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slydingdoor
Oct 26, 2010

Are you in or are you out?

Game Thread



Only the tallest towers at first could see the walls of fog. They rolled in during the night and obscured the horizon. The first investigators who ventured into the mists were never seen again nor heard from again, not from the very second they faded from view. None who followed ever heard a cry, the sound of footsteps was silenced out in an instant. Thrown stones and fired arrows made no sound, cast no light. A line cast in and reeled back became half a line.

As fast as they could, the investigators rode inward to report to your lands' capitols and keeps. The few who made their steads on the borders followed them, then more and more, until the whole lands' population crashed like a flood against the dam on the walls surrounding the final destination of the closing fog-snare. Only the rich, connected and lucky managed to leak through the cracks. Maybe your mother did.

Wherever you were born, you never visited another land, nor saw the horizon, nor passed through the city walls from either direction. You also never knew a time nor met a peer who did not feel the calling of the mist, the call that sparked an obsession. You alone dreamed about the encroaching mist, found yourself pointing toward it like the needle of a compass. You made a plan to finally meet the mist, and followed it to completion.

You journeyed far through the fog, and then it cleared. The celestial lights--sun and clouds, or moon and stars--stood frozen in time. You found a place of power, you saw its guardian, and you died. But that was just the beginning.

A manifestation of your soul is drawn into a dimly lit tower, part amphitheatre and part cemetery, ringed by steps of stairs and gravestones. Each stone has different bas-reliefs with unknown glyphs and obscure images, but you find one that has words you can read, and a nightmarish scene with mythical creatures you recognize from the tales you heard from your homeland. You feel rooted again, feet on the ground, your senses divide into their familiar places on your body, and you see a hand--your hand--form before your eyes. You take a breath, and hear people. You look around and see one another. The peers you never knew, each from lands you never saw, standing before the graves of their homelands.

Welcome to the Nexus. Who are you? What happened to you? What do you do?

Happy new year and welcome to my Demon's Souls/Soulsborne inspired Dungeon World game. I'll get right into what makes it different from the base game--some Basic, Special, and Class moves will be altered to fit more with the Soulsborne experience, and I'm gonna borrow some stuff from Funnel World, the expansion about starting as a level 0 villager and getting hosed.

General Stuff


Before everything else: some ground rules on how we're gonna play, that I will enforce as best I can.

loving Participate: If you're gonna write/talk you must read/listen, playing this game is about conversing in it and about it. A player shouldn't be the only fan of their character, you all be one another's fans too. Converse with everyone about what you like and where you'd like things to go not just in character but out of character too especially during breaks when it won't necessarily interrupt the flow.

No Lone Wolfing: related to the one above, your characters can still disagree and do stuff the others don't want because tension in a story is good, but don't fully go solo unless you want to roll up a new character, which is totally fine, and might even be awesome. Whatever your characters do should always end up in service to the goal that the whole group shares, of characters and players, before any other goal. If this ever gets called into question you better have a good answer, no "wait for it." More often than not it's one of those "if you have to ask" situations, and you should come back and regroup a little because you're probably derailing the game.

Participation over Principles: just because this is a Soulsborne game doesn't mean anyone gets to police other people's contributions for not being dark fantasy or gothic enough, or fitting in with the lore or mechanics of the actual videogames or irl history or fencing techniques or simulationism or anything like that. This is fiction. People are gonna write/talk about what they like, what they're interested in, what they're enthusiastic about. So just get on board and roll with it.

Safety: sort of an addendum to the last one. If anyone wants to put anything off limits because it makes them feel unsafe or uneasy, they get to say so at any time and boom, it's off limits, edited out or replaced, no questions asked unless they're solicited. This is a game about the trails and costs of the lives of a party of adventurers. For instance [give a personal example of what you don't want to read/hear about at them moment or maybe in the future], and sometimes I don't want to read/hear or watch anything with that while I'm playing a game for fun. If anyone says the words, that takes priority over anyone else's interests or the perfect symbolism or whatever. Tell me about it in private if you want. It's a game, games are supposed to be fun. Everyone's got the right to feel safe.

Talking Stick: before you start your turn, make sure you aren't straight up negating or destroying what's anyone's established in the fiction without that person's express permission. No writing/saying "Nah what's actually true is what I want." What the people before you have established is their contribution, they have sole control over it even when their turn's over. You and I have to build on top of or around it, by saying stuff like "but this also happens", "then this happens," or "it has a bigger effect than anticipated." People are gonna be real reluctant to turn over the Talking Stick if they think their contribution's just gonna get trampled. That said whenever you aren't sure you're triggering a move that rolls dice, ask, especially me. Sometimes you are, sometimes you're not, usually I tell you what move it'd trigger, implicitly ask "are you sure?" and give you a chance to reconsider, or to roll the dice, see the results and go from there instead of narrating far past the point where randomness "seeds" the fiction.

