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![]() Are you a bad enough dude to go where few have gone before? It is the Year of the Fainting Goat, a mere two years after the discovery of the New Lands. (Or, as the natives call it, Nyumbani.) The great Wolden Empire, the Kingdom of Espana, even the Merchant Republic of Lourna and other, small nations all seek to find the riches of the New Lands, sending out explorers to map its depths. As yet, none have returned, and all contact with the expeditions has been lost. But that's all right - they didn't have your expertise, or your mix of talents. After all, you all come from different backgrounds, perhaps even different backers. Perhaps some of you are natives, even, from the area around the port city New Nexus. New Nexus is, officially, owned by no nation and managed by a council with representatives from all major powers interested in the New Lands. The natives in the immediate area don't really mind it too much - their own villages have been largely unmolested, and they do have a speaking (but non-voting) representative on the city council. The point is, whether for fame, fortune, mother country, friendship or other, more esoteric reasons, you're ready to set out for the Great Unmapped Interior. No one knows what lies there, but your expedition plans to cross the continent, getting picked up on the other end if a ship can manage to make it. If not, well, you can cross back, right? Rules I'm pretty willing to accept any third party playbooks or custom material, as long as I can get a link to it or a copy. Start at level 2. When you write up your character, be sure to answer these three questions: 1. Why are you risking your life to explore the New Lands? 2. (if not native) What do you think of the natives? (if native) What do you think of the foreigners? 3. What do you know about the New Lands? Oh, right - and you can take whatever racial bonus you want without being that race, so long as it's not based on a physical feature like troll regen, gills or wings. Most civilized races can interbreed and being a quarter elf, half dwarf and a quarter human is not an especially uncommon thing. For setting: It's currently in flux depending on you, the characters, but imagine the Age of Sail ran facefirst into a fantasy world. The New Lands are a mix of South America, the Pacific islands, Africa and Australia. The old lands are mostly Europe with maybe some Asia tucked away in there. If you have any more specific questions, ask 'em! But if they're setting-related, do not be surprised if I turn them around on you.
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| # ? Mar 15, 2013 01:14 |
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| # ? May 23, 2013 07:17 |
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![]() Qua is a native of the new lands, among the first to feel the pain that the foreigners bring. His tribe was wiped out by disease, the few remnants scattered to the winds. Around his neck he wears a few bones, the charred fingers of the elders of his tribe, all that could be recovered from their funeral pyres. He was the only one left to claim them, so he was the elder now. He hasn't made the connection between the outsider's arrival and the plagues, or maybe he just doesn't hold a grudge. Either way, the coins the foreigners give him for simple tasks and the things he can get in return are thrilling, and he wants more. Nyumbani is a huge, wondrous place, and Qua hasn't been far from his tribal village, but the explorers he led in didn't need to know that, and he was getting good at faking like he knew where he was going. pre:Name: Qua the Hungry Class: Barbarian Look: Wide Eyes, Long Shanks, Strange Tattoos, Scraps Level: 2 Str: 16 (+2) Dex: 12 (+0) Con: 13 (+1) Int: 8 (-1) Wis: 16 (+2) Cha: 9 (+0) Damage: d10 Armor: 1 HP: 21 Alignment: Chaotic Eschew a convention of the civilized world. Race: Outsider At the beginning of each session, the GM will ask you something about your homeland, why you left, or what you left behind. If you answer them, mark XP. Moves: Unencumbered, Unharmed So long as you are below your Load and neither wear armor nor carry a shield, take +1 armor. Herculean Appetites Choose two appetites. While pursuing one of your appetites if you would roll for a move, instead of rolling 2d6 you roll 1d6+1d8. If the d6 is the higher die of the pair, the GM will also introduce a complication or danger that comes about due to your heedless pursuits. • Mortal pleasures • Riches and property The Upper Hand You take +1 ongoing to last breath rolls. When you take your last breath, on a 7–9 you make an offer to Death in return for your life. If Death accepts he will return you to life. If not, you die. Musclebound While you wield a weapon it gains the forceful and messy tags. What Are You Waiting For? When you cry out a challenge to your enemies, roll+Con. ✴On a 10+ they treat you as the most obvious threat to be dealt with and ignore your companions, take +2 damage ongoing against them. ✴On a 7–9 only a few (the weakest or most foolhardy among them) fall prey to your taunting. Appetite for Destruction (Poisoner) You’ve mastered the care and use of a poison. Choose a poison from the list below; that poison is no longer dangerous 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. • Bloodweed (touch): The target deals -1d4 damage ongoing until cured Bonds: _______________ is puny and foolish, but amusing to me. _______________’s ways are strange and confusing. _______________ is always getting into trouble—I must protect them from themselves. _______________ shares my hunger for glory, the earth will tremble at our passing! Gear: 2x Dungeon rations (10 uses, 2 weight) Sharp Rock (hand, 1 weight) The charred knuckle-bones of his village elders Machete (close, 1 weight) Adventuring gear (1 weight) Dagon fucked around with this message at Mar 15, 2013 around 02:38 |
| # ? Mar 15, 2013 02:22 |
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Oh, right, Dagon, because this is relevant to you: Apparently, Sage errata'd but never posted that the 'bad things happen' is for if the D6 is higher, not the D8.
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| # ? Mar 15, 2013 02:33 |
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Tagging for interest Edit: are there any alternate rangers without the animal companion? I was gonna make a sorta hardcore feral hunter, almost as animalistic as the animals they hunt, stalking through the terrain to cut throats and ambush with a bow, sorta thing. Having a big animal best buds doesn't really mesh with that too well! ProfessorCirno fucked around with this message at Mar 15, 2013 around 04:46 |
| # ? Mar 15, 2013 02:51 |
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Also tagging for interest. I'm thinking...a Marksman of some sort, provisionally. Aaaaand done. My first Dungeon World character, let me know if I've screwed anything up. Kai Tave fucked around with this message at Mar 15, 2013 around 07:04 |
| # ? Mar 15, 2013 03:42 |
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Fuego Fish has kindly produced a map of the New Lands for us.
