Male Human Beekeeper
Having said his piece, Remy is more than happy to assist Hagar and Charlotte in cleaning up his honeyed prophecy. "Er... careful please, with they... oh, sure, but maybe not the... oh, very right. Nevermind." Whatever he is attempting to salvage is quickly scraped up and discarded. Forlorn, he stares for a moment down at the sticky print that remains on the floorboards--the silhouette of a hand, if you squint hard enough. "Oh, you must mean Jerrod!" he calls to Syrina. "The oldest man in the village, right? I mean, he doesn't quite live in the village, but just on the outskirts in his hovel. Certainly he would be the oldest, no?" Assuming it's ok to make up some lore. Adjust this all accordingly, GM BrOp... Jerrod is a well known hunter who lives just outside of town. He is rarely seen except by those who go out to barter for some of his game. He is incredibly self-sufficient and even the oldest members of the town remember him much the same as he is now--old, reclusive, and peculiar-- even when they were kids. He is the subject of numerous folktales that kids like to repeat, and no one seems to know exactly how old he is... but it must be high, no? "Sometimes I trade honey for a bit of his stock. It preserves well, you know. I haven't been to see him in a while, but perhaps we could pay him a visit?"
Male Human Beekeeper
"Yes, yes... er, the site is but a window into what is. It is... is but a remnant now," Remy mumbles as he stares down at the honeycomb melting at his feet. He's still shocked at Candace's immediate recognition. Few have such insight so intuitively. "So then, our... our 'militia' is growing, no?" Then, in acknowledgment of Syrina's query--"Oh... yes. I would forgo my compensation. Monetary compensation anyway. I just... I owe this to the bees."
Male Human Beekeeper
There's a loud slap as something falls wet and heavy on the floorboards near the backdoor of the Pig and Pickle. Remy stands there, poised with his gnarled staff and feet spread wide like a prophet of old. The fire in his eyes suggests the same. "Now you have to believe me," he mutters to the room, looking down at the sheet of honeycomb recently dropped at his feet. Then louder, with growing confidence, "Now you HAVE TO believe me!" He nods vigorously at the discarded mat of honey and hexes, slightly cracked and mundane enough, though clearly out of place. "You can see it now, can't you?" His voice rises and falls as if he's talking to himself, then remembers the audience and his desire to project. "Can't YOU? I told you it was at the standing stones. You didn't believe me. But the bees know. They've known for a while. Look at this. LOOK at this!" He swings his staff to indicate nine different parts of the hive, which all look relatively the same as any other part. "... and here, wait no, here I mean. You see it? Do you see the stones?! We have to go. I'm not the only one with losses. You all have felt them. This is where our answers lie." * * * Seated uncomfortably close to this charade, alone and nursing a large pickle she really isn't enjoying, Mathilde becomes increasingly aware of how visible she is sitting right beside the strange scene of tea-leaf-honeycomb-divination. She tries to stand slowly to step away--give the man some space--but the scraping of her chair against the floorboards gives her away. Her eyes grow wide as Remy applauds her sudden adoption and haste to set off. Mathilde goes to shake her head in defiance but her eyes instead fall upon Syrina--successful and lauded Syrina. "Yep," she hears herself croak before she registers the impulse. "Um, yeah. I was... I was thinking the same and I'm ready to go. Right now even." She brushes the barely-chewed pickle aside and coughs into her fist while mustering confidence, then settles into a more comfortable stance at that awkward angle she often adopts.
Fate Core!? Yeah.
