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Radioactive Bears
Jun 27, 2012

THUNDERDOME LOSER

Hello, I'm Radioactive Bears and I'd like to play a game about fantastical heroes and strange lands with you.



What's the System?

Dungeon World, as seen here and on the forums here. Folks new the system welcome. I'm not restricting playbooks unless there are mechanical issues with them, so go nuts with new playbooks, homebrew, or refluffing. Same goes for races and racial moves, make something that is your own if you feel like it.

How Will We Play?

Primarily using voice chat, so have a microphone handy if you're interested. We'll also be using simple maps and dice rolls, so I'm planning on using Roll20 for our needs, unless there is any argument against it.



What Timeframe?

I plan to play sessions of 3-4 hours in length, starting around 4-5 PM EST, on Mondays, Wednesdays, or Thursdays. The will be either weekly, or every other week, depending on player schedules.

What Characters are Appropriate?

The heroes are going to be fledgling adventurers, from the small tower-village of Butterbush in the countryside. Other than that, I won't dismiss any kind of character out of hand. One thing I'll be looking for above all are characters that are colorful, and sound fun to play a game about, so keep that in mind. Creating new facets for the setting to be part of a hero's back story is also fine, just make sure to explain things at least a little if you go 'out there' with the ideas.

As I said, any playbook, or race you can dream up is not only alright, but encouraged. Especially if I can use either in the setting somehow.



What's the Setting?

The setting is very much open to collaboration, but I plan to make it more then a bit over-the-top and fantastical. There is a tower housing a village, safe from monsters, where the heroes hail from, and more then a few strange locations and opportunities for fledgling adventurers around, but I'll mostly be improvising the setting based on the characters and players.

What's the Tone?

I like to run my games based more on exploration and interaction then straight up combat, but I'll be sure to give a bit of both for this game. I'm looking to run something lighthearted, and high adventure, first and foremost. I'll be injecting as much strangeness and magic into things as I can, and won't take things too seriously. The tone of the campaign as a whole will err towards heroic adventure and world saving shenanigans.



Interested in Playing?

Just post an app in this thread! It'll need a playbook, mostly filled out, and a short background, preferably one that adds something neat to the setting, and is interesting and eye-catching. Pictures of what kind of hero you have in mind aren't necessary, but always nifty. If you have a skype handle, or some other way to message you for questions, it's not necessary, but would help me out if you posted it in spoiler tags along with your app.

I'm looking for about 5 players in total.

I'll stop taking applicants, and begin making choices at 11:59 PM EST, March 1st

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King Cohort
Mar 14, 2010


The music and pictures here have really inspired me! I'm liking the sound of this game. This'll be my first time playing Dungeon World, and it seems like a good place to start.



THE LOFTKIN don't mind being called birdfolk, even if the speaker might mean it as an insult. Most of them will take it in stride, knowing that to be compared to their wind-weaving ancestors is to be compared to those who are truly free. Most loftkin are no longer capable of flight, due to either being too big or too small, but that does not stop them from expressing that freedom in their daily lives.

Loftkin range in size, shape and build just as much as birds do, from the fat, waddling forms of penguins to the long, lithe bodies of cranes. They can speak and think just as well as other thinking folk. Their one defining trait, aside from that, is their lack of one: loftkin are individualistic and free-spirited, and a wise man once said to expect only the unexpectable from them.

How the loftkin came to be is a story you'll hear differently from every one: a gift of sapience from the goddess Anere when a brave falcon flew half the world in a day to bring medicine to his dying hunter companion; a slow evolution from sparrows drinking at a magic-touched spring in the heart of the Woods of Mist; even a Great Fiend crafting the race from nothing to speed up entropy just a little bit more.

Regardless of their origins, loftkin in Butterbush loft mostly in the lower reaches of the village, where the trees and greenery are plentiful, or in the highest reaches, where they can almost weave the winds like their ancestors. Some in the low boughs serve as guards, scouts and greeters from their excellent vantage points of the earth below. Some high up the tower serve as merchants, artificers and cooks to the rest of Butterbush's inhabitants.

Cedric is one of the former: a guard by profession, whose passion and conviction never let him tire from his task.



Hatched in a brood of four amid the lower boughs, Cedric was always the first to alert his siblings to any approaching danger, driving off potential thieves from the nest with sheer foolhardy vociferousness. The urge to protect his two sisters and one brother, all smaller than he, grew into an urge to protect all the inhabitants of Butterbush as Cedric grew older. In his first trip in a scouting party, Cedric read the wind well enough to tell of an approaching pack of hunting cats across the emerald, river-crossed floodplains, and when they fell upon his party, they were ready: the hunting cats were cut down, and Cedric and his siblings made quite a bit of coin off their pelts. That was the first day Cedric's blade, one of few possessions his father left for him, tasted blood, and he's kept it with him ever since, sensing that it will taste more before his time is over.

That's not to say Cedric's without his vices: he can get overprotective of those closest to him and try to justify taking things for their use, as he did when the members of his scouting party tried to collect their share of the coin from the hunting cats' pelts. He guilted them into letting him have all of it with false stories of his family's supposedly wretched condition, although they sure didn't seem false in Cedric's view. His ego tends to balloon in size at the slightest hint of praise, too, which usually leaves it permanently inflated from the way his siblings look up to him.

Regardless, ever since seeing a glimpse of what lies beyond Butterbush's boughs, he has sworn to do whatever it takes to keep his village, his family, and his friends safe.

pre:
Cedric, the Fighter

"Shhh...I'm trying to listen. I won't let any evildoer get the drop on Cedric the Mighty."

Eager eyes, brushed feathers, dark skin, stocky body

Str 16 +2
Dex 12 +0
Con 15 +1
Int  8 -1
Wis 13 +1
Cha  9 +0

HP 25
Damage d10
1 armor

XP: 0
Good (Defend those weaker than you)
Loftkin (When you DISCERN REALITIES under the open sky, you may ask “What change does the wind carry?” instead of one of the questions listed.)

Bend Bars, Lift Gates
When you use pure strength to destroy an inanimate obstacle,
roll+Str. On a 10+, choose 3. On a 7-9 choose 2.
-It doesn’t take a very long time
-Nothing of value is damaged
-It doesn’t make an inordinate amount of noise
-You can fix the thing again without a lot of effort

Armored
You ignore the clumsy tag on armor you wear.