Asking for and giving help: sometimes you're holding the Talking Stick and you draw a blank. That's okay, you can ask other players for help without giving away the Talking Stick, you still have final say on how things happen. Put your own spin on the help, take it, leave it, whatever. Helpers: no matter how good your idea is, don't blurt it out until your help is solicited or the person with the Talking Stick is done with it. If you want to run with that great idea, you sure can when you have the Talking Stick.

Funnel World Mechanics

I'm adding a principle from Funnel World for players and the GM alike.

quote:

Savor the kindness and cruelty of fate.

take as much pleasure in the “bad” rolls as the “good,” because both kinds make the story more hilarious and interesting.
To get everyone into the spirit of embracing randomness, you’ll have “random” classes and one rolled 7th stat. When you app, roll 1d8 and 3d6. The first will be for your class (bard, cleric, fighter, immolator, paladin, ranger, thief, wizard), your second will be your Luck, another mechanic from Funnel World.

quote:

Luck may be lost, and is restored each time
a Villager levels up, (by 1) but never
past its original value. Unlike
other abilities, Luck may not be
increased upon leveling up.
Luck is associated with some new Moves:

Test Your Luck
When you hope against hope that
things will go your way, roll +LUC:
10+ You get what you hoped for, but spend 1 Luck.
7-9 Sorry, no.
6- Mark XP, and situation gets even worse for you.

Reap Your Fate
When you have the lowest current
Luck in the party and something
bad happens to the party, it happens to you.
By the same token, when you
have the highest current Luck in the
party and something good happens
to the party, it happens to you.
A note about TYL: it's not a Wish spell. You can't TYL that the next room will just have a treasure in it or that all the monsters will have heart attacks or whatnot. It's a move you use prophylactically to buffer yourself from getting hosed by a bad roll, or to up the stakes and potential rewards. It only succeeds on 10+ and can't replace all the effects or have all all the benefits of other moves, especially class or advanced ones, but it can replace any Basic Move well enough.

Your class and luck are random, but remember your new principle. If you want to trade your class with a willing player, trade, then each of you roll 1d4 and subtract it from your Luck as if you spent it: you will recover it when you Level Up as normal. If no one rolls the class you want yet, talk to the GM, who will always agree and some luck Luck, likely more, but dependent on mitigating factors like “I’ve played this class before and want something different.”

Luck stats can be traded between players the same way, but they don’t incur a penalty.

HP
Starting maximum HP is your Class's base +twice your Constitution -10. When your Constitution increases gain 2 max HP. When your Constitution is debilitated take -half of your Constitution from your maximum HP.

Rations ESTUS, or BLOOD
Each class starts with one full bottle of this unsettling recovery fluid. It starts at 5 maximum uses, which can be increased by a magic ritual.

New Moves not from FW

Einherjar
When the characters leave the Nexus and enters one of their Lands, that character is the Human leader, and the rest of the characters are their Spectres, tasked with protecting them. Whether you are a Human or a Spectre affects how some moves apply to you.

End of Session Level Up Souls and Blood
XP and GP are merged into a single resource: Souls, or Blood, if your character wishes. One XP is 10 of them and vice versa. When you would gain XP through a move or a failed roll, it is "banked" into the next End of Session milestone you hit--the next revelation about the world, the next worthy foe you defeat, or the next notable treasure you loot. Everyone will make the same amount of Souls from reaching these milestones.
When you Recover, you can spend S/B equal to your level +70 to increase your level by one, gain 1 hp, and add 1 to a stat.
When you Consume a Powerful Soul, gain a new move from your class treat your level as one less and take a move from another class. You cannot take a move from another class if that class's character does not have that move.

Lost Forever
When all the dying makes you lose your mind, or your fixation on one thing wipes away all your other hopes and dreams, which fall beneath the mist-line, you become a monster. Reroll a new character as normal, with the option of keeping your old class and/or old luck. When you find and kill the monster, wherever they may be, level up to the former character's level, and take as many advanced moves as they had. 17 Jan

Core Basic and Special Moves

Defend
replace "deal damage equal to your level" with "2 hold: deal your damage." 17 Jan

Discern Realities
When you reach a Vista, ask three questions as though you had rolled a 10+.

Traverse the Mist
Only a Human can open a Mist Gate. Unless a Vista that sees beyond it has been discovered, no senses can tell you what lies beyond.

Last Breath
When you are the Human leader of the party and take your Last Breath, roll 2d6.
on a 10+ you get a Second Chance, the only one you'll get until you next Recover. Your HP are restored to half of their maximum, and/or you are temporarily out of danger. The next time you roll Last Breath before you Recover, subtract 3 from the end result.
9- You Died, choose one: your Souls ended up in a difficult to reach location; your Souls were absorbed by a nearby enemy that must be defeated for them to be reclaimed; your Souls were lost with an important piece of equipment as well, the GM will decide. When you reclaim your Souls you reclaim it too.
6- Choose another.