Quote:
1871 - You and yours got it in the neck good. Ain’t that always the way it goes? That flannel-mouthed demon had an offer too good to be true, which you were too enticed to pass up. Now, nearly a decade down the trail, that four-flusher’s got your world up the spout, and Hell itself is damn close on your heels. But that doesn’t hold a candle to what you can dish out in return, and I wager you’re fittin’ to euchre the devil himself; soon as you can figure how. Safe trails. ******** This game is a High-Octane, Supernatural, Spaghetti Western Son-of-a-B**ch, ridin’ a crazy horse called Fate Core. • Spaghetti Western - A style of Westerns (gunslingers, outlaws, wide open ranges, and lawless territories) characterized by gritty noir style antiheroes, darker plots, and over-the-top action. It's somehow pulpy with larger than life heroes as well as deadly. • Supernatural - Demonic bargains, clairvoyants, shamans, mythical beasts, voodoo practitioners, undead, mystical relics, werewolves, forgotten gods and cultists... yeah, everything you can fit into that grisly trough. It's not everywhere, and most people convince themselves that those stories are hogwash and tall tales, but you know it’s the Simon pure. • High-Octane - While this is heavy role-play by nature of a story game system, it's going to be relatively fast paced and hard hitting (for a story game). Character development happens during the action, as I don't intend many opportunities to catch your breath. Do that when you're dead. I also have next to no intention of keeping this historically accurate to the period. I foresee quite a few blatant anachronisms, and maybe an occasional accidental one, but there’s no way you’ll mistake it for anything but a western. Tom Mix wrote: "The Old West is not a certain place in a certain time, it's a state of mind. It's whatever you want it to be." As for Fate Core, the core rules can be downloaded here at whatever price you deem fit; and there's a fantastic SRD. We’ll stick fairly close to that, but we’re not exactly playing according to Hoyle. I’ve got some modifications to throw in to really dial in the setting and better suit a PbP format. But as long as you twig Fate Core, you’ll slide into this without any problems at all. ******** Oh yeah, and if you're looking for a concept on what Fate Core embodies -- what sort of mindset am I looking at in this system? -- check out: Learning Fate Systems from a d20 Background
******** Again, just testing the water here. Any Questions, shoot! Pun Energetically Intended!
Phew, I almost didn't get in my daily post! It's late though, and I still have some prep for tomorrow. So the top of the next round should come tomorrow around 11 or so PST. For the oddly curious or voyeuristic: My wife flew out of town for the week, and (luckily) was able to bump up her flight schedule to this morning in order to avoid some severe weather due tomorrow (when her flight was originally scheduled). So to cut to the chase, I took the day off of work to watch our three, young children. Tomorrow they're with grandma!
So the post that I typically get up on my lunch break, didn't happen because lunch breaks don't exist with toddlers/preschoolers. That's my excuse/explanation. And if I missed anything, please let me know, as I feel today's post was a rather hectic catch-up on my end.
How about this. Here's a Google Docs Spreadsheet. Anyone can edit it, and people are responsible for keeping their own character info and link up to date. The current format lists PC name (with link to profile), beside class. It will stay linked on this post on the first page, or Divinitus could link it into the heading (not sure if that works on recruitment threads though) :/ -------> AP PC Applications <------- Enjoy. Applicants: Keep linked characters up to date, and remove if you no longer wish to apply. Also a good idea to post interest in this thread to keep bumping it.
Alright, now I can answer some things! First, thanks for your patience with my absence most of yesterday. Second, thanks for being good sports with some difficult moves. This is getting pretty nasty for a "first fight". Let me explain why: Why Is This So Nasty?:
Dungeon World does away with the philosophy that in order to make an opponent difficult, you need to give them a million hitpoints. Typical dragons only have 16 hit points. This nasty Red-Man Draugr has pretty meager HP as well... but that's not what makes him difficult. Instead, in Dungeon World, things become more difficult through the fiction (how nasty it is to try and get near them or execute a successful attack) and by the severity of the hard moves the GM makes in relation to them. Check out this article for a great example--> 16 HP Dragon
When someone gives me an opportunity for a hard move, I'm trying in most cases to make them tougher than you'd expect with a first fight because you guys are engaging the most difficult opponent there. I'm also making soft moves with him constantly to reflect his difficulty. Fights should be tough, I want you guys to sweat a little. But I really am fans of these fantastic characters, so don't think that I'm just trying to kill you all off. The game's no fun that way. ------------------------------ Brynjolvar, I may have given you the wrong impression of how moves work. Usually you do roll to determine the results of an action, like we're familiar with in most RPGs. Which means you talk about what you're doing and the actions your taking but leave the results of success or failure open ended for the roll to decide. Then the GM interprets the roll to let you know how your attempt played out. You're doing it well, I just want to try and explain it better than I had. There's just a couple things that set DW apart in this area.