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| # ? Mar 15, 2013 05:03 |
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![]() "Yep, that's me. Uh-huh, the very same. Well thank you kindly ma'am, always gratifyin' to meet someone who's heard tell of my exploits. But it doesn't seem like your friend here...fiance, pardon me sir...has had the same pleasure. Name's Bram Quincy Porter, recently of Lourda, Espana, Novimagus and parts further east. No, I travel a lot, nature of the job. I'm a hunter by trade. No no, not like furs and meats and such. I hunt, period. Folks pay me to deal with more dangerous game than deer and jacktails, and sometimes they pay me to help them do the hunting if you follow me. A guide, something like that, though it's not exactly my specialty. There are men...and women, can't forget Allette or she'd hunt me down in my sleep...that are better trackers than I am, there are plenty of folks who are better fighters than I am for certain, and there are even folks out there who are more charming and all-'round good lookin' than me. Not many, but they do exist hard as that may seem to believe. But not a one of'em is a better shot. And when you've got a clawfoot leapin' at your face or a charging cerradon bearing down on ya', you don't want the second-best shot by your side, no sir. What brings me out this far then? Well, truth is that the wilderness out east just ain't really so wild anymore. 'S a natural consequence of folks like me going out and doing what we do...when the monsters in the dark aren't threatening to snatch people away in the dead of night, when the predators wind up mounted to the walls of any noble's manor can afford the trip, it makes things easier to settle the place. Carve out trade routes, set up towns and cities. Some of'em are real nice places too...but none of'em are places for folks like me. Nature of the job, a hunter that doesn't have anything to hunt is in a sorry state indeed. So I came out here, New Nexus, gateway to the land of mystery and opportunity. You'd best believe there's a need for folks like me out here. Least there will be for a while anyway. Can't say I know much about the place myself, not that I haven't tried to learn all I could ahead of time. A smart hunter tries to know the lay of the land before he heads into it, but there doesn't seem to be much to know yet. The people seem like a friendly bunch, those I've met anyhow...yes ma'am, I am something of a people person, thank you for noticing. 'Course those are just the ones I've met, and there's a whole lotta land further in. Could be all sorts of folks in there who might not take too kindly to people inviting themselves in to have a look around. Could be monsters there too. Probably are...that's something you can always count on in my experience. So I'd say it's a lucky turn indeed for everybody else that now I'm here too." pre:Name: Bram Quincy Porter Class: Marksman Look: Sharp Eyes, Slicked Hair, Traveling Clothes, Fit Body Level: 2 Str: 8 (-1) Dex: 16 (+2) Con: 12 (0) Int: 9 (0) Wis: 16 (+2) Cha: 13 (+1) Damage: d8 Armor: 0 HP: 18 Alignment: Neutral Leave a foe with a parting shot they’ll remember you by, either verbal or physical. Race: Human Add the following option to Trick Shot: • Noisemaker Shot: The shot will make a loud and attention-grabbing sound shortly after impact. Moves: Trick Shot When you have the appropriate supplies and a couple minutes to tweak your ammo, gain 3 Quiver. You can have up to 3 Quiver prepared at any one time. When you shoot your weapon at a range, you may expend 1 Quiver to add an effect: • Explosive Shot: The shot gains the forceful, messy, and area tags. • Elemental Shot: The shot deals +1d4 damage. • Stun Shot: The shot gains the stun tag. • Poisoned Shot: The target deals -1d4 damage ongoing until cured. • Piercing Shot: The shot gains +2 piercing. • Rope Shot: The shot trails a line of rope from the point of impact back to you. Rebounding Shot When you angle your shot to bounce off one target towards another, roll +DEX. On a 10+, tell the GM where the second hit strikes. On a 7-9, as 10+ and the GM tells you where the third hit strikes. Draw A Bead On ‘em When you take a moment to line up your shot at a target, gain +1 ongoing to hit that target with Fire A Volley until they’ve escaped your gaze. Take -1 ongoing to hit any other enemy until you have ended this effect. Maybe You’ve Heard of Me? When you draw on your reputation in a crowd, roll +CHA. On a hit, several people have heard a story about you that casts you in a favorable light, which you can use for leverage. On a 10+, also take +1 forward to Parley. On a 7-9, they’ve all heard the story, but the version they heard includes two caveats from the list below – the GM will tell you which. • The story inaccurately attributes a major achievement by another to your own actions. • The story suffers from a significant exaggeration of fact. • The storyteller missed an important and relevant detail. • Somebody in the crowd pipes up with an awkward or embarrassing question about the story Hit the Weak Point When you Discern Realities against a target, you may also choose to ask the following question. If you do, take +1d4 ongoing to damage against them when acting on the answer. • Where are they most vulnerable? Bonds: I don’t think ______ quite grasps just how impressive my talents are. That’ll be easy enough to fix! ______ and I are old rivals. And I’ll show them up again this time, too! I’ve got ______ watching my back, and I know I can always count on them. ______ never really forgave me after that one time we went drinking together... Gear: A (not so) small sturdy crossbow (far, near, close, reload, two-handed, weight 1) Two bundles of arrows (6 ammo, 2 weight total) Dungeon rations (1 weight) Adventuring gear (1 weight) A hidden scar, the memento of a worthy rival Kai Tave fucked around with this message at Mar 15, 2013 around 07:54 |
| # ? Mar 15, 2013 06:53 |
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![]() You haven't heard of me? Well, you must be fresh off the boat. The name is Veladir Tinaron, at your service. I run the magical enclave in New Nexus. If you ever find yourself in need of a solution to a magical problem, you come to us, and we solve it for an entirely reasonable price despite the council's numerous and ridiculous allegations to the contrary. Magic isn't a simple tool like a hammer, you know. It's a very dangerous force indeed, and requires subtlety and intelligence to handle. My past? Oh, that's not very important at all. We are all new people here in the New Lands, so let us focus on what lies ahead, yes? Tell me about this expedition of yours. Mhm. Yes, I see. Of course I know the danger! Who do you take me for? I've made a few forays into the wilderness myself, you know. None quite as grand in scope as this, but for the sake of knowledge one must always strive to go beyond! Why I would like to apply for this expedition? Well, as you may or may not know - but probably not, given the look of you - these new lands hold fonts of great magical power, one of which bubbles and boils underneath the building of my enclave. It's why New Nexus was founded here. Anyway, the source of this magical energy has long since vexed me, and I do not understand why this new land is so much richer in magical energies than our various homelands. I intend to find out, and this expedition is an excellent vehicle for such an undertaking. The natives? Oh, they're lovely people. I have nothing against them. Their quaint traditions and customs are quite interesting. And their knowledge of the land has proven quite useful in my research. Slavery? Och, what a preposterous claim. The natives working for the enclave do so of their own free will, and they are paid quite well for their efforts, yes, quite well indeed. Here, come by the enclave later, and I'll rid you of all your foolish preconceptions. 'ta now! pre:Name: Veladir Tinaron, aka "The Baron" Look: Wild Hair, Stylish Robes, Thin Body Class: Mage Level: 2 Neutral Discover something about a magical mystery. Elf Whenever a magical effect happens close by, you can feel it, and tell roughly which direction and how far it is from you. Stats STR 9 (+0) DEX 9 (+0) CON 13 (+1) INT 16 (+2) WIS 15 (+1) CHA 12 (+0) Armor 1 HP 17 Damage d4 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 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. Black Magic When you weave a spell to inflict pain, choose two tags and roll +INT. If you do not pick any Range tags, the Range defaults to Hand. On a hit, deal 1d8 damage. On a 7-9, also choose 1: • You draw unwanted attention or put someone in a spot. • The GM removes a non-range tag of their choice, and you deal -1 damage. • The casting saps your energy. You take -1 ongoing to INT until you have a few minutes to clear your head. Tags: Reach, Near, Debilitating (-1 damage), Elemental (choose 1), Forceful, Piercing 1, Subtle, Two Targets (-1 damage) 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. 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 Horizon Look: Never Touches the Ground Aligned: Reveal the Way Forward, Purification, Grant Freedom or Movement Opposed: Elemental Magics, Forcing or Restricting movement. Prodigy Select a Focus other than the one you have, and add one of its Aligned elements and one of its Opposed elements to your list of Aligned and Opposed elements. You cannot select an element that contradicts your existing Aligned and Opposed elements. New Focus: The Stars Aligned: Peel Back the Veil Opposed: Hiding the Truth Gear Dungeon Rations (5 uses, 1 weight) Leather Armor (1 armor, 1 weight) Staff (Close, two-handed, 1 weight) Healing Potion (1 weight) Jeweled Brooch (1 weight) Load: 5/7 Bonds I have shown _______________ the power of the arcane arts. I suspect _______________ fears what they do not understand. _______________ knows the secret to my powers. Wahad fucked around with this message at Mar 16, 2013 around 22:03 |
