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  • Locked thread
Captain_Indigo
Jul 29, 2007

"That’s cheating! You know the rules: once you sacrifice something here, you don’t get it back!"

“Alright you reprobates, listen up! The Adventurer’s Guild have a new bounty up and it’s a goodun! Cornelius Babel, wanted on charges of kidnapping, murder, attempted genocide, the study of illegal magicks and applied necromancy. Wanted: Dead. The twist? Babel’s been dead for two centuries. Why has he turned up now? Who knows. Go kill him, kill whatever smoke or mush comes out of him, then smash anything in the vicinity that looks like it might contain a soul. Blind Pete says ya can keep whatever ya find in the lair, and there’s an added 10g for every undead thing you put back in the ground, long as you bring the heads to prove it. The normal rules of The Adventuring Guild apply – no killing each other to get the bounty, no negotiating on the reward, and for the love of god do not bring this one back alive. Happy hunting!”

What is this?

A Dungeon World ‘one shot’. A team of bounty hunters invade the lair of a necromancer. Do it for justice, do it for glory, mostly do it for the gold. If all goes to plan I’m hoping the game will run for about a month or so. If it’s really successful and people post a lot, I might run another one afterwards.

This is a play by post game where you roll your own dice with Orokos or Invisible Castle or whatever

Who is this for?

I’m looking for four (maybe five) dudes who can post regularly. My last game fell apart because people signed up, then flaked out almost immediately. Don’t do that. Characters should be level two and can come from any playbook. As is usual with Dungeon World, please reskin to your hearts content.

What will it be like?

Although this is a one shot that involves killing the boss, there is no reason this has to be a hack and slash adventure. I don’t necessarily expect the same amount of plot hooks and development potential you would normally have for a Dungeon World character, but I’d like some fleshed out people with interesting motivations and quirks.


The game will focus very much on the hunt, so the outside world doesn't matter too much.

Look at the dudes below from some comic about Bounty Hunting I've never read. Look at how different they all are. Holy Moses, one of them is a shark or something. Be as varied and interesting and wonderful as these dudes.



So what do I do?

Submit a character!
-Sheet
-Picture
-A brief summary
Then answer the following questions:
-What got you into bounty hunting to start with?
-What was the best bounty you ever collected, with this crew or another, either because of the money or because of something cool you did?
-What motto do you live by?
-Tell me something about the world

Picks will be made on the 15th of February

Current Submissions

Lucy Dupree - Psion
Urgoth - Armorer
Quartermaster - Gladiator
Kozu Cain - Spellslinger
Brunch Fiddles - Initiate
Albrecht Anders - Mercenary Captain
Whether - Wraith
Hex Stellamagus - Starmage
Milliner Rose - Stolen
Mr Primrose et al - Cultist
Jors Griftensen - Arcane Duelist

Captain_Indigo fucked around with this message at 10:44 on Feb 14, 2014

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ActingPower
Jun 4, 2013

Are we supposed to pick one of those characters/use them for inspiration? Because they look totally awesome. I'm starting to get drawn to Marie as some sort of cyberpunk Psion or Dashing Hero or something.

EDIT: Or Doyle, he looks pretty awesome, too. Is the Ninja playbook done?

EDIT: Can't fill out a character sheet from here, so holding a spot for Lucy Dupree, Psion extraordinaire. (She won't be a cyberpunk character, just inspired by that pic.)

EDIT: All right, done!


Lucy Dupree, Psion Extraordinaire

Lucy's Backstory posted:

Lucy was, in another lifetime, the wife of a wealthy merchant by the coast. He made the money, and she spent it. She ate his food and lived under his shelter, and he got to use her however she wanted. An arrangement of convenience, really; it all worked.

Lucy wasn't happy, however. Content, maybe, but not happy. She wondered if there was more to life than being a dressup doll and a sex toy for a mindless merchant. Then one day, while she was out in the markets, she found an amulet. A cursed amulet. Well, the merchant said it was cursed. The fact that it had awakened psionic abilities in her made it a blessing, really. Whether or not she was, in fact, slightly deranged now because of it was up for debate.

Anyways, when she got home, she found that she didn't need to be a trophy wife anymore. Funny enough, psions are a pretty valuable commodity in the current market, so she could go out and pave her own way. So maybe she got a little heated arguing with her wonderful husband. And maybe she may have been a little too fervent with the "take a long walk off a short pier" line. How was she supposed to know he'd actually do it? Okay, so maybe the psychic influence had something to do with it, but still.

So there she was, on trial for killing her husband. Pleading not guilty probably wasn't the best option, but thankfully, just before she got the chopping block, the Adventurer's Guild stepped up with a deal. They couldn't let a burgeoning psion get the axe, so they pleaded with the judge to lessen her sentence. Two years prison, then five years parole with the Guild.

Two years later, she was let out of prison a new woman. Well, not really. The first thing she did upon getting out was changing out of the tacky orange jumpsuits and switching to something more comfortable. After that, she signed on with the first team of bounty hunters headed out to the Wastelands to slit up some dudes. The other bounty hunters were a bit uncertain at first at the ladylike Dupree, but when she held an owlbear down with her TK then punched it telekinetically until it bled to death, they were willing to give her a second chance. They never said anything out loud, but funny thing about psions: just thinking about calling her "Lucy the Lunatic" is just as bad as saying to her face. Which, by the way, doesn't have a dagger sticking out of it like yours. Funny thing.

Lucy's goals in life are actually pretty complex. She loves fashion, art, and paving her own way in life. She considers all of these things ways to improve herself, to aim towards perfection. Of course, her other favorite pastime is learning new ways to kill people, be it with weapons, psionics, or just with her bare hands. That, too, is perfection. And being able to manipulate people with the faintest of thoughts is icing on the cake. The cake of murder.

I have no idea where that came from. :stare: Somehow "killing her husband" turned into... that.

Summary of Sheet, just in case you don't like GDocs:

Look: Dreamy Eyes, Long Hair, Sly Smile, Soft Body

Skill Setup: 9 Strength (+0), 12 Dexterity (+1), 8 Constitution (-1), 13 Intelligence (+1), 16 Wisdom (+2), 15 Charisma (+1).

Damage: d6 HP: 14

Alignment: NeutralChaotic
"Upset a relationship to see what happens."

Race: Human
"Your ability to Your ability to read minds has been honed to near-paranoid perfection. When you Defy Danger against a foe whose mind you can read, take +1 forward."

Moves:
Expanded Consciousness
"When you reflect on the interconnectedness of all things, lose your remaining focus and
gain 3 focus. Your maximum focus is 3. You may spend focus, one for one, to:
• Manipulate small objects, no heavier than weight 1 and no further than Near range, as
if with your own hands.
• Establish telepathic contact with someone you touch, skin to skin, for up to an hour.
• Have a brief vision of the imminent future, as if you had Discerned Realities and asked,
"What is about to happen?" Take +1 forward when acting on the answer."

Telekinetic Strike (WIS)
"When you attack with telekinetic force, roll +WIS. On a 10+, deal your damage. On a 7-9, deal your damage, but choose 1:
• You expose yourself or an ally to danger.
• Something near your target is destroyed by the blast - the GM will tell you what.
• You're overwhelmed with psychic feedback, stunning you for a moment.
Your Telekinetic Strike is a weapon with the tags Near, Forceful, and Messy."

The Heart's Sorrow (WIS)
"When you look into someone's heart in search of a secret, roll +WIS. On a 10+, choose
two. On a 7-9, choose one:
• The secret is presented with greater context.
• The secret is something you could possibly know otherwise, however unlikely that
might be.
• The secret can easily be used to gain leverage for Parley."

Peer Through The Veil
"You perceive phenomena invisible to mortal eyes: visible manifestations of emotions, astral creatures which prey invisibly on mortals and signs of great and terrible things yet to come. You have little choice in what you see, but you can interact with these things as well as you can interact with anything else."

Imp of the Perverse
"When you mentally command a creature to obey a simple order, roll +WIS. On a 10+, they will act on your suggestion, though their actions are tempered by their own feelings on the matter. On a 7-9, the command takes hold, but it's fleeting. On a miss, they know someone is forcing thoughts into their head, and will react accordingly."

ActingPower fucked around with this message at 06:05 on Feb 12, 2014

Mr. Prokosch
Feb 14, 2012

Behold My Magnificence!
Urgoth the Armorer


Urgoth comes from a long line of armorsmiths. Every year they produce piles and piles of masterwork armor, following the perfect designs first conceived by the most holy ancestors, may their names be honored until the end of time, to arm the stalwart warriors of the mountainhome. And every year more dwarves come back in caskets. The obvious flaws in dwarven armor design are being exploited by the gnollish menace, as they have been since the perfect designs were first conceived by the most holy ancestors, may their names be honored until the end of time.

Urgoth felt like he could do better. He tweaked a thing here and there. Bolted on another plate. Mixed a different alloy. His customers refused to even look at the new armor, let alone try it in battle. Urgoth just tried harder, hoping that he could make his new armor so obviously superior that no one could resist. He started making the armor more elaborate, adapting gnomish technology, incorporating magic sigils, even including decorative tassels.

Nothing worked, so Urgoth decided that the only way to get his people out of their rut was to go out into the world a become a great Dwarven hero using his inventions. Once he's died gloriously in battle he will become an honored ancestor, and his civilization will finally start patching over that drat boob window!

-What got you into bounty hunting to start with?
Urgoth felt that joining the Adventure's Guild and hunting famous bounties was the best way to get famous himself and prove the value of his inventions. It would also give him the opportunity to field test and improve his work.

-What was the best bounty you ever collected, with this crew or another, either because of the money or because of something cool you did?
Urgoth captured Summish the gnollish bandit lord. He liked it because it proved that his inventions ARE useful against Gnolls. Many of his brethren claimed that any axe not built to the exact specifications laid down by the most holy ancestors, may their names be honored until the end of time, would simply bounce right off the detestable Gnolls. This field test proved quite the opposite, as he discovered that he could overload his great axe and ended up turning his opponent into a fine paste. The head was too damaged to prove his bounty, but at least Urgoth proved one myth wrong!

-What motto do you live by?
The most holy ancestors, may their names be honored until the end of time, sometimes make mistakes.

-Tell me something about the world

The Dwarves are stuck in their ways, but most of the world has moved past simple swords and sorcery. There's all sorts of newish technology and interesting magical contraptions outside of the Mountainhome.

quote:

Urgoth the Armorer
HP:17
Armor: 2
Damage: d8

Look
Curious Eyes
Frizzy Hair
Burnt Skin
Muscular Body

Ability Scores
Strength 16 / 2
Dexterity 8 / -1
Constitution 13 / 1
Intelligence: 16 / 2
Wisdom: 12 / 0
Charisma: 9 / 0

Drive: Prove the value of your inventions to others
Race: Dwarf (ignore the clumsy tag on armor)

Starting Gadgets:
1. Clockwork Shielding Suit (+2 Armor vs. Environment)
Urgoth's Mechanical Armor also comes with a variety of magical and mechanical safety features!

2. Steam Propulsion Axe (Forceful)
This gigantic axe can barely be lifted without enhanced strength. It's powered by a steam propulsion system for extremely fast and forceful swings.

3. Electrical Emitter Cannon (Elemental Electricity)
Urgoth's latest invention, it fires an electrically charged net to capture bounties alive, assuming they're wanted alive.

Moves

Gadget Belt
You have a Gadget Belt containing 3 Arcane Gadgets. All Gadgets are 1 weight and have a Range tag, if appropriate. 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.

