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FrozenGoldfishGod
Oct 29, 2009

JUST LOOK AT THIS SHIT POST!


Fifteen years ago, the War swept across the land. Nobody's sure what exactly started it, or why it spread so fast; all anyone knows is that before anyone even really knew what was going on, the whole drat continent was fighting. It was long, it was bloody, and in the end it didn't really seem to solve a drat thing. A massive summit, called by the ruler of the most populous human nation, finally managed to secure a peace about two years ago. Since then, every nation and people involved in the fight have gradually been standing down, disarming and stepping back from their readiness to fight - which is where you come in.

You're ex-soldiers in this war. Some soldiers managed to return to a nice, peaceful life, but for whatever reason, you just couldn't. Fortunately, there's plenty of other threats out there, and lots of work for someone who's not afraid to bust some heads. Better get cracking.


Yet another Dungeon World game! The world is recovering from a massively destructive war, and dark things have crept in, threatening the stability of the world and bringing their shinies with them! We'll be playing via Roll20 pretty much primarily, so I'll need anyone interested to post their availability.

I'm available any weekday except Tuesday after 4 PM US Pacific Time, and ideally I'd like to aim for playing at least once a week.

You can play any of the basic Dungeon World classes, and any of Gnome7's classes. Other classes I'll need to look over the class before permitting it, but feel free to apply! I'll be taking 4-5 players for this one, and you have until Wednesday, March 13th to apply. Feel free to ask any questions you might have, I'll be checking this thread and my PMs often.

When creating your characters, make sure to answer the following questions:
What was your role in your nation's military?
What made it impossible for you to just settle down afterwards?

Hold off on filling out Bonds until the players are chosen, but feel free to flesh out details about your character's nation or specific incidents in the War in your character's background, since I don't really have a lot of concrete details nailed down about the War, its causes, or its impact at the ground level laid out.

FrozenGoldfishGod fucked around with this message at Mar 9, 2013 around 03:40

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CapitalistPig
Nov 3, 2005

Just Pig Bein' Pig!


Sorry scratch that, I won't be able to do Roll20 I should've been paying attention.

TheLawinator
Apr 12, 2012

Competence on the battlefield is a myth. The side which screws up next to last wins, it's as simple as that.

I am super down for this, I'll write up something tomorrow probably.

Ich
Feb 6, 2013


This sounds great, but I wasn't paying attention either.
I can't do Roll 20 either, but, if this changes to pbp, count me in.

Ich fucked around with this message at Mar 9, 2013 around 07:58

Wahad
May 19, 2011

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


I am down for this. My ideal times would be Friday and Saturday starting at 4pm PST - if it starts any later I'll run into problems owing to living in Europe - but I can do other weekdays as well. Earlier times would also be lovely, if it can be managed.



William wasn't actually part of the military of the (former) Empire of the Sun. But when the war came, the Priests of the Light ordained that everybody must do their part, and he got conscripted as a wardrummer, as his gift for music was "like the radiance of the Sun", to hear some of the soldiers say it. So he would ride into battle on his trusty steed, rising high above the others, and his drums rang across the field, inspiring the men and making their enemies cower.

But even with all the might of the Sun behind them and the not inconsiderable size of their army, the Empire of the Sun suffered perhaps the most severe losses of all the nations. Its government was dissolved in the treaty, the Priests of Light lost their flock, and many refugees took off to find solace in other lands, among them William. For it was in one of the last battles, the skirmish at Dawnford, that his regiment was ambushed from all sides, and he was knocked from his steed. It wasn't until he awoke a few hours later - the soldiers had thought him dead when he fell - that he realized he was the only survivor. Not even his mount was anywhere to be seen or summoned. So now, William is a travelling bard, occasionally drumming out a tune for a few coins, looking for his lost best friend. His songs cover many of the War's major battles, but also from wars of the past.

(Note; This character a bard but will take Multiclass Dabbler at level 2 to pick up "Faithful Steed" from wrl's Knight class, when he'll have found his mount. It's not a whole class from outside your paramaters but hopefully it's still fine, because I think it's a really neat idea flavor wise to have a wardrummer bard.)

pre:
Name: William Lightborn
Look: Knowing Eyes, Fancy Hair, Travelling Clothes, Thin Body
Class: Bard

Human When you first enter a civilized settlement,
someone who respects the custom of hospitality to minstrels will take you in as their guest.
Good Perform your art to aid someone else.

HP: 15
Damage: d6
Armor: 1

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

Moves

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
Choose an area of expertise:
 - Grand Histories of the Known World
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
Standard issue military drum (0 weight)
Leather Armor (1 armor, 1 weight)
Dueling Rapier (close, precise, 1 weight)
Halfling Pipeleaf (0 weight)
3 coins
Dungeon Rations (5 uses, 1 weight)
Load: 3/9

Bonds
This is not my first adventure with _______________.
I sang stories of _______________ long before I ever met them in person.
_______________ is often the butt of my jokes.
I am writing a ballad about the adventures of _______________.
_______________ trusted me with a secret.
_______________ does not trust me, and for good reason.

Wahad fucked around with this message at Mar 9, 2013 around 11:35

FrozenGoldfishGod
Oct 29, 2009

JUST LOOK AT THIS SHIT POST!


Ok! I like what you've got there so far, and I'd say that your plans to take that move are just fine when the time rolls around.

I wrote down the times that I can guarantee my availability; my work schedule varies, but I never work later than 4 PM, and my weekends tend to be when I am the busiest. Basically, we may be able to play earlier as scheduling permits, but I can't guarantee it.

Wahad
May 19, 2011

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


Okay, that sounds fine. Like I said, I can do other weekdays as well, but I just prefer Fridays and Saturdays. Looking forward to it!