Signature Weapon (Legacy Blade)
Sword; Close, Serrated Edges (+1 damage), Sharp (+2 piercing); Ancient

Gear
Legacy Blade (2 weight)
Chainmail (1 armor, 1 weight)
Adventuring gear (5 uses, 1 weight)
2 Dungeon rations (5 uses each, 1 weight each)
2 Healing potions (0 weight)
Antitoxin (0 weight)
Poultices and herbs (1 weight)
Load: 7/28 (Strength score + 12)
My skype name is rageincarnate1. Let me know if you have any questions, or if I messed anything up.

King Cohort fucked around with this message at Feb 25, 2013 around 15:33

Megazver
Jan 13, 2006


It's a shame that Dungeon World doesn't have psychotic teddy bears.

MadRhetoric
Feb 18, 2011

I POSSESS QUESTIONABLE TASTE IN TOUHOU GAMES


Megazver posted:

It's a shame that Dungeon World doesn't have psychotic teddy bears.

A Druid with Thing-Taker

Moose King
Nov 5, 2009



I'm not sure if making animal people is going to be a thing for this, but I've always wanted to get my Redwall on in a game like this, so here goes. I've never played Dungeon World, but I have an okay grip on how it works, so hopefully that's not a problem.





Martin had never liked the tower that housed the village of Butterbush. It was too drat high. As far as he had heard, his folk hadn't ever felt quite at ease that high off the ground, that far away from the safety of the thick forest brush that their ancestors had called home for ages uncounted. But they had flocked to live in Butterbush all the same, just like every other being at the time of the Founding. The promise of sanctuary was too great to ignore in the wild, untamed world they had lived in back then. All through his juvenile life he would sneak out of Butterbush to explore the surrounding woodlands. He spent his time rummaging through old, abandoned houses, dodging patrols, and bringing pilfered antiques back to his mother, who was perpetually worried sick about her son's ventures. On one trip, a patrol caught him, and he was forbidden from leaving the safety of the village until he came into adulthood. That's why, on the day he became of age, he volunteered for the Butterbush Scout Corps.

Proving himself to be quicker than some and quieter than most, Martin is often sent ahead of parties to scout out hidden dangers in the forest. He's a good shot with a bow, as he's proven out in the wilds, and knows how to use a blade, but is still reluctant to take a life when there are other options to be had. He also has a knack for getting into places he shouldn't, mostly due to a strong sense of curiosity and a deep interest in artifacts from before the Founding, which is unusual for someone of the normally timid, unprying Mousefolk. He just wants to have a bit of adventure, and maybe find something unique to bring back home to Mom.



pre:
Martin, the Thief

Shifty eyes, messy fur, hooded head, common clothes, slim body

Str 15 +1
Dex 16 +2
Con 12 +0
Int  13 +1
Wis 9 +0
Cha  8 -1

HP 18
Damage d8
1 armor

XP: 0
Neutral (Avoid detection or infiltrate a location)
Mousefolk: You mastered the care and use of YELLOWBELL EXTRACT in addition to any other poisons from the POISONER MOVE:
-Yellowbell Extract (Applied): The Target becomes easily frightened of even mundane happenings.


Trap Expert
When you spend a moment to survey a dangerous area, roll+Dex. On a 10+, 
hold 3. On a 7-9, hold 1. Spend your hold to ask questions as you walk through the area.
-Is there a trap here and if so, what activates it?
-What happens when it is activated?
-What else is hidden here?

Tricks of the Trade
When you pick locks or disarm traps, roll+Dex. On a 10+, you do it no problem. On a 7-9, 
you do it, but with the DM's choice of danger, suspicion, or cost.

Backstab
When you attack a surprised or defenseless enemy with a melee weapon, you can choose to 
deal your damage or roll+Dex. On a 10+ choose two, on a 7-9 choose one.
-You don't get into melee with them
-You deal your damage+1d6
-You creat an advantage, +1 forward to you or an ally attacking it
-Reduce their armor by 1 until they repair it

Flexible Morals
When someone tries to detect your alignment, you can tell them any alignment you like

Poisoner
You’ve mastered the care and use of a poison. Choose a poison from the list below; that 
poison is no longer dan- gerous for you to use. You also start with three uses of the poison 
you choose. Whenever you have time to gather materials and a safe place to brew you can 
make three uses of the poison you choose for free. Note that some poisons are applied, 
meaning you have to carefully apply it to the target or something they eat or drink. Touch 
poisons just need to touch the target, they can even be used on the blade of a weapon.
-Oil of Tagit (applied): The target falls into a light sleep
-Bloodweed (touch): The target deals -1d4 damage on-
going until cured
-Goldenroot (applied): The target treats the next crea- ture they see as a trusted ally, until 
proved otherwise
-Serpent’s Tears (touch): Anyone dealing damage to the target rolls twice and takes the 
better result.

Gear
Rapier (Close, precise, 1 weight)
Ragged Bow (Near, 2 weight)
Bundle of arrows (3 ammo, 1 weight)
Leather Armor (1 armor, 1 weight)
Adventuring gear (1 weight)
Dungeon rations (5 uses, 1 weight)
3 uses of chosen poison (0 weight)
10 coins
Load: 7/24

Bonds
I stole something from Missy.
__________ has my back when things go wrong.
Rightly knows incriminating details about me. 
Circuit and I have a con running. 
My skype name is moosekingkotor, feel free to ask me any questions you have or correct the mistakes I'm sure I made in that playbook somewhere. I have PMs too, if you prefer that.


New Facts that I can remember from the thing
-Martin was kicked out of the Scouts for being too much of a loner and going off to scavenge old ruins and such. YOU'RE A LOOSE CANNON TURN IN YOUR BADGE AND GUN BOW
-A young mousepup named Matti looks up to Martin, like the older brother he never had.
-There is bad blood between Martin and the Mayor's son, Rook. Both were in the Scouts, and Rook was one of those guys who will climb over anyone and everyone to climb the social ladder. Martin was one of those.
-I unknowingly stole something from Missy's hoard. That's what she gets for leaving piles of shiny stuff in old abandoned ruins in the woods without a guard or a sign that says "Missy's Hoard, Don't Touch" or something.

Moose King fucked around with this message at Mar 7, 2013 around 02:25

Wahad
May 19, 2011

And when they shun their humanity, we welcome them here.


Moose King posted:

I'm not sure if making animal people is going to be a thing for this

It is now! I'm going along with the theme of making animal people because why not?