Monster/Druid Moves:
As you may have noticed, I never roll things to determine how successful NPCs are with any action. They just do things, and their success or failure is inversely connected to your own. If you're doing well, they aren't. If you're doing poorly, they're extremely dangerous. So I am constantly setting up threats with them, and if you're successful then the threats are thwarted. If you're unsuccessful then painful/disastrous things happen. And when a monster makes a move in the latter instance, it just happens (like the Draugr's Icy Touch on Baelgrin... I didn't have to roll anything to make that move).
When a Druid shifts, he/she gets a handful of moves that can be used in that form. They operate identically to Monster Moves in that you can spend your hold to simply make that happen (successfully) if the fiction allows it. For instance, GMs commonly assign some sort of "Get Away" move like "Retreat to the Woods" could be one for the wolf. If you're in a really nasty spot, you can just spend 1 hold and that happens. No rolls are needed, you just safely get to the woods (assuming you aren't tied up or in some creature's belly, etc.) So only in that way do you have the option of doing something chancy that automatically succeed! Begin and End with the Fiction:
This is Dungeon World's term for emphasizing the story over the mechanics. It means that whenever mechanical stuff like rolling dice comes into play, it needs to arise out of a fictional description, and result in further fictional description. This way, it's always about the story rather than descending into simply mechanics. Let me give you some bad examples, followed by a simple correction: Svolli the Dwarf is facing down a spider the size of a grizzly bear. He sees the massive arachnid at the base of its web as he turns the tunnels corner.
This is super common in RPGs, but ultimately pretty stale because it doesn't begin with fiction. It began with mechanics: "I'm gonna hack and slash". He might as well have said "I click space bar 20 times until its dead." He's describing mechanical rules, not a story rooted in the fiction. Player rolls an 11 for complete success, without repercussion. Then rolls damage for 6.
Likewise, this becomes rather common but is equally stale as the mechanical action doesn't get interpreted back into the fiction. "You do 6 damage" isn't a story element, it's mechanics. to end with fiction, it needs to be interpreted back into the story the same way the mechanics arose out of the story. Better Example All Around:
In this example the mechanics happened because the action was actually happening in the fiction, and then got interpreted from mechanics back into the fiction as well. It's about the story, and the mechanics are just there to help direct it. The best advice I've heard on how to keep this in mind is to always be asking yourself "How?" whenever you dictate an action. This will push you away from the mechanics and into fictional actions that describe them. Example: I'll Defy Danger with my characters incredible speed. How? By dodging out of the way of the falling rocks. How? By diving to the side and rolling beneath an overhang in the cavern walls. The final iteration is way more story intensive than the first, which was simply mechanics. If any of you are looking for a relatively quick read that will REALLY help you overcome some of the hurdles we typically bring from other RPGs, I couldn't recommend this guide highly enough! Link is in the first post of Recruitment Thread ------------------------------ Then we get to interpreting your rolls. Generally as a player, I'd leave things open when you fail a roll in the same manner you would with a partial success, rather than trying to interpret the fail yourself. If you set up a specific failure, but I have a different one in mind you may end up with both. And in Dungeon World, a 6- doesn't always mean failure. It just means that I make a move to really complicate the situation. And sometimes, that means you could still succeed at the attempt. For instance: if trying to Spout Lore, when getting a 6- I find it far more interesting to spout some lore about something but have it be incredibly bad news than to just not recall anything. ------------------------------ Next, character rolls or niches. The druid, by design, tends to bleed into just about every area. Depending on what form you take you can fight, scout, travel, persuade, etc... Tofa I think explained it pretty well. I think even if we end up with two people that can become bears, it should work out in a way that still protects niches. Especially because Signy will have access to fury as a bear that you will not, and you will have a myriad of other animals that you can shift into. There's simply one area where the mechanics bleed together, but the fiction distinguishes. ------------------------------ Finally, Sala brought up something interesting in a PM that's worth noting. Not everything your character does will need a roll. I'll only ask for rolls if failure seems particularly interesting or the action is potentially dangerous. She wants to throw an object somewhere, but there's no clear cut basic move for doing so. As far as I'm concerned, you just throw it and it ends up basically where you want it. You're heroes, after all. ------------------------------ If I missed any questions, please draw my attention to them or ask again. I'm not trying to ignore any, just catching up. *Oh* also: that was a pretty pointed hard move against Baelgrin to freeze your mouth. It fit with the fiction, but I didn't really think about the horrendous implications for a bard. When I update gameplay you'll find that you're beginning to regain use of your voicebox, since really it's just your lips that were frozen. Charisma penalty, certainly, but not a total shutdown of your niche. That's crappy!