Majuju
Dec 30, 2006

AAAAAAA


I'm generally free after 5:30-6ish weekdays PST, but I've got things going on Wednesdays and Thursdays. Weekends wide open, especially with sufficient notice. I'll be making up a character as soon as I've finished giving the rulebook a good twice-over.

King Cohort
Mar 14, 2010


This sounds like a setting with a lot of potential! My best days are Monday, Thursday and Saturday, but I can make basically any day except Wednesday if necessary; my schedule's pretty flexible. I'm available from about 4 PM PST to about 9 PM PST on weekdays, and from them to whenever on weekends.


A stylized painting of the captain of the Queen's Protectorate.

Historians trying to make sense of the War in the years after its passing often argue about how, where, or why it began. Most of them can agree, however, that the turning point of the War from a war--a somewhat organized conflict--into a bloodbath was on the night of the Halleal Massacre. The Holy Sovereignty of Queen Ylin, her ancestors rest her soul, had survived the first attack from her three smaller neighbors, hemmed in against the ocean as she was. She had captured hundreds of prisoners of war with the aid of the Queen's Protectorate, the cavalry force known nations over, at the border ranching village of Halleal. Most expected Queen Ylin, in her infinite wisdom and mercy, to release them, or at least keep them safe within the Holy Sovereignty's borders...but on that night, the captain of the Queen's Protectorate received his grisly orders.

Legends tell today that those orders were written in Hell's own stinking sulfur on the parchment. Whether or not the message was forged, royal stamp and all, by some sinister agency or whether it truly was the will of Queen Ylin is a question no citizen of the former Sovereignty lets leave his lips today. Regardless, the orders called for the execution of every single prisoner of war...and defying the word of Queen Ylin was unthinkable. The captain of the Queen's Protectorate lowered his visor, spoke softly to his soldiers, surrounded the prisoners like lambs with his Protectorate, and slaughtered them all as such, to the last man. By the end of the war, the captain of the Queen's Protectorate would become a bogeyman to children across the world, even after his severed head was paraded out of the Sovereignty on a stake. The Queen's Protectorate itself fell apart with their leader's death, and even before the Treaty could call for action against the Sovereignty, it had already split into several feuding dukedoms when Queen Ylin disappeared at the war's end. Some pray for her inevitable glorious return to unite the Holy Sovereignty once more, while others pray for her to be dead for allowing the Halleal Massacre to occur on her soil.



Leonard Abendroth prays not only for the return of Queen Ylin, but also that he could forget the sights he saw during the War--for he is a former knight of the Queen's Protectorate. (Not that he'd ever tell a soul.) When the order crumbled, he swore an oath to himself to never saddle a horse again, although he knows that is little apology for the Halleal Massacre. Nightmares torment him, nightmares of screaming, fear, the coppery smell of blood and the rancid smell of piss. In order to keep his mind off the past, he throws himself energetically into the present, protecting the territory of Duke Elheim with his well-trained spear arm and his blood-stained spear. It isn't only the forces of the other dukedoms he must fight off for his lord, but also creatures of unknown origin that crept into the cracks where blood once flowed--creatures of steel and sharp edges and red eyes, creatures that seem to spawn in places where the ground has grown so thick with blood that new plants sprout red. Worse yet, Leonard finds himself unable to get rid of his spear no matter how much he wants to, it being the same spear that ended so many lives at the Halleal Massacre, for he feels drawn back to it whenever he tries. In a best-case scenario, he thinks, it's his subconscious punishing him.

Nonetheless, he takes things one day at a time, taking small pleasures gratefully when he can, and there's no way he'd let anyone else know how conflicted he is. A shrug and a forced smile is all he thinks he'd ever let show. He'll go wherever his lord needs him to be, but that isn't to say his loyalty is absolute. For the most part, he's just trying to really live again, as a young man burdened with knowledge nobody should ever have.

pre:
Name: Leonard Abendroth
Look: Hard Eyes, Battered Helm, Tanned Skin, Lithe Body
Class: Improved Fighter

Human: When you discern realities, you add 'How has blood been spilled here?' to the list of questions you can ask.
Neutral: Defeat a worthy opponent.

HP: 22
Damage: d10
Armor: 1

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

Moves

Battle Instincts (STR)
When you confront a worthy foe, roll +STR. On a 10+, hold 3. On a 7-9, hold 1. Spend
1 hold at any time to do one of the following:
-Negate a move made by your worthy foe as it is made.
-Discover a way to exploit the environment to your advantage.
-Discover a previously unknown weakness of your worthy foe.
-Discover a previously unknown strength of your worthy foe.

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:
Bloodbathe (Spear and Sword; Reach and Close ranges; Sharp and Versatile qualities; Blood-stained and Sinister look)

Gear:
Bloodbathe (2 weight)
Dungeon rations (5 uses, 1 weight)
Chainmail (1 armor, 1 weight)
Adventuring gear (5 uses, 1 weight)
2 Healing potions (0 weight)
22 coins
Load: 5/14

Advanced Moves:

Merciless
When you deal damage, deal +1d4 damage.
Just one question: I think the Human racial move for fighters is pretty boring. Can I swap it out for something like this? "When you discern realities, you add 'How has blood been spilled here?' to the list of questions you can ask." If you think that's too strong, you can suggest something else; I just don't really want a damage reroll when, for example, the Dwarf racial move for fighters is more fun to use.

vvv Sweet - thanks!

King Cohort fucked around with this message at Mar 28, 2013 around 23:53

FrozenGoldfishGod
Oct 29, 2009

JUST LOOK AT THIS SHIT POST!


King Cohort posted:

This sounds like a setting with a lot of potential! My best days are Monday, Thursday and Saturday, but I can make basically any day except Wednesday if necessary; my schedule's pretty flexible. I'm available from about 4 PM PST to about 9 PM PST on weekdays, and from them to whenever on weekends.