There's a lot of misconceptions about the Oursan. Many of the smaller folk in the world have their own rumours about how members of their kind were snatched up by Oursan raiders, up in the north where their communities are the strongest, never to be seen again. And while the bearfolk do suffer from a very territorial nature, it is for a good reason. Very few people not belonging to the Ours-born know that in the deepest heart of the mountains lies a mystical object, known as Steelclaw's Executor. Steelclaw, a legendary Oursan from time immemorial, was an arrogant warrior who boasted that he could conquer any foe. And indeed, his skill was great, for he had fought many dragons to claim and defend the home of his people. One day, a humble bearfolk shaman cautioned him that if he boasted any louder, the Great Bear, creator of the world, would certainly hear him and strike him down.

Steelclaw did not heed this warning and climbed to the highest mountain peak, where he roared mightily for the Great Bear to do his worst. It was his last deed, as a great burning rock fell from the sky onto the mountain. The peak shuddered and groaned and collapsed under the weight of the meteor, and Steelclaw's grave became a small valley. It was not long after that the bearfolk found that the rock held mystical properties - in exchange for taking their greatest protector from them, the Great Bear had provided them with magical gifts of their own. Ever since then, every Oursan has their own magical affinity, whether it is the force of the Great Bear himself, or the powers of the elements, or the affection of the ancestors. They defend their home with claw and magic, keeping as much knowledge of Steelclaw's Executor away from the outside world, lest the more evil races try to claim it for their own.

Certain bearfolk families also volunteer, every other generation or so, to leave the mountain communities and roam the world, lending their services to the good and wise, nipping evil in the bud so that it can never rise powerful enough to overwhelm the Oursan in their mountains.



Orville Silverpaw is part of a family of those volunteers. He and his family have settled in Butterbush, after a few years of travel. Living up to his father's legacy, Orville showed an early affinity for the Great Bear's force. It is said he was born under good omens and that he is a blessed bear, but he doesn't know how much of that is made up. Still, he put the Great Bear's force to good use, helping out the sick and wounded here and there with healing magics, and protecting the weak with his mighty paws (and the warhammer that they hold). But although his intentions are good, his manners leave a lot to be desired - he counters the preconceptions about his race with gruff answers and the occasional threat. Better to keep them afraid than to let them see the Oursan are not that threatening, lest they are overrun by a coalition.

pre:
Name: Orville Silverpaw

Look: Sharp Eyes, Strange Fur, Common Garb, Knobby Body

Stats:
Str 13 +1
Dex 9 +0
Con 15 +1
Int 12 +0
Wis 16 +2
Cha 8 -1

HP: 23
Damage: d6
Amor: 1

XP: 0
Good: Endanger yourself to heal another.
Bearfolk: Steelclaw's Executor gives you various magical powers. 
Choose one wizard spell. You can cast and be granted that spell as if it was a cleric spell.

Deity:
The Great Bear, Creator of the World, Protector of the Weak, Vanquisher of Evil
Domain: Healing and Restoration
Petition: Personal Victory

Divine Guidance
When you petition your deity according to the precept of your religion, 
you are granted some useful knowledge or boon related to your deity’s domain. 
The GM will tell you what.

Turn Undead
When you hold your holy symbol aloft and call on your deity for protection, roll+Wis. 
On a 7+, so long as you continue to pray and brandish your holy symbol, no undead may come within reach of you.
On a 10+, you also momentarily daze intelligent undead and cause mindless undead to flee. 
Aggression breaks the effects and they are able to act as normal. 
Intelligent undead may still find ways to harry you from afar. They’re clever like that.

Commune
When you spend uninterrupted time (an hour or so) in quiet communion with your deity, you:
- Lose any spells already granted to you.
- Are granted new spells of your choice whose total levels don’t exceed your own level+1, 
and none of which is a higher level than your own level.
- Prepare all of your rotes, which never count against your limit.

Cast a Spell
When you unleash a spell granted to you by your deity, roll+Wis. 
On a 10+, the spell is successfully cast and your deity does not revoke the spell, so you may cast it again. 
On a 7–9, the spell is cast, but choose one:
- You draw unwelcome attention or put yourself in a spot. The GM will tell you how.
- Your casting distances you from your deity —take -1 ongoing to cast a spell until the next time you commune. 
- After you cast it, the spell is revoked by your deity. 
You cannot cast the spell again until you commune and have it granted to you. 

Note that maintaining spells with ongoing effects will sometimes cause a penalty to your roll to cast a spell.

Gear:
Chainmail (1 armor, 1 weight)
Warhammer (close, 1 weight)
Adventuring gear (1 weight) 
Dungeon rations (5 uses, 1 weight)
Load: 4/23
My skype is royvde but I live in Europe so I'm not always available in mid-to-late EST hours.

Wahad fucked around with this message at Feb 25, 2013 around 20:48

Ningyou
Aug 14, 2005


edit: oh dear god sorry i wrote this up at the last minute and got carried away and andandand



Once upon a time, ages upon ages ago, dragons roamed the earth. (Okay so it's not *earth* earth but you get the idea) They ran roughshod over the land, taking as they pleased, laying waste to the countryside and deflowering defenseless knights and/or valiant maidens and bringing kings low before them and andandand and---

And then, at some point (also long ago! Centuries ago! Nobody remembers quite when it happened...), they simply...disappeared, or so the tales say. Of course, the stories about the great and terrible dregginfolk didn't fade away...no, no. They spread near and far and got twisted around in the way that folk stories often do, and now...


And now, they've become a bit like the Fair Folk of Butterbush.

"Leave a saucer of peppered milk outside your door every second fortnight or the dragons'll gobble up any food you leave unattended. AND I HOPE YOU'RE NOT TOO ATTACHED TO YOUR CAT, EITHER."
"Refuse a dragon hospitality? Three days hence, you'll find every article of clothing you have that isn't blue burnt to ashes."
"Mysterious disappearances in the forest? Strange voices and spooky lights in the darkness? MUST BE DRAGONS."

There's even the odd rumor or three about ways to compel dragonfolk to do this or that, but who knows if any of *that* holds water?


Of course, so many of the old stories aren't compleeeeeetely true, and while the dragons are more than a bit scarce nowadays, it's more because many of them tend toward reclusive lifestyles and hoarding than anything else. And, y'know, the occasional spot of being run out of less ~enlightened~ towns by pitchfork-wielding mobs because holy poo poo a dragon tends to dissuade you from being much of a people person.*

*Of course, some dragons have gotten around this by shapeshifting! See, thanks to their innately magical nature, many of them *can* shift forms, from human to human-shaped but a little bit dragon-y to the full-blown draconic form everyone knows and...well, maybe not *loves*, but...that everyone knows, let's leave it at that. Y'know, all pointier-than-normal teeth and talons and gouts of flame from her mouth and wings... they *can* shift, and some can look human enough to blend in, but it's one of those things where if someone doesn't teach you, the knowledge rarely comes on its own. [More on that in a bit.]