| # ? Mar 15, 2013 10:05 |
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If it's okay, I'm going to make a Fighter with the Warlock's Contract feat for Multiclass Dabbler, basically for flavor reasons. I want to make a warrior who has formed a contract with an actual spirit of courage. This is the contract skill as it reads: Contract You have signed a contract with an otherworldly force, whether fae, demon, or other. Work with your GM to detail the patron's appearance and personality. Select two boons you received from your patron: - A freedom from hunger, thirst and sleep - Flawless appearance and manner - Immunity to disease, debility and aging - Knowledge of a long-forgotten, eldritch language. - Invulnerability to enchantment and the obligation placed upon you by your patron: - Worship (required: sway others to your patron's service) - Secrecy (required: hide the identity of your patron at all costs) - Competition (required: work against the enemies of your patron) - Sacrifice (required: destroy items of power in your patron's name) If a significant amount of time passes without a sincere attempt to fulfill your obligation, take ‐1 ongoing until you are back in your patron’s good graces. If allowed, I'm going to take a freedom from hunger, thirst, and sleep and immunity to disease, debility, and aging in exchange for the Competition obligation. Basically, I want to create a warrior spiritually obligated to root out cowardice. If that's a little too much, I'll go with a different concept.
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| # ? Mar 15, 2013 15:29 |
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Hm...while being safe from hunger, thirst and disease is a very valuable thing for an exploregame, I think I can work with that and provide you stuff to do, so it's okay.
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| # ? Mar 15, 2013 15:32 |
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Tlaloc, Jaguar Warrior![]() I am Tlaloc. I fight and I fight well. That isn't good enough for you? Fine. I'll elaborate. I am Tlaloc, son of the Marli people. My mother and father were both warriors, as was everyone in my direct ancestral line going back seven generations. The Gods take an interest in families such as mine, and Jaguar took an interest in me. I forget myself... you are an outlander. Jaguar is the God of courage and strength. He smiles on those who are strong in battle, and those who are strong in life. I do not just mean physical strength. The child who stands up to a wrongheaded tribal elder is just as smiled upon by Jaguar as the warrior who bravely faces his enemy. To be chosen by him is a great honor and a great burden. I must actively work against cowardice and fight the worthy. I take the hard path, and I must not stop. I am on a Journey given to me by the head Warrior-Priestess, my mother. I am to seek out the Consulate of Espana and broker peace. We have been at war with them since they invaded our territory with guns and swords. But in her words: "Destroying an Empire to win a war is no victory, and ending a battle to save an Empire is no defeat." She says it is not the coward's way. Jaguar has been silent. He is when he knows I have to make a decision for myself. Unlike many of my people, I do not hate the Outlanders. They have strange customs, but they are the same as us. They have very brave men, and they have cowards. I respect those that follow the path of Jaguar, and change those that follow the path of Monkey. I have heard the Consulate is an honorable man who fights with courage. If this is so, then we will understand each other. I am afraid he will turn out to be a coward. Then I am afraid of what I would do. Jaguar says fear is good. It often tells us what we must face. So it is what I must do for the good of my people, and for my own good. pre:Name: Tlaloc Class: Improved Fighter Look: Hard eyes, wild hair, scarred skin, built body Level: 2 Neutral Defeat a worthy opponent Human Once per battle you may reroll a single damage roll (yours or someone else’s). Stats STR: 17 (+2) DEX: 12 (+0) CON: 15 (+1) INT: 9 (+0) WIS: 13 (+1) CHA: 8 (-1) Armor 2 HP 25 Damage d10 Moves Armored You ignore the clumsy tag on armor you wear. 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 foe as it is made. • Discover a way to exploit the environment to your advantage. • Discover a previously unknown weakness of your foe. • Discover a previously unknown strength of your 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 Signature Weapon This is your weapon. there are many like it, but this one is yours. Your weapon is your best friend. It is your life. You master it as you master your life. Your weapon, without you, is useless. Without your weapon, you are useless. You must wield your weapon true. Description: Crude sword (Macuahuitl) Range: Close Enhancements: Huge (Messy, Forceful), Serrated Edges (Damage +1) A macuahuitl is a large wooden sword-like weapon. Instead of having a traditional blade, it's covered with obsidian shards. Tlaloc's is old, passed down in his family for generations. Despite its age, the wood never rots and the obsidian never dulls. Multiclass Dabbler- Get one move from another class. Treat your level as one lower for choosing the move. Contract- You have signed a contract with an otherworldly force, whether fae, demon, or other. Work with your GM to detail the patron's appearance and personality. Select two boons you received from your patron: • A freedom from hunger, thirst and sleep • Knowledge of a long-forgotten, eldritch language. Jaguar calls it "the Old language." and the obligation placed upon you by your patron: • Competition (required: work against the enemies of your patron) If a significant amount of time passes without a sincere attempt to fulfill your obligation, take ‐1 ongoing until you are back in your patron’s good graces. Bonds: _______________ owes me their life, whether they admit it or not. I have sworn to protect _______________. I worry about the ability of _______________ to survive in the dungeon. _______________ is soft, but I will make them hard like me. Gear: Macuahuitl (2 weight) Dungeon rations (1 weight) Jaguar armor (chainmail [1 armor, 1 weight]) Adventuring gear (1 weight) 2 Healing potions (0 weight) Shield (+1 armor, 2 weight) Load: 7/14 genericangst fucked around with this message at Mar 17, 2013 around 08:58 |
| # ? Mar 15, 2013 16:08 |
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Yishen, Rogue Shooter Spellslinger ![]() New world, new start. Seems like I could use one of those nowadays. They're real strict about magic in Longguo. Don't want anyone getting out of control, see? Rogue magic gets really messy really fast. Take it from me. That's what people like me are for. Specially trained mages, taught to channel our power in only one way, so we cant' go too far out of control. Our duty: bring any mages that go monster down. Thing is, the government started to overstep our bounds. Or so I think. The orders started getting worse. Mages who just made a mistake once. Mages who had a choice between "wrong" magic and death. Mages who didn't so much fall into evil as trip a little bit. So help me, children. Eventually, it was just too much. Too many bad shoots. Too many dead innocents. I told them I quit. They decided I was a rogue mage. New world, new start. pre:Name: Yishen
Class: Spellslinger
Look: Unreadable eyes, wild hair, tailored outfit, sturdy body
Level: 2
Chaotic
Play two sides against each other.