Just one question: I think the Human racial move for fighters is pretty boring. Can I swap it out for something like this? "When you discern realities, you add 'How has blood been spilled here?' to the list of questions you can ask." If you think that's too strong, you can suggest something else; I just don't really want a damage reroll when, for example, the Dwarf racial move for fighters is more fun to use.

I like your racial move a lot better, too, so go ahead and use it. Other than that, everything looks good on this one!

Poistiant
Aug 22, 2006


I'm available all days except Tuesday and Sunday and should be for some time.

(I can't find a picture of a dwarf in an exosuit looking thing unsurprisingly. The jist of his look is he is in a small exosuit that makes him as tall as an average human, he has burns on his face so he doesn't have as nice of a beard as most dwarves.)

Doran was in the Dwarven Guard of the Stonehold Dwarves during the war as an apprentice machinist in charge of the upkeep of the various war engines of the army. During battle he would man a steam powered catapult contraption and he would spend any off time tinkering with his armor and attached gadgets.

The Stonehold Dwarves only interest was protecting their ancestral homeland and their people. Many suspect the only reason they came under attack was because of the great inventions within their mountain hold. After the war they cut off all relations with other races and only keeping ties with the other Dwarven holds.

Doran has set out to find new inventions and inventors so he can make something truly great. His king's decision to cut off relations with the other races was what caused him to go on this journey because collaboration is what will bring the greatest success.


pre:
Name: Doran Blastedstone
Look:Mad Eyes, Greasy Hair, Burnt Skin, Small Body
Class: Artificer

Dwarf Your first thought when you started making gadgets were to make
weapons and armor. You ignore the clumsy tag on armor you wear.
Chaotic Use a gadget in a new and surprising way that it wasn't meant for.

HP: 16
Damage: d8
Armor: 2

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

Moves

Gadget Belt
You have a Gadget Belt containing 3 Arcane Gadgets. All Gadgets are 1 weight and have a
Range tag, if appropriate. For each Gadget you own, pick one from each list:
• Electrical, Magnetic, Cryogenic, Ectoplasmic, Steam, Pyromatic, Clockwork, Alchemic
• Beam, Propulsion, Emitter, Field, Shielding, Defuser, Amplification, Explosion, Reversal
• Glove, Torch, Device, Belt, Flasks, Goggles, Rod, Cannon, Boots, Golem, Trinkets, Suit
• Piercing 2, Forceful, +2 Armor vs ___, Alternate movement (___), Elemental (___)

When you take a short break to recharge and fine-tune your Gadgets, set your Charge
to 3. This Charge is used to power your Gadgets.

When you use one of your Gadgets as a Weapon, you can spend 1-Charge to roll +INT
instead of +STR or +DEX. When you use one of your Gadgets to Volley, if you would
mark ammo, spend 1-Charge instead.

When you have less than three gadgets or want to replace one of your existing gadgets
for any reason, you can make a replacement by spending a day or so in a workshop.

Jury-Rig (INT)
When you quickly fix, repurpose, or fabricate a device on the spot, describe what you're
doing with it and roll +INT. On a 10+, it'll hold together just as long as you need it to.
On a 7-9, choose one:
• It'll work, but not for long. You'll need to hurry to take advantage of it.
• It works, but there's a weird quirk or complication to it.
• It'll work, but it needs some juice. Spend 1 Charge.

Field Test (INT)
When you use one of your Gadgets to get out of a tight spot, describe what it does and
roll +INT. On a hit, it works as expected, but choose 1. On a 7-9, choose 2 instead:
• The Gadget's effects won't last long - you'll need to hurry to take advantage of it.
• The Gadget draws unwanted attention or puts someone in a spot.
• The Gadget is damaged. You can repair it, but it will take some time and concentration.
• The Gadget drains your reserves - spend 1 Charge.

Let Me See That
When you take a few moments to handle or examine something interesting, ask the
GM two of the following questions. The GM must answer truthfully.
• What does this do?
• Who made this?
• What’s wrong with this, and how might I fix it?
• What has been done most recently with this, or to this?

Gear
Mechanical Suit (2 armor, clumsy, 3 weight)
Adventuring Gear (5 uses, 1 weight)
a toolkit (1 weight)
Dungeon Rations (5 uses, 1 weight)
7 Coin
Pyromatic Beam Cannon (Elemental Fire) 1 weight
Clockwork Amplification Glove (forceful) 1 weight
Magnetic Shielding Device (2 armor vs ammo) 1 weight
Load: 8/10

Bonds
I have shown _________________ the secrets of my inventions.
_____________ helped me with one of my projects. I owe them.
_______________ called me mad. Mad! I'll show them!
_______________ is my personal assistant.

OctoberCountry
Oct 9, 2012


Would you be cool with a complete Dungeon World rookie joining the game? I've been wanted to try it out for a while but haven't found anyone locally interested in playing it.

FrozenGoldfishGod
Oct 29, 2009

JUST LOOK AT THIS SHIT POST!


OctoberCountry posted:

Would you be cool with a complete Dungeon World rookie joining the game? I've been wanted to try it out for a while but haven't found anyone locally interested in playing it.

Go ahead and type up a character! Experience not required, since I've never actually run a full campaign of Dungeon World either! (I've run a bunch of loosely-connected one-shots, but this will be the first one with an actual continuity between adventures). I'll look it over and offer any suggestions that spring to mind, but Dungeon World as a system is remarkably free of trap choices!

Don't be afraid to be bold with making up your character's background, either; I -want- the players I choose to have a strong impact on the setting.

Lastly, there is one key thing: no duplicate playbooks within the party.