....whiiiich brings us to our intrepid adventuress, Melisandre.

Melisandre is curious, like a mouse! [or is it a cat? Do cats exist in this setting y/n I DON'T KNOOOOOOOOOW]

Melisandre is also quiet, like a mouse!

[if a mouse were crossbred with an elephant to make some horrid squeaking-trumpeting-stomping Island of Dr. Moreau monstrosity]

[basically what i'm saying is she's not subtle or stealthy AT ALL]

See, this is relevant! Once upon a time, WHEN DRAGONS ROAMED THE EAR--okay, *more* dragons...Melisandre was a little dragonling [okay so she's not little little but she's kinda short for a dreggin ._.; also, anything short of ~GREAT ANTEDILUVIAN WYRM OF THE WHEREVER~ is considered 'young' in dragon terms, so there] in a little cave [her parents believed in "instilling the oft-neglected value of independence in their children." Three guesses what that meant!] not far from a quaint little human village, and...she was not exactly the sort of creature you'd expect to have come out of one of the old tales, no. Not interested in supposedly normal dragony stuff like being a great terror of the skies and razing villages and whisking off princes and/or princesses to be ravished and ransomed and generally serving as a great terror of the wherever, not one bit! [okay, maybe a teeny bit.] You see...she was *curious* about non-stompyfirebreathingfolk, and so she tried to steal into town and observe its inhabitants a few times!

She tried *in broad daylight*, because her eyesight's a bit crap in the darkness. [Okay, so her cave wasn't so much a cave as a hollow in the side of a rocky hill.]

Three guesses how that turned out.

But, wait! After she'd scurried back to her Not Really A Cavern to sulk for the third time in a month, she heard the siren song of a minstrel on the winds! She was transfixed! She simply *had* to know how one could sound so beautiful! She scrambled out, excited beyond all sense like a big green puppy...

...and scared the crap out of the poor bard, who ran as far and as fast in the opposite direction as his spindly legs could carry him. And so she stood there, shoulders slumped, head hung low, crestfallen as all get-out...

But then, *then* she realized he dropped something. "WHAT DOES MEAN I DON'T EVEN THIS,"* she gasped! It was some kind of...minstrel's-book, perhaps? A squat, thick volume, bound in cracked red leather...the pages were full of a flowing script that *resembled* the human words of which she had a cobbled-together sort of understanding, but there was something different, *strange* about it, something that made the script indecipherable...
*not a direct quote

She simply *had* to know more about the book! But...she couldn't enter town, not as she was, and get help...but, wait! She remembered something her mother had whispered, once upon a time...

Dragonfolk could *change* themselves, wrap themselves in glamours or perhaps even alter their forms to blend in with the humanfolk, couldn't they? All they had to do was seek the power within...

And so Melisandre tried to find the power within, and....nope.jpeg

She ended up stuck in a kind of halfway-form, more human-shaped than before but bearing green skin and scales and a stupid *tail* [what is this i don't even humans don't *have* tails! And it's not even the fun prehensile kind where you can use it to snap up ye olde tankardes of meade in the tavern or whatever. It just *hangs there!* WHAT IS THIS BULLSHIT], and so she just said screw it, stormed into town, and growled at a particularly scholarly-looking old fellow [glasses and a robe mean they're a smart human, right? r-right?] 'til he told her what he thought it was: "A tome of magical secrets, or perhaps a book of hymns, or oh gods please don't swallow me whole terrifying dragon woman"

As the book came from a bard, that second one made sense! She was just about to ask how to *pronounce* the words in the book when the angry mob showed up...
...and from that point onward, Melisandre, the angsty dreggin who only wanted to fit in became Melisandre, the itinerant bard! She traveled awhile, looking for someone to translate the words and notes within, got part of it translated after a good deal of growling and bluster and then finally asking politely, got some DAPPER rear end VESTMENTS from a traveling merchant who found the prospect of a talking, clothes-wearing dreggin too curious and charming to pass up, and then...

And then, she came upon Butterbush! Conventional dreggin wisdom holds that Important People and also delicious meals can be found in towers, so a tower-city was just...she couldn't pass up this wonderful opportunity!

quote:

Melisandre "Missy" Aæliiet
Race: Dragon
Class: Bard
Look: Fiery Eyes, Stylish Cap, Finery, Well-fed Body (okayso i couldn't find any well-fed dragonlady pictures so let's just say it's allllll in her bangin' dragon rear end I guess?)
Alignment: Good (perform your art to aid someone else)

Stats:
16 Cha (+2)
15 Con (+1)
13 Int (+1)
12 Str (+0)
9 Dex (+0)
8 Wis (-1)

HP: 22
1d6 damage
Armor: 0

Starting Moves:
Dragon/bard racial move: When you first enter a civilized settlement someone who respects the custom of hospitality to AN ACTUAL IRL DRAGON JESUS loving poo poopleasedon'teatme will take you in as their guest.

Arcane Art
When you weave a performance into a basic spell, choose
an ally and an effect:
 Heal 1d8 damage
 +1d4 forward to damage
 Their mind is shaken clear of one enchantment
 The next time someone successfully assists the target
with aid, they get +2 instead of +1
Then roll+Cha. On a 10+, the ally gets the selected effect.
On a 7-9, your spell still works, but you draw unwanted attention
or your magic reverberates to other targets affecting
them as well, GM’s choice.

Bardic Lore (specialty: A Bestiary of Creatures Unusual)
When you first encounter an important creature, location,
or item (your call) covered by your bardic lore you can
ask the GM any one question about it; the GM will answer
truthfully. The GM may then ask you what tale, song, or
legend you heard that information in.

Charming and Open
When you speak frankly with someone, you can ask their
player a question from the list below. They must answer it
truthfully, then they may ask you a question from the list
(which you must answer truthfully).
 Whom do you serve?
 What do you wish I would do?
 How can I get you to ______?
 What are you really feeling right now?
 What do you most desire?

A Port in the Storm
When you return to a civilized settlement you’ve visited
before, tell the GM when you were last here. They’ll tell
you how it’s changed since then.