Elf
Your innate magical talent grants you one extra level 1-5 Rune of Power at character creation
Stats
STR: 08 (-1)
DEX: 17 (+2)
CON: 09 (+0)
INT: 12 (+0)
WIS: 15 (+1)
CHA: 13 (+1)
Armor 2
HP 17
Damage d8
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.
Choose the material Your Wand is crafted from:
Mahogany
Choose the style of your wand:
Elegant
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.
Runes
Pain
Target is distracted by a surge of pain for a few moments. The next miss rolled against the target
is treated as a 7-9 result.
Disarm
Whatever the target is holding in one of it’s hands is flung from their grasp and lands nearby.
Slam
Target is knocked off their feet!
Weaken
Next time the target does damage, it does 2 less damage.
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.
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.
Dual Wands
When you have won, inherited, crafted, or stolen a second wand and shed your blood on it, and
bonded it to you, describe it’s construction. It has the same tags as your main wand. When you use
two wands for Spell Shot or Trick Shot, deal +1d4 damage, even if you don't choose to deal damage.
Bonds:
_____’s got guts! I’m glad they’re on my side.
_____ can stick their disapproving looks up their arse!
I ain’t never turnin’ my back on _____ again.
I can’t remember if it was _____ or me that got us kicked out of town that time.
Gear:
Yin and Yang (1 weight)
Dungeon rations (1 weight)
Enchanted coat [1 armor, 1 weight])
Adventuring gear (1 weight)
A good knife (hand, thrown, 1 weight)
20 coin
Load: 5/8K Prime fucked around with this message at Mar 18, 2013 around 01:08 |
| # ? Mar 16, 2013 14:06 |
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I've updated my sheet with my background.
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| # ? Mar 17, 2013 08:56 |
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Qua the Hungry: Why do they call you the Hungry? After all, that's the sort of name that has a story behind it. Bram Quincy Porter: You made your reputation well, and it's made you some enemies. Which one has chased you across the sea, and why? "Baron" Veladir Tinaron: You seek knowledge of the arcane secrets and the freedom to use it - but that's not always the safest path. Who do you know out here that's been bitten by the strange and foreign magic of the new lands, and what did they unearth? Tlaloc: Jaguar demands you fight the worthy foe, and this sometimes gets in your way when dealing with the outsiders. One of them has left you a scar to remember them by. Who was it, and how did they give it to you? Yishen: You tend to rub people the wrong way, especially people in power. Which group of natives have you angered, and how did you manage it so fast?
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| # ? Mar 17, 2013 23:47 |
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Mors Rattus posted:"Baron" Veladir Tinaron: You seek knowledge of the arcane secrets and the freedom to use it - but that's not always the safest path. Who do you know out here that's been bitten by the strange and foreign magic of the new lands, and what did they unearth? I've mentioned that the magical enclave sits on top of one of the fonts, yes? Well, I must give credit where credit is due for that achievement. It was a joint result of the hard work of both myself and my long-time research colleague Rhys Caerwyn, a human from the Cymric Commonwealth. Marvelous fellow. It was he who first discovered the font here in New Nexus. You see, it was a few months after the founding that some laborers were digging a canal, when they breached the until-then sealed pocket of raw arcana. He was overseeing the expedition at the time and even with all the chaos - and the arm he lost because of the exploding debris - recognized it immediately for what it was. It took a few months of work, but his extreme affinity for binding and shaping magic combined with my no less impressive talent for cleaning up arcane snags and divining solutions allowed us to fashion the font into what is essentially a keg - we can tap the power at will, even store it in different containers. We had - and still have - a jeweller attune large gemstones to the font's power, like the one I wear in my brooch, and with the right spell, we can unleash the power for a magical boost at our whim. Or, with a more gradual release, simply be little bit more adept than we otherwise would. Quite handy for solving particularly nasty magical mishaps, as I'm sure you can imagine. But storing power and understanding it are two different things entirely. We still have much research to do to fully understand just how and why these fonts came to be, and how to better utilize them for the good of the people.