Viscardus
Jun 1, 2011

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




Among uneducated humans, elves are often seen as ancient, mysterious outsiders. Among other elves, the elves of the Great Vale are seen much the same way. They call themselves the Ensimmäiset, or First Ones, but others usually call them the Snow Elves for their pale complexions, or perhaps because of mistaken perceptions about the climate of the Great Vale.

Such misunderstandings are understandable, though, considering the reluctance of the Snow Elves to let foreigners past the mountainous borders of their homeland. The Snow Elves believe themselves to be the remnants of the first elves, the only ones who have remained unsullied by other races. They see proof of this in the fact that their lifespans are generally measured in thousands, not hundreds, of years, which they attribute to the purity of their blood.

Perhaps predictably, the Snow Elves are an extremely rigid, conservative people. Society within the Vale follows a strict caste system, and most people have their roles defined for them from birth.

The xenophobic, isolationist attitude of the Snow Elves – along with the philosophy of pacifism common among its nobles – naturally makes them reluctant to participate in war except in the most extreme circumstances. In the past two thousand years, the Snow Elves have gone to war only three times, including the recent war.

Initially, the Snow Elves attempted to maintain their neutrality in the face of the growing conflict. It was only the stream of refugees attempting to escape into the Great Vale that finally motivated them to intervene in defense of their neighbours.

Lumisade was born into the noble caste of the Vale, a member of House Naali, a cadet branch of one of the great houses. Her childhood was privileged but otherwise unremarkable, even when her natural magical abilities manifested themselves. The use of magic by those outside of the priestly and warrior castes being generally discouraged, she was not given extensive opportunity to develop her talents. She continued to practice in private, however, teaching herself however she could.

Lumi was only 57 when the war began, still a child by the standards of the Snow Elves, despite being fully grown. It was seven years later that they joined the war. Though the expeditionary forces sent out from the Vale were chiefly composed of warrior caste members, a few nobles were sent to lead it, among them Lumi’s eldest brother. At Lumi’s pleading he agreed to take her along as an assistant.

Contrary to her assigned role, Lumi was eager to use her magic to help the war effort. Unskilled as a war mage and uncomfortable with directly harming others, she took on a support role, protecting and assisting the Snow Elf soldiers.

When the war finally ended, Lumi returned home with the others, but she had changed. The life she returned to seemed empty and hollow. It was not that she missed the war; it was that she missed the freedom it had given her. Back in the Vale, she was once again treated like a child, her future lain out in front of her. She would live the life of a noble, overseeing her family’s estates, marrying someone she didn’t know for politics’ sake, spending her time at dull parties with dull people – and for thousands of years, at that. And worst of all, she wouldn’t even be able to use her magic in public for fear of disgracing her family’s name.

It was more than she could take. Less than a year of arriving home, she announced her intention to leave the Vale. Her family were upset, naturally, but she was not the first young Snow Elf to feel a need to explore life beyond the boundaries of the Vale. She was allowed to leave as others had before her, only the disappointment of her family giving her pause.

Now Lumi is on her own, freer even than she was during the war. Though her upbringing has left her with an aloof, almost stoic disposition, it conceals a childlike sense of wonder and a love of exploration and discovery. While she maintains many of the rigid and conservative attitudes of her people, her mind is more open than it seems.

pre:
Name: Lumisade of House Naali
Look: Sharp Eyes, Styled Hair, Stylish Robes, Thin Body
Class: Mage

Elf: Whenever a magical effect happens close by, you can feel it, and tell roughly which direction and how far it is from you.
Good: Use magic to directly aid another.

HP: 16
Damage: d4
Armour: 0

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

Moves

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:
Focus: The Mask
Look: Poker Face
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 – Pendant (1 weight)
Load: 5/6
I'm generally available after somewhere around 4:30-5:00 PST (or PDT now, I guess) on weekdays (and earlier on Fridays), and weekends are pretty flexible for me. I should mention that I'm also new to the system.

FrozenGoldfishGod
Oct 29, 2009

JUST LOOK AT THIS SHIT POST!


So I like both Doran and Lumisade! In fact, I like every character presented so far! To everyone on the fence about writing up a character: go ahead and do it! I'll be making my choice, if there are too many characters posted, on Wednesday night/Thursday morning, and posting it to both this thread and the OP.

Majuju
Dec 30, 2006

AAAAAAA


Oh man. I can't decide on a class at all. So much new stuff to play with!

OctoberCountry
Oct 9, 2012


I'm free pretty much every night of the week and should be good to play anytime with a little bit of notice. I'll probably draw a picture the character myself a little later.

edit: Something I found online that fits what I was thinking.

Khoal Sayadar had welcomed the Great War, it was steady work after all. For over a century the elven warrior had made his living as a mercenary, making paltry coin fighting in border conflicts and flushing out bands of goblin raiders in podunk human villages. The Great War had meant those with skills like his were suddenly in very high demand. For over a decade Khoal fought in battle after battle, offering his allegiance to the highest bidder. He witnessed first hand many of the worst atrocities of the war and even committed a few himself.

In the waning days of the war Khoal found himself employed by General Gregor Dhonovan and was part of the General's ill-fated siege of the fortress of Non Goroth in the vast southern desert. Dhonovan himself was killed in battle and Khoal and many others were forced to retreat. Khoal, wounded in battle and separated from the others, wandered the dunes for hours before collapsing. Unable to move and delirious from blood loss he found himself whispering half-remembered songs of his childhood, songs of the forest and the stars and of spirits older than the gods themselves.

On the edge of death it suddenly seemed as if a veil had been lifted from his eyes and he saw the world for what it was. Though he thought he was alone,surrounded by nothing but death, he now saw the magnitude and power of life all around him, he could feel it pulsing in the ground below him, he heard it singing to him in the wind. The primal spirits of life and nature called to him -- had they always been calling? They whispered to him in a jumble of voices telling him of the great forests that once spanned the whole world and how he could help them grow again. They gave him a choice, a chance to be reborn.