Tofa: Any of those sound pretty awesome! I look forward to whatever solidifies between now and then. And while I'm waiting to see if some of the others check in, here's some generic questions. Questions For All: Everyone gets to answer these. Which means that there should be at least as many different answers as players :). Also feel free to provide multiple answers to any of them if they inspire you, as these are hard to overdose on.
Personal Questions Baelgrin the Old
Tofa the Valkyrie
Ratfolk Alchemist(Grenadier) 4 **Grave Robbery** HP: 27/27 | AC: 18, T: 14, FF: 15 | Fort +5, Ref +7, Will +1 | CMB 2, CMD 15 | Init. +5 | Perception +9 | Darkvision 60ft.
Skills:
Craft(Alchemy) +18, Disable Device +10, Heal +5, K.(Arcana) +9, K.(Nat) +11, K.(Hist) +6, K.(Dung) +6, Perception +9, Slight of Hand +7, Spellcraft +12, UMD +14, Acrobatics +4, Escape Artist +4, Stealth +11 "Maaaallllleeeeeccckkkk..... Shaaaaa-aaaayyyy-aaaaadde"(Malleck, Shade) Solomon calls out in a sing-song voice. "I think this room is for you two..."
Scratch that Monday thing, I think I'm all set. I've put up the introductory post. I likely won't be able to resolve anything until Monday still, however. I put the beginning up though so you can be thinking about it without having to wait three days for stuff to start rolling. Please feel free to continue to set up bonds and mess with the map if you need to.
Brilliant. I'm glad to see even a little interest! I have no doubt as well that you'll find the AW book well worth the big of coin. In case anyone is deterred from giving this a shot by not wanting to purchase the book, I'm not requiring it. I'll gladly help you through the rules (which are incredibly simple) and you can decide later down the road if it's worth grabbing. Having it, however, will greatly increase your understanding of how it all works and provide some great examples. Here is a list of the current playbooks (classes, if you prefer):
Many of these are a work in progress with the creator still. I'm more than willing to tweak things as well to best embody a concept someone might have.
Human Bard 2 | HP 14/14 | AC: 14, t:12, ff:12 | Fort 0, Ref 5, Will 3 | Init +2, Perc +3
The crew is rushed up to the main deck before Diego has the opportunity to heal Alessandra discreetly. Luckily Ms. Longfarthing is being retrieved. So Diego pats the young half-orc on the shoulder lightly before rising. "You did well. Perhaps I can heal more this evening. he whispers, as if she can hear him. --------------------------- Diego feigns flattery when Plugg remembers his name. "Aw... the rest of the crew thought you didn't care." He quips with a grin, but trails off quickly remembering that he ought to lay low a bit longer still. Alessandra wrote: Aware that the bilges are filthy, she unwinds her pink scarf from around her neck and hands it to Diego before they all go their separate ways "You remember how this goes, right?" The tattooed man clicks his tongue, folding the scarf into something he can keep easily while he works. "Particular about this I'm gathering." he says with a nod. "If they kill me for it, I expect you to avenge my death." He turns to head off to his own job, but stops about two steps away to amend that last statement. "And when people tell the tale, I'd appreciate it if you make it sound like a killed some of them myself." ----------------------------- Swab Check (Con): 1d20 + 0 ⇒ (19) + 0 = 19
"You seem a man that appreciates good stories of awful men. Diego voices to the man in the blue bandanna as they mop. "Which every tale on the high seas is, right? It's a harsh reality to live, but it's a damn exciting story to tell. Do you know of any yourself? I'm always looking for more to add to my arsenal, and the darker ones get the best mileage."