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| # ? Mar 18, 2013 01:06 |
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Mors Rattus posted:Tlaloc: Jaguar demands you fight the worthy foe, and this sometimes gets in your way when dealing with the outsiders. One of them has left you a scar to remember them by. Who was it, and how did they give it to you? When the outlanders first came, it was a strange time for us all. Some wished to trade, some wished to fight, and some only wished to be left alone. My youngest brother, Huitzilin, didn't respect the wishes of one who wanted to be left alone. He came back to the Ocotelolco with a broken arm, blood all over his face, and a warning not to harass Nirvyri. He wouldn't describe to us who this Nirvyri was, only where they lived. After he received a public lashing for his cowardice and foolishness, I was tasked with seeking blood vengeance. I traveled to the hut and waited for my prey to come out. I knew that whoever it was would be a powerful warrior, and I came prepared to study their tactics and movements before my attack. But it seemed the warrior was not there. I saw a simple farmer, no more the height of a child. She wore plain brown robes and had no hair, but she was obviously a halfling. She had a garden of yams and other simple foods, and a few goats. I waited for a few days, and saw the same thing. Confused, I went up to her hut and knocked. She answered the door. I asked her when Nirvyri was going to be there. She said that was she. After a few moments of stunned silence, I asked her how and why she battered my brother, a strong warrior. She said, "Thinking I was weak, he demanded that I come back to your city and serve in the fields. I refused. He tried to take me by force. I stopped him with my bare hands." I was enraged that she would suggest my own flesh and blood would take a slave, and that she would lie about her own prowess. I was forced to consider her threats as genuine, though. "Huitzilin is my brother, and you slander him! I must exact a blood vengeance of injuries equal to his. I do not envy you." I sheathed my Macuahuitl, confident that I would be able to take care of her bare handed. Her face became red when she saw me put up my fists. "You are as foolish as your brother. I demand you draw your weapon and fight me, if you would fight me. Do not treat me as weak." I stood my ground and refused to draw my weapon. I was waiting for her to throw the first punch. I didn't have to wait long, though I am still unsure to this day if it was a punch. I couldn't see where her fists or her legs were at any given time. Despite her height, she managed to cut a scar right across my nose. I passed out. When I came to, I was cramped into a tiny bed in her hut. I crawled out and was greeted by her kneeling before a pot of tea. I do not need to drink, but I drank out of respect and courtesy. We talked long about strength and courage. She serves her own God, though they are a distant one. She came here to peacefully contemplate her God and be left in peace. I respect that, and said I would advocate for her. We both went back to Ocotelolco and spoke to the Priestesses. They agreed that the blood revenge would be nulled and that Nyrviri should be left to her own devices. My brother was unhappy, but Nyrviri was ecstatic. As I led her to the edge of our grand city I told her, "I will get stronger, and then I will defeat you. That is my word." She smiled at me and gave me a hug. But more importantly, she gave me humility. If I become arrogant as my brother, I only have to look in a river and see the jagged scar on my nose. genericangst fucked around with this message at Mar 18, 2013 around 01:20 |
| # ? Mar 18, 2013 01:10 |
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Mors Rattus posted:Yishen: You tend to rub people the wrong way, especially people in power. Which group of natives have you angered, and how did you manage it so fast? Look, the Shisun should treat their women better. Longguo wasn't always nice but nobody looked at you as being any worse because you happened to be a girl. I walk into the first meeting with them and they started asking the fella I was working for at the time if I was the merchandise! Exotic breeding stock! I tried to treat them politely but eventually negotiations broke down. ... I may have shot the one who tried to grope me in the foot.
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| # ? Mar 18, 2013 01:17 |
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Mors Rattus posted:Bram Quincy Porter: You made your reputation well, and it's made you some enemies. Which one has chased you across the sea, and why? Yeah, I've made a few enemies in my time. Maybe more than a few...it's a competitive business doin' what it is I do, a lot of money and reputation at stake for those that can make a name for themselves. Most of'em, I'm happy to say, are the professional sort of enemy, the kind that'll steal a contract out from under ya' but won't shoot you in the back. Fair's fair, I've done the same a time or two myself. There is this one guy though... Ejiah Cantrell, that's his name. Lournan by birth. Fancies himself an upper-class sorta fella, lots of fine breeding and rarified education, but don't let the dandy look fool you...he's a ruthless son of a bitch and a keen shot besides. Not as good as me, of course, but I wouldn't be callin' the man an enemy if he couldn't live up to it. Anyway, the whys and wherefores of how we came to be acquainted with one another are simple enough...Ejiah picked up a taste for hunting while studying something-or-other abroad and decided to hold himself a competition to show everybody how good he was. Might've worked, too, if he hadn't invited me. I didn't set out to show the man up, you understand, but when coin and prestige are on the line I'm not just gonna do half my best. Ol' Ejiah was expecting to simply stroll away with the win, demonstrate the benefits of bein' him as well as the superiority of his armament, a custom firearm from some famous Espanic gunsmith that I hear he paid a fair bit of money for. Maybe he shoulda shopped around a bit more, 'cause it didn't help him much against me. Oh, he gave a good show, did better than a number of the folks who'd come along to try and take the pot. Now I could go into the details...what we hunted, how it played out, that sorta thing...but in the end all that matters is that I did better than he did. You snatch a fat contract out from somebody or poach a client, that'll sting'em but that's just business. If you're good enough, you can always find more where that came from. You tarnish someone's reputation, though, and they take that a bit more personal. Ejiah took it a lot more personal. He was out money, he'd invited all his fancy friends to come and watch him win, and instead he gets beaten every step of the way. It all came to a head near the tail end of the competition...it was night and those of us still in the running were stalkin' red panthers when Ejiah decided to set his sights on me instead. Next thing I know a bullet's whizzing by my ear and I got a whole different sort of hunt on my hands. We stalked and sniped at each other for close to three hours until the sun came up, and while we didn't manage to kill each other I gave that pretty face of his a nice scar to remember me by. I didn't bag a red panther either but neither did he, and I was far enough in the lead that I took the prize anyway. Decided not to stick around for the victory dinner. I confess, I might also have slept with his wife somewhere amidst all of that. That could have something to do with it too. Since then, well, Ejiah's been something of a thorn in my side. I guess when you've got as much money as he does you can afford to nurse a grudge. Never expected he'd travel this far to keep it going, though. I guess he's really mad about that scar. Kai Tave fucked around with this message at Mar 18, 2013 around 02:24 |
| # ? Mar 18, 2013 02:22 |
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Yay or nay on this class?