The next thing he remembered was burrowing his way out of the sand, the wind must have buried him while he slept. As Khoal stood he was surprised at the lack of pain. His mind whirled, trying to make sense of what happened to him but his memories before he had come to the desert where now hazy and indistinct. He was troubled by this until he felt the hot desert find in his face and the primal voices called to him again. Khoal looked out across the sand and and began walking. He had his work cut out for him.

pre:
Name Khoal Sayadar
Look Haunting eyes, messy hair, weathered hides
Class Druid

Elf: The sap of the elder trees flows within you. In addition to any other attunements, 
the Great Forest is always considered your land.
Good Help something or someone grow.

HP 18
Damage d6
Armor 1

Stats

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

Moves

Born of the Soil
You learned your magic in a place whose spirits are strong and ancient and they've marked you as one of their own. 
No matter where you go, the live within you and allow you to take their shape.

The Vast Desert is the land to which you are attuned—when shapeshifting you may take the shape
of any animal who might live in your Land.

Choose a tell — Amber eyes and Hair color that shifts with the seasons.

By Nature Sustained 
You don’t need to eat or drink. If a move tells you to mark off a ration just ignore it.

Spirit Tongue
The grunts, barks, chirps, and calls of the creatures of the wild are as language to you. 
You can understand any animal native to your land or akin to one whose essence you have studied.

Shapeshifter
When you call upon the spirits to change your shape, roll+Wis 
  • On a 10+ hold 3.
  • On a 7–9 hold 2.
  • On a miss hold 1 in addition to whatever the GM says.
You may take on the physical form of any species whose essence you have studied or who lives in your land: You and your possessions meld into a perfect copy of the species’ form. You have any innate abilities and weaknesses of the form: claws, wings, gills, breathing water instead of air. You still use your normal stats but some moves may be harder to trigger—a housecat will find it hard to do battle with an ogre. The GM will also tell you one or more moves associated with your new form. Spend 1 hold to make that move. Once you’re out of hold, you return to your natural form. At any time, you may spend all your hold and revert to your natural form. Studied Essence When you spend time in contemplation of an animal spirit, you may add its species to those you can assume using shapeshifting. Gear Hide armor (1 armor, 1 weight) Staff (close, two-handed, 1 weight) Halfling pipeleaf (0 weight) Token of the Desert - Load - 2/7

OctoberCountry fucked around with this message at Mar 13, 2013 around 04:08

red plastic cup
Apr 25, 2012

WARNING: Contents may contain alcohol.

I'd like to alter Malintharid, a character I submitted for another Dungeon World game on here, to better fit the premise of this setting, potentially as an evil overlord who was on one of the losing sides, but before I get started on that, I'd like to know if the Cultist class will work for this game. It centers around having a group of disposable NPCs that follow my character around, and I don't want that to be a hindrance.

As for my schedule, I'm free every evening of the week except Sunday, usually from 6 - 11 PM, EST.

FrozenGoldfishGod
Oct 29, 2009

JUST LOOK AT THIS SHIT POST!


red plastic cup posted:

I'd like to alter Malintharid, a character I submitted for another Dungeon World game on here, to better fit the premise of this setting, potentially as an evil overlord who was on one of the losing sides, but before I get started on that, I'd like to know if the Cultist class will work for this game. It centers around having a group of disposable NPCs that follow my character around, and I don't want that to be a hindrance.

As for my schedule, I'm free every evening of the week except Sunday, usually from 6 - 11 PM, EST.

To do it, do it - I'll give it a fair look-over once you've gotten the character written up. Sorry it took me so long to respond, I've basically been nursing a hangover all day.

red plastic cup
Apr 25, 2012

WARNING: Contents may contain alcohol.

Malintharid


quote:

The sea-side cliff city of Chtu'toohl was famed for its dazzling, swirling architecture, its creative pasta dishes, and its haunting, lilting ballads that some bards still sing today. It was a city wrapped in dark mysteries, the entire city supposedly hosting a hidden cannibalistic cult that would ritualistically devour the brains of their sacrifices. Unfortunately, the mysteries of both the city and the cult were all but lost after a massive earthquake caused the city to fall into the ocean several hundred years before the start of the War. The sunken ruins proved a popular spot for up-and-coming adventurers to test their mettle, though many never returned. The few that did spoke of hideous, squid-faced humanoids that walked across the ocean floor unhindered. These were the former people of Chtu'toohl, though they now called themselves the Illithids.

The Illithids, maddened after their transformation, grew angry at the constant invasions of their home by the surface dwellers and set about raising an army, albeit one trained on out-dated Chtu'toohl tactics. When the Illithids rose from the watery depths to conquer the surface, they found themselves right in the center of the War, with no allies. The Illithid leaders quickly appointed a number of dignitaries and ambassadors, and Malintharid was among them. Possessing a quick wit and flattering tongue, not to mention its powerful mental coercion techniques, Malintharid was able to broker peace between Chtu'toohl and a number of Human and Elf factions. This luck was not to last, however, as a coalition force consisting of Goblins and Dwarves channeled powerful natural magic and sank the city of Chtu'toohl once more beneath the waves.