Field Test
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.
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
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?

Overload
When you use a Gadget as a weapon, you may choose to deal +1d6 damage with it. If you do, either spend 1 Charge or the Gadget is damaged - you can repair it, but it will take some time and concentration.

Gear
Load 9 + STR
Rations (weight 1)
Toolkit (weight 1)
Gadgets (weight 3)
Mechanical Suit (armor +1, weight 3)
Adventuring Gear (5 uses weight 1)


Sidenote: I have nothing going on for at least another month, so I could post all the time! Like, ten times a day, assuming we have compatible time zones.

Questions
Urgoth - Are you concerned in any way that the ramifications of your inventions could lead to the loss of the traditional Dwarven way of life?

Some of Urgoth's more vocal detractors in the Mountainhome have claimed that any "improvements" on the traditional designs will lead to a complete collapse of Dwarven society. If we turn our backs on the the most holy ancestors, may their names be honored until the end of time, just to defend ourselves more efficiently, then we'll have nothing worth defending. We'll be no better than the gnollish menace we fight so hard to keep back! We'll just be short, fat, humans!

Urgoth believes that the Dwarven way of life is more resilient than that. No new contraptions will stop them from enjoying the traditional Mushroom Beer at the High Tide Feast. Or carving the magnificent deeds of each generation into a new layer of the Pillar of Time. Or selecting life partners by using the Fleeing Groundhog. A small part of the traditional Dwarven way of life might change, the part where 70% of each generation is killed by large dog-headed men with polearms, but the heart and soul of their culture will live on.

A third view, put forward by the detestable gnomes who sometimes visit the Mountainhome, is that the constant high-casualty battles with nearby Gnoll encampments relieves an enormous population pressure on a society with highly limited resources. If technological and tactical improvements lead to more viable offspring in the Mountainhome it could mean complete collapse from starvation and lack of living space. Dwarves may adapt by picking fights with more deadly opponents in order to maintain the same sustainable casualty rate. This kind of talk is why the most holy ancestors, may their names be honored until the end of time, invented fire.

Mr. Prokosch fucked around with this message at 15:16 on Feb 14, 2014

Flame112
Apr 21, 2011
Holding this space for a Gladiator app. Here goes!

The crowd stood at their seats, roaring for the battle in the Kal Karam arena to begin. It was supposed to be a standard fight. 'The Brute', the reigning champion, was to fight a score of recently captured slaves. The Brute had won a dozen such battles, and everyone assumed he would win a dozen more. Nobody in the audience imagined that a scrawny elf slave would somehow manage to overpower the Brute and run him through with the Brute's own greatsword, 'The Impaler'. Standing on top of a pile of corpses, covered in the Brute's blood, the elf had only one thing to say: “Who's next?”. The crowd went wild, and the impressive act attracted the attention of the Red Sultan, ruler of Kal Karam and frequent patron of the arena.
The elf continued to win fight after fight in the arena, earning the nickname 'Quartermaster' for his habit of collecting fallen opponent's weaponry and using it in the next battle. In one legendary fight, Quartermaster defeated an enormous scorpion by carving off a piece of its carapace and using it to shield himself from its deadly twin tails.
Quartermaster quickly became the Red Sultan's favorite fighter, but the he never suspected that the Quartermaster would do anything to earn his freedom. After a particularly bloody battle, the Sultan came down to the arena floor to personally congratulate him, and offer his sponsorship. When asked to choose his reward, Quartermaster instead beheaded the tyrant, freed the rest of his fellow slaves and escaped from Kal Karam in the ensuing chaos.
It wasn't long after his escape from the arena before Quartermaster found he had become addicted to the thrill of battle. Unable to hold onto any respectable job for long, he turned to a profession filled with violence: bounty hunting. Quartermaster considers slaying the Red Sultan to be his first contract, and the freedom it brought him the sweetest bounty of them all. When he takes contracts, he prioritizes slavers over other criminals, in the hopes that he may one day kill the man who sold him into slavery. Old arena habits die hard, and Quartermaster has yet to bring in a bounty alive.

quote:

'Quartermaster' the Level 3 Elf Gladiator



Look:
Hard Eyes, Savage Hair, Ropy Body, and a Elaborate Costume (he's got an improbable amount of pouches, sheathes, and other places to store weapons).

Stats:
Strength: 16 (+2) Intelligence: 9 (0)
Dexterity: 13 (+1) Wisdom: 9 (0)
Constitution: 15 (+1) Charisma: 13 (+1)

Damage: D10 Armor: 1 HP: 25

Drive:
Chase personal glory, no matter the risks.

Bonds:
Milliner Rose and I both have trouble functioning in society.
Kozu Cain would be dead if it weren't for me.
I'm glad there was no one like Hex Stallamagus in the arena.
Brunch Fiddles doubts my abilities. I'll have to show him what I can do.

Weapon Tags:
+1 Armor: You gain +1 armor.
+1d4 damage: You deal +1d4 damage.
Forceful: It knocks someone back a pace, possibly off their feet.
Messy: Damage from this weapon tears people and things apart.
2 Piercing: Ignore 2 points of armor.
Precise: Roll +DEX instead of +STR with Hack & Slash.
Stun: The weapon deals stun damage instead of normal damage.
Thrown: You can Volley with this weapon. If you do, you can't choose to mark ammo on a 7-9 result, and the weapon is lost until you can retrieve it.

Starting Moves:

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

When you go into battle fully equipped, you have 2-arsenal. You can have a maximum
of 3-arsenal at any time.
Choose a look for your arsenal:

Improvised


Right Tool for the Job
At any time you can spend your arsenal, one-for-one, on the following effects.
• Add a weapon tag from the list or any range tag to your weapon for one move. (The
Range tags are: Hand, Close, Reach, Near, Far)
• Reroll a damage die, taking the higher result.
Elf racial bonus: When you use the Right Tool For the Job move to add a
weapon tag to your attack, you can add two tags.

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

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

I'll Have That
When you try to disarm a foe, roll+STR. On a 10+, he’s disarmed and you
gain 1-arsenal. On a 7-9, he’s disarmed, but his weapon’s way over
there. You can go get it, and gain that 1-arsenal, but you’ll have to expose
yourself to danger to do it.

Multiclass move:
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

Gear:
1 ration (3 uses, 1 weight)
Hard shell shield (+1 armor, 1 weight)
The Impaler (close, 2-piercing, messy, 2 weight)
Throwing hammers (near, forceful, 2 weight), 2 ammo
Battle axe (close, messy, 1-weight)
Punching dagger (hand, +2 damage, 1 weight)
2 healing potions (0 weight)

Load: 8/14 (12+2)


I tried to work the questions into my backstory, but here's two I didn't really answer:

Quartermaster's Motto: Anything can be killed, you just need the right weapon.

World: Cornelius Babel has been employing slavers to capture slaves for him, to be consumed (perhaps literally) in some dark ritual.

Lemme know if I screwed anything up and I can fix it.

Flame112 fucked around with this message at 18:51 on Apr 7, 2014

Idle Amalgam
Mar 7, 2008

said I'm never lackin'
always pistol packin'
with them automatics
we gon' send 'em to Heaven
Kozu Cain, the Technomage

"H-Hey! Careful with that Hexcore spanner, Nemo! That poo poo ain't cheap!!" Kozu shouts, peeking her head out of the Knight Mark XII powersuit she was rewiring.

"Tsk! Good help is just so hard to build these days..." Kozu remarks to herself shaking her head at the machine. "Now which of these wires connects to the power core?"

Several life threatening jolts of electricity later, Kozu got the unit fixed and hurried to the bounty board to look at the new listings.

That's when she saw the bounty for Cornelius Babel and for the first time in months, really became intrigued.

quote:

Class: Spellslinger Lvl. 3
Look
Inquisitive Eyes, Ragged Hair
Mechanics Clothes, Small Body

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

Damage: d8
HP: 23(8+CON)
Armor: 1

Alignment: The Ugly
Do something stupid for
the Ecstasy of Gold.


Race: Halfling
When your deadliness is underestimated
because of your size, take +1 forward
to spellshot or trick shot.


Moves
Magic Wand: Nemo, a multi-purpose robot assistant.
Crafted from scrap bits of repurposed metal, wiring and
magical components.



Runes of Power:
Nemo is equipped with an arcane-weave projection apparatus.
When Nemo is imbued with magic, depending on the spells
weaved, different effects are projected and the appropriate
rune that is magically etched onto its body will glow.
  • Weaken: Next time the target does damage, it does 2
    less damage.
  • Corrode: Acid splashes the target, dissolving some of
    it's protection. Target takes -1 armor ongoing until the
    acid is washed off.
  • Smoulder: The target's clothes, fur, or other flammable
    material begins to burn.
  • Disarm: Whatever the target is holding in one of it's hands
    is flung from their grasp and lands nearby.

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 -1FORWARD
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 +1ONGOING against it.
> On a miss, there's a 'Wanted' poster of you! The reward
for you is your levelx10 coin. Take -1ONGOING when dealing
peacefully with any figure of law while in town.

Unwelcome Traveler
When you deal with a sedentary business owner, agents of the law and
other particularly straight-laced folk,
you can use "My willingness
to leave town" as leverage to Parlay.

True Grit
When your situation looks hopeless, and you grit your teeth to struggle
through the pain,
roll +CON. On a 10+, choose 2. On a 7-9, choose 1:
> You are discounted as a threat and ignored.
> Your enemy reveals a fatal flaw.
> Someone or something useful is just within reach...
> You refuse to let a mere injury stop you! Gaind d6 HP.

Magic Medicine
When you choose a target to heal, heal d8 and roll +CON.
On a 10+, Nemo fires a beam that heals its target as intended. On
a 7-9, take -1 Forward to spell shot or trick shot. On a miss, one
of your runes contaminates the beam and the target suffers the
effects of that rune. GM chooses.

Gear
  • Adventuring Jump Suit(1 Armor, 1 Wt.)
  • "Nemo"(Near, 1 Wt.)
  • 5 coin.
  • Hardlight Sword(shortsword, close, 1 Wt.)
  • Useful tools, Parts & Notes(Adventuring Gear)(5 uses, 1 Wt.)
Load: 4/10

Bonds
I can’t remember if it was Brunch Fiddles or me that got us kicked out of town that time.
Hex can stick their disapproving looks up their arse! I see through those swirling stars!
Quartermaster’s got guts! I’m glad they’re on my side.

  • What got you into Bounty Hunting?: My mentor, Grixlas was a world renowned engineer, or at least that's the typical bullshit he would feed you. Honest truth was, he was an overweight mechanic who was quick with a discombobulating ray gun and quicker with his wit. He taught me the ins and outs of machines and overtime as I learned to control my abilities, he taught me the life of a bounty hunter.
  • What was the best bounty you ever collected on?: Demon Tongue the Namer and Two Claws Diego. A junkie and thief who teamed up to terrorize "would-be" nobility. Fortunately, Demon Tongue was usually too out of it to put his wicked abilities to much use and Diego was vain. I wouldn't have made it out alive without Grixlas there though. His inventions kept us safe(relatively safe), and the gold made the bruising, bleeding and effort that much more worth it.
  • What Motto Do You Live By?: When the going gets tough, and then tough gets tougher... set everything on fire and run like hell.
  • Tell me something about the world.: Crime is now more prevalent than ever, as a result of Cornelius Babel turning up.

