|
Something Else posted:I've learned a lot running this game! Like what?
|
# ? Oct 23, 2014 09:23 |
|
|
# ? Apr 24, 2024 15:49 |
|
Are you kidding? This game is crazy fun, and I get to test a home-brew playbook too. Hope you can get back on IRC sometime soon, because I'm going to need to start taking advances before too much longer...
|
# ? Oct 23, 2014 20:06 |
|
Flame112 posted:Like what? Well, just for starters I think I really bungled the start of this game. I asked too many questions about the future before we started playing, and I ended up trying to stay too faithful to all that setup, rather than playing to find out what happens. Also a huge mistake to put the the NPCs you guys created ahead of your PCs (not allowing Murgo to just die right off the bat. I shouldn't have opened the game with him attacking you guys and not allowing whatever happens to happen). Next game I start is going to be all backstory questions, and an in media res opening scene where anything can happen. With regards to this game, I want to know how you guys feel about how it's going. Very glad to hear you're having fun, Alumnus! I think I have a tendency towards the arbitrary, like making something a challenge that really need not be, and I think I may have frustrated a few of you that way in the course of this game. I'm working on avoiding that and just emphasizing what's interesting or exciting as we go forward, and I think I've been doing a better job of honoring your intentions. I feel like this Slums section has taken longer to finish than it needed to, but that might be more my own frame of reference problem than an actual flaw with the game. How do you all feel? If you're feeling fatigued with your characters or the direction of the story, I could see wrapping this game up and calling it a successful learning experience. However, I'm totally down to keep going, and I intend to be a bit looser in general and shoot for a more action-packed tone. Let me know, gang. Either way, my crippling insecurites are in your hands
|
# ? Oct 24, 2014 21:02 |
|
Something Else posted:Either way, my crippling insecurites are in your hands This! haha, I understand that all too well. I think you're doing fine and I too am having a good time. I feel like with PbPs or really just any type of communication where you can't hear the intonation that a person is using or see their expressions it's harder to gauge how people are responding. It can be hard in person, but especially so in PbP. For what it's worth, my advice to you(not that you need any, just to be clear) is to just continue to be up front about your intentions as you have and I'm sure things we'll work out just fine! Galen has medical miracles to perform!
|
# ? Oct 24, 2014 21:47 |
|
Probably some of the time-stretch you're feeling is just one of the constraints of PbP. Stuff just takes longer, and that's OK. I think part of being a good DM is knowing when to escalate and when to call it a day (and how to communicate clearly to your players that that's what you're doing), and that's a lot harder in PbP where even one fight can take weeks. On the other hand, it could be fun to make us think we're out of the woods and then spring something nasty on us. I was almost hoping you'd use Gurgle's little dip in the pool as a 'golden opportunity' after Dr. Galen's double-DD failure extravaganza. DocIdle's right too, about how it's harder to gauge people's responses over text - that's why I try to put actual formatting into my -posts, so any intention-gauging is hopefully easier. For my own part, I'm trying to strike a balance between 'playing a cool homebrew class' and 'not playing a way overpowered That Guy class,' and I hope it's working. Alchemist is shaping up to be at least as free-form as Mage, although with the way I've been playing it, what I can actually do is completely dependent on the environment we construct and the lore we spout, as opposed to the Mage's more thematic restrictions. Anybody have any ideas for advances, once we get to a point where we can actually level up? Or interesting potions or ingredients? I'm definitely in for the long haul on this, but I'll be out of contact for two weeks in November to go do some contract work in the middle of nowhere - I'll update with actual dates when I know them. Feel free to do interesting things with Gurgle, his associates, or his potions, while I'm gone. I've got no problems with returning to a run-around-screaming fiasco and having to pull asses out of the fire.
|
# ? Oct 24, 2014 22:52 |
|
Sorry, keep hitting busy weeks in school and forgetting to sit down and take a look. I apologize for being terrible
|
# ? Oct 25, 2014 08:33 |
|
Sorry I haven't been posting, I'll try to get one out today. What the heck is a 'genetic combo', though?