When you are a Spectre and are destroyed, the Human leader of the party can use the Paladin’s Lay on Hands move on you as if their Cha were 0 to reconstitute you at the number of HP restored, and recovery spells and moves do the same.

Make Camp Top Off
when you are out of danger, spend recovery items to restore HP or recover spells or equipment. In a dangerous situation, record which room you are in and how much you have spent, and the GM will put you in a spot.

Undertake a Perilous Journey Backtrack
When you travel through hostile, previously explored territory, the Human rolls+nothing. ✴On a 7-9 the same amount of renewable and non-renewable healing items are spent when you reach your destination, and all monsters killed last time are killed again, and traps, disarmed.
On a 10+ choose one:
Hindsight: You spend 1 fewer Healing item or Spell use getting to the area this time.
Mad Dash: You can choose run through as many rooms as you want, traps and monsters alike, to avoid paying what was spent there before. If you must travel through the room again the hostiles will still be there, triggering this move again.
6-: something goes different from before. Work with the GM to determine what and start from there.

Take Watch
"When you are out of danger and Top Off, one of the characters who used the least recovery items rolls +Wis." Reskin the rest.

Recover
When you rest at a bonfire, recover all your HP and Spell uses and fill your your renewable recovery items to the maximum. All the monsters killed respawn and traps disarmed reset. If the Human leader chooses, you all return to the Nexus.

Outstanding Warrants

"When the Human leader returns to" etc.

Bolster
when you all discuss a plan in the Nexus, the party gains and shares a pool preparation.

Class Moves

Bard EXPLORER
Arcane Art Prepared for Anything: When you manifest a helpful item, choose and ally or yourself and an effect:

on a 7-9: unwanted attention or the item has unexpected consequences, GM’s choice.

Bardic Lore Collector of Tales
“This applies whether you are the Human or a Spectre. When you return to the Nexus, you can study up and change your area of expertise.”

Charming and Open: add “What is the story behind this item?” if they don’t know, ask another question.

Advanced Moves: reskin their names.

CLERIC
Commune: “when you Recover, you”

Cast a Spell: on a 7-9, the spell is revoked until you Recover. (there are also items to recover spell uses)

Freeform Casting Alternative
Reskin the Druid's Elemental Mastery and replace Cast a Spell, whatever spell prep move you have, and any dependent moves with it with more appropriate reskinned moves.

You will make pacts with spirits, covenants with deities, or contracts with demons to gain more "spells” and you will always need to pay their price, let them do something you don’t want, or beat them into submission (again) to stop them after they’ve been unleashed.

FIGHTER, or WARRIOR
Scent of Blood suggests that you record enemies to which it applies.

Immolator PYROMANCER, SORCERER, WITCH, or WARLOCK
Human: you can create an immobile zone of warmth similar to a bonfire. This counts as a spell for recovery purposes. Out of danger, it heals 3d6. In danger, it heals all who touch the area by 1d6, and all who stay in the area until the danger subsides by 3d6.

Paladin KNIGHT
Quests last until you complete them and you lose the boons the first time you fail them until you complete them. When you accompany a Human as a Spectre your quest is always “Defend the Human leader.” If you fail in that quest, you may undertake it again, choosing boons as normal, if you have ventured to another Land in the interim.

Exterminatus: venturing to another land counts as atonement.

Ranger HUNTER, or WANDERER
Elf: You or your Human leader take +1 to Backtrack.

Human: When you Top Off out of danger, you spy a consumable restorative item as if you Discerned Realities and asked “What here is useful to me?”

Called Shot: delete “at range”

Animal Companion Favored Enemy:
You have a special hatred of one type of enemy you have encountered, and a plan to deal with them.
delete species choices
replace Instincts with Blind Spots
Reskin Ferocity, Cunning, and Blind Spot choices to apply to your plan rather than a companion’s training.
When you Recover, you can let the memory of an old plan fade and make a new one, for a different enemy type if you wish.

Command Execute:
replace the Instinct entry with When any part of your plan fails, take -1 forward for the next move Blind spot times. Moves penalized in this way have one of the Blind Spot tags.

Wild Empathy:
replace animals with “your favored enemy.”

Camouflage:
replace “keep still in natural surroundings” with “hide yourself according to your favored enemies senses,” against a T-rex from Jurassic Park, you could stand still in plain sight. Against an enemy that senses minds, you could cease all thought, against an enemy that smells, you can hold your breath, etc.

Follow Me:
You or your human leader take +1 to backtrack. When you or they choose Hindsight, they can spend 2 fewer recovery items.