Left without a homeland, Malintharid and the few Illithid dignitaries remaining aligned themselves with their respective nations, acting as advisors and diplomats. Their assistance was instrumental in brokering peace, though once the war concluded, the Illithids went their separate ways, driven apart due to the alliances they had made. Malintharid itself wandered from city to city, never truly finding a place it could call its own. Sowing its corrupting seeds in the minds of those weakened by the years of battle, it began preaching the tenants of its ancient cult, hoping to one day return the city of Chtu'toohl back to its former glory..

quote:

Name: Malintharid
Race: Mind-Flayer (You are some kind of bizarre, alien being, wearing the skin of a human - perhaps a mind flayer, a cursed pendant, or something far stranger. Your cult exists to draw upon the life force of these lesser mortals. When a Chosen One dies, you heal 1d4+1 damage.)
Class: Cultist
Level: 1
Alignment: Evil Ritually sacrifice a non-believer.
Look: Ambiguous Gender, Unblinking Eyes, Slick and Slimy Skin, Unnatural Robes, Lanky Body

HP: 12
Damage: 1d4

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

Moves:
The Chosen Ones
You begin the game with 3-cult. Each 1-cult you hold represents a Chosen One, a fanatical believer who will do anything you ask. They have no skills and do not follow the Hireling rules. When you give a command to a Chosen One, they will follow it without question. Do not make a roll - their fate is in the GM's hands. When you mark 1-ration, your Chosen Ones are also fed. Your cult may have any number of followers at a time, but you only have as many Chosen Ones as you hold cult. When one of your Chosen Ones dies, you lose 1-cult. When a move tells you to sacrifice 1-cult, one of your Chosen Ones leaves you - either dead or feeling lost and betrayed, the GM will tell you which.

Words of Honey
Lost followers are easily replaced. When you spend some downtime in a populated area, set your cult at 3. You qualify for the Outstanding Warrants move in any area you have used this move in.

Dark Ritual
When you draw on a place of power to create a magical effect, tell the GM what you’re trying to achieve. Ritual effects are always possible, but the GM will give you one to four of the following conditions:
• It can only be performed at a certain time on a certain date
• It will require extensive setup
• It will require a sacrifice of 1-cult.
• The ritual will forward a Dark Portent
• The ritual's methods are twisted and cruel
• The best you can do is a twisted version, unreliable and strange
• Something will use the ritual as a gateway

Stay Close
When you have a Chosen One within arm's reach and you roll a 7-9 on Defy Danger, you may sacrifice 1-cult to take the 10+ result.

Gear
Current Load: (Note: my Chosen Ones will carry anything for me, so I've separated my inventory to reflect the items Malintharid has on his person and those his followers carry for him.)
Max Load: 3
• Cultist's Robes (0 weight)
• Leather Armor (1 Armor, 1 weight)
• Lantern (1 weight)
• Ritual Dagger (hand, 1 weight)
In Thralls' Posession:
• Preserved Brains (Dungeon Rations, 10 uses, 2 weight) and Antitoxin

red plastic cup fucked around with this message at Mar 13, 2013 around 00:54

Endorph
Jul 22, 2009

cheesy anime pizza undresses you with pepperoni eyes


Wow, I ended up going overboard on the backstory. Oh well! Timewise, I'm free from about 4PM to 11PM, EST.



Past the Great Forest of Verid, deep into the Voltz mountains, there exists the very small, very poor nation of Heiran. They farm the craggy, infertile soil for what little they can, and hike down the unsteady mountain paths to hunt in the forests below, sometimes pawning pelts and meat to the neighboring markets for a few spare coin. Through all of this, they are sustained by two things: Pride and Faith.

Perhaps because of the hardship of their homeland, their faith is simple: they believe in a nameless Goddess who created all that there is to see and all that one can be, and assigned four spirits to safeguard her creations. A beast carved of fire and stone, a bird made of water and song, a dragon that existed only in the soaring wind. The last, and the only that the Heirans believe still remains - a snake of shifting shadows and dripping blood. They existed together, for a time, but as the years went on the Snake, confined to the darkness as he was, began to hate and resent the others. Look at the beast, he thought, look at how mighty he stands! Look at the bird! Look at how all love her song. Look at the dragon, source of courage for every man and woman of Heiran!

In his jealousy, he slew them all - drew the beast into the oceans, the bird into the sun, and the dragon into the canyons where no wind could reach. Mad with power, the snake even went to the Goddess Herself, explained to Her with insane glee how he had slain Her other creations. "Now," he cackled, "now I control the water, the sun, and the winds! Even you can do nothing to me, Mother!"

The Goddess bowed Her head, reached out to him, and apologized sincerely. The snake, confused, drew away from Her. She made no move except an apologetic smile, and he, uncomprehending, fled back down to the world below, hiding not from his mother's wrath but from her forgiveness.

Now the snake, the Traitor, exists in every shadow and every jealous thought. The churches of Heiran, more numerous than in most nations despite how small their country is, preach of strength, of fortitude, of modesty and of forgiveness, just as their Divine Mother had tried to extend to even the most twisted and evil of Her creations.

It was in these churches that Nova was raised, daughter of a general in Heiran's small army, the Edelweiss. What need did they have for a large force? They were penniless and poor, and laid no claim to the forests below - all they asked was that their mountains would stay safe. Any King, Emperor, or Warlord in their right mind would look at their piles of rock and decide they weren't worth the fight, and so they existed in peace. Even as The War raged across the land, it only affected the people of Heiran slightly: their trading routes were occasionally disrupted, and some of the young men in the country went off to fight as mercenaries. Few of them returned, but that was the risk a mercenary took, and the ones that did return helped make the country slightly less poor.

So, for the people of Heiran, The War existed in some faraway place, and Nova grew up in relative comfort. She was a girl of only seven when The War started, and it had no effect on her - she practiced swordsmanship and prayers with her father, eager to help wherever she could from a young age. It would be in her seventeenth year that Heiran would actually get involved in the war.

It started innocently enough - a few of the hunters went down to the woods, as usual, hunted some deer, then tried to go to the market of one of the nearby border towns to sell the pelts and meat. As usual. The hunters only noticed a change when they got to market: the guards were looking at them with suspicion, and the shopowners were closing their doors on them. It wasn't long before an overzealous guard captain locked the hunters away under suspicion of them being spies. After all, they had also sold their wares to their <i>other</i> neighbor before - what if these isolationists were working with them? What if they had been promised some small amount of fertile land when they were finally conquered?