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| # ? Mar 20, 2013 06:51 |
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Ashaki, She Who Hunts Beasts![]() When the strangers from across the sea came, they came bearing many things. Some bore gifts. Precious metals, new weapons, magic, medicines. Some bore horrors. New diseases, petty conflicts remade in their new city, a disruption to life. They are a strange people, with strange ideas, strange tools, and strange beliefs, and every native seems to have been gifted something different. For Ashaki, She Who Hunts Beasts And Is As They Are, they brought something else: an excuse. Ashaki lives for the hunt. She is never more alive then when she crouches and runs through the brush and trees, searching for prey to bring down. It goes beyond a desire to feed the families and the tribes; Ashaki has become infamous for hunting even powerful predators that offered little to no meat or skin, doing it for the thrill. For her, it is part religious ceremony, part ecstatic ritual - the fur, bone, and meat given to others is a nice side effect of mimicking the form of the animal in her own, besting it at it's own strength, and devouring it. When Ashaki hunts, she does not hunt in packs or as a man hunts - she hunkers down to the ground and crawls nearly on all fours, climbs trees to ambush from above, strikes at their neck from the shadows, sets snares and traps made of foreigner steel. Her tribe, once welcoming of her power, has come to fear her, claiming she has become one third person, one third foreigner, and one third beast. Other foreigners have spat in her direction as she frees their pets and captives; for someone as wild as herself, seeing another suffer in iron is anathema. Neither civilization welcomes her fully. And now the foreigners need a guide. A survivalist. A native who knows how to live off the land. A hunter. Asgaki doesn't truly need their money. She doesn't truly need their loyalty, or their food, or their thanks. She especially doesn't need the chains of thought they push onto others, their legalities and their obligations and their What she needs is a group of people who want to give legitimacy to her urge - to travel across the vast land as endless as the skies themselves, to hear and feel her own spirit and power scream in joy at the freedom, and to hunt. pre:Name: Ashaki Class: Ranger Look: Animal eyes, wild hair, camouflage, lithe body Level: 2 Chaotic Free someone from literal or figurative bonds. Elf When you undertake a perilous journey through wilderness whatever job you take you succeed as if you rolled a 10+. Stats STR: 12 (+0) DEX: 16 (+2) CON: 13 (+1) INT: 9 (+0) WIS: 16 (+2) CHA: 8 (-1) Armor 1 HP 21 Damage d8 Moves: Hunt and Track (Wis) When you follow a trail of clues left behind by passing creatures, roll+WIS. ✴On a 7+, you follow the creature’s trail until there’s a significant change in its direction or mode of travel. ✴On a 10+, you also choose 1: * Gain a useful bit of information about your quarry, the GM will tell you what * Determine what caused the trail to end Called Shot When you attack a defenseless or surprised enemy at range, you can choose to deal your damage or name your target and roll+DEX. Head ✴10+: As 7–9, plus your damage ✴7-9: They do nothing but stand and drool for a few moments. Arms ✴10+: As 7-9, plus your damage ✴7-9: They drop anything they’re holding. Legs ✴10+: As 7-9, plus your damage ✴7-9: They’re hobbled and slow moving. Feral Instinct You have a near-supernatural understanding of how animals live and have translated that into a set of behaviors. Base: Ferocity +2, Cunning +2, 0 Armor, Instinct +1 Strengths: Keen Senses, Stealthy Trainings: Fight Humanoids, Fight Monsters, Hunt Weaknesses: Savage Tooth and Claw When you allow your animalistic nature to come through... …and you attack, add your ferocity to your damage …and you track, add your cunning to your roll …and you take damage, add your armor to your armor …and you discern realities, add your cunning to your roll …and you parley, add your cunning to your roll …and someone interferes with you, add your instinct to their roll 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 create an advantage, +1 forward to you or an ally acting on it Reduce their armor by 1 until they repair it Bonds: I have guided _______________ before and they owe me for it. _______________ is a friend of nature, so I will be their friend as well. _______________ has no respect for nature, so I have no respect for them. _______________ does not understand life in the wild, so I will teach them. Gear: Hunter’s bow (near, far, 1 weight) Short sword (close, 1 weight) Leather armor (1 armor, 1 weight) Dungeon rations (5 uses, 1 weight) Bundle of arrows (6 ammo, 2 weight) Adventuring gear (1 weight) Load: 7/11 ProfessorCirno fucked around with this message at Mar 23, 2013 around 01:46 |
| # ? Mar 20, 2013 16:06 |
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Desty posted:Yay or nay on this class? Hm...I'll allow it, though I will note that it may take you some work to be able to do business with strange and foreign new places. You can still do it, of course, but culture shock will be a thing in some cases. (You probably expected that, though.) Also: The deadline is going to be March 31.
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| # ? Mar 20, 2013 16:50 |
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Decided against this character idea. I need to rethink it a bit.
wrl fucked around with this message at Mar 24, 2013 around 23:19 |
| # ? Mar 20, 2013 19:44 |
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Sir Bradley, the Destroyer![]() Sir Bradley is the seventh son of Baron Aleshnikya. While many soothsayers consider this a special boon, it really wasn't, at least not for Bradley. The inheritances were already set, the positions were already filled, and the fortune of being a noble simply was not going to be there for him. Perhaps if the Baron had acquired more power and wealth for himself. But with little of interest to do in Volkstraaeland, Bradley Aleshnikya set sail for the New Lands to make his own name, his own power, his own wealth. The first few months were unsettling, but Bradley quickly learned his way about New Nexus, and eventually venturing out farther. Exploration expeditions needed muscle, and Bradley was building that in spades. It was the night of the Half-Dead Moon. For weeks, the Man-son-seur mission had been pushing up the so-called Asquehanna River. Progress was slow, and the expedition had been wrought with infighting. On the night of the Half-Dead Moon, the squabbling over the campsite grew far too loud, and attracted the attention of some a clan of barbaric cannibals. Incidentally, neither of the posited campsites would have been any good at all, most likely leading to a surprise discovery by the cannibals. Regardless, the tribe sprung from the jungley woods, and killed several men and women before any action could be taken at all. Bradley, as according to his contract, duly fought against overwhelming odds. Perhaps that was the night something clicked with the young noble, but not only did he cut down the attackers (with some help from a few other guards, but that really cuts down on the drama of the story, doesn't it?), he tracked a fleeing cannibal to their own campsite. This wasn't in the contract, but Bradley singlemindedly eradicated the campsite, including the barbarian chief - whose helmet Bradley kept as his own. The Man-son-seur mission abandoned its exploration promptly the next day, but Bradley's legend was only beginning. pre:Name: Bradley, The Destroyer Class: Fighter Look: Eager Eyes, Wild Hair, Tanned Skin, Built Body Level: 2 XP: 4 Race: Human Str 16 (+2) Dex 8 (-1) Con 16 (+2) Int 13 (+1) Wis 12 (+1) Cha 9 (-1) HP: 26 Damage: d10 Load: 18 Alignment: Good - Defend those weaker than you. Moves: All Basic Moves Human Fighter: Once per battle you may reroll a single damage roll (yours or someone else’s). Bend Bars, Lift Gates: When you use pure strength to destroy an inanimate obstacle, roll+Str. 10+, choose 3. 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: Serrated, Versatile, Blood-Stained Sword (+damage hand close 2-weight) Scent of Blood: When you hack and slash an enemy, your next attack against that same foe deals +1d4 damage. Gear: Weapon (2-weight) Scale (2-armor, 2-weight) Rations (4-stock, 1-weight) Shield (+1-armor, 2-weight) Healing Potions (2-stock, 0-weight) Bonds: Bram Quincy Porter owes me his life, whether he admits it or not. I have sworn to protect _______________. I worry about the ability of Anja to survive in the New Lands. Agatha is soft, but I will make her hard like me. Captain Foo fucked around with this message at May 9, 2013 around 14:52 |
| # ? Mar 22, 2013 02:55 |
