you a bit.

Choose One:

Regal: The other races recognize you as the exotic being that you are, as such, your deals seem all then more tempting. You gain +1 ongoing to Parley.

Platinum Scales: Your scales carry an aura of magic that extends to all who touch you, should you will it. You may share your amphibious traits with anyone besides a goron.

Backstory: Legends told of a hero that would come during Hyrule's darkest hour... And one indeed came. But when the time came that the world needed him most, he vanished. Two years have passed since the King of the Gerudo began shaping the land in his image, and there's no more time to wait for a hero. Regardless of who you are, or where you are from, a mysterious blonde-haired stranger with red eyes has approached you and informed you that you must leave your home. You were instructed to meet them at the bridge outside of Kakariko Village. The world, and your people, need you.


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

Once I have everyone's information ready, I'll get a more thorough post opened up. Feel free to dot things at your leisure. I will be retconning everything from the point everyone went night-night onwards. Sorry for you losing your rolls of awesome. :(


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

Alright, so! First off. I will try to update gameplay at least once daily. This will tend to be between 5pm and 6pm (U.S. Central Time). It is currently 10:26AM at the time of posting. I'll avoid looking at the gameplay thread unless there seems to be a flurry of activity. This will help to ensure that I don't miss any important parts of your posts. If the players are moving quickly, I'll try to provide information in a timely manner.

I will be much more quick to respond, and respond more frequently in the Discussion thread. So if you have a question like 'are the walls rough or smooth?' that my description missed, that is important to your action, hit me up in the discussion thread for a quicker response. Do not be afraid of bothering me, or what have you, about me missing a post, not understanding one of your abilities, forgetting you picked up a tapestry in that one guy's castle, etc. I'm human, I forget, I won't get mad at all. Okay, maybe a little. But I'll be mad at me, not you. :)

Likewise, and more importantly to me, I am not a gotcha DM. If you throw down your bow to draw your sword, and then the party moves on, I'm not saying 'you left your bow in the snow two miles back.' Your character would -not- leave behind the bow on accident. That bow costs a third of what your father probably made in a year. Forgetting your bow is like forgetting your child at christmas.

Next up: I, as a DM, like hazards. I do not like deadly one-shot traps or devices. I like for my traps to add difficulty to an encounter that is already there. That doesn't mean you need to have a rogue. You might be in a bog that happens to have naturally deep spots, and Survival or Knowledge(Nature) may aid in spotting them. Encounter CR is adjusted accordingly with this.

On that note: Knowledges, Professions, Crafts, and things like that are all huge parts of characters. While they will never be as valuable as Perception, that is because no skill is. However, in the case of Profession and Craft, you spent points on something. At some point, it is going to do something nice for your character.

I will use the initiative block system for the most part. The only outlier will be 'sneaky' types. We'll get to those when they happen. But block initiative is pretty simple. Round 1 High Initiative players, Round 1 monsters, Round 2 High initiative players + Round 1 Low initiative players... and so on.

I would -like- to make several of the automated checks for the players. For example, when a monster shows up, I will roll knowledge(s) relevant to that creature. When you would roll perception, I will do that. Initiative likewise. Whenever you ask to make a roll, that is when you roll, whether it is to make your own perception check, to gather food, to attack, etc.

On that note, would you prefer I roll your saving throws, or let you roll them? There is value in knowing, before you act, whether or not your ally has just been stunned by the monster you're fighting, even if they have not posted yet, after all.

I won't be requiring a posting rate, but I will be posting, for the most part, every day that there is something to respond to.

Please provide a list of skills and other information that you feel I may need to automate for you (and any pets you may have), this list should include:

Perception
Initiative

Crafts
Knowledges
Professions
Spellcraft
Survival

When you level up, let me know any of these that have increased, please and thank you.

Any questions?


;)

Let's see if the gameplay thread will start this time. Maybe it's the fact that the thread was a month old and hadn't had a gameplay thread made yet.


;)

Character Creation Outline:

Attributes:

Pick one, or 20 point buy.

Array 1, 24 pt.:
18, 15, 12, 12, 8, 8

Array 2, 22 pt.:
18, 14, 13, 13, 8, 7

Array 3, 25 pt.:
17, 16, 13, 12, 10, 7

Array 4, 22 pt.:
14, 14, 14, 13, 12, 12

Array 5, 22 pt.:
15, 14, 14, 14, 12, 8

"Before I was who I am today..."
Choose One:
Warrior: Begin the game with BAB +1, and start with a minimum HD of 10, and you are proficient with all martial weapons, armors and shields. If your class already has these capabilities, gain a bonus combat feat that you are qualified for.

Expert: Begin the game with a minimum of 6 + Int Skills, and gain 4 class skills of your choice.

Adept: You must have at least a wisdom score of 10. Begin the game with three 0th level spells known, chosen from the following list: Create Water, Detect Magic, Ghost Sound, Guidance, Light, Mending, Purify Food and Drink, Read Magic, Stabilize, Touch of Fatigue. You may cast these three cantrips an unlimited number of times per day, and if you are a caster, they do not count against your normal spellcasting limits.

Aristocrat: One item that you could normally afford is now of masterwork quality. For example, if your character could afford to buy a chain shirt for 100gp, they may now instead spend 100gp for a masterwork chain shirt. As long as you possess this item, you gain a +2 trait bonus on Diplomacy and Intimidate checks made against humanoids.

Commoner: You gain Lightning Reflexes, Iron Will, Great Fortitude, Toughness, or Improved Initiative as a bonus feat.

Traits: You may take a single trait of your choice. Alternately, you may take a drawback to gain an additional trait. There are some feats and traits that you may wish to take that don't particularly have automatic analogues in my world. If you're interested in them, just let me know.