Gear (9+12 Str = 21)
A songbook in a forgotten tongue (0 weight)
Ostentatious clothes (blah blah dragon ladies is pimps too etc. blah blarg 0 weight)
Worn Bow + bundle of arrows + short sword (4 weight)
3 coins
Dungeon rations (5 uses, 1 weight)

WEEOOOWEEOOOWEEOOO UPDATE

Bonds:

I am sure that ______ stole a trinket from my hoard. (Circuit) (SERIOUSLY HE'S loving MADE OF SHINY BITS AND BOBS HE CLEARLY STOLE SHINY BITS AND PERHAPS ALSO SOME BOBS FROM ME TO MAKE HIM MORE SHINY)
______ made a pact with me in exchange for lost knowledge. (yet to be determined)
______ thinks too highly of themselves, for one so very small. (Rightly) (TEENY TINY holy poo poo)

Ningyou fucked around with this message at Mar 6, 2013 around 00:55

Radioactive Bears
Jun 27, 2012

THUNDERDOME LOSER

I take load as Strength+Class specific modifier, so bump them numbers up folks.

King Cohort
Mar 14, 2010


Ningyou posted:

Oh hey look more animalfolk, kinda-sorta.

I'm not sure how well Melisandre or her race fit in with the rest of the applicants, but I like the idea behind it and you've clearly put a lot of thought into this. I'm looking forward to seeing the bits in progress.

Chaltab
Feb 16, 2011

So shocked someone got me an avatar!




Lux, the Vampire Paladin

Long, long ago, but not as long ago as when the Dragons ruled the world, the world was dominated by an even more fearsome and merciless creature: homo sapiens. The last great human empire fell when they summoned the Bat Demon Lord, who slaughtered dozens of humans and turned the rest into his vampire thralls. Eventually, they got tired of being thralls and killed the Bat Demon Lord, saying--in loose translation, "screw you, we don't want to be your stinking thralls no more!"

Unfortunately, the Bat Demon Lord put a curse on his 'children'--forever would they be creatures of the night, unable to bear the light of the sun. The vampires decided the solution to this problem was to kick the dwarves out of their cities and live in them. And so unlife went on for centuries, until the discovery of SPF 50 sun oil. While babies and the elderly among the vampires shouldn't expose themselves to the rays of the sun, adults of adventuring age are finally starting to leave the old caverns and explore the world once again.

One such vampire was named Lux.

pre:
Lux, the Paladin

"Oh I like blood just as much as the next vampire, but I don't drink my friends."

Glowing eyes, helmet, fancy holy symbol, fit body

Str 16 +2
Dex 8 -1
Con 9 +0
Int 12 +0
Wis 13 +1
Cha  15 +1

HP 19
Damage d10
2 armor

XP: 0
Good (Defend those weaker than you)
[post]Human (When you pray for guidance, even for a moment, and ask, 
“What here is evil?” the GM will tell you, honestly.)

Lay on Hands (Cha)
When you touch someone, skin to skin, and pray for their well-being , roll+CHA. 
On a 10+ you heal 1d8 damage or remove one disease. 
On a 7–9, they are healed, but the damage or disease is transferred to you.

Armored
You ignore the clumsy tag on armor you wear.

I Am the Law (LAAAWWGGGHHH!)
When you give an NPC an order based on your divine authority, roll+Cha. 
On a 7+, they choose one:
   - Do what you say
   - Back away cautiously, then flee
   - Attack you

On a 10+, you also take +1 forward against them. 
On a miss, they do as they please and you take -1 forward against them.

Quest
When you dedicate yourself to a mission through prayer and ritual cleansing, 
state what you set out to do:

    Slay _______, a great blight on the land
    Defend _______ from the iniquities that beset them
    Discover the truth of _______

Then choose up to two boons:
    An unwavering sense of direction to _______.
    Invulnerability to _______ (e.g., edged weapons, fire, enchantment, etc.)
    A mark of divine authority
    Senses that pierce lies
    A voice that transcends language
    A freedom from hunger, thirst, and sleep

The GM will then tell you what vow or vows is required of you to maintain your blessing:
    Honor (forbidden: cowardly tactics and tricks)
    Temperance (forbidden: gluttony in food, drink, and pleasure of the flesh)
    Piety (required: observance of daily holy services)
    Valor (forbidden: suffering an evil creature to live)
    Truth (forbidden: lies)
    Hospitality (required: comfort to those in need, no matter who they are)

Gear
Halberd (1 reach, +1 damage, two-handed, 2 weight)
Scale Armor(2 armor, 3 weight)
Adventuring gear (5 uses, 1 weight)
1 Blood Rations (5 uses each, 1 weight each)
1 Healing potion (0 weight)

Load: 11/28 (Strength score + 12)
My Skype is Chaltab

Chaltab fucked around with this message at Feb 26, 2013 around 07:41

Megazver
Jan 13, 2006




Otto the (Spellslinger refluffed) Gunslinger

Imagine carrying the killing power of twelve loaded crossbows on you at all times. Imagine being able to wield it with one hand. Imagine yourself being a lot more confident about being rude to people. That's called a 'gun'. Now imagine your crotch forever being just one dropped candle away from flying over the horizon in a flaming ball of fire and regret. That's called 'gunpowder'.

Three years ago, Otto Tal invented both. Today, he's a former sky pirate, mercenary, archeologist, ruler of a small oceanic tribe of cannibal penguin-people, rock star, spy, and, for five surprisingly fulfilling weeks, a pony rescuscitation specialist.

Now it's time to give adventuring a try.

pre:
Otto the Gunslinger

Race: Human

Look: Styled blond hair, snazzy clothes, wry smirk, calculating eyes

Str  8 -1
Dex 16 +2
Con  9  0
Int 12  0
Wis 15 +1
Cha 13 +1

HP 17
D8 Damage
AC 1

XP 0
Alignment: Good (Step in to help the defenseless against persecution)
Race: Human Inventor-Person! (Your handiness with the guns grants you one extra level 1-5 Trick Shot at character creation)

Moves:

Magic Wand
This is your wand. There are many like it, but this one is yours. You have crafted it, and shed your 
blood on it, bonding it to you.

(Worn but well maintained revolver-cannon with ivory inlays.)

Runes of Power
You skin is marked with glowing Runes, proof and focus for your arcane power. When you start at level
 1, choose 2 Runes from the 1-5 list for Runes of Power .  When you gain a level and mark your skin,
 choose a new Rune from the Runes of Power list appropriate to your level.