Idle Amalgam fucked around with this message at 21:03 on Apr 12, 2014

Something Else
Dec 27, 2004

to ride eternal, shiny and chrome

THUNDERDOME LOSER 2022

I was born under a mountain. Deep, deep down. It was a mining village, of course, and a monastery, and that's all you could be - a miner or a monk. Lots were both, including me, since one sorta fed into the other. The monks taught you how to dig, and the miners told you why. And that why? Bullshit, all.

You got a hundred stout dwarves, experts in the Stone-Pointed Body style, smashing their way through acres of rock - when they could be using their skills to smash an intricate, beautiful statue out of a hunk of stone - all for the promise of sweet, glittery gold. We all wanted it, sure. Something deep in us - ancient, that hunger for the gold. And the Lord Monk says, It's here! The gold is here, beneath our feet, beyond our caverns, we simply have to dig! Well, I dug for half a lifetime and never saw so much as a vein of copper.

So I smashed my way out of that mountain. Maybe the first of my kind to do so, maybe not, and definitely not the last. And what I find up here in the open-sky? Gold, everywhere. Everywhere! On a nobleman's boot, for gently caress's sake. Anyway... If folks are just giving it out, I'm gonna get me some, wherever I can. If I can prove the Stone-Pointed Body superior in every way? Well, that's just gravel.


quote:

Brunch Fiddles
Initiate
Lv. 2
Damage: d10
Armor: 2+1
HP: 21/21

Alignment: Chaotic - Prove my kung-fu is superior!
Race: Dwarf - You may use your Ability of Lightness to walk across trapped surfaces as though they were water.

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

Starting Moves:
Signature Style - Stone-Pointed Body Technique
Elbows and Knees (hand, precise, 0 weight)
Passive (+1 armor)
Intense (+1 damage)
Hardened Fury

Ability of Lightness
When you run across a surface that cannot hold your weight, roll +DEX. On a 10+, you make it across gracefully and without trouble. On a 7-9, you make it across, but expose yourself to danger somehow. The GM will tell you how.

Sublime Understanding of the Body
When you attack a foe purely to disable them, roll +DEX. On a 10+, choose 2. On a 7-9, choose 1.
- They are dizzied and unstable.
- Their muscles are weakened or strained.
- They feel sick and nauseated.
- One of their limbs is locked or made useless.
- Their control of their magical power is loosened.

Skin of Bronze, Bones of Iron
When you wear no armor and use no shield, you get 2 Armor.

Gear:
Dungeon rations (1 weight)
Adventuring gear (1 weight)
Poultices and herbs (1 weight)
2 Healing potions (2 weight)
Stone statuette of Dwarf in Stone-Pointed Body center pose
Load: 5 / 8

Bonds:
________ is from a rival school! I must surpass them.
My master warned me about ________.
________ fights with skill and grace, and I respect them.
I will study at ________’s feet and learn their secrets.

What got you into bounty hunting to start with?
For the gold, pure and simple. Why? So I can goddamn swim in it, that's why.
What was the best bounty you ever collected?
My biggest haul? You won't believe this, but... Remember the Duke of Barengal? No, the old one. Well, his son went missing in a storm one night. The Duke thought it was treachery by members of his council, so he contracted us to figure out which one it was, and to find the body. Long story short, things got a little outta hand, and me and the crew ended up having to... Well, let's just say the Council paid for whatever crimes they had committed. In the end, it turned out the Duke himself had had some kinda "episode" and conjured up a Storm Djinn a few nights earlier. Found the kid's body up in a tree on the property, no signs of anything happening to him but a bad storm. The Duke threw himself off a parapet... But not before handing over the keys to his treasure hold.
What motto do you live by?
Harden the body, harden the soul, seek out the beauty, hold on to the gold.
Tell me something about the world.
Over in Crowspeak, some undead-worshipping cult has started breaking into places and making off with magical artifacts. Who knows what they want 'em for but it's probably got to do with Babel.

Something Else fucked around with this message at 20:59 on Feb 14, 2014

Captain_Indigo
Jul 29, 2007

"That’s cheating! You know the rules: once you sacrifice something here, you don’t get it back!"

Acting Power - You don't HAVE to use one of the images from the picture for your girl, but it's fine that you have. Also, you need to answer the questions. Also also, I prefer posts like the one you have given me to google docs, but if there is anything on the doc that isn't in the post, can you change the privacy settings of the document so I can see it please? :)

Mr Prokosch and Doctor Idle - You have submitted dudes of the same class (although with a different name). One of the rules of Dungeon World is that I can't take both. I don't know how popular this game will wind up being, but if you want to increase your chances then one of you might want to change. If not, that's cool, but it'll mean at least one of you doesn't get in. I like both characters so feel free to keep the gist of them and see if one of you can find a way to reskin a different playbook.

I will be sitting in SynIRC room #SABountyHunters for the next few hours if people want to ask any questions or talk about the game.

Idle Amalgam
Mar 7, 2008

said I'm never lackin'
always pistol packin'
with them automatics
we gon' send 'em to Heaven
I'll re-skin a spellslinger today. I took to long working on my Artificer and Mr. Prokosch beat me to the punch.

Captain_Indigo
Jul 29, 2007

"That’s cheating! You know the rules: once you sacrifice something here, you don’t get it back!"

I do like the character and the thing which is cool about Dungeon World is that you can reskin things so easily. If you wanted to keep your dude and reconstruct her as some kind of 'technomagician' then you could keep all the flavour and details, just have a different focus.

Just off the top of my head you could keep Nemo. A little robot (wand) covered in trinkets and doodads (runes) maybe with a big magic book on her back, wandering around and shooting of bolts of arcane energy at your command. Could be a cool concept.

But also feel free to make something totally new.

ActingPower
Jun 4, 2013

Captain_Indigo posted:

Acting Power - You don't HAVE to use one of the images from the picture for your girl, but it's fine that you have. Also, you need to answer the questions. Also also, I prefer posts like the one you have given me to google docs, but if there is anything on the doc that isn't in the post, can you change the privacy settings of the document so I can see it please? :)

Durr, yes. There you go. Can't believe I forgot.

I tried to fold most of my answers into her backstory, but I'll rewrite them more explicitly. She became a bounty hunter because the Adventurer's Guild took her on for her parole so that she wouldn't get executed. Her greatest success was the whole owlbear episode, the first time she proved to the other bounty hunters that she wasn't just a pretty face. Her motto in life is to strive for perfection in all things, be it art, beauty, or slitting up dudes. Something about the world was the only one I didn't answer, though I suppose you could say that 1)magic items are common enough that they get sold on the street, and 2) psions are extremely rare. But for a wider answer, how about that the town with the AG is actually pretty far removed from the capital, so they have an unusually large amount of autonomy?

Lichtenstein
May 31, 2012

It'll make sense, eventually.
I may or may not have brain problems, but here's something slightly different:


Albrecht Anders
Merchant Prince Mercenary Captain


What got you into bounty hunting to start with?

Each time they tell you that only honest, hard work and patience can bring you money, you can stop listening, safe in knowledge they're full of poo poo. Money is the only thing that can bring you more money. My old man broke his back making glass his entire life and when he lost his workshop he couldn't even pay for a roof over his head. And guess what, when it comes to business you can't do poo poo against the big guys with all the money, reputation, shiny loving guild licences and conscience of a shark. Nevertheless, I had to make a living somehow, and not willing to follow the mistake of staying an apprentice for twelve goddamn years my old man made, I found there's just one good cheap enough for me to be able to deal in.

Life.

You see, bounty hunting is a pretty cozy job when you think about it: just grab some down on their luck sellswords, round up some brigands you'd probably stumble upon anyway and collect the cash. No need to stick your neck out in the dysentery-ridden army camps like those Landsknecht fools - trust me, I've been there. Now, this gets even better when you know which ears are worth whispering to. Get the guy first, and then make him a bounty. Help write the report on what exactly you've found that is due to return to Basileus' coffers... - But I digress. The thing is, now I'm one of the big guys, and you're me twelve years ago. I've got the money, I've got the means, I've got the name, I've got the friends, I've got the legal authority. You stick around with me and get to learn a few tricks along the way, perhaps take some part of the loot if you've behaved nicely. Twelve guilders a week, plus expenses. Payment after we deliver the necromancers head. Interested?


What was the best bounty you ever collected, with this crew or another, either because of the money or because of something cool you did?
Once upon a time, there was a bounty on the head of Yours truly, issued by a warlord called Krax. Frankly, I've got flattered by the reward, so I turned myself in, or to be more precise, ordered my men to collect the bounty. While admittedly my escape from Krax's dungeon owed more to sheer luck than the quality of my careful pre-planning, it still makes for a great campfire story.

What motto do you live by?
Greed, for lack of a better word, is good.

Tell me something about the world
The rumour mongering about Babel is adorable, like it's a big loving deal a necromancer woke up. Our beloved Basileus has, like, half of the Azure Guard digging up these old farts and sending out to the meatgrinder with binding crystals stuck up their rear end*. It's a miracle, really, that the common folk do not know how our gallant struggle against southern warlords really looks like.

* Albrecht might have taken some poetic license here.

quote:

Level 2
Damage: d6
Armor: 1
HP: 15/15

Drive: Some point about being a self made man that's mostly incomprehensible and unrecognizable from simple greed - Use your wealth and standing to influence those in control.
Background: Bootstraps - You have a knack for creating something from nothing. Whether you have to beg, borrow, or steal, you always have at least +1 Capital spent when using Money Talks.

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

Capitalism, Ho! (INT)
When you conclude a business deal to your profit, roll +INT. *On a 10+, you gain 5 Capital. *On a 7-9, you gain 3 Capital. *On a 6-, gain 1 Capital. You can accrue a maximum of 10 Capital at any given time.

Money Talks
When you spend, invest, or otherwise leverage your assets to gain a good or service, spend Capital and roll +Capital spent. *On a 10+, you get pretty much what you were shopping for, when you wanted it. *On a 7-9, pick one. *On a 6-, pick two:
- You get what you want, but it’s going to cost extra
- You get what you want, but it’s going to take more time
- You get what you want, but it’s going to be substandard

The Price of Success
When you burn lots of money to tip the odds in your favor, spend Capital. You can take +Capital spent ongoing to all rolls related to one move for the duration of the scene.

I’ve Got People for That (INT)
No Merchant Prince is without someone to do the actual work. You have 3 active members of your retinue [choice under quote block].

When you tap the skills, abilities, or equipment of your employee, spend 1 Capital and roll +INT. *On a 10+, the expert accomplishes a task for which you would not otherwise be prepared to handle. *On a 7-9, they accomplish their task, but money isn’t enough – they want a favor in return, they get caught, they’re wounded, etc. – your GM will tell you what else you have to do. *On a 6-, they leave your service and their task is unfinished, whether due to retirement, lack of skill, death, or other factors. Mark the expert off your list. Experts are replaced using the Money Talks move.

Gear: (5/8)
Capital:
5
Dungeon rations: 5 uses, 1 weight
A finely-crafted flintlock pistol (close, near, 1 weight)
An ammo bag (3 ammo, 1 weight)
Fine Chainmail (1 armor, 1 weight)
A golden Guild Badge (1 weight)
A pocket arcane datebook

Death move: Last Will and Testament
With no suitable heirs, your death brings the question of your estate. Who (if anyone) will take up your fortune? Tell the GM what happens to your estate. The other players will begin to see subtle (or not so subtle) changes to their world. Perhaps you give it to an ambitious politician. Maybe the money is all stashed in a vault somewhere, attracting treasure hunters to track it down, even if it means confronting your old companions. Your estate could even be destroyed at your death, causing the global economy to shift into a depression. You were, in fact, “too big to fail.”