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![]() quote:Anja the Trader There's someone very much like Anja everywhere you go. Don't mistake that for hyperbole - they might be a little older or younger, or speak with a different accent, but they're always there, and they're always looking to make a deal. Their competitors just call them the Merchants. Rumors abound as to their origins. Many Espanans believe them to be a criminal syndicate, altered to resemble each other through dark magics and twisted surgeries. More than one raving drunk has proclaimed them visitors from other planes, taking humanoid form and holding mundane employment to lull us into a sense of security. At least one paper in the archives of Amalgamated University hypothesizes that the Merchants are all interrelated, perhaps even members of some diasporic single bloodline. The Merchants don't talk about themselves much. They're far more interested in what they can offer you today, and getting an equitable deal for all involved parties. Anja herself is one of the younger members of the clan. As she isn't earmarked to take over one of the continental enterprises, it fell to her to come up with a new market. Lacking any profitable ideas for inventing entirely new goods or services, she's decided to make the trip to the New Lands and see what opportunities arrive. Anja comes to this new land not to conquer, but to spread profit and prosperity. She's armed only with a backpack full of trade goods and treasury notes; the magic box packed with the essences of her ancestors and the gun are just tools of the trade. - "What do you mean, you're closing?" Anja smiled at her customer, just like always. "I'm closing shop, Mr. Garagh. The stall was always a temporary business, so that I could work up some seed money for an expedition in the New Lands." The troll scowled. "You're turning down my business so you can hop a ship across the world, maybe arrive in the piece, just so you can sell trinkets to a bunch of primitives?" "Calculated risk, Mr. Garagh." She kept on smiling. She never really stopped. "There's always plenty of profit to be made in a new market, as long as you know what to look for. And the indigenous peoples have just as much right to the finer things as anyone else, sir. "Consider - there's not much information about the inland areas, but every trail I blaze is doubling my potential gains. I can sell the geographical information to interested traders, and I can broker exchanges between those very traders and the locals. It's a marvelous opportunity for everyone!" The troll's already enormous scowl deepened. "Fine. Since you know everything, where'm I supposed to go to get my mud now?" The Merchant beamed. "I'm sure someone will be along shortly, sir. Never let an opportunity pass you by."
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| # ? Mar 22, 2013 04:05 |
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Fluff is up! Mors, I was thinking - would it be ok if I did two things? 1) Instead of "animal companion," give myself the animal companion stats and replace Command with something to the nature of "When you take the attitude of a wild beast, you can..." keeping the same general mechanics for what it does but replacing "ANIMAL BRO" with "Ashaki be crazy" 2) Ranger doesn't get thief multiclass. Can I pretty pretty please take it anyways to get thief Backstab?
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| # ? Mar 22, 2013 07:25 |
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edited my sheet slightly; changed alignment.
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| # ? Mar 22, 2013 11:12 |
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Here is my Character, O'Faolain ![]() Hello there governor! Name's O'Faolain! Bard by trade. I come from the great green Isle of Hibernia, the most beautiful and scenic place in the Old Lands. Unforchantly occupied by those Wolden bastard. Why are you risking your life to explore the New Lands? For the thrill of adventure! To be immortalized in story and song as one of the mighty adventurers that was first to explore the wild unmapped interior! I also need money, lots of money. What do you think of the natives? They'r like any body else I supose. Some are nice to sit down and have a drink with, Others slit your throat and leave you dead in a ditch some where. What do you know about the New Lands? Well I haven't been here very long but I think I've gotten to know New Nexus pretty well. Especially the gambling establishments. But besides that? Just what I've heard in poems and songs about the place. quote:Class: Bard Manofmanusernames fucked around with this message at Mar 25, 2013 around 04:00 |
| # ? Mar 22, 2013 23:00 |
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ProfessorCirno posted:Fluff is up! Sure, I'm down with this. Next set of questions won't be 'til Sunday night or Monday.
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| # ? Mar 22, 2013 23:08 |
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Okay I've updated my character sheet.
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| # ? Mar 24, 2013 23:05 |
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![]() A new world presents new challenges, and new challenges need new solutions. That's what Agatha Holmgrath provides. Sadly, her brilliance has gone unnoticed - until now. After having her inventions dismissed by explorers, Agatha decided the best way to prove the value of her work was to put it to the ultimate test. So she closed up her shop, gathered up her tools and gadgets, and left the Merchant Republic of Lourna behind. It took some effort, but she talked her way onto a ship bound for the New Lands. The captain seemed intrigued by the idea that she could improve the somewhat ramshackle vessel. Unfortunately the ship sank on the journey, but she managed to keep hold of her most important gear - well, more that it kept hold of her. It took a bit of ingenuity to put together an emergency flotation device, but that kept her from following the wreck to the bottom. After a few days she drifted to the shore, where she made her first contact with the natives. Clever people, if a bit unimaginative. There was a bit of confusion when she tried out her translation device, but one of the locals proved to know the common tongue. A lucky break! Clearly impressed with her capabilities, the natives decided to escort her all the way to New Nexus. It was quite kind of them. Agatha tried to repay them with some new inventions to improve their lot, but they insisted they could not accept. A bit stuck in the mud - but then, that's why they're the ones being visited, after all. Plenty of time to show them the benefits of innovation! But first Agatha needs to arrange for a proper demonstration for her own people. Once again in contact with familiar civilization, Agatha hopes to latch onto a group penetrating the Great Unmapped Interior. Surely any attempting such a daring feat could benefit from her expertise and from her specialized equipment. And that's not even considering what she could come up with on the spot! Especially now that she's restocked her research materials, this time focusing on texts covering the New Lands themselves. So much to learn! It wouldn't do to be caught unprepared again. Despite a few setbacks, the plan is coming together. And they'd called her mad! pre:Name: Agatha Holmgrath Class: Artificer Look: Curious Eyes, Frizzy Hair, Pallid Skin, Small Body Level: 2 Str 8 (-1) Dex 16 (+2) Con 12 (+0) Int 16 (+2) Wis 13 (+1) Cha 9 (+0) Damage: d8 Armor: HP: 16/16 Alignment: Lawful (Prove the value of your inventions to others.) Race: Human (You have one more gadget than whatever your moves tell you.) Starting Moves: Charge: 3 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 (___) Example Gadgets:Magnetic Field Boots (alternate movement (hover), 1 weight), Cryogenic Explosion Flasks (near, elemental (ice), 1 weight), and Pyromatic Defuser Glove (hand, +2 armor vs. fire, 1 weight) 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. 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. 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. 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? Advanced Moves: Carrying Harness You affix mechanical tools, plates, chains, and flippy gizmos to yourself. Everything you carry is attached to you, and you can never drop anything or be disarmed without your consent. You also gain +5 Load. Bonds: I have shown Anja the secrets of my inventions. Bram helped me with one of my projects. I owe him. Sir Bradley called me mad. Mad! I'll show him! Qua is my personal assistant. Gear (Load 10/13): Dungeon Rations (5 uses, 1 weight) Toolkit (1 weight) Protective Clothing (1 armor, 1 weight) Bag of Books (5 uses, 2 weight) Gadgets: Alchemic Shielding Belt (+2 armor vs environment, 1 weight) Clockwork Propulsion Boots (alternate movement (jumping), 1 weight) Ectoplasmic Beam Device (near, piercing 2, 1 weight) Magnetic Amplification Glove (near, forceful, 1 weight) Comrade Gorbash fucked around with this message at Apr 2, 2013 around 00:59 |
| # ? Mar 25, 2013 18:39 |
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Ashaki: No one becomes like you easily. What was the greatest creature you have hunted, and what did it teach you? Sir Bradley: You have not had the friendly contact with natives that others have, and it's marked you for everyone to see. How have people reacted to your wearing the helm of a cannibal chieftain, and does it bother you? Anja: You know, of course, that money and profit are everything - and that the Merchants are best at it. There are none of your sisters or brothers here - at least, none you know of. But you've run into someone nearly as shrewd as you are...and worse, they treat trading and money as nothing more than a game. Tell me about that person. O'Faolain: You've sat and drank with some of the native taletellers, sharing your stories and hearing theirs. What, of all you've heard, is the hardest for you to believe, and why?