|
# ? Oct 25, 2014 16:15 |
|
Like how most of the people here are genetically spliced with some animal? That's I all I mean by that.
|
# ? Oct 25, 2014 22:06 |
|
Something Else posted:Like how most of the people here are genetically spliced with some animal? That's I all I mean by that. Oh I didn't realize that was that common here. I thought that woman with the suction cup hands and bug-mama were mostly outliers. I'll think of something. Edit: Bug-mama, not to be confused with mama-bug, of course.
|
# ? Oct 25, 2014 22:17 |
|
Yeah, the way I'd been going, here in the Slums plenty of people have a little something-something from an animal/sea creature. It's usually lovely or ugly because they're poors, like Crabatha has a big crab shell on her back for example. I'm imagining that the mods are more useful or polished in richer areas.
|
# ? Oct 25, 2014 23:59 |
|
Alumnus Post posted:For my own part, I'm trying to strike a balance between 'playing a cool homebrew class' and 'not playing a way overpowered That Guy class,' and I hope it's working. Alchemist is shaping up to be at least as free-form as Mage, although with the way I've been playing it, what I can actually do is completely dependent on the environment we construct and the lore we spout, as opposed to the Mage's more thematic restrictions. Anybody have any ideas for advances, once we get to a point where we can actually level up? Or interesting potions or ingredients? I'm having a hard time thinking of interesting advances at the moment. It doesn't feel like there's a lot of design space towards expanding the kinds of potions you can make, because that's super-broad and you can seemingly take any fictionally-appropriate tag you want when brewing. Not that that's a problem, but it's where my mind goes first when thinking about how to advance a potion-making guy. Maybe advances that make carve out mechanics for certain conditions? Like, 'When you brew a potion with the hardening tag, whomever consumes it gains temporary 3 Armor.' Sure, you can have the fictional effect of being armored just from describing what the potion does when you drink it, but with the advance you get the actual number to apply to the mechanics of the situation. I dunno if that seems like a step in the right direction to you or not. Suran37 posted:Sorry, keep hitting busy weeks in school and forgetting to sit down and take a look. Something Else fucked around with this message at 19:55 on Oct 28, 2014 |
# ? Oct 28, 2014 19:52 |
|
Hope you guys had a good Halloween I'm waiting on Cyrus at least for my next post, Bishop too if you've got time/something you want to do.
|
# ? Nov 4, 2014 08:36 |
|
I'll try to get something in, I've been busy with kitchen renovation + midterm stuff. If you want, you could skip ahead to 'the building is exploding or whatever, time to go' and have a flashback to Cyrus's conversation once I can post.
|
# ? Nov 4, 2014 23:22 |
|
Honestly I think it's probably best if you continue on without me. Sorry for bailing on you like this, especially during this very Cyrus-centric part of the story, but I'm just so entirely unmotivated to post anything. It's nothing to do with you or your DMing, I had fun with the game and I hope you manage to keep it alive.
|
# ? Nov 17, 2014 10:36 |
|
Alright, man. That's a bummer! But I get it - I mean it took me like 3 weeks just to post what I posted, so I get it. Everyone else: You guys can tell me what happened to Cyrus, what he learned and what he stole, or you can tell me to decide. Maybe he didn't make it out after all! If that doesn't sound interesting, then let's just mercy kill this game instead of dragging it out. I'm all for doing justice to what we've built here, but at the same time I'm looking forward to starting fresh on the next game. What do you think?
|
# ? Nov 17, 2014 23:07 |
|
I'm still having fun! I dunno about everybody else - with Indigo gone too, we're down to four people, one of who's really busy and maybe can't post a lot. Have you thought about reopening recruitment? Maybe some new blood would speed things up.
|
# ? Nov 18, 2014 01:40 |
|
I'll keep playing.