Human Bard 2 | HP 14/14 | AC: 14, t:12, ff:12 | Fort 0, Ref 5, Will 3 | Init +2, Perc +3
The young man smirks at Alessandra, especially the threat at the end. Little does she know the background he has with half-orcs--and enough experience to recognize the friendship apparent in such violent talk. He simply offers a nod of acquienscence, still grinning as he folds the scarf he's been handed into a tidy triangle. Perhaps she's right, it would be good not to kick the hive too much, especially if others might be at stake. He looks to the others: Reflection:
Shaeda has a fire that's contagious to be around. And more appealing than that, she's an individual. Diego notes the flotsam and shells that adorn her clothing, impressed by the unique style as well as humility. She's bold, spunky, and fierce; which are alluring traits.
Bellara has poise and command. She could captain a ship if given the chance, and men would follow. Hell, men would likely follow her anywhere based on looks alone. But there's significantly more beneath that. He can't tell if she tries to conceal that, with her masculine attire and formal demeanor, out of a desire to be seen as more or out of self-consciousness. Whatever the reason, it's certainly not what defines her, and anyone who reduces her to such will suffer a significant loss. Alessandra has the capriciousness of youth. She has a quick temper, but is quick to make friends... which is ironic as Diego imagines she's been hurt in that realm fairly often. McGunners opened his eyes to a lot of the prejudice he would have otherwise overlooked. And even from this single long day of experience, Diego can tell she deserves far better than that. She clearly puts effort into looking human, but hopefully can see the beauty she possesses through that orcish blood. And Rogar has been to sea... he said something about not wishing to be back here just this morning. He's stuck in this predicament, but deals with it with strength. The ale may be a vice, but it's not a crutch. Diego has a suspicion the dwarf's actually quite brilliant--which is a little intimidating, as Diego prefers to think he knows the most. It's very likely that the grizzly alchemist has him surpassed by leagues. I'm assuming that Diego has already used his night time action in (attempting to) entertain the crew. So there will be no attempts to influence anyone at this point... but it seems out of character not to address Rosie's fiddle. Diego spends some time talking to the Halfling that spoke of a fiddle she used to own. The young man had assumed that the five of them press-ganged last night were the only ones forced aboard the ship, though such an assumption is rather foolish in retrospect. "Taken, maybe..." he proposes, "but perhaps there is a way we could get it back." His eyebrows raise, with a confident glint. "Music would make evenings here far more bearable. Have you any idea though where equipment taken might be kept?" He can't help but think of his own lost equipment of course, especialy the ivory pipe that Filligree had left in his care.
XP - Giltharon: 0, Horn: 1, Mandus: 7, Skorabor: 8 || ------------------ || HP - Giltharon *16/16, Horn *18/18, Mandus 16/16, Skorabor *23/23
Mandus: Your flesh crackles and burns as you consume the flame. It's excruciating as well as invigorating. Take 1d6 damage, ignores armor. Heavy in the air is the smell of burning lizard, and the weight that only you feel. You know that you must avoid fire now, as long as the curse remains--the smaller the fire, the closer you may come and the less they will burn... but large fires could spell your end from a distance. Things like candles, oil lamps, etc. you can extinguish by getting close enough, with no real pain. But the bigger a flame is, the further its heat reaches creating the real possibility of you consuming it at risk to yourself. I'll work with you as well on creating a custom move for expelling the flame. Morgan and Skorabor: You both are quick to reach the trough, but the flames are devoured before the water is needed. You have no idea what just happened here, but the air feels heavy. Horn: The +1 forward is perfect. "I need to get back." The mink pleads with you. "I'll tell you what you want, but you must release me, please! I cannot say her name, but we call her the Oak. She is the forest, and you're less in control than you think. We all are." He's panting hard as he tries to continue. "It's just me and the wargs. They were to guard the tunnel while I lead the shadows. If there was anyone else, I still wouldn't be talking. And please, these sutures are what keeps my soul within. I can't escape this body yet, I know where my soul would go!"
XP - Giltharon: 0, Horn: 1, Mandus: 7, Skorabor: 8 || ------------------ || HP - Giltharon *16/16, Horn *18/18, Mandus 16/16, Skorabor *23/23
Giltharon Doran wrote:
Giltharon:
I'm sorry for all of the spoiler text, but I want to help bring understanding to a system that a LOT of people struggle with at first. I think you misunderstand the Crazy Leap move. Moves, in general, aren't things you select like in most RPG's, but are triggered as part of the narrative you describe. Crazy Leap triggers whenever you leap into the air all swashbuckler like - but would have to involve leaping from a balcony or ship's rigging, or swinging from a chandalier, or off of a rooftop, etc. So I don't think it fits in this situation, though you're welcome to fill your actions with acrobatics.
