
DM Frogfoot |

Hi all! My campaign's been running on these boards for a year as of the 13th of this month, and as is natural with Play by Post games, we have lost some players to attrition. I have three awesome party members - a cleric, a paladin, and a thief - but we could use some new blood. If you're interested, we'll put our heads together and find a way to bring you and the party together.
A cadre of 25 wizards, clerics, and druids have put aside their differences in order to save the planet they all share. By putting their heads and resources together, they have managed to create a self-contained, orbital space platform that can only be accessed through a series of magical way-gates in various protected locations. This group of spellcasters have named themselves Gaia's Hand, and have dedicated years to the pursuit of returning your troubled world to the peace and prosperity it once enjoyed, independently of all world governments and powers.
The players in this campaign are working for Gaia's Hand as her agents, traveling through time to prevent the catastrophe of the future from afflicting their world.
Now, the players are in the far-flung future, a time of technology and desolation, centuries after the destruction of much of the planet's surface. One city remains as a bastion of civilization in a savage world - Terminus. Despite being a dystopian example of society, it's this timeline's last hope.
Bolus, Olivius, and Dambreth are trying to infiltrate a valley that belongs to an orc tribe, on intel that points to a nether-beacon there. They mean to blow it up, and save their crapsack world from destruction.
The game uses Dungeon World rules. Dungeon world has an SRD that you can flip through to get familiar with if you're not. I WELCOME PEOPLE WHO HAVE NEVER PLAYED DUNGEON WORLD - it's the simplest pen and paper RPG system I've come across yet, and very welcoming to new players.
Basic gist of it is that the DM doesn't roll anything - he merely tells the players what's going to happen and asks what they do. The players tell the DM what they want to do in response. If that action requires a roll, roll 2d6+the relevant stat.
Roll 2-6: You fail, mark an experience point and something bad happens according to the fiction of what's happening at the time.
Roll 7-9: You fundamentally succeed at what you're trying to do, but there's a complication of some sort - the DM tells you what.
Roll 10+: You succeed at your task!
And that's the basics of dungeon world. There's your basic classes you can find on the SRD I linked above, and there's also other available classes made by third parties, since DW is a system that is quite easy to hack and make modifications to.

DM Frogfoot |

DM Frogfoot |

By facing a problem and determining a solution for it, then telling the DM (me) how you want to solve the problem and rolling + your Intelligence modifier. There's no "spell list" - just solutions to problems that you come up with on your own.
Your "spell focus" is designed to help you shape the spells that you can and can't do. I'll give you an example:
Say you're a Mage, and your spell focus is The Mask. That means your magic is heavily based around trickery or deception. In front of you is a problem: an orc berserker charging you and swinging a greataxe. You would then Cast a Spell according to your Spell Focus to address the problem. Maybe you would craft an illusion to confuse or distract the orc, or simply cast a spell of invisibility.
What you would NOT do, according to your Spell Focus, is something like: I create a solid fist made of force that I slam into him, preventing him from moving forward. This is because "using brute force" is Opposed to your Spell Focus.
Does that make sense?

DM Frogfoot |

Olivius is great, he's been with me in the campaign since the beginning, along with our cleric, Dambreth.
Those two characters are from the distant past, before the world truly went to hell in this dark future. Bolus, the Paladin, is a native of the future part of the timeline. Because the story is currently set in the future, your character should probably be from that time period as well. Other ideas will also be considered, though.

DM Frogfoot |

The beauty of Dungeon World is that aside from your PRIMARY stat, the rest are sort of useful for whatever you're interested in pursuing.
Think you'll be rolling to Parley a lot? Might want to bump up CHA. More interested in being elusive and using sleight of hand? Dexterity might be your bag.
Stats don't translate directly into passive defenses with the exception of CON to HP. It's more like active defense - choosing which of your Saves to bump up a little higher, to put it in Pathfinder terms.

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All right, here he is:
Neutral Elf Mage, Level 1
HP 19
Str 8 (-1), Dex 13 (+1), Con 15 (+1), Int 16 (+2), Wis 12 (+1), Cha 9 (0)
Moves: Arcane Learning, Counterspell, Cast a Spell, always detect Magic.
Load: 6
Gear: Dungeon Rations (5, weight 1), Artifact (floating stone triangular pyramid, weight 1), Bag of Books (5, weight 2), three healing potions, Staff (weight 1), Antitoxin.
Armor: 0
Damage: d8

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Arright, the level 2 edited Halwyr is here.
Neutral Elf Mage, Level 1
HP 20
Str 8 (-1), Dex 13 (+1), Con 16 (+2), Int 16 (+2), Wis 12 (+1), Cha 9 (0)
Moves: Arcane Learning, Counterspell, Cast a Spell, always detect Magic, War Mage.
Load: 6
Gear: Dungeon Rations (5, weight 1), Artifact (floating stone triangular pyramid, weight 1), Bag of Books (5, weight 2), three healing potions, Staff (weight 1), Antitoxin.
Armor: 0
Damage: d8
Is this all right?
Also, are we starting out with any extra coins?

DM Frogfoot |

Those of you with created characters, I direct you to the campaign's Discussion thread, here! We can begin discussing why the orcs have you captive there.
Those of you without created characters are still welcome to make a character and come join us!

d'Eon |

Yo Froggy, any room in the inn? If so, how's the Necromancer from Grim Portents 2 look?
Necromancer