|
# ? Nov 18, 2014 04:09 |
|
Alright cool, I'll open up recruitment for 2 or 3 more players in a day or two. Let's solve this thing
|
# ? Nov 18, 2014 05:31 |
|
I too am here. Galen just has acidic bug gut all over his face. I may die... but am here.
|
# ? Nov 18, 2014 17:52 |
|
Let's do some SCIENCE!
|
# ? Nov 18, 2014 19:17 |
|
Okay, recruitment is posted! Now we play the waiting game...
|
# ? Nov 18, 2014 19:35 |
|
Would it be okay to app a resident of Aqualantis now that the team is already there?
|
# ? Nov 18, 2014 19:46 |
|
Posting interest, just want to check if the Clock Mage is okay to app.
|
# ? Nov 18, 2014 19:58 |
|
Mother f-ing interest post! I'll take a look at what's avalible once I get home from work.
|
# ? Nov 18, 2014 20:13 |
|
I will app a dude!!!
|
# ? Nov 18, 2014 20:15 |
|
Yup, a resident of Aqualantis is cool. I'm not crazy about the Clock Mage, but it's not a deal-breaker for me either - app it up!
|
# ? Nov 18, 2014 20:17 |
|
For your convenience:Something Else posted:REPLACEMENT PLAYER? APP WITH THE FOLLOWING: Something Else fucked around with this message at 21:44 on Nov 18, 2014 |
# ? Nov 18, 2014 20:18 |
|
It's "de Sahagϊn"
|
# ? Nov 18, 2014 21:39 |
|
Noted.
|
# ? Nov 18, 2014 21:45 |
|
Posting interest! Will work up a sheet, probably leaning towards Wild Shaman
|
# ? Nov 18, 2014 22:27 |
|
Arah'Nok Kishkiren, Naga Not long ago, Arah'Nok Kishkiren (call him Arah...or Kish. Whatever really, he's not picky about it) was hired out to accompany Doctor Jager von Pumkerstein on his archaeological expedition to the supposed site of the Lost Temple of Kala. Why the doctor sought mercenaries outside of his home of Aqualantis is anyone's guess, though Arah believes it was probably a matter of the poor doctor's budget. And so the Doctor, Arah, and the rest of his assorted crew sailed off toward the site of the temple, a seaside cave the entrance to which had only recently risen above the tide. Aside from the infestation of various water-born monsters, the temple itself was rather unremarkable; much of it had been eroded by time and storm. The only thing of significant note seemed to be an hourglass, which stood about a meter tall upon the temple's main altar. As the doctor and his assistants busied themselves with analyzing various script and artifacts, Arah slithered close to the hourglass, which seemed remarkably pristine compared to its surroundings. Bored of waiting and curious about the object, he dared to touch it... Suddenly, the glass shattered, and the sand within rushed into the air, surrounding Arah. As the sand floated around him, Arah had only a moment to marvel this phenomenon before it surged again, this time rushing into his eyes. He let out a cry, but of surprise, not pain. When the rest of the company had gathered round to investigate, the sand was gone. Jereth, a half-elf merc, approached. "'Oy Kish, you alright there?" Arah gathered himself, having collapsed into a heap on the ground. "...Yeah, think so. 'ey, you hear a voice just now?" "Voice? Kish what are ya-...er, Kish? Real quick, how many fingers do I got up?" "Two. Why the quiz?" "See fer yerself." He handed Arah a small pocket mirror. As he searched his face, he realized the pupils of his eyes had vanished, leaving only the whites of his eyes. "Well...that's new." "You...IDIOT!" the shrill cry of the doctor rang out in the great hall. "Have you any idea the worth of such a thing!? And now you've gone and just smashed it to pieces! Gods above, why did I skimp on the help, WHY!?" ------------ Over the ensuing weeks, while the doctor and his team continued their research, Arah began to realize what exactly the hourglass had done. As he and the other mercs continued to fend off sea monsters seeking refuge in the cave, he noticed his injuries never seemed to stick. After a few minutes, his body just seemed to "reset." But that wasn't all; just by thinking it, Arah could slightly alter the flow of time around him. As he discovered these amazing gifts, he kept thinking back to the words he'd heard when the sands entered him: "Brave seeker of my