Nova was still too young to fully understand politics, but she knew this was unjust. Her father agreed - in a show of good faith, he went alone to try and negotiate for the release of the hunters.

Her father was slain and his head sent back to Heiran, along with a warning to stay in the mountains until The War was over. The people of Heiran were understandably furious, but none more so than Nova herself. All thoughts of forgiveness fell from her mind - she wanted blood. It wasn't long before she and a few others had rallied most of the young and ablebodied men and women of Heiran, as well as a good chunk of the army alongside. They marched down from the mountains flying the flag of Heiran in spite of their own King's protests, and when they finally met with the guard of the border town, they slaughtered them. Heiran was officially involved in the war.

They were a small country, of meager equipment and fairly miniscule numbers, but they scored victory after victory against the target of the wrath. They called it their Goddess's divine favor, or their late general's guidance from beyond, but the truth was they were simply beneath their notice. They were encroaching slowly on their neighboring country's territory, and their neighbor had far larger concerns: enemies were coming from at least seven different directions. The Heirans needed merely to be stalled until they could bring the brunt of their force against them. Of course, none in the army of Heiran really grasped this. Few of them had known anything more than the very occasional border skirmish, and all of them, even those who did know, were riding high on the thrill of revenge, their teachings long forgotten. Small victories were looked at righteous conquests, and so they kept marching.

Sadly, their anger and their lack of experience made setting a trap almost child's play for their enemy. While marching through a seemingly abandoned village, all of the small army wondering if perhaps the civilians had fled in fear of their approach, a flame was set and rapidly spread across to the other buildings, sudden panic and collapsing houses sending them into disarray as an army far larger than anything they had faced before suddenly fell upon them.

Nova took one look at the enemy force, collapsed onto her back as seemingly every muscle in her body gave out on in terror, and then heard a calming voice in her head. She didn't know if it was Goddess, Traitor, or her own delusion, but it only spoke one word: "Run."

She was more than happy to listen to it. She stumbled to trembling legs and fled without even looking behind her or realizing where she was going, for what felt like days, and before she realized it she was in another country altogether, neither Heiran nor her enemy's. She hid there for the remainder of The War, taking small, petty jobs as a mercenary or bodyguard in troubled times, and when she finally received news of the treaty, she hesitated another week, then... never returned home. She didn't think she deserved to go home - not only had she fled in the face of an enemy, turned her back and ran, but her 'revenge' had left her feeling strangely empty. The prayers that used to give her strength now left her feeling guilty. She felt as if she could still reach the Goddess, but she didn't think herself worthy of Her forgiveness nor Her strength.

Her life continued on - the end of the war did not mean the end of conflict, and she was handy with a blade even without using the powers granted to her by The Divine. Then one night, as she struggled to sleep, she heard the voice for the second time in her life. "You have never done an act of pure good, Nova. If you feel guilty for turning your back, then you can seek forgiveness by dedicating your life to helping others."

It could have been the Goddess, or her own delusions, but she clung to those words. She did not know how or where she was expected to help others, so she simply set out.


quote:

Name: Nova
Look: Kind Eyes, Styled Hair, Worn Holy Symbol, Thin Body
Class: Paladin

Human: When you pray for guidance, even for a moment, and ask, “What here is evil?” the GM will tell you, honestly.
Good: Endanger yourself to protect someone weaker than you.

HP: 23
Damage: d10
Armor: 3

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

Moves

Lay on Hands
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
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:
Dungeon Rations
Scale Armor
Halberd
Adventuring Gear
Wooden Charm depicting the Goddess, worn with age and slightly burnt.
Load: 7/27

Endorph fucked around with this message at Mar 14, 2013 around 03:25

Majuju
Dec 30, 2006

AAAAAAA


I, too, have never tried this game! Oh god, I hope I got it right. As I said, probably 5:30 PM Pacific onward, some weekdays.



The man known as Kestrel was born in the slums of Beominster, the youngest of seven boys. Frequently bullied growing up, he scraped by through skulduggery and guile, settling himself into the role of minor criminal. When the draft hit, however, he was press-ganged into the army - though this proved little inspiration for changing his ways. Kestrel made a fair bit of money on the side fencing contraband to the troops, until one day when one of his partners had a sudden attack of scruples and ratted him out. Kestrel was given two choices: swing from the gallows, or pledge his life and his service fully to the Crown for five years. He took the latter, and was inducted into the kingdom's secret agency.

Travelling far and wide under cover of darkness, Kestrel was the subtle blade in the dark, the sneak-thief that moves like a ghost. He found no great joy in the burglary and assassinations, to be certain, but there was little denying that he had the knack for it. And when the war was over, Kestrel did not hang up his blade - there will always be room in the world for a man with his particular skillset, and besides, he had two years remaining on his contract. But now, he is free, his debt repaid. Turned loose onto Dungeon World, he already has a good idea of what he's going to do with his freedom...

quote:

Name: Kestrel
Look: Criminal Eyes, Messy Hair, Dark Clothes, Lithe Body
Class: Thief

Human: You are a professional. When you spout lore or discern realities about criminal activities, take +1.
Neutral: Avoid detection or infiltrate a location.

HP: 18
Damage: d8
Armor: 0

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

Moves

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 as you walk through the area to ask these questions: Is there a trap here, and if so, what activates it? What does the trap do when activated? What else is hidden here?

Tricks of the Trade: When you pick locks or disable traps, roll+DEX. On a 10+, you do it, no problem. On a 7-9, you still do it, but the GM offers you two options between suspicion, danger, or cost.