Bonds:
____________ wants my wealth, and nothing more.
____________ is in dire need of my wealth and taste.
It’s nothing personal, ____________, it’s just business.
____________ screwed me on a deal in the past.

The retinue:


Hummingbird, Mercenarial Arts Expert
- This is Hummingbird. You have any questions about your job, he'll have the answer. He might appear rough at the beginning, but it's the best bunkmate you could wish for. Just don't get on his bad side.



Issk, Ne'er do well Extraordinaire
- And that is Issk. Guys will be talking poo poo about him, but trust me, he's saved this company's butts more than once. Just never get involved in a three-cards game with him. And don't try to talk back to him, when his in a bad mood. Probably it's best if you just stayed away from him most of the time.


Hernando Fonseca, the Scrupulous Treasurer
- And this is Hernando. If I'm the God around here, he's the motherfucking Basileus. Never, ever try to lie to him, understood?

Would it be okay to choose the level 2 move after seeing what party shakes out? I'd rather choose something fluffy and therefore would like to see what will be most appropriate.

Lichtenstein fucked around with this message at 13:50 on Feb 13, 2014

megane
Jun 20, 2008



or maybe

Director,
As you requested, I dug up some info on that ghost girl that applied to go out on Babel's bounty. Tall Ed's worked with her on a few jobs, and there was a report done when she first joined the guild, since I guess some people were worried that she might turn us into zombies or something.

You remembered right about how she was unkilled by our boy Cornelius himself. She claims she was some sort of necromantic experiment, and that even Babel couldn't keep track of her. I don't know if you've ever fought a wraith personally, but I took down quite a few of them in Norkash. Kinda nasty, suck out your lifeforce and so on, but not a really big threat if you're ready for them. They all do this weird thing where you can't really notice them if they don't want you to, but she's much better at it than they are, I guess. Mostly because she doesn't start wailing and trying to eat your soul until after she's shivved you.

Tall Ed says he found her down in the low city after she'd nixed a couple of local thugs. Says she's friendly enough when she's not being all ghosty. According to him, her story was that she'd just waited until Cornelius got distracted, then walked right out the front door. Sounds fishy to me, but let's be honest - if fishy stories got you kicked out of the Guild there'd be none of us left.

Anyway, I told her you were a little worried about the whole conflict of interest thing, but she claims she's "over it" now. No idea what that means, but as far as I can tell she only seems to want to kill him the same amount as everybody else right now. For that amount of clink who could blame her?

Since it's her first big job, I had her answer the questions, so here you go:

What got you into bounty hunting to start with?
Well, I took down a couple of guys as a freelancer before I knew there was a guild or anything. You know... I was hungry, and innocents aren't nearly as filling as OK, maybe that's a little too much information! Anyway, Eddie told me all about the Guilders and let me come along on a couple of jobs with him and Torges so I could murder the fuc gain experience murder the fuckers.

What was the best bounty you ever collected, with this crew or another, either because of the money or because of something cool you did?
(Maybe I'll fill this out with somebody else in the thread once picks go out??)

What motto do you unlive by?
http://www.youtube.com/watch?v=e7aGAIWe3uE

Tell me something about the world
Well, okay, but it won't help since living people can't seem to remember it no matter many times they hear it. The Black Gates? Like, where the Man Himself lives? Yeah, they're a real place. Not too far from here, actually; I went over and took a look a few months back. Bleak as hell, of course, but what do you expect, flower gardens?

quote:

Whether, Lv.2 Ninja Wraith
Look: Unmemorable Face, Hood and Mask, Haunting Grin
Alignment: Chaotic (Frame someone else for your deeds, for better or worse)
Race: Human (+1 Forward when returning from Mirror Walk)

STR:13(+1)
DEX:16(+2)
CON:11(+0)
INT: 8(-1)
WIS: 9(+0)
CHA:13(+1)

Damage: d8 Armor: 1 HP: 17/17

Load: 6/17
Dungeon Rations (5, 1 wt)
Woven Armor (1 armor, 1 wt)
10 coins
Bolt of green cloth (2 wt)
Glass Blade (close, +1 dam, 1 wt)
Throwing Knives (3 ammo, 1 wt)

Starting Moves
Taste of Life
When you Hack and Slash or Volley on a 10+, you gain 1 Anima.

Find Your Center
When you spend some time centering yourself, set your Anima to your DEX.

Mirror Walk
When you transform yourself into another person spend 1 Anima and optionally remove yourself from play. At any time you are out of play, you may declare a minor NPC to be you and return to the scene, in disguise. When your disguise first undergoes enemy scrutiny, roll +DEX. On a 10+, your disguise is flawless. On a 7-9, your disguise has a tell that could give you away; the DM will decide what.

Seven Shadows
When you flicker away from your physical form to avoid a danger, spend 1 Anima and roll +DEX. On a 10+, what they thought was you was just shadows and smoke. Take +1 forward against your baffled enemies. On a 7-9, something is left behind as you escape.

Advanced Moves
Basic Skulduggery: 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

megane fucked around with this message at 04:41 on Feb 13, 2014

Idle Amalgam
Mar 7, 2008

said I'm never lackin'
always pistol packin'
with them automatics
we gon' send 'em to Heaven

Captain_Indigo posted:

I do like the character and the thing which is cool about Dungeon World is that you can reskin things so easily. If you wanted to keep your dude and reconstruct her as some kind of 'technomagician' then you could keep all the flavour and details, just have a different focus.

Just off the top of my head you could keep Nemo. A little robot (wand) covered in trinkets and doodads (runes) maybe with a big magic book on her back, wandering around and shooting of bolts of arcane energy at your command. Could be a cool concept.

But also feel free to make something totally new.

Cool, cool. I hadn't saved that sheet physically unfortunately :(, but perhaps the re-skinning will lead me back towards that concept.

I really like Nemo, Mara(Kozu's) under-appreciated robot minion.

Captain_Indigo
Jul 29, 2007

"That’s cheating! You know the rules: once you sacrifice something here, you don’t get it back!"

megane posted:

...unless maybe there's a class better suited to an incorporeal bounty hunter?

I'm not hugely familiar with the full range of playbooks so there may be something out there, but I like the idea and I think a theif or assassin could work.


Lichtenstein posted:

Would it be okay to choose the level 2 move after seeing what party shakes out? I'd rather choose something fluffly and therefore would like to see what will be most appropriate.

Absolutely.

slydingdoor
Oct 26, 2010

Are you in or are you out?


Hex, Stellamagus

Space. It's where I'm from, it's what I can gently caress with, it's what people give me because of how I look. I like to deconstruct things and people to find where values truly lie.

-What got you into bounty hunting to start with?
I saw a lot of would-be hero protagonists leaving things way worse than they found them, as hard as you'd think that'd be. Thought I could do better with a philosophy of changing just enough. Then charging by the change.

Also fewer random people try to rip you off if you're a guilder. The exact number is equal to the number of guilders minus one. In theory.

-What was the best bounty you ever collected, with this crew or another, either because of the money or because of something cool you did?
An insane survivalist by the name of Basement Bukki kidnapped a local maiden, and imprisoned her in his fallout shelter that he'd trapped up the wazoo. Thought he'd make her his wife and repopulate the world for after the radiation went away. Nothing else happened that week though, the only things blowing up were the other guilders who tried to get at him the hard way, by squeezing through the gauntlet he made.

I was more interested in the shelter. It was a pre-fab, so I just looked up the blueprints and dug a little hole above it until I was close enough to open a tesseract into the restroom and killnap him when his guard was down. You shoulda seen the look on his face...

His head changes its image from constellations to that very face. It's ugly, hirsute, and very surprised.

And now you have.

Then I got paid again to go back and rescue the maiden, but after that they didn't have enough for me to let them loot all of his food and medicine, so they just got all that she could carry. Little saint didn't even charge them for it. If they want the rest they can deal with all the traps. Or save up enough for me.

-What motto do you live by?
This. In long form:

Rule one: Spend wisely, suddenly, and decisively. Rule two: Remember rule one.

-Tell me something about the world
The law against Guilders ripping one another off is superseded if one becomes a bounty, so it's a bad idea to announce your kills before the bounty's claimed or turn any in in person. Also, bounties can't turn in other bounties, so it's a good idea to have a secure location to hide in while the paperwork gets sorted out. Also at least one guilder friend to make sure the paperwork gets sorted out (Thanks, Gabe!).

quote:

Hex
Star Mage

Hairless and Faceless, Space Suit, Lanky Body, Projector Head (usually shows stars and galaxies, but can be other images)

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

HP 17, 4+Con
Damage d6
Armor 1

Drive: Holding the Key
Keep dangerous things away from those who would abuse them.

Otherworlder: From The Stars
You were born inside of a star, and took a piece of it with you
when you left. This star piece is a small ball of burning plasma,
as large as your fist. You can hold it, but to everyone else it is
just a burning ball. It is 1-weight and has the tags Hand, Near,
Messy, Ignores Armor, and Thrown.

Bonds:
_____________ finds me unnatural.
_____________ lacks the vision necessary to see the world as I do.
_____________ and I share a common past.

Starting Moves:
Origami Universe
You are capable of creating small folds in spacetime at will. What these folds look like is
up to you, whether they be small portals, wrinkled space, warped elongations, or some
other spacial effect. When you make use of these folds to extend your reach, anything
you can see within Near range is also considered to be within Hand range of you. You
can touch, manipulate, drop, pick up, or attack any one thing in Near range as if all
intervening space between you did not exist. Be warned - this goes both ways, and what
you reach out to can reach back.

Fold Space (WIS)
When you expand your folds in space to make a portal large enough to walk through,
tell us two points in space that you can see within Near range and roll +WIS.
On a 10+,the spaces become connected - anyone can move from one to the other with
a single step across the folded space, and this fold lasts as long as you need it to.
On a 7-9,the fold is unstable: either only one person can pass through safely, or the fold
is unsafe to use for some reason, the GM will tell you why.
On a 6-,you still make a connection, but it isn't between the places you wanted it to be.
The GM will tell you what went wrong.

When the Stars Align
You are able to read the stars and create a prophecy of things to come. When you Make
Camp under the open sky,instead of healing, you may stay up all night reading the stars
for a prophecy. This prophecy will tell you about a grim portent that will come to pass
unless you do something about it, but the prophecy is vague. Choose two things that the
prophecy actually tells you:
• You get the name of someone involved in the event to come.
• You get a clear mental picture of the event's location.
• You get an idea of what action will trigger the event.
• You get a vision of the event's aftermath.

Advanced Move(s):
Personal Gravity
You can act as though gravity is in any direction you wish. Everything
you physically touch is affected by your personal gravity instead of normal
gravity. You can use this move to prevent falling damage by Defying
Danger with +WIS.

Gear:
Your Load is 6/6, 7 + STR. You start with the following:
dungeon rations (5 uses, 1 weight)
a peculiar weapon [prism cane] (any range tag [far], 1-weight)
3 ammo (1 weight), if it needs it.
Choose two:
Ultra-light armor (1 armor, 0 weight) and a combat knife (hand, 1 weight)
A small computerized guide to the galaxy (1 use, 1 weight). It functions as a bag of books, except it restocks 1-use each time you Make Camp.
Other gear:
Tess, the Cubic Star Piece (Hand, Near, Messy, Ignores Armor, Thrown, 1 weight)

For reference:
Bag of Books (5 uses, 10 coins, 2 weight)
When your bag of books contains just the right book for the subject you’re spouting lore on, consult the book, mark off a use, and take +1 to your roll.