forgotten people; I, Kala, Lady of Time, bestow upon you my final blessing, that you may be an instrument of hope in a world bereft of it." The words echoed in his mind over and over, as though they were calling him to greater deeds...but he had always been a simple naga, content to leverage his skill in battle for a meager wage and a hot meal. It was with these existential thoughts that Arah left the temple alongside the doctor and the others on their way to Aqualantis to report his findings. Alas, the beacons were mysteriously dark, and as the vessel drew closer to its destination the sight of the broken city filled all aboard with dread. Could this be what Kala had meant? Had it all been some arranged fate, or merely an unhappy accident? Whatever the answer, Arah's mission now was clear: whatever he could do to help the people of Aqualantis, to bring them some measure of hope, he would. --------------------------- I just wanted to get his background/the character idea out there, perfectly willing to adapt it to fit with other apps/characters in play. Just holler. Generic Octopus fucked around with this message at 23:40 on Nov 18, 2014 |
# ? Nov 18, 2014 23:22 |
|
One question: are we ruling that the party's all back together now?
|
# ? Nov 19, 2014 03:15 |
|
Alumnus Post posted:One question: are we ruling that the party's all back together now? Yes, but feel free to describe anything that happened before you all meet up. I decided to just skip to the interesting part, but if there was something else you wanted to do, go right ahead.
|
# ? Nov 19, 2014 03:50 |
|
reposting full app further down.
Error 404 fucked around with this message at 07:10 on Nov 20, 2014 |
# ? Nov 19, 2014 07:51 |
|
Thinking of entering one of these Entombed Sourcer and presenting it as a magical experiment discovered sealed away deep under the sea, woken for the first time in ages. I would have more of an app but it took me ages to pick and I've got to go to work now. I'll try and have an app up in the next few days.
|
# ? Nov 19, 2014 13:08 |
|
In the lowest levels of Aqualantis, those closest to the seabed, it became apparent that hidden beneath the uncaring waves was the ruins of a civilisation long since past. A peoples so ancient that their lands became an ocean as the centuries turned. Some of these Ruins were close enough to the city that small expeditions were attempted. Within one of these ruins, cracked open by the impact of a now flooded corridor, was found a sarcophagus of some form. Taken back to Aqualantis by curious locals looking to make a quick buck. It was sold to a curious tinkerer. Who set about trying to open it... quote:-ATTEMPTED UNAUTHORISED ACCESS DETECTED- The casket, urged on by the tinker's attempts to burn through the locks, opened. Revealing the body kept inside. The first thing that stood out was that it had hardly decomposed. The second thing that stood out was that it blinked and began to climb out. The encounter was short and messy. The body inside blasting the tinkerer into ash. Freed of its confinement, and unable to return to its slumber. The body began to creep amongst the slums, listening into the conversation of the locals. Leaning the language and recording all it could. By the time Missy found it, it had translated enough to be capable of basic speech. After a few days of analysis it was fluent. It introduced itself as the Grimoire Archive, a repository of knowledge created by the great people of [No equivalent word]. It quickly came to learn it's people were long since dead and forgotten, first buried by time and then drowned by the sea. Trapped much like everyone else down here in the sunken city the Grimoire Archive had no choice but to adjust to the current situation and learn how to live in Aqualantis. As such 'Ark' (As Missy has taken to calling it, "Far less of a mouthful!" as she says) has made itself useful. Putting its vast knowledges towards keeping the residents alive down at the bottom of the sea. Though not exactly trusted for its ways are strange and its powers unfamiliar. It never sleeps or eats, or even breaths. It