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belethlich's page
Organized Play Member. 35 posts (138 including aliases). No reviews. No lists. No wishlists. 3 aliases.
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I was going to go with Psychic Blade (major), Trap Expert/Tricks of the Trade(major), Deep Delver (minor), Hide in Shadows (minor).

Rogue - Dweller of the Deep
Goromatz the Dwemer (see: Skyrim) was the youngest member of the underworld famous circus acrobat group the Flying Dwemers of Muztmaz, the great underground capital. While it was a constant whirlwind of excitement and fame, he retired quite early and quietly to take up his true passion, cooking. At the youthful age of 55, he opened a small eatery and bar in the lower reaches of Muztmaz called, Goromatz Gourmet. When Goromatz isn't checking the oven or slicing fresh fruit, he can be found joining the next adventuring party going topside in search of new ingredients and a new cooking challenge.
The Dwemer race is very much an underground culture with an unquenchable thirst for knowledge, especially if it pertains to magic and technology. They are considered the masters of astrology, building grand observatories near the tops of mountains. They are also notorious for keeping to themselves, causing other races to see them as stuck up or too self involved. They typical live 400-500 years. They are just shy of average human height with beards and hair rarely cut short. Instead they favor tying up their hair and braiding their beards. Think hairy elves.
"The only way they would care about the affairs of the world is if they could see them through their telescopes." - random person
I could also just go dwarf if that would be easier to remember/deal with.
Just a heads up. I'm going to be out on vacation for a week starting tomorrow. In all likelihood I'll not be posting, but I'm still interested in playing.

Elizabeth 'Elle' Lockwood
Entertainer/Musician
Age: 21
Gender: Female
Ethnicity: German/Mexican
Clothes: Handmade
Hair: Styled
Body: Gorgeous
Eyes: Bright
Hearts: +2
Spades: 0
Diamonds: +1
Clubs: -1
Abilities:
Allure
Perform
Skills:
Influence
Deception
Devils:
Proud
Weapon: Colt Pocket Navy Revolver (.36, Single Action, 5 shot, Close to Medium Range, D6 DMG)
Equipment: Frailing Banjo, Dice, US issued Smoothside Canteen, Lone Crow [Alcohol] (10)
Money: $4
Backstory:
Elizabeth 'Elle' Lockwood was the product of a restless German banker in New York City, a Mexican reformist on the run from the French occupation of Mexico City, and a joint endeavor towards a life that promised adventure and a future free from two separate countries hell bent on their own self destruction through the wages of civil war. And run on sentences. They met in northern Missouri for a moment brief enough to decide that this wasn't where the dream was, but long enough to raise a child to the age of 12. The journey to their new southern life was hard, and cost Elle her father when a group of marauders set out to take the dreams of others attacked in the night. Her mother would later sadly say that some roads home are paved in tombstones. They finally arrived at this home a month later and opened a tavern where anyone could stay, even if it was just for a moment long enough to realize they weren't where they needed to be. It was called the The Lockwood Stop. "When in Rome you do as the Romans, when in here you do shots at the bar." Her mother died (at the ripe old age of 56) when she was 14, leaving Elle as the sole owner. You'll still find her there, playing banjo, sitting behind the piano, or making sure the next patron's arrangements for the night are to his or her liking.
sixstrangelimbs wrote: Hey Belethlich; just a thought, but thanks to a slightly strange direction that I'm leaning in for this character I (if it's approved) might pick up some healing at level 2? That combined with Dungeon World's less-needed healing probably means that if you were more keen on it, you could still play the Wrath if you wanted. Just a thought. I'm strangely invested in this character now so I'll probably stick with Cleric. Thanks though! Could also end up being that we're on different tables so no reason to not take healing?
I'll go with Wrath if that's ok. Nature/caster.
http://drivethrurpg.com/product/165068/Dungeon-World-Playbooks-Wrath-of-the -Wild-Bundle
Leaning heavily towards The Witch (the first one in your list)
There was a blood mage that I liked as well. I don't see anyone on the board looking at healers so I'll dig through some magic healer types as well.
Just as an explanation of my last post...the (Talulah) are to indicate the PC I'm talking to or referencing since I wouldn't know who they were. Didn't want it to be unclear and I didn't see a format tag for that kind of thing.
Can I post after what Benji just posted or is there a need for DM intervention?