Man’s Best Friend No Battle Plan Survives Contact With The Enemy
same mechanics, replace “a few hours of rest” with Recover.

Wild Speech:
“any creature”

THIEF
Backstab:
replace “with a melee weapon” with “in melee”

Flexible Morals
add: “or Covenant”

WIZARD
as Cleric.

slydingdoor fucked around with this message at Feb 23, 2016 around 20:32

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Kumaton
Mar 5, 2013

OWLBEARS, SON

This sounds great! Will post a character soon. Hopefully.

mistaya
Oct 18, 2006

Cat of Wealth and Taste


Random rolls in IRC were class 5 (Paladin/Knight) with 11 starting Luck.



Name: Ser Dominik Colfax
Look: Fiery Eyes, Bald, Worn Holy Symbol, Fit Body

Stats:
Classes: Knight lvl. 1
HP: 32
Base Damage: D10
Alignment: Lawful- Deny mercy to a criminal or unbeliever

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

Moves:
Human- When you Pray for Guidance, even for a moment, and ask, "What here is evil?" the GM will tell you, honestly.

Lay on Hands- When you Touch Someone, skin to skin, and pray for their well-being, roll+CHA. On a 10+ you heal 1d8dmg or remove one disease. On a 7-9 they are healed but the damage or disease is transferred to you.

Armored- You ignore the clumsy tag on armor you wear.

I am the Law- When you give an NPC an order based on your divine Authority, roll +CHA. On a 7+ they choose one:
*Do what you say
*Back away cautiously, then flee
*Attack you
On a 10+ you also take +1 forward against them. On a miss they do as they please and you take -1 forward against them.

Quest:
When you Dedicate yourself to a mission through prayer and ritual cleansing, state what you set out to do:
(See pg 123 for full listings.)
Current quest: (fill in once obtained)
Completed quests:

Gear
Load is 12+STR.
Dungeon Rations (5 uses, 1w)
Scale Armor (2arm 3w)
Mark of Faith (0w) A crudely carved wooden figure with no face.
Long Sword (close, +1dmg, 1w)
Shield (1arm, 2w)
Adventuring gear (1w)

Bonds:
____'s misguided behavior endangers their very soul!
____ has stood beside me in battle and can be trusted completely.
I respect the beliefs of ____ but hope they will someday see the true way.
____ is a brave soul, I have much to learn from them.

----

I sent my Norah and our little ones away west to the Capital on the day we evacuated the castle-town. The Mist had already taken Kirkland, and Dunsburg, and soon it would take Castle Laitram and every soul still inside her walls. She did not ask me to go with her. I wonder if she knew I couldn't, or if she was glad to be rid of me. Her eyes, watching me as the carriage rolled forwards, told me she knew we would not meet again.

I walked the empty streets as the Mist crept closer, drifting like a harbor fog over the town gates. Those sorry few who'd chosen to stay had barred their doors and lit candles danced in their windows. Some had brushed their doorways with lamb's blood, that old superstition. I knew it wouldn't save them. God had chosen to make of this our end, he would not save us from it.

It crept closer by the hour, implacable. I retreated to the keep and found a bottle of red wine to keep me company on the battlements. But no drink could take away the sight of the candles going out one by one, as the Mist enveloped Laitram. It slipped through the portcullis and began infesting the lower halls of the castle, and seemed to slow its advance, as though savoring each stone it consumed.

I donned my father's armor, which I had never worn, and took my own sword and shield to the throne room. The chair, all red velvet pillows and gilded oak wood, seemed a mockery of authority now. What king could stand against the Mist? Against the will of God himself? I would have destroyed it in anger, but what would be the point? Let the Mist have it.

I climbed to the top of the tower, the observatory where learned men had whispered and worried and tried to find solutions to all the problems facing the kingdom. In the end, it had been for naught, but the balcony at the tower window gave the widest view of Laitram. I looked down from that great height, where in the morning sun you could see from one end of the city to the other, and could see nothing but endless grey below me. Laitram was gone.

I turned around as I heard the gentle hiss of my approaching end, creeping under the door. The golden circlet dropped from my hand and rolled into the gloom. I would not need it where I was going. Now that it could not be put off anymore, I found I was no longer afraid. Drawing my sword and smiling, I walked into the Mist.


What Happened to you?

I held a hand before my eyes, blocking the glare from the fog swirling around me. Dead leaves and debris crunched below my feet as I walked into the town square. I could feel eyes on me as I approached the old fountain in the center, though the basin was empty of water and the stone was worn and chipped as though a hundred years had passed since last I laid eyes on it. An enormous serpent coiled around the neck of the Saint, with scales of pure white and red eyes that saw through my very soul. It raised its hooded head and I found myself drawn to it, though my steps slowed- as though my legs were suddenly of a great weight. I reached forward as the snake bared its fangs and saw my own hand petrifying into white stone in front of me. The mist began to clear and I saw other statues like the one I was becoming, reaching for the basilisk as though longing for it. Their faces were twisted in horror. As my cheeks stiffened, I smiled at the snake. Let this one statue mock you, beast, if this is how my end comes...