The good news is that in that situation, when you do leap off of things like that, you can use a hold to simply deal your class damage... don't even worry about hack and slash rolls, part of the move is dealing damage on your way down to... wherever. Last time I treated it more like a Defy Danger, leaping over the shade to avoid being attacked. Defy Danger doesn't earn you any hold, but neither does it cost any to Hack and Slash. This time, it isn't attacking you, but is instead devouring the fire. So honestly, you could just grab the tapestry and pull it into it's face. No moves needed there if it isn't focused on you, and I'll treat it as such. Likewise, with it's back to you you don't need to roll hack and slash. You just stab it, and deal damage! This will all be reflected in the reply below, but I want to help it make sense. Though the Hack and Slash roll wasn't necessary, and you'll still deal damage, take the xp from it. Oops, and your armor should have prevented 1 damage from that attack. I missed that you had leather on. Gil: In a single flourish you grip the flaming tapestry in one hand while you thrust your blade into the shadow with the other. The last of the trailing flame is devoured as the tapestry covers the shade and the floor plunges once again into complete darkness. Your cutlass, however, drives deep.
Gil and Skorabor: Even as darkness engulfs the group again, the two of you can trace the outlines of the three (two?) remaining shades as well as Barley. You also realize that the other 3 aren't fully gone, that they linger in the corners and the rafters where light could not reach as they regain their strength. Perhaps physical means aren't as potent as we thought.
Numeo wrote: When Numeo reaches the park, he slows his stride and scopes out the park, looking for any lurking threats. If there are people present, he studies them carefully, looking for telltale bulges. He also looks in the windows of the buildings bordering the park, trying to look casual as he does so. The most dangerous step you can take is the one right before you're safe, Numeo thinks to himself, remembering the lessons of the mentor that taught him alchemy. Yay! Mark another xp! It's impossible to see much of anything in this darkness. You can smell the soil and foliage of the park, come alive by this coastal storm. A flash of lightning burns an array of silhouettes in your vision, but every shape your imagination is able to attach to something dangerous as well as harmless. You're not sure if you see movement or if it's just the rain all around you. Then you hear the crunch of glass beneath your foot. You lift it to examine whatever you just stepped on and find a familiar looking monacle. You're certain you've never seen it before, but you can smell goblin blood on it. You have an uneasy feeling that follows that realization.
Spells: Gnome* Wizard/4, HP 15/23 (2 NL), AC 13 (T-13, FF-11), Fort +0 Ref +5 Will +4 ---- Init. +8, Perc. +2
0: Prestid., Detect Magic, Mending, Acid Splash | 1: Stephanie knows little of religion, but has learned a little bit of human nature. There seems to be a mockery occuring in this room, with one statue bound and the other painted garishly. "I agree, let's not do anything until we have a better idea of what's going on here. Does anyone know anything of these gods?" She desperately wishes she could use her cantrips at this moment, feeling naked and vulnerable without them. You never realize how much you appreciate the ability to conjure light, or clean your clothes, until the means to do so have been removed. She suddenly realizes that she's been subconciously lifting the hems of her robes so as not to let it come too close to the ground, ever since she lost her cantrips.
Numeo wrote: [dice=Spout Lore on Nunships]2d6+2 Nunships are evangelical in nature. They have no defenses and are often filled with naive' proselytes dedicated to spreading the word of their deity. They are widely recognized by the flag of their faith which they fly prominantly. There seems to be an unwritten code, even amongst seedier sorts, that protects nunships from attack - since their nature is benevolent and peaceful. Especially since there's rarely anything on board worth pillaging. And stealing their flags for the sake of a ruse is widely believed to be inviting the wrath of the gods themselves. However, as the concept has spread throughout other burgeoning faiths, there has developed a phenomenon in which nunships have attacked other nunships of an opposing religion. Few are aware of this new phenomena, but you are aware that through this development has come a sort of "battle nunships", which arms these frail but devoute "peacemakers" in order to pursue or defend from other "battle nunships". This variety is only recognized by the subtle introduction of red somewhere amongst the flag of their faith, which they fly to designate themselves as nunships. The latter is hardly common knowledge. How did you come across it?