I don't know if this will only make things get out of control...is there a before continuation. In my mind this would happen if the action you are doing before isn't fully resolved in the initial post, and the after action isn't fully resolved in the initial post (because this is regarding the current situation). Or maybe I should use the quote feature to respond to specific things?
Updated the language section to indicate the above.
The German can be the one that I understand a little of if that is ok. But I would dare to say that I know very little of it.
I actually set Elle's languages in my profile as German/English/Spanish. If I have to pick 2 can it be Spanish and English. Her father was German by decent as opposed to her mother who was almost entirely a Spanish speaker. She spent far more time with her mother than her father.
So the before/after thing could go
Character: Character walks to the kitchen.
DM: On the way to the kitchen you see a shiny object. You arrive to the kitchen
Character: Before: Character stops to take a look at the object.
After: Character looks in the kitchen for a knife or blunt object to use as a weapon.
Or is that off?
As a general rule, if your post includes details about something a player might enjoy taking a closer look at but it is in the middle of "here is what is happening while you are going here or doing this," how do we "go back in time?" Or is it, we get to where we are going, now I'm going back?
Richard Commstock is the grizzled, old veteran reporter of the Hobbs Informer. Folks respect him but generally don't like how pushy he can get when he thinks he needs to know something. People feel like they are in trouble when he is talking to them.
On a side note...Hobbs is the Rock's character in the fast and the furious franchise. I kind of like the idea of the town being nicknamed The Rock because of some desert feature in town. Also a decent Sean Connery movie
Equipment and weapon* i should day.
How do we document weapon and stat changes moving forward with that disabled?
I forgot the storage details of the Stop. Behind the bar and in the floor there is a locked door that opens out and up to a downward galley ramp to a cellar where various things are stored. Random weapons that have been confiscated. Barrels of alcohol. Nonperishables. Hanging meat. Etc etc. There is a cellar door to the outside and behind the Stop. It is locked from the inside.

1. How many rooms / beds are in your place?
There is a gambling room and bar room. It has 2 dedicated card tables and 5 smaller tables that are set aside for relaxing or a small meal. They are designed in such a way that they could be pushed togther to have an additional table dedicated to gambling to only 3 tables for relaxing and eating. There is a piano. This is on the bottom floor with an entrance to the front (main) and a back entrance that goes past a few office, lounge rooms set up for special folk. The back door is always locked. There are stairs that lead from the bar/gambling room to the upstairs room. There are 7 room set aside for night activities and 5 rooms set aside for nights that lack any sort of funny business. There is roof acces on the western side of the 2nd floor for the occasional party. There is a washroom on both floors. No washroom on the roof.
2. With your parents dying while you were young, and being somewhat idealistic, I don't imagine they were the ones to teach you to shoot - who did?
Elle's mother was a rebel from the Mexican civil War and the French Occuaption. She figured it out. She was running from something and that was slaying the s%$~ out of those who didn't belong where they currently existed. There is also a lot of time between exsting in Missouri and Texas, and then plenty of time while you are in a place that doesn't have decent Star Wars film access. Lilly von Schtupp was pretty instrumental in the honing of this skill later....see below..
3. Do you have any prejudices? What's your take on the slavey thing? Or the war?
Elle however doesn't like basic b~**#es. Elle doesn't make pumpkin spice whiskey. Why is that a demand during certain types of the year? While Elle's parents had an idealistic vision that everyone would exist together, Elle has grown spiteful towards slavers, denying them access to the Stop.
4. With life being short and s~!+ty and you wanting her own adventure, do you have a "right hand" at the tavern who's a friend or protege? A bartender or whore or stock-boy or something entirely different? Also, and possibly related, any romantic interests of your own?
The madam, Lilly Von Schtupp, has been a great friend through thick and thin. Thin and thick. Long and short. To the left and the right. More annoying inneundo that Lilly would probably use. Their fiendship is what makes their business relationship so great. No one has come up to standards to romance in this town, but that certainly doesn't mean there has been a lack of interest. Maybe part of the bordeom. shrug

1. How many rooms / beds are in your place?
There is a gambling room and bar room. It has 2 dedicated card tables and 5 smaller tables that are set aside for relaxing or a small meal. They are designed in such a way that they could be pushed togther to have an additional table dedicated to gambling to only 3 tables for relaxing and eating. There is a piano. This is on the bottom floor with an entrance to the front (main) and a back entrance that goes past a few office, lounge rooms set up for special folk. The back door is always locked. There are stairs that lead from the bar/gambling room to the upstairs room. There are 7 room set aside for night activities and 5 rooms set aside for nights that lack any sort of funny business. There is roof acces on the western side of the 2nd floor for the occasional party. There is a washroom on both floors. No washroom on the roof.