---

When next I drew breath I stood before a grave. At first I wondered if it was my own, and I had become a wraith, but my sword was heavy enough and my breastplate clanged when I beat on it. I knelt before the stone, white marble that reminded me of the serpent's scales. It was damaged, as cracked and chipped as the old fountain, but the picture inscribed showed the keep, and the square, and the gate that I remembered. Could cities, no- could entire civilizations have graves of their own? I shook my head and looked around me, and saw others I did not recognize, others who wore strange clothing and ornaments and stood before graves of their own.

Had the mist brought them as well? Had God decided to destroy all the worlds and all the realms, and were we his chosen witnesses? I had much to ask them.

mistaya fucked around with this message at Jan 21, 2016 around 06:25

Deltasquid
Apr 10, 2013

awww...
you guys made me ink!


THUNDERDOME


Seems cool. I've never played bloodborne or demon's souls but I can pick this setting up fast enough. (Is it similar to dark souls?)

Rolled a 3 for my class (so a warrior) and 7 for my luck.
Would a hoplite be too non-gothic for this?



Name: Agerios Lapheusix
Look: Hidden eyes, Corinthian helmet, built body, proud chest

Stats:

Class: Warrior lvl. 1
HP: 30
Armor: 3
Base Damage: D10
Alignment: Neutral- Defeat a worthy opponent

STR: 13 (+1)
DEX: 16 (+2)
CON: 15 (+1)
WIS: 12 (0)
INT: 9 (0)
CHA: 8 (-1)
LUCK: 7

Moves:
Human
Once per battle you may reroll a single damage roll (yours or someone else's).

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

Armored
You ignore the clumsy tag on armor you wear.

Signature Weapon
This is your weapon. There are many like it, but this one is yours. Your weapon is your best
friend. It is your life. You master it as you master your life. Your weapon, without you, is useless.
Without your weapon, you are useless. You must wield your weapon true.
Choose a base description, all are 2 weight:

Spear
Reach
Sharp: +2 piercing
Perfectly Weighted: add precise
Look: Classical

Load: 8/13.

Signature weapon (2 weight)
Estus (5 uses, 1 weight)
Bronze breastplate (2 armor, 3 weight)
Hoplon(+1 armor, 2 weight)
22 souls

bonds:
TBA

Backstory:

I can still somewhat remember my former existence, albeit like a dream from yesterday: swirling, present, but slipping from my memory more and more as I try harder to remember.

I was a proud auxiliary from the Polis. That was its only name to us, though foreigners called it Ephecalis, a craftsman once told me. I do not know if he was right; the warrior caste did not pay much attention to such earthly matters. It was the Polis, our City, the only one that mattered.

We had... We had castes. That I remember. The craftsmen and farmers lived in the lower city, and they had a way of living not dissimilar to that of outsiders. But we had soldiers, brought up in mutual living spaces according to the purity of their blood. I was of the lowest warrior caste, the bronzeborn. Above us were the silverborn, who formed the backbone of our army, and the goldborn, who were in command. It was amongst these goldborn that the philosopher-kings elected new members of their corona in the Acropolis. But I was bronzeborn, and told that my blood would dilute that of the philosophers if we mingled, leading the Polis to ruin. It was for that reason that we were surprised to hear the bronzeborn had been summoned to the Acropolis on that fateful day.

The philosopher-kings had been reclusive that week. Moreso than usual. The craftsmen talked of an all-consuming mist sweeping over the land, and the mood in the city was becoming grimmer by the day. Some even spoke heresy, and their twisted tongues claimed the philosopher-kings did not know what to do. The executions had not tempered the unrest amongst the commoners, and after long deliberation, it had been decided that the best bronzeborn would form a heroic band to enter the mist and dispel the blight, for the bronze in their souls would not corrode from the acidic cloud.

We formed our phalanx on the nauseatingly warm plain outside the Polis, and bravely marched into the unknown, unfettered by the pleas and hollow warnings of the superstitious craftsmen and merchants around us, who sought to deceive us and lure us astray.

And as we marched on in the darkness, we lost track of more and more companions. Until I stood alone.

quote:

You found a place of power, you saw its guardian, and you died.
What happened to you?

I found myself in a large, twisted labyrinth. The stairs seemed to coil up into the walls and ceilings, and after a few steps, I was disoriented and lacking any sense of direction. It was impossible to distinguish up from down, floor from roof, defying physics and gravity. Putting a foot on the wall allowed me to walk straight up, as if it had been the ground from the very start and I had just walked down a facade.