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| # ? Mar 25, 2013 20:35 |
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Mors Rattus posted:Anja: You know, of course, that money and profit are everything - and that the Merchants are best at it. There are none of your sisters or brothers here - at least, none you know of. But you've run into someone nearly as shrewd as you are...and worse, they treat trading and money as nothing more than a game. Tell me about that person. Well... I wouldn't ordinarily talk about the competition, but this is really something else. A week or so ago I started hearing rumors about a major trader coming into town. I had to do due diligence, of course, so I started asking questions. This man, Larenfrais - I don't even know how to describe him. The way he does business just does not make sense. He doesn't seem to care about losses or gains! I can't figure out his angle, and I'm not even entirely sure what his target market is. I think he might be trying to sell futures...but to the locals? Do they have a hidden stock exchange or something? One of my agents claims he walked into a casino. That he didn't own.
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| # ? Mar 26, 2013 03:22 |
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Mors Rattus posted:Sir Bradley: You have not had the friendly contact with natives that others have, and it's marked you for everyone to see. How have people reacted to your wearing the helm of a cannibal chieftain, and does it bother you? Some react with fear and disgust, yes. But it's usually those that have yet to be out into the wilderness. Once you get out into the Unmapped, they realize the value of someone like me. If they live to hire someone, of course. The point is, I mean business. Battle trophies are the way to show that, are they not? Even back in the Old World, they do similar things. Here, of course, it's cruder. And yes, it is crude. I don't argue that. But it is effective, isn't it?
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| # ? Mar 26, 2013 04:05 |
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Mors Rattus posted:O'Faolain: You've sat and drank with some of the native taletellers, sharing your stories and hearing theirs. What, of all you've heard, is the hardest for you to believe, and why? Like many old legends you can't prove it but you can't disprove it ether and I'm gonna need to see some proof before I buy some story about how the land I'm standin' on is actually a big arse turtle.
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| # ? Mar 26, 2013 04:22 |
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Everything should be done now, unless I forgot something obvious.
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| # ? Mar 27, 2013 03:48 |
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Agatha Holmgrath: Not all the natives were turned away or terrified by your gadgets. Someone (or, perhaps, something) stole one of them before you could get to New Nexus. Tell me about both the gadget and the thief.
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| # ? Mar 27, 2013 19:47 |
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Mors Rattus posted:Agatha Holmgrath: Not all the natives were turned away or terrified by your gadgets. Someone (or, perhaps, something) stole one of them before you could get to New Nexus. Tell me about both the gadget and the thief. Most of the natives of the New Lands are noble if simple folk, honest and straightforward. But some few are covetous, even larcenous in their habits. One such Agatha encountered on her journey to New Nexus. A rather fetching lad, of mixed human and elven ancestry, well spoken and rather more clever than his fellows. Tarn or Taren or Tarry - one of the local names. Claimed to be a trader and storyteller. Brilliant green eyes, a strong jaw, tall enough, notably trim. Not of course that such concerns are as important as finding a good conversationalist in such a trying time. His interest, it turned out, was not in Agatha - Agatha's intellect, that is - but in distracting her so he could seize one of her inventions. After a late night of stimulating discussion of various matters, Agatha discovered upon waking that Taren - no, it must have been Tarn - had absconded with the Electrical Reversal Rod! Also her best pair of boots. That the Rod was taken is particularly vexing, as it was Agatha's most recent invention. It is not a lightning rod, as laymen were prone to mistakenly label it. No, the ERR did not impart additional electricity to a system, but instead draw it out. It turned out many mechanisms, notably organic ones, produce electrical energies, and dampening them has rather negative repercussions on those systems. There is also the small matter that the absorbed energy is going somewhere. Apparently into the rod itself. It is a safe assumption that there is a maximum capacity, that if exceeded would produce a highly energetic failure state. Agatha hadn't quite figured out how to engineer a safe discharge at the time the device was purloined. Recovery of the ERR is of great importance. Who knows what damage Tarn - fairly certain it was Tarn - could cause with it, intentionally and later accidentally when the storage capacity was exceeded? Not to mention a spot of entirely justified retaliation for disappearing after a night of passionate debate without even a good bye! Besides which she had just gotten those boots broken in properly.
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| # ? Mar 27, 2013 21:04 |
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Deadline has come and gone! Time for me to post picks. Qua the Hungry (Dagon) Bram Quincy Porter (Kai Tave) Agatha Holmgrath (Comrade Gorbash) Sir Bradley, the Destroyer (Captain Foo) Ashaki, She Who Hunts Beasts (Professor Cirno) Anja the Trader (Desty) It was not easy to make all these picks! To those who didn't get in: You were all quite good, and that's why it took so long for me to post this. Game thread will be up in the next 24 hours.
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| # ? Apr 1, 2013 15:42 |
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Looking forward to this, my first DW game
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| # ? Apr 1, 2013 17:47 |
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| # ? May 23, 2013 07:17 |
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BONDS! Bram Quincy Porter owes me his life, whether he admits it or not. I have sworn to protect _______________. (None of you, yet) I worry about the ability of Anja to survive in the New Lands. Agatha Holmgrath is soft, but I will make her hard like me.
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| # ? Apr 1, 2013 23:07 |






