Technically it's a preview class, so if advances happen I'll just take more thief moves if I run out of preview moves.

PS: just because it's awesome this is Hex in disguise with his buddy Gabriel-smokes-through-helmet.



Transcript of audio recording from Basement Bukki's fallout shelter:

"Calm down, madam. Just look at the pictures of young domesticated animals on my face. Fun fact, it's not a helmet: this is my actual head. See, same as my hands. Nothing to be afraid of, 'we are all made of stardust,' right? Some just more than others. Sorry about the mess and screams before, just doing my job.

"Speaking of which, now I'm here to rescue you. Step into the toilet portal when you're ready. Don't forget anything here, it'll probably be a one way trip back out.

"Help you carry some things? Nah, I'm good. Like what you did with the place."

End recording.

The woman from the village confirmed that all the stuff after Bukki taunting all the guilders dying in the trench then dying himself was Hex talking. He said it was a one way trip, but you and I both know if he could get in there before he could get in again. Now the place stopped broadcasting recently, but the archive stopped even earlier than that, with this audio being the last thing left up. Someone did that, most likely Hex, so if you want him for the mission we could send him a notarized document confirming the bounty on him was removed.

He won't sue, not unless you don't have a job for him and he's decided to start reading up on the law in his little fortress of solitude. Put him on Babel.

-Gabriel

slydingdoor fucked around with this message at 18:27 on Feb 14, 2014

Teonis
Jul 5, 2007
More-Gruff the Brute Troll; A.K.A. More gruff than the eldest billy-goat. A.K.A. I ate the billy-goats!

 
The haggard ox-driver stumbled through the door of the tavern of the old highway-side inn, the Broken Spoke, and with the cry of a single word caused the biggest uproar the Spoke had seen since its old days as a staging point for many adventurer into the frontier lands; now long since cultivated lands and woods. All at once; a barmaid let out a shriek like a banshee and dropped an armful of mugs that must have helf half a hog's head of cheap beer; a few young, or drunken, men drew their hatchets and swords, eager to prove their stupid bravery or, more likely, die trying; the ox-driver was shoved through the doorway from behind; and locals and travelers trampled their way through the kitchens to the back door, or threw themselves out the nearest window; a large shadow blocked the main door; somewhere in the midst, a hen laid an egg from fright. The word, and its shadow now sat in the doorway, was "Troll."
 
A hulking head poked through the door first; it lead with a wispy-bearded jaw, which jutted forward like a shelf, bearing a collection of yellow daggers; a broad flat nose appeared, followed by an equally flat, sloping forehead with a thick brow that shaded dark yellow eyes; pointed ears stuck off the sides of its head, tattered and pierced with animal teeth and bones. The beast bunched up like a spring and squeezed its bulk through the small door, dragging behind it a gnarly tree branch wrapped in scrap metal. Crude armor of boiled leather and an entire bolt of linen covered its horrendous, knobby body, all held together by a mantle of goat hide, complete with a long pair of horns. Around the whole thing lingered the stench of old meat wrapped up in wet dog, it wasn't quire nauseating, but it was quite off-putting.
 
All the men who had not fled stood waiting for the thing to move, no one wanted to be the first to make a run at the beast. After a moment, the troll moved towards them, scraping the club on the ground behind it. With a desperate cry, one of the younger men shouted out a battle cry and charged in, when suddenly, the troll sat down, the wooden chair groaning with agony under the weight of the abominable occupant.
 
Just as the man reach the table, the thing froze him with a beady stare. After a moment, it kicked out one of the other chairs and with a boom, spewed out the words, "Small man scream, but now I think: he comes buy big troll a drink." its voice sounded like an avalanche echoing off the mountains. The brash man was stunned and sat down, as did the men behind him, and the troll waved at a terrified woman. When she didn't respond, he roared again, "Need to wet my mouth with beer, why girl not come and bring it here?" The woman broke out in tears.
 
Mglyxis More-Gruff didn't understand why these squishy ones couldn't understand his requests, perhaps they spoke a different dialect from the old kingdom. He was being so polite too, he had not bitten off anyone's limbs or moved his lair into the cellar, but all they did was shout and cry. Their hags had not even brought him drink yet, and he couldn't imagine how hard it would be to get mutton with how poor their service was. Finally, a shaky handed man who stood nearby offered him a beer. With his bony mitts he took the mug and stared at the man, who was even shakier now and becoming quite sweaty; he would make sure to remember this manfolk's face so he could let him cross a bridge for free. If Mglyxis ever got a new bridge protect, that is. After he was sure he would remember, he took a drink and the shaky man let out a long sigh.
 
Squishy-people didn't understand the function of a troll. Trolls keep your towns safe by charging a toll or eating anyone who tries to cross your borders. If they are willing to pay a toll, then they can be trusted. It doesn't neccisarily matter what the toll is, just that they accept they must pay or else they will be killed. But then the squishy people started making armies and tried to force all the trolls off their turf, demanding 'they can protect their own roads,' or, 'stop eating us!'
 
Eventually, a second round of drinks came to him and the ghost white man he had shared his table with. The drinks came from the nervous hands of a serving hag who had come out from behind the bar, but More-Gruff had a huge apetite to match his size. He felt like ordering some meat before she left the table. Grabbing her arm with his claw-nailed, callous hand he called out for food. "Must fill my belly up with food. Me'thinks I want to eat ewe." She screamed and threw the beers in his face.
 

quote:

Name: More-Gruff the Brute Troll
Look: Cold Eyes, Hideous Face, Twisted Body, Warty Skin
 
STR: 16 / +2
DEX: 11 / 0
CON: 16 / +2
INT: 10 / 0
WIS: 13 / +1
CHA: 8 / -1
 
Damage: d8
Armor: 1
HP: 28
 
Drive: Outsider
Escape or destroy persecution
 
Background: Monstrous
You can consume raw flesh to regain 1d6 HP
 
Bonds:
________________ would make a tasty snack
I bet I could throw ____________ pretty far
________________ knows a dark secret about me
________________ looks like a goblin
________________ bested me at arm wrestling when I was really drunk and I will never forget the shame
 
Gear: 5/13
Hands (Blunt, hand)
Boiled Leather Armor (1 Armor, 1 weight, can be eaten as a ration)
Club (Blunt, Close, 1 weight)
Sheep Carcass (6 dungeon rations, 1 weight)
Bunch of Skulls (Thrown, 1 weight)
Adventuring Gear (5 uses, 1 weight)
 
New Item Tags:
Heavy: This object is too heavy to volley with and can only be used as a ranged weapon with the hurl move
Blunt: This weapon breaks bones, smashes armour and leaves enemies with internal injuries
 
Starting Moves:
Armed and Dangerous
When you pick up an enemy and swing them around, count them as a weapon with the reach, awkward and forceful tags
 
Juggernaut (STR)
When you smash into an obstacle (e.g. a brickrwall/ group of goblins/ pillar supporting the cavern) roll 2d6 +Str.
On a 10+ choose two, on a 7-9 choose one:
- your momentum carries you through
- you cause catastrophic damage to the obstacle, scattering debris everywhere
- you don't take any damage
 
Is That All You've got? (CON)
When you deliberately take the full brunt of an attack, roll 2d6 +Con. On a 7-9 pick one.
On a 10+, as above and you only take half the attack's damage as it glances off you!
- your enemy is left open after attacking; you can grab or shove them
- you learn one of the enemy's weaknesses; describe it
- you're already in the way of their next attack, and can block it with ease
- your lack of reaction infuriates or terrifies your enemy
 
Showboat (STR)
When you perform a feat of strength in front of an audience, roll 2d6 +Str.
On a hit, you keep their attention as they watch in amazement or dismay.
On a 7-9, you also draw unwanted attention to yourself
 
Leap (STR)
When you throw yourself into a giant jump, roll 2d6 +Str.
On a 106+ you land where you wanted; if that's on someone; deal damage as they absorb your fall!
On a 7-9 your wild attempts have thrown you off course, and you land somewhere unintended.
 
Advanced Moves
Relentless (CON)

When you take damage that would kill you, roll 2d6 +Con.
On a 10+ you stand back up, drenched in blood and at 1 HP.
On a 7-9, you stand back up at 0 HP and have a few seconds to get healing before your exertions kill you.
 
-What got you into bounty hunting to start with?
You spend your whole life under a stone bridge, crushing men's bones when they refuse to pay your toll; eventually you crush someone who other people want crushed, too. People who are willing to pay you even more than a toll to find out you crushed the man's bones. A Troll has to start thinking, if you took every man you crush, and get paid twice or more a toll for turning him in, you can earn many more tolls for looking for people to crush than collecting tolls from the people who do pay them. 
Tradition stated that Mglyxis shoudn't leave his bridge, but the old world traditions were gone and, more recently, armored men have repeatedly tried to force him off his bridge and then get crushed. Let the canned meat have his bridge, he was going to earn his tolls by crushing wanted men.

-What was the best bounty you ever collected, with this crew or another, either because of the money or because of something cool you did?
What could possibly more rewarding than thumping squishy men with a branch of deadwood? Thumping stupid Gobbos with a branch of deadwood! While not technically a bounty, More-Gruff was rounded up with a group of adventurers to quell a rising goblin threat setting up camp in a cave riddled valley. There was some political strife between goblin tribes or something and they were warring for land and attacking the roads. More-Gruff just thumped any gobbo he saw, they were so fun to squish into red-jelly.

-What motto do you live by?
Uphold the honor of a toll paid; crush those who fail to.

-Tell me something about the world

Teonis fucked around with this message at 05:39 on Feb 15, 2014

Alumnus Post
Dec 29, 2009

They are weird and troubling. We owe it to our neighbors to kill them.
Pillbug
Alright, it's finished! I've been working on this all day. Thanks to slydingdoor and Captain Indigo for help on picking the picture.

quote:


Milliner Rose
Revised and updated to Level 3

-What got you into bounty hunting to start with?
I must have had a childhood once, you know? Beats me if I can remember what it was. You know what my earliest memory is? Sprinting out of a cave with Their hounds baying at my heels, and some awful light in the darkness getting closer and closer. I tried so hard to fit in after I escaped, but after what they did to me? Not a chance. I can see so much, man...too much. Once you’ve seen the Truth, you can’t go back. And me? I can smell Truth at fifty paces, not to mention see it, hear it, and practically taste it. Sometimes I wonder what they were trying to make me into: some kind of sleeper agent? An eye-in-the-sky? An assassin? Honestly, I don't care. All I know is, I'm free now.

I got back on my feet eventually, more or less. Started trying to spread the word about Them, but nobody ever listens. I have proof, solid, incontrovertible proof, that no fewer than four members of the High Council have been bribed, coerced, or outright brainwashed into serving Their interests, but did anybody listen to me? No! So I went into bounty-hunting, just to have some kind of a chance to strike back at Them. When talk fails, all you've got left is action. Now that I've been doing it for a while, it turns out I'm pretty darn good at it. Every cloud has a silver lining, I guess.

-What was the best bounty you ever collected, with this crew or another, either because of the money or because of something cool you did?
The day we finally caught the Haberdasher. The only one of Them I’ve ever seen in the flesh. He might have been an exile from Their society, or some kind of maverick. Certainly one of Them would never be so vulgar with their methods unless it was a life-or-death situation. The Guild had the word that he was some sort of mad wizard, but I knew him for who he really was right away. See, he left a trail behind him. A trail of suspiciously absentminded villagers, all of whom had purchased a little something from a newly-opened tailor’s shop in town. Shoddy work: never control your agents with anything that can be traced directly back to you.