2. With your parents dying while you were young, and being somewhat idealistic, I don't imagine they were the ones to teach you to shoot - who did?
Elle's mother was a rebel from the Mexican civil War and the French Occuaption. She figured it out. She was running from something and that was slaying the s+ out of those who didn't belong where they currently existed. There is also a lot of time between exsting in Missouri and Texas, and then plenty of time while you are in a place that doesn't have decent Star Wars film access. Lilly von Schtupp was pretty instrumental in the honing of this skill later....see below..
3. Do you have any prejudices? What's your take on the slavey thing? Or the war?
Elle however doesn't like basic b+@%!es. Elle doesn't make pumpkin spice whiskey. Why is that a demand during certain types of the year? While Elle's parents had an idealistic vision that everyone would exist together, Elle has grown spiteful towards slavers, denying them access to the Stop.
4. With life being short and s~!+ty and you wanting her own adventure, do you have a "right hand" at the tavern who's a friend or protege? A bartender or whore or stock-boy or something entirely different? Also, and possibly related, any romantic interests of your own?
The madam, Lilly Von Schtupp, has been a great friend through thick and thin. Thin and thick. Long and short. To the left and the right. More annoying inneundo that Lilly would probably use. Their fiendship is what makes their business relationship so great. No one has come up to standards to romance in this town, but that certainly doesn't mean there has been a lack of interest. Maybe part of the bordeom. shrug
Oh I didn't answer whether or not they are actually under my employ. They are not direct reports in the reporting hierarchy. There is a madam who gives Elle a cut for allowing them to operate there. Its a very "we're all in this together" kind of vibe though.

Continue to read in the Ken Burns' documentary voice...
1. After your mother passed, leaving you as the sole owner of the The Lockwood Shop, I imagine there were some wealthy or powerful men who tried to take it from you, whether by trying to marry you, buy it from you, or take it by force. How did you stop / deal with them?
In any town large enough there are those who wish to control it by one means or another. At one point the Whiskey makers were the most powerful men in town. They controlled the alcohol, therefore most men. They threatened to cut off the supply which nearly drove The Lockwood Stop into the ground. Elle had to learn to make whiskey. She called it the Lone Crow and sold it out the back of the Stop for as cheap as she could. That came to and end shortly after when the whiskey makers threatened the Stop and her with violence. Elle will still serve you a shot if you ask nicely enough.
Owning the Lockwood Stop has its perks though. You tend to know a lot of people and know what they like. The sheriff happens to like his ladies to wear cat ears and a furry tail while purring. He would like this to remain a secret. While what happens in the Stop tends to be casually forgotten, he likes to make sure Elle is happy just in case.
If the town is big enough there is the potential for a rival bar that causes trouble for Elle on occasion if you want to go that route.
2. Are the whores there under your employ, or do you just allow it to happen? Are there boy whores, too? Do you care for them if a client steps out of line? Being young and attractive, is she ever mistaken for one, and how does that go if so? Oh, and is there gambling?
Yes, boys and girls. Yes, to gambling. Mostly cards, and its not really the main draw as it is in some places.
The usuals tend to take care of their own and treat the folks that work there with respect. There is a story that gets passed around the bar and between the locals about a man who once stole from one of the workers in the night. The patrons stormed out into the cold and dark and found the man hiding under a barn. They tied him up and brought him back to The Lockwood Stop and let Elle cut off his fingers and toes before sending him out into the night. It was said that he was found flopping around the next morning, banging his nubs into the soil, making quite a scene. It may or may not have happened, but that's less important when you hear that story wafting around.
If we are going for a huge city, then maybe she is occasionally mistaken for one. Another common bar story that gets passed around: She shot a man's dick off with her pocket pistol who let it get too friendly without asking first.
If it is a small city then the men flirt but know their place. Strangers who don't know the deal can hear the dick shooting story floating around.
3. You mention Elle's parent's dreams, and the dreams of the marauders who killed her father. Does Elle have dreams of her own, or is she content running the small tavern?