I then heard the roar of a beast, and saw what appeared to be a minotaur running along the ceiling above! It jumped, and as it passed halfway the room, picked up speed again, and was on top of me in an instant, propelled by newfound gravity. Its massive battleaxe cleaved through me, and the world went black and numb.

In the darkness, I felt a piercing blow in the depths of my soul. I could feel the bronze in it rusting, corrupting under the assault of the Night. My body failed me, and I fell prone under the mind-searing pain.

I expected Nyx and Charon to appear, and was prepared to pay the toll. The bronze would be filed off my soul, and the clean one would return to the world. But panic soon set in: would the Gods accept my rusted, soiled bronze?

When an eternity had passed, and none had reached out for me, I forced myself upright with surprising strength, and gazed upon the blood that stained my hands.

It was not bronze.

It was a common hue of red.


quote:

What's your land look like swallowed by the mist?

It was dreadful. In my initial confusion, I had stumbled around the Nexus. It had only a passing resemblance of the afterlife promised to us by the philosopher-kings. Was I in purgatory? Had I failed some test? Had I not been an obedient and loyal citizen of the Polis?

When I saw the gravestone with the Polis inscribed on it, I fell to my knees in front of it, and despaired like a frightened, lost child. But as I touched it, I was sent to a twisted, vulgar caricature of the Polis. The black skies roared above the crumbling temples of the Acropolis. I oriented myself: I was in the gulch of olive trees outside the city. The fruits of the orchard had become pestilent and rotten, and I rallied myself to discover what had happened. It was familiar enough to give me a sense of purpose, and the situation became clear to me.

The philosophers talked of an Ideal world that existed. Ours was only a pale imitation of this one, a shadow cast by its splendor.

Then perhaps, this twisted world was a corrupted version of that. A culmination of fear and evil and terror, which seeped into our own world at times, and affected those weak of heart. Yes, that must have been it. It was so evident, all of a sudden. I resolved to make my way to the temples of the Acropolis and seek out answers there, but I had not even left the gulch when creatures of superstition as satyrs and harpies dotted the landscape. Against a tree, I saw a large, wine-dark bloodmark on the dry grass and decaying trunk. When I touched it, I felt a certain... Rush. I knew from the depths of my existence that Philkronos, a compatriot on that fateful day, had been slain here, overrun by harpies. I felt a certain rejuvenating essence from the unpleasant experience, but returned to the gravestone. This was a place of great danger, and I knew I had to find allies if I were to ever reach the Acropolis.

Deltasquid fucked around with this message at Jan 24, 2016 around 21:33

slydingdoor
Oct 26, 2010

Are you in or are you out?

Deltasquid: Don't worry about your concept. There's plenty of room in a dark fantasy game for a soldier from Ancient Greece. Anyone else: this isn't a "case by case basis" call by me. I laid it out in the OP.

slydingdoor posted:

Participation over Principles: just because this is a Soulsborne game doesn't mean anyone gets to police other people's contributions for not being dark or gothic enough, or fitting in with the lore or mechanics of the actual videogames or irl history or fencing techniques or simulationism or anything like that. This is fiction. People are gonna write about what they like, what they're interested in, what they're enthusiastic about. So just get on board and roll with it.
Mistiya: looks good, all that's missing is HP.

slydingdoor posted:

HP
Starting maximum HP is your Class's base +twice your Constitution -10. When your Constitution increases gain 2 max HP. When your Constitution is debilitated take -half of your Constitution from your maximum HP.
Dominik's would be 32. "Fit body" is right.

Everyone: I forgot about this other Basic Move alteration. I'm editing in into the OP but am also gonna say it here:

slydingdoor posted:

Defend
replace "deal damage equal to your level" with "2 hold: deal your damage."

slydingdoor fucked around with this message at Jan 17, 2016 around 14:07

LLSix
Jan 20, 2010

The real power behind countless overlords

This looks cool. I really like the bit about the talking stick. It's in the core rules too but it's good to emphasize it. It's even more important not to step on each others toes in PBP where we'll be making more flavorful and fleshed out moves.
Random class: 1d8 8 so a wizard; will probably go with druid casting it seems more likely to create interesting events than always losing my memorized spells.
Starting luck: 3d6 13 and 13 luck.

Neat. I'm out of the country for a few days so no IRC until I get back but I'll hop on when I can.

LLSix fucked around with this message at Jan 17, 2016 around 18:32

slydingdoor
Oct 26, 2010

Are you in or are you out?

Thanks. I've noticed in a lot of other games that people get stressed out when they're busy and "miss their turn." That's not a bad thing, the other people had the talking stick anyway, and they gave you more to work with. If you build around it and not really on it, then the turn order didn't even matter!