(Gun modified with various gadgets to do trick shots)

Spellshot (DEX)
When you aim your magic wand and fire a magic bolt at an enemy, Choose to do your class damage or 
select a Rune from your learned Runes of Power list and  Roll +DEX. On a 10+, your spellshot hits, and 
does damage or the Rune triggers. On a 7-9, the shot hits but choose 1:
 You have to take several shots, placing someone or something nearby in danger, The GM will tell you how.
You are disrupted by magical feedback; take -1 forward on your next magical action.
One of your runes affects you, GM’s choice.

(Said trick shots)

Wanted (WIS)
When you enter a village, town, or city and decide to check the Wanted posters, Roll +WIS. *On a 10+ 
you are told of 2 local threats (criminals or monsters), the reward for capturing or killing them, and
 take +1 ongoing against each of them. *On a 7-9 you are told of 1 local threat (criminals or 
monsters), the reward for capturing or killing them, and take +1 ongoing against it. *On a miss,
 there’s a wanted poster of you! The reward for you is your level x10 coin. Take -1 ongoing when 
dealing peacefully with any figure of law while in town.

Unwelcome traveler
When you deal with sedentary business owner, agents of the Law (who technically can’t arrest you) and 
other particularly straight-laced folk, you can use “My willingness to leave town” as leverage to 
Parlay.

Gear (20-ish Load):
dungeon ration (5 uses 1w)
Leather Outfit (1 AC 1w)
A short sword (close, 1w) 
Healing potion 

Runes/Trick shots:

Chill (+1 forward for next physical attack)
Disarm
Weaken (next time enemy attacks -2 damage)

Bonds: 

We'll see who gets picked.
Figured I'd make the token human.

EDIT: I've looked at both Gunslinger classes and realized they're kind of broken. So I am going to go with Spellslinger instead, but refluff it because I actually still like the background I came up with yesterday. I am keeping the original wording on the character sheet for now so you could take a look at it before I start changing the fluff, but the wand will be a gun and the runes of power will be Hawkeye-style trick shots. I'll also take the Elf race power despite being human, because having an extra trick shot fits the background of "the first guy to invent gun in this setting" and race powers usually seem pretty random to me to be honest.

Megazver fucked around with this message at Feb 27, 2013 around 05:53

PublicOpinion
Oct 20, 2010

Her style is new but the face is the same as it was so long ago...


Nuts, I just finished working up my own paladin. I can find something else if Radioactive Bears doesn't want people doubling up.


Old design on the left

Constable Rightly Going Forward, Human Templar

The Order of Arymavon is a respected knightly order dedicated to the Truth. While they don't have any official legal powers, Arymavon trained investigators are renowned for their canny deductions and sleuthing prowess. Constable Rightly is... not so hot at investigation. Boundless enthusiasm and having read a boatload of books can hardly make up for being semi-oblivious to your surroundings.

But those nay-sayers at the academy will soon be proven wrong, as Constable Rightly Going Forward will take her badge and her notebook and her incredibly large axe normal sized sword, but also a pistol! and break down every barrier standing between her and the Truth.

pre:
Constable Rightly, The Paladin Templar!

Fiery eyes, styled hair, fancy holy symbol, and a fit body

STR:  9 +0
DEX: 13 +1
CON: 12 +0
INT: 15 +1
WIS:  8 -1
CHA: 16 +2

HP: 22
Damage: d8
Armor: 1

Good: Endanger yourself to protect someone weaker than you.

Human: You tend to ignore wounds you shouldn't. When you suffer a
debility, you may take 2 damage to take +1 forward to your
next roll using that stat.

Starting Moves:

It's Not Them You Should Be Afraid Of
When you are at an ally's back and they flounder, you can give them some "encouragement."
You can Aid an ally with any action as long as they can hear you threatening them. If you are
also close enough you could hurt them, take +1 to your Aid roll.

I Am the Law
When you give an NPC an order based on your position of power, roll+CHA. On a hit,
they choose one:
• Do what you say
• Back away cautiously, then flee
• Attack you
On a 10+, you also take +1 forward against them. On a miss, they do as they please and
you take -1 forward against them.

Inquisition
When you and an NPC have a private chat, roll+CHA. On a 10+, hold 3. On a 7-9, hold 2.
On a 6-, hold 1, but the NPC will try to run away or attack you. Spend your hold 1 for 1 on
the following:
• You find out who they work for and why.
• You find out their goal and how far they'll go to get it.
• You find out if they intend to harm anyone, and if so, who.
• You find out if they are hiding something, and if so, what.
After hearing their answers, you can put serious pressure on them for more - break some
bones, threaten loved ones, or something similar. If you do, take +1 hold, but the NPC
will never want anything to do with you ever again.

Unrelenting
When you are in no condition to continue but do so anyway, roll +CON. On a 10+,
choose both. On a 7-9, choose one. On a miss, choose one, but your condition worsens
significantly: you take 1d8 damage as you push yourself beyond your limits.

• You ignore your debilities and injuries until the moment before you accomplish your
immediate goal. Until then, you take action as if you were perfectly fine.

• You stay standing and will not fall. One ally of your choice gets +1 ongoing as long as
you stay standing.

When you hit 0 HP while you are Unrelenting, you keep going and do not take your Last
Breath until you fall or your goal is accomplished, whichever comes first.

When you die while you are Unrelenting, take +1 to your Last Breath.

Gear

-Dungeon Rations (5 uses, 1 weight)
-3 sets of manacles (1 weight/manacle (total 3 weight)
-Short sword (close, +1 damage, 1 weight)
-Flintlock pistol (near, reload, unreliable, +1 damage, 1 weight) w/ 3 ammo
-Inquisitor's overcoat (1 armor, 1 weight)
-Adventuring gear (5 uses, 1 weight) and antitoxin
-Spare dagger (hand, thrown, 1 weight) and 5 coin
-Well-polished badge of office (0 weight)

Load: 9/21 (12+str)

Bonds:
Fill in the name of one of your companions in at least one:
Missy’s misguided behavior could be a problem.
_______________ ratted out a heretic. I can trust them.
Lux is suspicious. I've put them on my list.
I want to take Circuit under my wing.
I won't take any flak from _______________ . They need to
know their place.
Previously unknown facts:
-1/64th elf
-Inspired to join the order by her grandfather, who was killed by pirates (in the line of duty?)
-Not actually a member of the order--did not graduate from constabulary academy. Disillusioned by the current order's lack of ideological purity. Does not see any hypocrisy in being devoted to the Truth while also passing herself off as a member of an order she is not a part of.
-Loves bourbon.
-Life saved by Circuit at some point.
-Has incriminating information about Mouse.
-Looked down on by Missy.
-Is suspected of not actually being human by Lux.