Once we had the culprit fingered, I bound him with his own talismans and brought him in alive--and kept him alive long enough to, er, question him a little. E-heh hehh. They don't like pain very much, it turns out. Even a little goes a real long way. I learned so much from him, and I might have learned more, but I woke up one morning and found him dead in his cell. By noon that day, nothing was left of him but a dried-out old snakeskin.

-What motto do you live by?
Constant Vigilance. They could be anywhere and everywhere. Even your common brigand or assassin might be taking money from Their cats-paws. Trust no one.

-Tell me something about the world:
The Haberdasher told me before he died that not all of Them were working against us. I'm sure he was lying, but sometimes I wonder...

quote:

Class: The Stolen
Level: 3
Look: Inscrutable eyes, Tangled dreads, Concealed scars, Unbending demeanor
STR 13 (+1) *
DEX 16 (+2)
CON 09 (+0)
INT 09 (+0) *
WIS 15 (+1)
CHA 13 (+1)

HP: 19/19
Armor: 2
Load: 4/7
Damage: d6

Drive: Hatred and Vengeance. Burn out the corruption of those who thought they owned you.
Former Keepers: The Reptilians. They were old when the world was young. Their brainwashed agents are everywhere, and Their tendrils reach into every level of society. On the other hand, they've become complacent with their long eons of secure power, and you can sometimes catch them off-guard. When you ask the DM a question from Troublemaker, take +1 forward to acting on the answers you get.

Bonds:
I think Brunch Fiddles is almost more scared of me than he is of Babel. It's kinda funny. :mmmhmm:
I want Quartermaster at my back when They finally come for me. He knows what it's like to be a slave.
Hex has proven himself a trustworthy ally, although a bit clueless about how people work. Still, he's almost too friendly...it's a little creepy sometimes. What's he really after?
Kozu knows the Truth now. I hope I can trust her to be smart with it.

Starting moves:
Aggressive Alterations
They changed you, whether with magic or steel, turning you into something... else. Choose two.
• They did something to your senses, making them into or replacing them with something alien. Your senses are powerful, but also easily overwhelmed.
• Were they planning on using you as an art piece or infiltrator? You can change the color of your hair, skin, and eyes at will. Under moonlight, you will always look washed out and grey.

Eye of the Other
You can see through the veils or camouflage of your keepers. You cannot be fooled by their attempts to hide themselves, or their places or possessions. You have a working grasp of their language.

Troublemaker
When you arrive at a place where your keepers are active, roll for Outstanding Warrants (+Cha), regardless of whether you've been there before or not. When doing this, add the complication "You draw the attention of your once-keepers" to the 7-9 list. Regardless of your roll, you get to ask the GM one of the following:
• What can I do here to hurt my keepers?
• What can I do to throw them off my trail while I am here?
• Where here do they usually take their victims from?

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

Advanced moves:
Ewige Schlangenkraft! (I Stole Your Demons...)
Your keepers had a different brand of magic than that of your own people. A dangerous, unpredictable brand of magic. You've reverse-engineered some of it through trial and error. Perhaps more error than you'd hoped. Choose a focus: Ill Fortune and Fear.
When you perform a crude ritual to manipulate magical forces you don't fully understand,
roll +Cha. On a 10+, choose two; on a 7-9, choose one.
• No unintended things from beyond bleed into the world.
• The forces involved will not lash out at you or yours.
• The intended effect will end when you wish it to.
• You do not announce your location and activities to one of your once-keepers or their agents.

Ongoing Ophidian Alterations
Whether you're modifying yourself further or the changes in you are continuing on their own, you're still changing into something other than what you were. Add these options to the list from Aggressive Alterations. Select 2 more. You may replace one of your original choices with a new one from the expanded list.
• You've got a stomach of cast iron and jaws of steel. You've developed a taste for improbable things. You don't require rations.
• Your liver is a crucible. You are unnaturally resistant to poisons.
• You have new eyes. They're not on your face. When they're uncovered, you can see through them as well as you can through your originals. You also cannot be surprised from behind.

• You produce a hallucinogenic toxin in your mouth or on your skin. It acts on contact.
• Your skin has changed or been replaced by something stronger. Take +1 Armour.

Inventory:
• Stained and rumpled traveler's leathers. Hardly pretty, but better than nothing to turn a blade. (1 armor, 1 weight)
• A cruelly-shaped, bizarrely-weighted blade, taken from the Haberdasher's private sanctuary. (close, +1 damage, glowing, elemental: ethereal, 2 weight)
• Sarandine Merryweather's silvered knives, well-balanced for throwing. They appear to have some affinity for slaying the undead. (hand, thrown, near, 2 ammo, 1 weight)
• A Reptilian serpent talisman of unknown powers. (0 weight)
• A Skaven shaman's tooth token, also of unknown powers. (0 weight)

Alumnus Post fucked around with this message at 23:22 on Mar 20, 2014

megane
Jun 20, 2008



Okay, edited my entry into my post above. I reflavoured the Ninja and messed with the Replacement Technique (a.k.a. Seven Shadows) move a little bit, so let me know if that won't work.

Solomonic
Jan 3, 2008

INCIPIT SANTA
The Court of Blossoms, currently represented by Mr. Primrose


Greetings, and thank you for your interest in the Court of Blossoms. Whether you happened across us through a referral from a current member, or simply noticed someone wearing a distinctive Court mask and wanted to know more, we welcome all newcomers. help Founded over a hundred years ago, the Court of Blossoms was originally designed as a social circle for dilettantes of last resort: men and women who were not afraid to take action to change the world, but who had been blocked or inconvenienced in some way by their circumstances. kill me Through the assumption of new identities and the ritual donning of masks and robes, they became new people - people well-equipped to go forth and make a difference however they saw fit.

The elected leader of the Court's members is referred to as the Vessel, for strictly historical reasons - the current Vessel is Mr. Primrose, who happens to also be a member in good standing of the Adventurer's Guild. make it stop We at the Court of Blossoms hope that through Mr. Primrose, we can establish a deeper, more mutually beneficial working relationship with the Guild that will last for many years to come. Already, several successful joint operations have been undertaken, resulting in the apprehension of dangerous criminals they're with us now and the ensured safety of multiple villages in the South.

"How do I join?" you might be asking. he's in my head It's a simple process! First, you have to be sponsored by a current member, help and then successfully go through an interview with your local Court representative (referred to as a "Glory"). obey Afterwards, it's just a matter of undergoing the initiation, and you're an official Seedling! obey What's the initiation process like? obey Well, that's a secret! OBEY Suffice to say that anyone who goes through it comes out the other end more refined, more skilled, and most important of all, as a member of an unbreakable bond with his or her fellow Court members.

-What got you into bounty hunting to start with?
The current vessel, Mr. Primrose, was a bounty hunter prior to joining the Court, and continued to work as one while still liaisoning with us. When he was chosen to be the new Vessel, we saw a tremendous opportunity to further our bond of friendship with the Adventurer's Guild. He is, after all, a talented adventurer, and the value he poses to both of our organizations is always appreciated.

-What was the best bounty you ever collected, with this crew or another, either because of the money or because of something cool you did?
Our first efforts to collaborate with the Guild involved Mr. Primrose utilizing Court members (including the previous Vessel, Ms. Violet) to remove the dangerous Wreath of Barbs cult from Riverbank. Although Ms. Violet unfortunately perished in the battle with the cult members, we at the Court of Blossoms take solace in the fact that she gladly gave her life to prevent the Wreath of Barbs from opening a dimensional rift in the middle of Riverbank's city square. Mr. Primrose has proven himself to be a more than worthy successor to her legacy, starting from the moment when he took charge and led our forces against the cultists. Although we have participated in several successful hunts so far, being able to do so much good for so many has to count among the Court's greatest highlights.

-What motto do you live by?
Here at the Court of Blossoms, we like to say Obey. Obey. Obey. Obey. Obey obey obey obey obey OBEY OBEY "Be the change you want to see in the world!"

-Tell me something about the world
Due to the secretive nature of the Court (including concealing such information as the identities of our members, the rituals performed as parts of our meetings, and certain facts about our founding), a number of silly rumors have naturally spread. Some of the most ridiculous involve the demon Khareesh-Vek. Honestly, these are so silly that they don't really warrant attention, but since they seem to be pervasive among conspiracy theorists, let's clear the air - the Slavemaker was thankfully destroyed centuries ago by the Order of the Nail, and his physical form was completely obliterated using sacred weaponry. This was almost certainly the end of him, and even if it were only his physical body that had been destroyed, it would be absurd to think that a formless, incorporeal spirit could have any effect whatsoever on the world. As such, any assertions that the Court of Blossoms is in any way affiliated with Khareesh-Vek are inherently ludicrous, being as he has long ceased to exist. Please disregard any such accusations from the misinformed.

quote:

Mr. Primrose aka Talos Drath aka Khareesh-Vek the Slavemaker
L2 Cultist
Look: Unblinking Eyes, Crawling Skin, Ornate Robes, Fragile Body
Alignment: Evil (Ritually sacrifice a non-believer)
Race: Horror (When a Chosen One dies, you heal 1d4+1 damage)

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

HP: 16/16
Armor: 1
Damage: d4

Inventory
Load: 2, but the Chosen Ones will carry anything for you.
Dungeon Rations (5 uses, 1 weight)
Cultist's Robes (0 weight)
Lantern (1 weight)
Ritual Dagger (hand, 1 weight)
Leather Armor (1 armor, 1 weight)
Bag of Books (5 uses, 2 weight)

Starting 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. When you give a command to a Chosen One, they will follow it without question - you take the 10+ result on Loyalty checks without rolling. 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.
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. Each of your Chosen Ones has a single Hireling skill at +1. Choose each Chosen Ones' skill when you gain that Chosen One.

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 blood sacrifice from someone
• 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 someone rolls a 7-9 on Defy Danger, you may sacrifice 1-cult to allow them to take the 10+ result.

Stay There
When you use a Chosen One to distract an enemy, you may sacrifice 1-cult to allow someone to take +1d6 forward to damage against that enemy.

Whispers in Darkness (WIS)
When you reveal the dark truths of the world to a fragile mind, roll +WIS. On a 10+, choose three. On a 7-9, choose two. On a 6-, choose one, but the GM also chooses one to inflict upon you.
• If a Hand or Close weapon is available, they deal their damage to themselves with it.
• They tear at their protections and take -1 ongoing to armor until it is repaired.
• They fall to their knees and weep.
• They don't lash out wildly at you before the truth sinks in

Advanced Moves
In My Name You Shall Act
When you send a Chosen One to do something for you, you may roll for that Chosen One using your stats, making any of your moves, as if they were you. When a Chosen One takes damage while making a move for you, sacrifice 1-cult.

quote:

Cult: 3

Mr. Lilac: a hulking shieldbearer from the West, seriously wounded during a skirmish but rescued and recruited by the Court. +1 Intervene

Ms. Gardenia: facing execution for stealing from a royal treasury, until the Court saved her from the headsman's axe. +1 Experimental Trap Disarming

Mr. Nightshade: the Baron of Riveny's huntmaster, disgraced for his affair with the Baroness and driven into the Court's arms. +1 Track

Describe your cult by answering these questions:
• Your followers know you as the Vessel.
• Your Chosen Ones are known as Glories.
• Other followers are known as Seedlings.
• Before joining, your cultists were the waitress at your tavern. The man who passes you on the street. The mailman whistling on the path to your home. The guard checking you for weapons before you enter the palace. Your spouse.
• Now they are free to revel in the sublime beauty of obedience.
• Your cult worships Khareesh-Vek, the Slavemaker.