simply observes, learns, and kills anything that tries to harm it. ARK - The Grimoire Archive Lv 2. Entombed Sorcerer Crafted long long ago by a people so old that the continents shifted and covered their entire empire under the ocean. Ark is a living repository of knowledge, filled to the brim with the advanced magics and science of his creators. One of many such archives made from artificial bodies that no race now living knows how to repair. Were Ark to die, it would be impossible to resurrect him though traditional means. Since awakening in the sunken city of Aqualantis Ark has been taken in by Missy, a slum dweller who saw an opportunity to get an advantage in this shithole and took it. She had spent much time teaching Ark the ways of the modern world, and trying to keep on his good side. She had taken Ark to be some mindless servitor at first, but Ark is quite capable of making his own mind known, and Missy has been working hard to get back into his good graces. It wasn't until the party arrived and began shipping people back to the surface that Ark felt like he had any real purpose in being awake. However, here was evidence that there was more life beyond the surface. Where there was life, there was knowledge! And Ark has set himself the task to gather as much information as he can. Updating his archive and maybe finding a reason to live beyond the purpose of his creation. Ark is close to a male human in form, though his appearance marks him as non-human. Personality wise, Ark has learned to come back with snarky comments from Missy, but is otherwise quite pleasant to get along with. Displaying a personality quite advanced for an artificial creature and capable of expressing wants and opinions. Ark is practically a living person. If only he could stop making the occasionally bizarre robotic comment. His greatest asset is the powerful processes logged within his archive. These Heka, as they're called, are capable of a variety of effects and are his primary form of defence and offence. It is also his only source of quick and easy repair in the field. Though dormancy has reduced his effectiveness, the longer Ark is active the more of his systems come online and the stronger the Heka become. Ark Look: Aroma of musty books, Dark Grey Skin, Wrapped in Dried Yellowing Linin. HP: 21/21 Damage: d6 Armour: 0 STR: 9 (+0) DEX: 13 (+1) CON: 15 (+1) INT: 17 (+2) WIS: 12 (+0) CHA: 8 (-1) Alignment: Neutral - Learn of the world's history and all that has transpired since you were first entombed Court Status: Viscount - You get to pick any extra piece of starting equipment from the gear section STARTING MOVES: Embalmed and Entombed You served as a great sorcerer and advisor in a kingdom nestled away in the heart of a now forgotten realm. You served your kingdom greatly and loyally until the end of your days. As your status demanded, you were embalmed, mummified and entombed in a burial temple so that you would enjoy a peaceful and undisturbed rest for all eternity as reward for your faithful service. It became apparent that eternity doesnt last nearly as long as one would expect when ambitious adventures cracked open your tomb and found you. They soon fled screaming once you sprang to life seconds later. Your ancient kingdom is all but gone and has faded beneath the sands. Without an obligation to your home, you have now set off into the world to spend rest of eternity as a wandering sorcerer. Invoke Heka (INT) Whenever you would invoke the ancient, roll +INT. *On a 10+, you choose one of the following sorceries to invoke as you channel Heka through you. *On a 7-9, as above, but the invocation of Heka causes chaos or distracts you from your surroundings. Shattering Blast: Deal your damage +1 to anyone in the Near distance. Seeking Malice: Deal your damage -1 to anyone in the Far distance. Soul Crush: Deal your damage +1d6 to anyone in the Hand distance. Mend Flesh: Heal damage on a living person equal to your damage roll. Restore Features: Heal damage on an undead equal to your damage roll +1. Shade of Yearning: Briefly conjure up an image of