Update: The plan is to get the gamethread started today, with the actual adventure. If you're half as excited as I am to get started, Monday is just too far away. Let me outline a few things here though first, just so there's no confusion regarding the way I intend to run this, and you all know exactly what to expect:
---------------------- There are still some things to iron out on the character sheets, but I feel ok moving forward even with them. I would like to see a character sheet for Quelthas though, so I at least know HP and stats.
Quick Check-in:
Backgrounds
Bonds
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!
Drives
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.
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
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!
"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.
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…
Spells: Gnome* Wizard/4, HP 15/23 (2 NL), AC 13 (T-13, FF-11), Fort +0 Ref +5 Will +4 ---- Init. +8, Perc. +2
0: Prestid., Detect Magic, Mending, Acid Splash | 1: Terquem wrote:
Stephanie bows low to the ground. She's touched that the others are even considering what a potential coup would mean for her, but also feeling rather embarrassed that such a thought frightens her a little. Before they leave the room, she finds a moment to speak with Miagnik. "If you would be willing," she whispers, "I would like to hear more of goblins and spiders. It appears my intellectual pursuits have been rather selfish, and there is much I still need to know and understand."
Spells: Gnome* Wizard/4, HP 15/23 (2 NL), AC 13 (T-13, FF-11), Fort +0 Ref +5 Will +4 ---- Init. +8, Perc. +2
0: Prestid., Detect Magic, Mending, Acid Splash | 1: The flames around her quickly ignite the hems of her robes, though the gnome continues her charge through the inferno. Once she reaches the previous room she immediately drops to the floor in an attempt to extinguish the flames rising towards her waist. Damage: 1d6 ⇒ 4
Assuming I'm interpretting rules right: Failed save means FIRE! 1d6 Damage. Clothing needs to make a reflex save or take the same damage (not sure if it gets my bonuses?). Finally, rolling on the ground to extinguish allows another check with a +4 bonus. Move Action to leave room.
As the flaming fabric is smothered, the flames diminish leaving a wide-eyed and soot-covered gnome prone on the rock floor. She looks up at the others in a panic, unaware of whether her clothing survived the blaze but suddenly alerted to the possibility. "DIVERT YOUR EYES!" She squeels, trying to muster a shakey authority. "I may not be decent!"
Spells: Gnome* Wizard/4, HP 15/23 (2 NL), AC 13 (T-13, FF-11), Fort +0 Ref +5 Will +4 ---- Init. +8, Perc. +2
0: Prestid., Detect Magic, Mending, Acid Splash | 1: "BLASPHEMY!" Stephanie yells as the bugbear names "Vardug" as the Goblin King. "Lies! All lies!" Her cheeks are growing flush with anger, her voice rising in pitch. "My father is the Goblin King, not... Vardug..." She reacts as if saying the name leaves a bitter taste in her mouth. "And he still lives, with my mother to verify his right to the throne!
Still breathing heavily, face red with anger, she pauses for a moment near the cauldron. She looks to the others, then back at the pot--replaying the bugbears last words in her head. Her voice is suddenly controlled again, silky even; and one eyebrow slowly begins to rise. "Wait, you say you've had nothing to eat? Yet this looks like a stew right here?"
GM Armadillephant wrote: Ah, I'll allow this window. New submissions are allowed until 10:00 PM EDT TONIGHT (3:00 AM tomorrow GMT), at which time recruitment closes for everyone. Splendid, I was hoping you'd give Gobo Hordes the chance. I hate seeing Goblin enthusiasts miss these opportunities. Plus, if this is going to have a horde of the best gobbos ever, we want to be sure we're thorough!
Yeah, putting together maps gets frustrating sometimes. They're really only needed to understand placement though, so the aesthetic doesn't bother me much if GMs go for the extremely simple route. If you're going the extra mile to really get the look down, that's awesome. But that's just icing on the cake sometimes. For resources:
I'm sure there's many more, but I'll get ya started with a couple. Oh! And a link to more links :)
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