The marauders were out to take dreams. I'm sure their dreams revolve around that act. Bill Cosby-ing and pillaging and the like. As for Elle's dreams, she ultimately wants an adventure of her own. She takes after her parents and has the desire to find her own slice of freedom. While owning the Stop is great, and giving the community a safe haven of their own is its own reward, it can feel like a burden for Elle at times to try to keep others happy.

<ken burns documentary voice>Elizabeth 'Elle' Lockwood was the product of a restless German banker in New York City, a Mexican reformist on the run from the French occupation of Mexico City, and a joint endeavor towards a life that promised adventure and a future free from two separate countries hell bent on their own self destruction through the wages of civil war. And run on sentences. They met in northern Missouri for a moment brief enough to decide that this wasn't where the dream was, but long enough to raise a child to the age of 12. The journey to their new southern life was hard, and cost Elle her father when a group of marauders set out to take the dreams of others attacked in the night. Her mother would later sadly say that some roads home are paved in tombstones. They finally arrived at this home a month later and opened a tavern where anyone could stay, even if it was just for a moment long enough to realize they weren't where they needed to be. It was called the The Lockwood Stop. "When in Rome you do as the Romans, when in here you do shots at the bar." Her mother died (at the ripe old age of 56) when she was 14, leaving Elle as the sole owner. You'll still find her there, playing banjo, sitting behind the piano, or making sure the next patron's arrangements for the night are to his or her liking. She might even say to you "Nothing in here is powered by steam that shouldn't be, Michael. This isn't steam punk. No one likes steam punk."</ken burns documentary voice>
Elizabeth 'Elle' Lockwood
Entertainer/Musician
Grit: 10/10
HP: 2d6 + 4 ⇒ (5, 1) + 4 = 10
Age: 21
Gender: Female
Ethnicity: German/Mexican
Clothes: Handmade
Hair: Styled
Body: Gorgeous
Eyes: Bright
Hearts: +2
Spades: 0
Diamonds: +1
Clubs: -1
Abilities:
Allure
Perform
Skills:
Influence
Deception
Devils:
Proud
Weapon: Colt Pocket Navy Revolver (.36, Single Action, 5 shot, Close to Medium Range, D6 DMG)
Equipment: Frailing Banjo, Dice, US issued Smoothside Canteen, Lone Crow [Alcohol] (10)
Money: $4
General background details to come...
DM, Can I have a banjo for $20?
Yeah, I'll probably fiddle around with the gear and what not regardless. 2 guns for the Entertainer is kind of weird. And the instrument is kind of goofy for the time period. My dilemma is which one I'd have the most fun playing. May switch the Devils too.
Probably be better at going this route though...I don't know how well I'd be with going with perform...
Drifter (needs name/backstory)
H 0
S +2
D +1
C -1
Ethnic Mix
Gender Female
Clothes Handmade
Body Slim
Hair Braided
Eyes Quick
HP HP: 2d6 + 4 ⇒ (1, 1) + 4 = 6
Grit 10/10
A: Tinker, Forager
S: Stealth, Lore
Devils: Spiteful
Short bow 1d6, tomahawk 1d6, waterskin, chalk, flint/steel, tobacco, animal trap, lock pick
if we need someone who can talk...
Entertainer (needs name/backstory)
H +2
S 0
D +1
C -1
Ethnic Mix
Gender Female
Clothes Handmade
Body Gorgeous
Hair styled
Eyes bright
HP HP: 2d6 + 4 ⇒ (6, 1) + 4 = 11
Grit 10/10
A: Allure, Perform
S: Influence, Deception
Devils: Cruel
Light Pistol (x2)
Ukulele
I forgot to hit reply....
DM Yorick wrote:
I have some concerns that the notion of skills (no longer failing but getting a bad outcome) may be a bit too powerful, which is why I made it so that you don't get XP when you use a skill, but I'm not really sure on that being a good balance.
I wonder how long it will take to hit level 2. You could potentially never level up if you stick to doing what you are trained in and stay out of fights.
also..
Ambush is listed in drifter but I don't see it anywhere. I may be blind.
Is the Pet expected to be a certain size so it can accompany you places? Horse vs Wolf, for example. Is what they do to be effective more or less up to the fiction?
belethlich wrote: As far as the skills go, are they all tied to Hearts/Spades/Diamonds/Clubs or are there some that are just straight 2d6? Example: Survival.
As far as the skills go, are they all tied to Hearts/Spades/Diamonds/Clubs or are there some that are just straight 2d6? Example: Survival.
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