Skype is public.opinion.sa

PublicOpinion fucked around with this message at Mar 5, 2013 around 02:55

unzealous
Mar 24, 2009

Yare yare daze



Circuit Maximus, Automaton Gladiator

Kept in an underground fighting ring for years, he was the main attraction, the unstoppable metal man. Yet he yearned for freedom, even if he didn't really understand why, or what he would do if he got it. He knew it was important, so in a cunning ruse he took a dive, falling before another fighter, and as they wheeled him outside of the Colosseum he sprang to life, and with help from a mysterious stranger, escaper, eager to start a life of his own. A life that will probably still revolve around murdering things, but now he gets to choose, which is important.

Since then he's been focused on making himself anew, a resurrection of sorts. He's focused on spreading his name and words of his deeds far and wide so everyone knows of him and his exploits. Whatever job you have, he's willing to do it. Assassin, bodyguard, painter, dog walker, leaf raker, it doesn't matter. As long as he gets to meet new people and tell them of his skills and prowess, so that they tell others, it's acceptable to him.

pre:
Circuit Maximus, Automaton Gladiator

Glowing Eyes, intricate etchings, scarred body, themed costume

STR: 16(+2)
DEX: 12(+0)
CON: 15(+1)
INT: 12(+0)
WIS: 9 (-1)
CHA: 13(+1)

HP:25
Damage: d10
Armor: 1

Neutral: Chase personal glory, no matter the risks

Automaton: By Iron Sustained: If a move tells you to mark off rations, ignore it. 
You're a robot, why would you need to eat?
Metal Man: You can't be healed by mundane or magical means; instead, you or someone else can perform
repairs on you whenever you Make Camp or Recover, letting you heal as normal. Additionally, when you
take a Last Breath and roll a 7-9, you deactivate and go into standby mode until someone can repair 
you, the GM will tell you what that'll require.

Starting Moves:
Arsenal
Years of fighting unpredictable foes in the arena have taught you to be prepared for just
about anything. In addition to whatever primary weapons you carry, you’re loaded down
with lethal oddments: bone darts, obsidian knives, razor-edged gloves, whatever. Your
arsenal is abstract, disposable, not really a “thing.”

When you go into battle fully equipped, you have 2-arsenal. You can have a maximum
of 3-arsenal at any time.
Choose a look for your arsenal: His arsenal is a wide array of gleaming, angular, metal weapons.
 Shined to a mirror finish and machined to exacting dimensions. 

Right Tool for the Job
At any time you can spend your arsenal, one-for-one, on the following effects.
• Add a weapon tag from the list or any range tag to your weapon for one move. (The
Range tags are: Hand, Close, Reach, Near, Far)
• Treat a single damage die as though it had rolled the maximum value.

He's Not Using It Anymore
When you kill an armed enemy,gain 1-arsenal.

Are You Not Entertained? (CHA)
When you grandstand for the benefit of anyone watching, roll+Cha. On a 10+, take +1
ongoing until you roll a 6- on a move or your audience leaves. On a 7-9,take +1 forward
instead.

Gear:
Beast Hide Armor (1 Armor, 1 Weight)
Adventuring Gear (5 Uses)
The Impaler (Close, 2-Piercing, Messy, 2 Weight)
Forearm Blade (Hand, +1 Armor, Messy, 2 Weight)
Wicked Knife (Hand, Messy, 1 Weight)
Battle Axe (Close, Messy, 1 Weight)
3 Healing Potions
Bonds:
Rightly would be dead if it weren't for me. I assisted him in the apprehension of a dangerous criminal.
I made Martin a lot of money with my victories, mainly in betting and giving him access to the various bits, pieces, detritus and smaller body parts from in the arena.
Lux bet against me once. Once. Never Again. On the plus side, blood everywhere so it was still a net win.

unzealous fucked around with this message at Mar 5, 2013 around 21:35

Radioactive Bears
Jun 27, 2012

THUNDERDOME LOSER

I'll be making picks in a little over 10 hours, a bit before midnight EST. If anybody has any last minute apps to throw down, now's the time.

Viscardus
Jun 1, 2011

Thus equipped by fortune, physique, and character, he was naturally indomitable, and subordinate to no one in the world.


Whisper, the Mnemos Mage

Theories of the origin of the Mnemos are as varied as attitudes toward them. They were the idle creations of a long-dead goddess. They were the calculated experiment of an ancient mage-king. They were a council of wizards’ attempts at immortality.

All that is really known is that a few hundred of them – or perhaps a few thousand – were created thousands of years ago, and as far as anyone knows, none have been created since. Rather, each Mnemos is immortal – unaging in life and reborn in death, albeit it in an entirely new form. When a Mnemos dies, his or her physical body slowly disappears as if evaporating or disintegrating, leaving behind only a small gem at the core of the Mnemos’s body. After two to three weeks, the gem generates a new body around it, which can be of any age or sex. While seemingly random, the next iteration of a Mnemos is usually influenced by the memories and experiences of its prior form, as well as by its previous personalities. Mnemos are always humanoid, and usually resemble humans or elves, although occasionally they can have stranger appearances. Most Mnemos have at least some unusual or exotic features, such as unusual hair or eye colours or strange skin patterns. A reborn Mnemos retains most of the basic skills and knowledge of its previous form, but almost none of the memories or more specialized skills.

Attitudes toward Mnemos are mixed, though they are uncommon enough that few have particularly strong feelings toward them. Most view them with some mix of suspicion at their strangeness and awe at their magical nature. Whether Mnemos can be reliably identified is another matter, largely due to the variety in their appearances. Mnemos can often be mistaken for unusual-looking humans, elves, or other humanoid races. Even when their magical natures are identified, they are often erroneously associated with the fae.

Whisper is a Mnemos reborn just over four years ago, though she has the appearance of a female human of approximately 16-20 years of age. She was “born” in Butterbush after the death of her previous form, about whom she knows little. All that she has been able to find out is that he called himself Magnus and arrived in Butterbush while seriously ill with an unknown disease, lingering just a few days before passing away.

Whisper was reborn just under three weeks later in the house of the elderly physician who had cared for Magnus in his last days. She had recognized his nature after his death and taken home his gem in order to give his next form a safe rebirth into the world. Once Whisper was born, the physician gave her a place to stay while she acclimated herself to her new life.

The nature of the Mnemos is such that Whisper did not have a childhood – she came into the world fully capable of fending for herself, albeit a little immature. She has lived in Butterbush for four years now, largely making her own way as she explores her new life. She quickly developed a talent for magic, and has since found employment in the town's sole magic shop.