Captain_Indigo
Jul 29, 2007

"That’s cheating! You know the rules: once you sacrifice something here, you don’t get it back!"

All very nice, recruitment will be open for approximately 48 hours so if you're making a dude make sure he is in by then.

Once again I'm loitering in #Sabountyhunters on SynIRC here and there. Feel free to hang out or ask questions if you need help.

Lichtenstein
May 31, 2012

It'll make sense, eventually.

megane posted:

What was the best bounty you ever collected, with this crew or another, either because of the money or because of something cool you did?
(Maybe I'll fill this out with somebody else in the thread once picks go out??)

You know, if it turns out we're both picked, I thought it'll be fun to have you be the recipient of a particular bond:
Whether screwed me on a deal in the past. So I had her hanged.

I think unexpectedly stumbling on this creepy wraith with a past she may remember or not opens a lot of space for fun inter-party dynamics.

Sade
Aug 3, 2009

Can't touch this.
No really, you can't
I've never played DW before, but I would really like to experience it from the player side before I attempt to run it for my RL gaming group. So here's...

Jors Griftenson, the Arcane Duelist



"If the dark places of the world be a stage, then I've no choice but to assume the mantle of protagonist!"

Born the son of a merchant lord, Jors did not have a difficult childhood. Surrounded by friends, family, and servants for his entire young life, he led an existence the phrase "in the lap of luxury" did not begin to describe. Private tutors. Royal playdates. Nearly any material object his heart desired was within his stubby grasp. He was a bright child, and as a young man he displayed not-insignificant aptitude with both sword and spell. By the age of seventeen he was matching his sword instructors stroke-for-stroke and engaging in spirited debates with magical theoreticians about matters of spellcraft. Seeing that he was rapidly outpacing his mundane education, one of his tutors recommended Jors to a specialist - an ancient elf who blended spellcraft and swordplay into a unique, deadly dance.

Jors spent three years in the tutelage of his new master, and returned at the age of twenty determined to join the Adventurer's Guild and make a name for himself. His family and friends in the city's nobility pleaded with him to reconsider; join the city guard, they said - with his technical skills and noble connections he could easily have made it into the Royal Guard and lived a peaceful, prosperous existence in the castle. Adventuring is beneath you, they said. A profession for mercenaries, blackguards, ne'er-do-wells. People without connections. Jors wouldn't have any of this talk, and ultimately had to steal a pittance from the family treasury and leave his noble ancestry behind.

They were right about the Adventurer's Guild, by the way. For the next ten years, Jors floundered in the lower ranks of the Guild, and for all his mental acuity and skill with a rapier, for all his extensive training, he lacked the street-smarts necessary to actually make good on most of the contracts he took on. You see, Jors was something of a savant - extremely technically skilled and extremely persistent, but lacking in people skills and situational awareness. Generally speaking, any adventuring party he was a part of suffered for his presence in any situation not directly involving his running monsters through on his rapier. Under Jors the Mighty's watch damsels perished, valuable artifacts were destroyed, and once he almost allowed a plague of demons to sweep the countryside. That was not a good day.

It was the evening before the Guildmaster chose the final party for the Cornelius Babel contract. It had sounded like a relatively simple job - infiltrate a tomb, slay a recently-resurrected genocidal maniac. It was right up his alley. There were no innocents to allow to fall into a spike pit, and no towns to accidentally cause collateral damage to. He had been one of the first to put his name on the signup sheet, but the guildmaster had taken him aside and made it exceedingly clear that if he was chosen for this job, it would be his last chance to redeem himself in the eyes of the Guild. They were considering, he was told, just kicking him out outright. He desperately hoped that wasn't the case. He needed this - to prove himself worthy, and not just in the eyes of the Guild. For all his promise, his family considered him a disappointment up to this point. He couldn't even imagine how his master would have felt if he could see the way Jors had floundered for the last decade. If he could just see that necromancer impaled on his rapier, then they would all see, and Jors Griftenson would be known throughout the land as the finest duelist in the kingdom!

-What got you into bounty hunting to start with?

"'Twas my master who originally set me on this path! I consider this the most important of all his teachings: It is not enough to be born into riches. True glory, true honor must be earned! And earned on the back of one's own accomplishments."

-What was the best bounty you ever collected, with this crew or another, either because of the money or because of something cool you did?

"Well, er, as you may be aware, I have as of yet experienced only limited success in the adventuring profession. I have as of yet completed but a single contract. A young white dragon built her lair on top of a sinkhole, you see. Much of her hoard survived, however, and between that and the reward money I have been able to live comfortably for over a year now."

-What motto do you live by?

"I think most would agree that after ten years of fairly consistent failure as a professional bounty hunter, my personal motto is never give up. Ever. Ever. Ever ever ever."

-Tell me something about the world

The Adventurer's Guild is in the pocket of a shadowy criminal syndicate. Many of the Guild's contracts are taken at the behest of this syndicate, and if the truth of the whole affair ever came to light, it would technically make the entire Guild an accomplice to various acts of murder and extortion. Only the highest-ranking Guild members are party to this truth, though many suspect it.

quote:

Jors Griftenson, the Level 2 Arcane Duelist

Look: Fiery Eyes, Flowing Hair, Aristocratic Clothes, Muscular Body

Stats: Strength 13 (+1), Dexterity 16 (+2), Intelligence 15 (+1), Constitution 12 (+1), Wisdom 9 (+0), Charisma 8 (-1)

Damage: d6

Armor: 0

HP: 20

Race: Human
-Your fighting style is showy and impressive. Gain +1 forward to parley with anyone who has seen you fight.

Alignment: Good
-Slay a menace to the innocent.

Basic moves

Arcane Bladework
When you attempt to incorporate magic into a melee attack, roll +int. On a 10+, deal your damage and apply 1 technique. On a 7-9, deal your damage and apply 1 technique, and your opponent attacks you.
Student of the Blade
Begin play with 4 techniques:
-Elaborate: When you apply this technique, roll +dex. On a 10+, deal an additional 1d8 damage. On a 7-9, this technique has no effect, but it looks really cool! On a miss, your showboating costs you in some substantial way - the GM will tell you how.
-Flowing: If your attack kills a target, you may immediately attack a new target as if you had gotten a 7-9 on the move you initially used
-Tethering: Your attack pins your target’s shadow to the ground, preventing them from moving more than a few feet from their current location.
-Mirage: You create illusions of yourself that strike additional enemies near your target. Illusions deal your damage but do not apply any techniques.

Throw Down The Gauntlet
When you challenge someone to a duel, roll +cha. On a 10+, they choose 2 if they do not accept. On a 7-9, they choose 1 if they do not accept.
-You take +1 ongoing against them until they defeat you
-They lose the respect of their peers and underlings
-They retreat

The Riddle of Steel
When you cross swords with a humanoid opponent, gain +1 forward to discern realities about them. In addition, you may add the following to the list of questions you can ask:
-What is this person about to do?
-What emotion drives this person?
-What is this person trying to hide?

Gear
Load: 4/10
-Dungeon rations (5/5, 1 weight)
-Elaborate pendant in the shape of a rapier with runes inscribed on the hilt, proof of his mastery (0 weight)
-Runed rapier (precise, close, 2 weight)
-Noble's silks (0 weight)
-10 coin
-Advenuring gear (1 weight)

Bonds
(to be filled in later)

Advanced Moves

Flawless Bladework
replaces: Arcane Bladework
When you attempt to incorporate magic into a melee attack, roll +int. On a 10+, deal your damage and apply 2 of your techniques. On a 7-9, deal your damage and apply 1 techniques, and your opponent attacks you.

vvv Fixed. It makes sense logically, and I guess I could have read the italicized example in the rules, but I completely missed this. Thanks.

Sade fucked around with this message at 06:38 on Feb 14, 2014

slydingdoor
Oct 26, 2010

Are you in or are you out?

Sade posted:

Jors Griftenson, the Arcane Duelist

Your maximum HP is equal to your class’s base HP+Constitution score.

Not just the mod.

megane
Jun 20, 2008



Lichtenstein posted:

You know, if it turns out we're both picked, I thought it'll be fun to have you be the recipient of a particular bond:
Whether screwed me on a deal in the past. So I had her hanged.

I think unexpectedly stumbling on this creepy wraith with a past she may remember or not opens a lot of space for fun inter-party dynamics.

Ah, so it's your fault I keep getting these stupid cricks in my neck!

ActingPower
Jun 4, 2013

slydingdoor posted:

Your maximum HP is equal to your class’s base HP+Constitution score.

Not just the mod.

Yeah, that part's really confusing. I don't fault you for getting it wrong.

Captain_Indigo
Jul 29, 2007

"That’s cheating! You know the rules: once you sacrifice something here, you don’t get it back!"

Wasn't going to bother doing follow up questions, but you guys have come up with some really cool characters. If you get to answer these in the next 24 hours or so then that's great, if not then that's okay too.

Lucy - How does your psychic power feel? Is it a very cold, calculated thing, or more emotive or colourful?

Urgoth - Are you concerned in any way that the ramifications of your inventions could lead to the loss of the traditional Dwarven way of life?

The Quartermaster - Life in the gladitorial ring must have hardened you into something new. How do you cope with life outside the arena now that you are free?

Kozu - Nemo is an impressive piece of kit. Your mentor was a mechanic, but where did the magical ability come from?

Brunch - As you've already stated, the world above is very different to the world below. Sure the dwarves have political issues and bandits like anyone else, but storm djinns? The undead? How do you handle these things?

Albrecht - You clearly have very strong feelings about economics. Is that why your retinue stay in line? Just for the money? Or is there something else going on? Surely it would have been fairly easy for them to keep the bounty Krax put on you, but they didn't. Why?

Whether - It's no secret (well its a small secret) that you have a personal relationship with Cornelius Babel. But this is all about business right?

Hex - The starmages are a strange and foreign bunch to most people, yourself included. With faces that are hard to read, alien motivations, and powers that confuse and upset people, how do you get along with your fellow crew members on a job?

Milliner - You say that you were able to learn some things from your captured Reptilian. Was it anything that shocked you, or was it just confirmation of what you had suspected all along?

Mr Primrose - Tell me about the Wreath of Barbs cult.

Jors - There is a lot riding on this one, huh? Do you have any plans on how to avoid making the same mistakes as usual? No offence.

ActingPower
Jun 4, 2013

Lucy: It's more like... a bubbling hot spring. So if she sees someone she wants to manipulate/murder, all of a sudden it starts bubbling up in her. And then when she's actually using it, it's this warm, strong feeling. Almost like if you feel romantically towards someone, how it feels when you see the person you like and then express that feeling to them.

Idle Amalgam
Mar 7, 2008

said I'm never lackin'
always pistol packin'
with them automatics
we gon' send 'em to Heaven
Kozu:
The magic came kind of naturally to me. I was surprised to learn as I grew older that not everyone had the capacity for it. Nemo on the other hand is a bit special. It used to just be a simple utility bot Grixlas built to help around the shop, but now it is permanently imbued with some of my essence.

As a kid, 'what do you mean I'm still a kid?!', when I was a kid, I couldn't really control my magics all that well. No matter what type of vessel I used! Wands, will alone, fancy finger snaps... everything I tried ended up in annoying or even disastrous uses of my power. That's how Nemo came to be more than a utility bot, I zapped it with raw arcane energy on accident and then Grixlas and I found out first hand that some of those spare parts used to build it were magical in nature. It drat near burned down the shop that day. After that, the thing wouldn't stop following me around and my magic actually began to work, so Grixlas fit it with a pricey magical artifact from the world before to help me focus magic and that is how Nemo became my wand and companion with which I'd be nothing without. Don't tell him that though, he needs to understand that I am in control.