Looking over the principles again, I thought up a new move to mechanize the part of "No Lone Wolfing" that might be cool. I'll edit it into the OP and reproduce it here.

quote:

Lost Forever
When all the dying makes you lose your mind, or your fixation on one thing wipes away all your other hopes and dreams, which fall beneath the mist-line, you become a monster. Reroll a new character as normal, with the option of keeping your old class and/or old luck. When you find and kill the monster, wherever they may be, level up to the former character's level, and take as many advanced moves as they had.

Deltasquid
Apr 10, 2013

awww...
you guys made me ink!


THUNDERDOME


Would you be opposed to me picking 22 coins souls as one of my equipment options? It essentially means I'd start out at 2.2XP. If you'd rather have everyone start at 0 XP that's cool too, but I could write it into my backstory that I've explored a bit on my own before meeting the others.

Deltasquid fucked around with this message at Jan 17, 2016 around 15:44

slydingdoor
Oct 26, 2010

Are you in or are you out?

You can start with coins or souls. Maybe you brought these weird coins no one else (but the Explorer if someone picks that) have ever seen before. They'll be recognized in your land, but not any other. In short, if you pick them, they'll be useful.

If they are souls, then yeah, you touched your land's gravemarker, took a quick look, pillaged them probably from a corpse, and got out of there without dying. How was that? What's your land look like swallowed by the mist? Everyone will have to answer this question eventually.

Also I doubt everyone's Souls are going to be the same all the time, even though you all get the same amount of banked Souls from every milestone, you might all spend them on different stuff, someone might decide to leave their bloodstain in their World for a bit and try out another World in the meantime, who knows.

slydingdoor
Oct 26, 2010

Are you in or are you out?

Deltasquid posted:

Seems cool. I've never played bloodborne or demon's souls but I can pick this setting up fast enough. (Is it similar to dark souls?
I forgot to say: yes, it's very much like Dark Souls. If you want your character to be more inspired by that lore, with sprites of humanity and lord souls and such, put that in your writing.

Deltasquid
Apr 10, 2013

awww...
you guys made me ink!


THUNDERDOME


My character's inspired by Plato's Republic. I hope I made it clear enough that he's kind of a naive, blind follower of the philosopher-kings, so any of his deductions and inner monologue after reaching the Nexus are perfectly smash-able. I'm 100% okay with the philosophers having lied about pretty much everything concerning the afterlife, as well as him being wrong about the platonic, ideal worlds out there.

slydingdoor
Oct 26, 2010

Are you in or are you out?

Delta: Cool. I'll sparknotes it.

Just to clarify: the mist itself didn't kill any of you, for you were the first children born after it appeared. It only beckoned you into it your entire lives. Everyone so far has done a great job answering "Who are you?" Next up is the following:

quote:

You found a place of power, you saw its guardian, and you died.
What happened to you?

(Give me some deadly bosses/arenas guys)

Deltasquid
Apr 10, 2013

awww...
you guys made me ink!


THUNDERDOME


slydingdoor posted:

Delta: Cool. I'll sparknotes it.

Just to clarify: the mist itself didn't kill any of you, for you were the first children born after it appeared. It only beckoned you into it your entire lives. Everyone so far has done a great job answering "Who are you?" Next up is the following:


(Give me some deadly bosses/arenas guys)

Ah, that clears it up. I answered your question by editing my backstory a bit.

Bacon In A Wok
Jan 27, 2014


Mikaela, Sundered Angel


Look: Mournful Eyes, Loose Hair, Shackled Wings, Slender Body

The Holy War had gone poorly. Oh, the first days held promise, when the Faithful mustered in their thousands and I was first called forth from the Verdant Heavens. We struck against the heretic and the unbeliever alike, riding from victory to glorious victory... but each enemy vanquished was soon enough replaced, and while we learned little from our triumphs, our foes learned much from their defeats.

I lost my blade, radiant-forged, at the Rock of Ararat. Its steel still pins an 'afrit, undying, to the very pinnacle of that great edifice, and I claimed a new and poorer weapon from the battlefield gleanings. I lost my standard when we forced the crossing at Full Moon's Ford, and I did not bother to replace it, for by then we were few enough in number that it was no longer really needed. We raided, retreated, scourged, rallied, defied, repented, and -- all too soon -- found the limits of all our prayers.

I gave myself to the mists as we fought to defend the Castle Karnak. I'd set out alone, on a forlorn hope to duel against a heretic general and throw the enemy into disarray for a time at least. But the coward refused to stand and fight, and I knew his bodyguard hoped to maim and mutilate me to dispirit my comrades... so I threw myself into oblivion, expecting death but hoping at least to consign my corpse beyond human reach.

I found myself here instead -- wings shackled, halo shrouded, the word of God still everpresent but choked to a whisper of meaningless sibilance. No one else seems to know anything of the Faith, or the Holy War, or the Verdant Heavens... but there are many dangers here, alike to those I faced before even if named differently, and a few who seem willing to defy them.