what someone desires. Magnificent Garb: Have your clothes appear as any outfit until you use this move again. Gift Enhancement: A weapon you touch gets +1d4 forward to its next damage roll. Barrier Runes: As long as you dont move from where you casted this sorcery, you and anyone within the Close range of you get a +2 ongoing to armor. Uncanny Insight: You get a +3 forward to the next Spout Lore roll you would make. Rushed Reverberate: Have the effects of the next spell that targets you instead affect someone of your choice and someone of the GMs choice that are in range of the spell. Mortal Tools Are Beneath Me! You get -1 to all damage rolls made with physical weapons and +1 to all damage rolls made for Invoke Heka. Unliving You are unaffected by all the constraints of living creatures, with no need to sleep or eat rations to heal damage. Healing magics of the living harm you instead of heal you. You cannot make Last Breath rolls and are simply destroyed when you reach 0 HP. ADVANCED MOVES Imbued With Heka Increase your damage dice to a d6. GEAR - [Load=7+STR] Total load: 5/16 - Robes of the high court (1 weight). - Chanters scepter (add +1 to all damage rolls made with Invoke Heka, 2 weight) - Blackglass wand (At the start of each session this item Holds 2. You may spend this Hold to reroll a damage dice rolled for Invoke Heka with any unspent Hold at the end of the session being lost, 1 weight) - Being an endless font of knowledge (+1 to all Spout Lore rolls.) - Bag of books (5 uses, 1 weight)
|
# ? Nov 20, 2014 00:54 |
|
Markus (and Menog) Spellcaster
MARKUS a large, muscular, somewhat dim-witted man. Unwashed and unshaven, covered in tattoos and scars like a road-map telling the story of a life of hard fighting. Markus wears basic leather armor, and he carries an obviously well used, but sharp sword and an equally well used Dagger. His other notable posession is an unsettling and grim sight. A thick book, bound in stitched and tattooed skin. Written upon its pages in blood are diagrams and incantations, Rituals of sinister and unknowable origin. Under Menog's guidance, Markus has translated some of these rituals already. MENOG An incorporeal being from outside of reality, trapped and bound to this book and posessing the mind and body of Markus, It is manipulative, cunning, and calculating. It prefers to work through Marcus most of the time, whispering It's will silently into the poor man's mind, but when needed it assumes direct control of Markus unleashing eldritch magics and energies. When Menog is in control, they are the spellcaster part of the playbook: Markus goes limp like a child's doll, as sickly pale energy suspends his body like a puppet. He floats about a foot off the floor, his eyes and mouth wide in an expression of shock and terror, a blinding and unsettling light emanates from within him, and shines forth from his mouth and eyes. Towering above Markus' body is an emaciated apparition of pure malicious darkness, like solid shadow. Its blank silver eyes shine with the abominable energies and magics It wields: blood curses, maddening visions, warping the very fabric of the world to twist monstrous abominations into being..." Menog views all people including Markus as simply tools to be used and then expended when convenient, like a beast of burden. Markus himself, is just a normal man, his only armaments are his sword and base strength to overcome foes. (basic class damage with his sword, only uses basic moves) quote:Look: quote:MOVES: Error 404 fucked around with this message at 08:10 on Nov 20, 2014 |
# ? Nov 20, 2014 07:12 |
|