Whisper is a generally a cheerful character with a remarkable love of life. Exploration and adventure are her favourite pastimes, and she knows the hidden nooks and crannies of the town as well as someone who has lived there for decades. Recently she has found her curiosity outgrowing the bounds of Butterbush, however, and the lure of venturing beyond the town’s tower is ever-present.

The desire to find out more about her past incarnations is a motivating factor as well, and Whisper hopes that she will one day have the opportunity to travel the world and retrace the steps of her former selves.

pre:
Whisper, the Mage

Sharp Eyes, Styled Hair, Stylish Robes, Thin Body

Str 8  (-1)
Dex 13 (+1)
Con 12 (0)
Int 16 (+2)
Wis 9  (0)
Cha 15 (+1)

HP: 16
Damage: d4
Armour: 0

XP: 0
Good (Use magic to directly aid another)
Mnemos (Your Arcane Learning move applies to matters of history as well as magic)

Arcane Learning
You are a font of esoteric knowledge. When you Spout Lore or Discern Realities about something magical or otherwise arcane,
on a 10+ the GM will also tell you a little-known secret about the subject.

Cast a Spell (INT)
When you weave a spell to help solve a problem, describe it and roll +INT. Spells cast this way can never deal damage directly.
On a 10+, the spell certainly helps, but choose one. On a 7-9, the spell takes effect, but the choose two:
• Your spell won't last long – you'll need to hurry to take advantage of it.
• Your spell affects either much more or much less than you wanted it to. 
• Your spell has unforeseen side effects, and might draw unwanted attention.
• The casting saps your energy. You take -1 ongoing to INT until you have a few minutes 
to clear your head.
On a miss, something's gone horribly wrong. Your spell may well have worked, but you 
will regret casting it.

Spell Focus
Your magical studies are centered on a particular kind of magic, an aspect of the metaphysical world
from which you take inspiration. When you first learn magic, select a Focus from the list, and record it below.
There is more information on Spell Foci on the attached page.

When you weave a spell that is Aligned to your Focus, your modifier to the roll can't be less than +1.
When you weave a spell that is neither Aligned nor Opposed to your Focus, take -1 to the roll.
You can never weave a spell if it is Opposed to your focus.

Focus: The Mask
Look: Eternal Smile
Aligned: Mislead Others, Avoid Notice, Cunning or Elaborate Plans
Opposed: Break the Facade, Using Brute Force

Counterspell (INT)
When you counter a magical spell as it is cast, roll +INT. On a 10+, choose 2. 
On a 7-9, choose 1:
• The spell deals no damage.
• The spell's effects are superficial and temporary.
• You take +1 forward against the caster.
• Use Black Magic against the caster immediately, even if you don't have the move. You don't need to specify a Range tag.

Gear:
Bag of Books (5 uses, 2 weight)
4 Healing Potions (0 weight)
Staff (close, two-handed, 1 weight)
Dungeon Rations (5 uses, 1 weight)
Arcane Treasure – Necklace (1 weight)
Load: 5/15

Viscardus fucked around with this message at Mar 1, 2013 around 21:19

stoutfish
Oct 8, 2012

Life is but a dream
Swimming Beneath the Azure Sea


I'm a horrible procrastinator but came up with a character concept like a week ago. I'll just use loftkin I guess. I think my stuff may be off but too late for that now!


Sigfried is a strange bird. He spends his days running numbers in his head, thinking of absurd solutions to common every day problems, and talking to a sock puppet. Once, he tied a string to a tub of hot water out side a window, when a messenger came to his door to force Sigfried to a hunt as a rite of adulthood, the act of opening the door pulled a levy which caused hot water to spill on dry ice from below. Sigfried declared this as an omen, citing an old legend that the first born (in this case he was an only child) must be prohibited to hunt when fog rolls in that day. He considers himself far too intelligent for the likes of butterbush, someone as charismatic and ingenious as he has a greater fate in store. Sigfried is quick to assert himself as a leader and criticize others for their faults.

Issac, Sigfried's loyal servant, is a sentient silk sock puppet that Sigfried carries on him at all time. He can speak, but only Sigfried can hear him. Also functions a refluffed parrying dagger.

quote:


Sigfried, the Mastermind

"I've never been wrong in my entire life. Isn't that right Issac?"

Calm eyes, Wild feathers, thin body

Str 9 +0
Dex 12 +0
Con 8 -1
Int 15 +1
Wis 13 +1
Cha 16 +2

HP 18
Damage d6
1 armor

XP: 0
Neutral (Outsmart your enemy.)
Loftkin (When you Parley with a friendly npc, they may give you a gift.)

All according to plan:

When you get into danger in a location where you or someone loyal to you has had time to prepare, roll +int. On 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 but something goes horribly wrong, Gm decides. When you spend hold:
Something explodes or hidden allies attack: deal your damage to all enemies in the trap.
A passage opens up or is sealed off.
A convenient distraction makes an allies failed Hack and Slash, Volley, Defend, or Defy Danger work as they rolled a 7.

Monologue
When you give a grandiose speech about your plans or motivations (actual or made up) roll +cha. On a hit, you have the full attention of your audience, and they are unable to do anything until you stop talking. On a 10+, your speech builds to a climatic action, you gain +1 forward to any move you make at the end of your speech. On a miss you should of kept your mouth shut.

My loyal Servant
You have a servant, describe them. They are a hireling with no cost and no skills, and you do not need to make a loyalty move to make them do something dangerous. Your servant may never be permanently lost, although getting them back may require some work.


Gear
Dungeon Rations (5 uses, 1 weight)
short sword (close, 1 weight)
parrying dagger (+1 armor, hand, 1 weight)
Hand Crossbow (Near, Reload, 1 weight)
Adventuring gear (5 uses, 1 weight)
Healing potion (0 weight)

Radioactive Bears
Jun 27, 2012

THUNDERDOME LOSER

Alright! I'm done taking apps for characters, and I'll start making picks and posting them in this thread soon.

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Radioactive Bears
Jun 27, 2012

THUNDERDOME LOSER

Picks are as follows:

Moose King playing Martin

Ningyou playing "Missy"

Chaltab playing Lux

PublicOpinion playing Rightly

and Unzealous playing Circuit Maximus

---

Everyone had pretty good characters, so when I made picks I tried to get a group that seems like it would have a fun dynamic. Thanks everybody for apping.

Chaltab and PublicOpinion get in contact with me over skype again when you have time!

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