"NEEEMMOOO!!!!"

Alumnus Post
Dec 29, 2009

They are weird and troubling. We owe it to our neighbors to kill them.
Pillbug
In light of how this question wound up getting answered, I'd like to change the Focus for my advanced move to Ill-Fortune and Fear, one of the default foci on the Stolen playbook. Okay by you?

Captain_Indigo posted:

Milliner - You say that you were able to learn some things from your captured Reptilian. Was it anything that shocked you, or was it just confirmation of what you had suspected all along?


E-heh. We called him the Haberdasher because nobody could pronounce his real name, all hisses and clicks like a snake trying to sing opera. He was so beautiful. After all the years of hunting for Truth, all the hate and knives in the dark...finally, mine. I had to hurt him to make him talk at first. I knew Their reach was wide, and Their power subtle and deadly, but the true extent, the ubiquity of it? I was terrified. Kings would offer up their crowns and kingdoms for mere crumbs from Their table. And did, and still do. Never trust the rich. Who knows where they're really getting their money from... :tinfoil:

He hated me at first. Nobody denies Them, not for long--and escapees from Their clutches? Unheard of. But I made him talk, e-heh hehh, oh yes. Physical pain is alien to Them. Knives and scars, fire and ice, even words spoken with enough hate. I gave him a scar for each of mine and a couple more, just for good measure. Oh, how he sang his screams. How he raved! I'm still sorting through everything he said, trying to figure out what's real, what was just jumbled raving, and what's just another lie. He knew a lot--where They work, who They've turned or corrupted, some of Their secret doctrines. He even knew of a few people like me, people they took and changed.

But one thing he told me was something I never even dreamed of. It's not all just ancient gold and political manipulations, no. They practice a very...old...kind of magic down there. Leaden chains and iron crowns, laying heavy on the world. Slow, ancient, chthonic stuff, not at all like the magics men and elves wield. They work Their great spells to keep us all...sleeping. Afraid, malleable, and easily led. Their servants get all the good things in life, and everything goes easier for them. Anyone who opposes Them, even unknowingly? All the world's ill-luck smashes them in the face until they knuckle down like good little sheep and do as they're told.

By the end, he was almost friendly to me. I get the feeling he was happy, even if it meant his own death, to just be...honest...for once. Maybe he just wanted to spite the people who shoved him out into the real world to sink or swim. He showed me ways to turn Their magics back on them. Twist the prison bars a little, see--put Their black-iron boot on somebody else's face. Hopefully their own. Eh heh-heh. All it takes is the right symbols and a bit of time.

slydingdoor
Oct 26, 2010

Are you in or are you out?

Captain_Indigo posted:

Hex - The starmages are a strange and foreign bunch to most people, yourself included. With faces that are hard to read, alien motivations, and powers that confuse and upset people, how do you get along with your fellow crew members on a job?

We just come to an implicit agreement to assume that whatever a colleague does makes sense and we commit to it. Faith for the crew and skepticism for the marks.

For their part, it just makes sense to listen to the guy who can consult the stars to see into the future somewhat, but I don't forget to repay the favor. Crew's also made of stars, and anyone with an imagination can make their own read on things too. The imposition I make is that everyone communicate what they're going to do just enough that the crew can back you up. No more, no less.

For example: "Take cover." "Kill him on my mark." "Quick, give me a kiss." All good. "Hey guys watch this!" "Don't worry, I'll save you!" "Our exact plan of action right where the enemy can hear!" All bad. Save your breath.

We can try to explain ourselves or complain at how stupid everyone else is when the bounty's claimed and the only thing that might kill us is alcohol poisoning. That's debriefing stuff. If it really can't wait, save it for when camping and not on watch.

I also changed some choices on the sheet. Now instead of boring old backstabbing I can do gravity shenanigans and fly.

Something Else
Dec 27, 2004

to ride eternal, shiny and chrome

THUNDERDOME LOSER 2022

Captain_Indigo posted:

Brunch - As you've already stated, the world above is very different to the world below. Sure the dwarves have political issues and bandits like anyone else, but storm djinns? The undead? How do you handle these things?

What's the matter? Don't think I can deal with anything bigger than a rust monster? Heh. Clearly you've never seen the Stone-Pointed Body Technique in action! If you had, you'd know that it's more than the hardest-hitting elbows and fastest-flying knees this side of the Quistel range. Most newbies think the Stone-Pointed Body has only four points, but it actually has five - the fifth point is the MIND. When you center yourself, plant your feet, and let the earth and stone be your guide, the world slows down around you and the right course of action presents itself. Like it couldn't be more obvious. What before seemed like an unbeatable opponent becomes as a child's toy, weak points waiting to be exploited. What seemed like an impassable obstacle becomes a fragile paper screen, easily broken if you can find the right spot. Even magic follows the flows of the universe, and if you strike hard enough, you can disrupt that flow. I been around a while, and taken down bigger bastards than you, Guildboss. I'm still here. They ain't.

By way of making his point, Brunch balances a small stone on his raised knee. Closing his eyes and breathing deep, he centers himself - then brings a mighty elbow down upon the stone with a CRACK! But the stone seems unchanged... Until Brunch blows the dust away, leaving a perfectly-proportioned five-pointed star balanced on his knee.

Solomonic
Jan 3, 2008

INCIPIT SANTA

Captain_Indigo posted:

Mr Primrose - Tell me about the Wreath of Barbs cult.

Entry - Wreath of Barbs

One of many splinter groups formed after the dissolution of the Order of the Nail, the Wreath of Barbs was a dangerous organization based in Riverbank. Its founder, the Abbot Maris, claimed that their members were followers of an ancient god of vigilance, who had charged them with protecting society from demonic influence. In reality, of course, this was a thinly-veiled excuse to engage in terrorist campaigns against public safety and order. Their repeated attacks on public officials made the Wreath of Barbs a threat to anybody around them, which drew considerable attention from the authorities, and as such, an open 'kill or capture on sight' bounty was issued on them.

Naturally, with Mr. Primrose as an Adventurer's Guild liaison and a dedication to keeping our fellow man safe, the Court of Blossoms stepped in to address this unfortunate situation. After tracking their operatives to Riverbank, the Court mounted a covert assault on their base of operations. It turned out to be just in time - the Wreath was working on a dread ritual that, if completed, would have surely had disastrous consequences for Riverbank and everyone in it. Although Ms. Violet gallantly sacrificed herself to stop the ritual, the Court suffered relatively few casualties; in fact, some of the survivors even joined the Court afterwards in order to make up for their past misdeeds. All in all, it was a rousing success for the Guild and the Court alike.

Flame112
Apr 21, 2011

Captain_Indigo posted:

The Quartermaster - Life in the gladitorial ring must have hardened you into something new. How do you cope with life outside the arena now that you are free?



"When I escaped from the arena, I thought I would be able to start a new life, and forget about my time in the arena. But the arena changes a person. You stop seeing everyone around you as people, and start seeing them as opponents. Any friend you make will show up on the other side of the arena someday, and you can't have distractions like that during a fight. It's much easier if you don't form any attachments.

You don't just get to forget all of that when you leave.

My first night after escaping, I went to a tavern. When I tried to explain that I had no money to pay for a meal, the bartender and his regulars starting harassing me. Things got rough, and before I knew it, they were all lying on the ground, bleeding. I grabbed some food, fled the scene, and never returned to that city. That night, I learned that life outside the arena wasn't going to be what I had imagined.


Even though I've settled in with the Adventurer's Guild now, I avoid people as much as I can. It's safer this way. I live only for the job, because at least this way I can make sure I only hurt people who deserve it."

Lichtenstein
May 31, 2012

It'll make sense, eventually.

Captain_Indigo posted:

Albrecht - You clearly have very strong feelings about economics. Is that why your retinue stay in line? Just for the money? Or is there something else going on? Surely it would have been fairly easy for them to keep the bounty Krax put on you, but they didn't. Why?

See, you can't really buy loyalty with money. Frankly, nothing can buy the loyalty of men as broken as career sellswords. Obedience, that I can buy and that is what I expect from the hired muscle, anything more would be foolish. Now, you see, there's grunts and there's associates, like the three gentlemen you've just met. They are the true pillars of this little organization. Organization dependent on them just as they are dependent on it. Really, it's the decency of an honest businessman to cultivate one's most valuable assets. Just as I need their help when things go wrong, they know they can count on my help, protection and patronage whenever they're in a spot. One could say Anders' Arquebusiers are like a second family, ha ha.

Also, my last will at the time involved bounties on their heads three times the sum Krax offered for me.

Lichtenstein fucked around with this message at 01:07 on Feb 15, 2014

Captain_Indigo
Jul 29, 2007

"That’s cheating! You know the rules: once you sacrifice something here, you don’t get it back!"

Okay made picks. Was very hard, sorry there were only a limited number of spaces. If you didn't get picked it wasn't because you did bad, I just chose to go a different direction. Feel free to read along and stick around and chat in here. Normally these games always have someone drop out so I'll be replacing them from the people still kicking around. If everyone sees it through to the end, well I may be doing another Bounty Hunter 1-shot directly afterwards.

Bounty Hunters

Quartermaster - Gladiator
Kozu Cain - Spellslinger
Brunch Fiddles - Initiate
Hex Stellamagus - Starmage
Milliner Rose - Stolen

Make any necessary additions to your dudes, sort out some bonds, and join the game thread

Captain_Indigo fucked around with this message at 13:14 on Feb 15, 2014

Teonis
Jul 5, 2007
Wow, you weren't kidding about choosing the 15th, bright and early in the morning, if I hadn't stayed up last night I would not have finished my character. Hopefully I can get in later. Good luck everyone.

Sade
Aug 3, 2009

Can't touch this.
No really, you can't
Sorry I didn't get my followup in in time. Work late last night led into plans with the fiancee kept me up until 5 am. I'm still gonna follow the thread though so as to make myself available as a backup and to learn from the game.

Idle Amalgam
Mar 7, 2008

said I'm never lackin'
always pistol packin'
with them automatics
we gon' send 'em to Heaven

Sade posted:

Work late last night led into plans with the fiancee kept me up until 5 am.

:worship:

-----

On a serious(more serious?) note, Bonds:
I can’t remember if it was Brunch Fiddles or me that got us kicked out of town that time.
Hex can stick their disapproving looks up their arse! I see through those swirling stars!
Quartermaster’s got guts! I’m glad they’re on my side.

Idle Amalgam fucked around with this message at 21:38 on Feb 15, 2014

slydingdoor
Oct 26, 2010

Are you in or are you out?

Doctor Idle posted:

Hex [...] disapproving looks [...].

:silent:

Mine are in the game thread.

gently caress it, reproduced here:

quote:

Bonds
Cozy finds me unnatural.
Halfmast-er lacks the vision necessary to see the world as I do.
Milliminal and I share a common past.

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Something Else
Dec 27, 2004

to ride eternal, shiny and chrome

THUNDERDOME LOSER 2022
Mine too:

The Quartermaster's fighting style is too haphazard - I'll be carrying his body out of here in no time.
Hex has peeled back the fabric of reality and seen the inner clockwork - there is much I can learn from... it.
Some of my best friends growing up were Reptilian. Milliner Rose must be mistaken.
Cain might seem young, but she's saved my rear end before.

  • Locked thread