Hamon, Walker of the Ivory Path, Speaker of the Seven Syllables That Are Best Forgotten, Reader of the Code of Laws That Once Were Lost A star fell from heaven, falling from the Broken Domain, sent adrift into the world. But it was both more, and less than a star. He called herself Hamon, and wreathed himself in a cloak of flesh so that she might exist in this world. With a singular mission in mind, he strode forth and spoke words of the Silent God to those who would listen. Enough did, especially those who she could convince of the incredibility of the secrets of the Silent God. He knows many things, although not necessarily all of the time - due to the fragility of manifesting in such a way. Her form is deathly pale, with immaculate skin, clad in the finest hooded robes and wearing a mask of the richest ivory, depicting a strange mysterious symbol - none have seen his face beneath the mask. The mission is simultaneously singular and incomprehensibly complex, with various shifting goals that Hamon scribes down in spiralling, illegible script in a tome carried by one of her highest followers, a made of iron with silver pages, the text etched in somehow, bound in golden chains. He walks the path of ivory, and those enraptured by her words and titles follow meekly, in hopes of fulfilling their place in the greater prophecy. With this in mind, Hamon set off for these only recently sunken ruins with his entourage, seeking... something, or someone... Maybe even a home. pre:Hamon, Walker of the Ivory Path, Speaker of the Seven Syllables That Are Best Forgotten, Reader of the Code of Laws That Once Were Lost Look: Perfect Skin, Ornate Robes, Fragile Body STR DEX CON INT WIS CHA 9 8 12 13 16 16 +0 -1 +0 +1 +2 +2 Damage Armor HP Load Level XP d4 1 16/16 3/3 2 0 Race Horror: You are some kind of bizarre, alien being, wearing the skin of a human - perhaps a mind flayer, a cursed pendant, or something far stranger. Your cult exists to draw upon the life force of these lesser mortals. When a Chosen One dies, you heal 1d4+1 damage. Alignment Lawful: Fulfill a promise to a believer. Bonds I want Mr. Atlantic to join my cult. Dr. Galen von Zieglas doesn't trust me, and I don't trust them. Bishop will bring about the end of days. I have seen it. _______________ is a member of my cult. Your Cult Your followers know you as The Shining One. Your Chosen Ones are known as The Scribes of Silence. Other followers are known as Blessed Listeners. Before joining, your cultists were Judges, Lawyers, Watchmen, Lawgivers in general. Now they are Keepers of Secrets. Your cult worships The Silent God. 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 Chose 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 have 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 youre 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 Divine Realization Gain one non-multiclass move from the Priest/Cleric or Druid class list, OR gain a move from any class list as if you were one level lower than you are. (Priest->Invocation) Invocation When you call out for your deity's aid in a time of need, choose a Blessing and roll +WIS. On a 10+, your deity will intervene on your behalf - the GM will tell you how. On a 7-9, your deity will grant your Blessing, but you will also need to choose a Requirement. Blessing Your invocation manipulates the realm your deity Controls. Your invocation commands something your deity Represents. Your invocation bolsters your deity's Worshippers. Your invocation rebukes your deity's Enemies. Requirement Your invocation is obvious and immediate, drawing attention to you. The intervention is subtle or takes a while to manifest. Your deity demands something in return. The GM will tell you what. The divine experience leaves you dizzy with euphoria (or terror). You take -1 ongoing to Invoke until you have time to pray quietly for a while. Deity: The Silent God Controls (the sun, the seas, the skies): Words Represents (love, death, war, wind): Law Worshippers (nobles, dwarves, wizards): None/Few (Originally Lawgivers) Enemies (demons, undead, heretics): Undead Demands (sacrifices, secrets, victory): Byzantine laws to be upheld Gear: Ritual Dagger (hand, 1 weight) Dungeon rations (5 uses, 1 weight, carried by peons) Lantern (1 weight) Leather armor (1 armor, 1 weight) Bag of books (5 uses, 2 weight, carried by peons) Chosen Ones: Shadra - +1 Protector Xaphon - +1 Priest Korvis - +1 Burglar Infinite Oregano fucked around with this message at 21:33 on Dec 8, 2014 |
# ? Nov 20, 2014 21:25 |
|
Should we continue posting, or are we waiting at this point?