Backstab: When you attack a surprised or defenseless enemy with a melee attack, 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 create an advantage +1 forward to you or an ally acting on it, or you reduce their armour 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. You start with three uses of the chosen poison. Whenever you have time to gather materials and a safe place to brew, you can make three uses of the poison for free.
Bloodweed (touch): The target deals -1d4 damage, ongoing until cured.

Gear:
Dungeon rations (1 wt)
Rapier (close, precise, 1 wt)
3 throwing daggers (thrown, near, 0 wt)
Adventuring gear (1 wt)
3/9 total.

Bonds
Ignoring for the moment.

Majuju fucked around with this message at Mar 13, 2013 around 05:23

FrozenGoldfishGod
Oct 29, 2009

JUST LOOK AT THIS SHIT POST!


Ok, I've made my selection. Thank you to everyone who submitted a character, whether or not I selected you; this was a really, really hard choice, and all of them were fantastic concepts. I've chosen the 5 that I think will work best together - but if you weren't chosen, and we find ourselves needing replacements, I'll get in touch with you if I can and let you know.

Wahad - William the Bard
King Cohort - Leonard the Fighter
Viscardus - Lumisade the Mage
Endorph - Nova the Paladin
OctoberCountry - Khoal the Druid


Now, we need to work out when we want to play our first session! I am available tomorrow, and any day next week (except Tuesday) after 4 PM for sure. I'm not going to be able to make any times on Saturday or Sunday, however, so those are out for this one. Go ahead and post when you'll be available going forward, and when you'd like to play our first session!

Wahad
May 19, 2011

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


Again, since I live in Europe, I would really, really prefer to start playing at 5pm at the latest, but the earlier the better. Any later than that and I'll run into problems with ruining my sleep schedule, which is something I'd rather avoid. I'm available at any day, but prefer Fridays.

Wahad fucked around with this message at Mar 14, 2013 around 19:12

Viscardus
Jun 1, 2011

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


Monday through Thursday I usually get home somewhere around 4:30-5:00 PDT. As long as I have notice ahead of time, I should be able to be ready to play at 5:00 PM on any of those days. Fridays are even easier, and I'd generally be able to start even earlier on Fridays. I'm free all day tomorrow, for example.

King Cohort
Mar 14, 2010


Tomorrow's fine by me! I'll get home around 3-4 PM PST and I can go until whenever. If I have advance notice, I can play most any day except Wednesday. One question: when should we fill out our bonds? At the start of the first session, I assume?

Endorph
Jul 22, 2009

cheesy anime pizza undresses you with pepperoni eyes


I can do tomorrow pretty easily with the times I listed in my app (4-11 EST), though I'd prefer to start earlier rather than later.

OctoberCountry
Oct 9, 2012


I'm actually visiting my parents this weekend, but if we do play tomorrow I can make it after 5 PST. Other than that I'm free pretty much any time in the evenings, as long as there's a day or two notice.

FrozenGoldfishGod
Oct 29, 2009

JUST LOOK AT THIS SHIT POST!


OK, it looks like we have a consensus! Let's plan to start at/slightly before 5 PM Pacific tomorrow - I'll post the link in the thread when I have the campaign set up on roll20. We'll handle Bonds then, and work out any other little details, and then launch straight into it!

King Cohort
Mar 14, 2010


I just discovered that the Improved Fighter by gnome7 exists. It adds the Battle Instincts basic move and a couple advanced moves, and looks more fun than the basic Fighter. Can I swap Leonard over to it?

vvv Great, thanks!

King Cohort fucked around with this message at Mar 15, 2013 around 03:43

FrozenGoldfishGod
Oct 29, 2009

JUST LOOK AT THIS SHIT POST!


King Cohort posted:

I just discovered that the Improved Fighter by gnome7 exists. It adds the Battle Instincts basic move and a couple advanced moves, and looks more fun than the basic Fighter. Can I swap Leonard over to it?

Sure!

FrozenGoldfishGod
Oct 29, 2009

JUST LOOK AT THIS SHIT POST!


Ok, here's the link!

https://app.roll20.net/join/96175/CHn-rQ

FrozenGoldfishGod
Oct 29, 2009

JUST LOOK AT THIS SHIT POST!


So we're planning, for those who couldn't make it tonight, to play at the same time next week: Thursday, 5 PM Pacific (or thereabouts).

Viscardus
Jun 1, 2011

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


Hey guys, I'm really sorry, but I can't make it tomorrow (I'm going to a hockey game). On the off chance that it's possible to move it to Friday, I can play, otherwise I'll have to sit out again, unfortunately.

Wahad
May 19, 2011

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


Unfortunately, with the introduction of DST over here and my early-morning dentist assignment, I'm gonna have to skip out on today's game. Also in advance, can we schedule next week's game at an earlier time?

Viscardus says he can't make it either and may or may not drop out.

King Cohort
Mar 14, 2010


On that same note, I've been bombarded with work and can't find the time to make today's session. Sorry.

I'd like to start earlier from now on too, if possible. An hour or two would be fine; I always have to get up early on Fridays and the current schedule kinda pushes it.

Endorph
Jul 22, 2009

cheesy anime pizza undresses you with pepperoni eyes


I couldn't make it last time because my computer shat itself. I'm up for any time, though, so go nuts with whatever the others need.

OctoberCountry
Oct 9, 2012


I can definitely play earlier if it'd help everyone out.

ETA: Are we still planning on playing this week?

OctoberCountry fucked around with this message at Apr 10, 2013 around 16:28

FrozenGoldfishGod
Oct 29, 2009

JUST LOOK AT THIS SHIT POST!


Well, then!

Apologies on last week; my voice disappeared, and it was just not a good time at all.

I propose that this week we play on Friday, and that we play at 2 PM US Pacific. Thoughts?

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Wahad
May 19, 2011

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


2pm would be perfect for me.

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