|
# ? Nov 20, 2014 23:18 |
|
|
# ? Apr 24, 2024 15:49 |
|
Josselin Angreme, the Wild Shaman Josselin was born to a coastal village famous for its raiders. The local cottage industry was looting and burning passing merchant boats from small, hard-to-see rafts brought up in darkness. Many of the villagers had infusions of sea life in them, a relic of the past and the magic that still flowed through these lands. It made sea-raiding that much easier. There weren't really a lot of resources to do much else with the rocky shoal they settled on. It had always been a resting place of criminals and wanderers, nestled where no one else would go. Raised among pirates then, Josselin became a pirate herself from a young age. She started out sharpening harpoons and mending nets for what fishing the village could do, and then sailing out with raiding forces once she was old enough to hold her own spear. She joined in many attacks on the local trade, and the village raiders grew stronger and bolder as they brought back stolen riches. Eventually their activities moved from 'nuisance' to 'concern' for the local authorities, and they sent a real force to wipe out the pirates. They came in disguise, doing a pretty good imitation of a fat merchant vessel only to spring their trap at the last instant. Many raiders were killed immediately. The others were pursued back to the village, which was burned, and the survivors scattered. Josselin fell in the first wave of the fighting and plunged into the inky sea. She was stunned by a blow to the head, and would have drowned fairly quickly except that the ocean, always a close friend, began talking to her, its many voices reaching out. She felt her lungs fill with water...and then she simply heard the fish nearby, and breathed. This was a life-changing experience for the young pirate. She been raised as an aggressive killer and taker, but the ocean wanted more from her than that. She emerged from the surf some days later to find the ashes of her home long cold, and started to wander. Eventually, she found others who had encountered similar experiences to her own. They called themselves the Drowned, and they heard the words of the sea and its denizens. She listened, and learned, and continued her travelling. As one of the Drowned, she has a close relationship with the water. The near-death experience with the ocean showed her both sides of that dark door, and her previous killing temper has been damped down by an awareness of what it feels like to die. As well, she is preoccupied with the ocean itself, its mysteries and wonders. Aqualantis is such a one, now, having been reclaimed. She wants to see it, and plumb its depths--and maybe there's still a part of her that likes finding treasure. Drive: Speak for the Spirits: Commune the will of the spirits to those that would listen. Background: Crossed to the Other Side: A near death experience forever changed you, and only afterwards could you sense the spirits within everything. When you roll at Death's Door, on a 7-9 you may choose the kind of spirit you must bargain with. Look: Haunting Eyes, Messy Hair, Rangy Body Str: +1 Dex: +1 Con: +1 Int 0 Wis +2 Cha: -1 HP: 19 Damage Die: d6 Armor 1 Moves: Born of the Sea: You learned the shamanistic ways in a place whose spirits are strong and ancient you've marked yourself as one of their own. No matter where you go, they live within you and allow you to mimic their qualities. Choose one of the following. It is the land to which you are attuned--when using Wild Essence you may suppose the mantle of animal who might live in the land. Choice: The Open Sea By Nature Sustained: You don't need to eat or drink. If a move tells you to mark off a ration you get to ignore it. Spirit Tongue: The grunts, barks, chirps and calls of the creatures of the wild are as language to you. You can understand any animal native to your land or akin to one whose essence you have studied. Wild Essence: When you call upon the spirits to imbue you with the mangle of an animal's essence, roll +WIS. *On a 10+, hold 3. *On a 7-9, hold 2. *On a miss hold 1 in addition to whatever the GM says. You may express the physical form and manner of any species whose essence you have studied or who lives in your land. You express any innate abilities and weaknesses of the species. You still use your normal stats but some moves may be harder or easier to trigger while in Wild Essence. The GM will also tell you one or more moves associated with your Wild Essence. Spend 1 hold to make that move. Once you're out of hold, you return to your natural state of being. At any time, you may spend all of your hold and revert to your natural state of being. Elemental Mastery: When you call upon the primal spirits of fire, water, earth or air to grant you wisdom to perform a task, roll +WIS. *On a 10+ choose two. *On a 7-9 choose one. *On a 6 or less some catastrophe occurs as a result. * The effect you desire can come to pass with minimal effort. * You avoid paying nature's price. * You retain control. Gear: Shark hide armor (1 armor, 1 weight), harpoon (close, thrown, near, 1 weight), poultices and herbs (2 uses, 1 weight) and pipeleaf (3 uses, 0 weight), necklace of bones, pearls, and scales, and an intricate, ancient coral bracelet. occamsnailfile fucked around with this message at 17:03 on Nov 21, 2014 |
# ? Nov 20, 2014 23:42 |