I suppose I have a different War, now.


Bonds:
Whether or not he admits it, ____ speaks with the voice of God.
____ is open to the Faith, and needs only the proper example to find the path for himself.
A devil has marked ____; I must be ready to act to prevent further damage to his soul.
____ is a blasphemer, but only from ignorance; I can correct his error and redeem him from sin.

(rolls witnessed on IRC - class roll of 1d8=5 7 = Thief, luck of 3d6=17. Yes, seriously.)

Stats:
Classes: Thief lvl. 1
HP: 20
Base Damage: D8
Alignment: Chaotic - Leap into danger without a plan.

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

Angel- When you Spout Lore or Discern Realities about religious matters, demons or devils take +1.
(If this reskin of the Human move is out of line, I can go with the Halfling standard.)

Trap Expert Angelic Grace -
When you spend a moment to survey a dangerous area, roll+DEX.

✴ On a 10+, hold 3.

✴ On a 7–9, hold 1. Spend your hold as you walk through the area to ask these questions:

Is there a trap here and if so, what activates it?
What does the trap do when activated?
What else is hidden here?

Tricks of the Trade Opening The True Path -

When you pick locks or pockets or disable traps, roll+DEX.

✴ On a 10+, you do it, no problem.

✴ On a 7–9, you still do it, but the GM will offer you two options between suspicion, danger, or cost.


Backstab Wrath of the Righteous -

When you attack a surprised or defenseless enemy in melee, 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

Flexible Morals Beyond Mortal Judgement -

When someone tries to detect your alignment you can tell them any alignment or Covenant you like.

Poisoner That Which Is Not Forbidden -

You’ve mastered the care and use of a poison. Choose a poison from the list below; that poison is no longer dangerous for you to use. You also start with three uses of the poison you choose. Whenever you have time to gather materials and a safe place to brew you can make three uses of the poison you choose for free. Note that some poisons are applied, meaning you have to carefully apply it to the target or something they eat or drink. Touch poisons just need to touch the target, they can even be used on the blade of a weapon.

* Bloodweed Peacemaker (touch): The target deals -1d4 damage ongoing until cured

Gear
Load is 9+STR.
Dungeon Rations (5 uses, 1w)
Leather Armor (1arm 1w)
Rapier (close, precise, 1w)
3 Throwing Daggers (thrown, near, 0w)
Healing Potion (1 use, 0w)

quote:

You found a place of power, you saw its guardian, and you died.
What happened to you?
... it was -- a plain, I think. Dustless, empty aside from leafless thin-branched trees and pillars of mirror-smooth rock crystal. The mirrors reflected the light, and the landscape, but not myself until I looked straight at one -- and then a distorted reflection emerged, blood-mad and senseless, seeking to murder me with claw-tipped hands. Culling it was the work of a held breath... and brought as little respite, for I could not look away forever.

I felt... a spirit, a devil... within that space. Bodyless. Lonely. Hungry. It did not want me dead. It wanted me exhausted, terrified, bleeding from a thousand tiny cuts, paralyzed with shock and uncertainty, open to its malice. I could not find a way to strike against it. But I found a way to make it kill me. I thought that might send me home.

I think I left a piece of myself behind, in there, instead. I don't know if I can get it back.

I'm not sure I want to.

Bacon In A Wok fucked around with this message at Jan 22, 2016 around 02:04

slydingdoor
Oct 26, 2010

Are you in or are you out?

I like it: a character whose land had a civil and monster war blocking her from the mists. I also find it kinda funny you wrote all that up and didn't roll yet

Having wings is cool, but you all should know I'm not too keen on promising flight to anyone ever, not even Paladins with apotheosis. It's just too much mobility for this kind of dungeon crawl

So, I thought up a move for them. Mikaela might take it as a racial move or something.

Fallen Angel
When you fall, roll the damage as normal and determine whether you would survive the impact. If you would, take no damage from the fall instead.

Also, anyone else rolling, StringOfLetters dropped by in irc and notified me that they rolled a Cleric and are working on the rest. Take that into account when you roll your own class: if you hit one that's taken, just reroll.

StringOfLetters
Apr 2, 2007
What?

quote:

Odessa
Cleric
Human, kind eyes, strange hair, common garb, thin body.
STR: 9 (0) CON: 12 (0)
DEX: 8 (-1) INT: 15 (+1)
WIS: 16 (+2) CHA: 13 (+1)

HP: 22
Armor: 1
Damage: d6
Luck: 11/11
Level: 1
Souls: 0

Good
Endanger yourself to heal another.

Deity: Alarai, the North Star, god of travel and travelers, traders and messengers, shepherd to the lost, keeper of lighthouses, ports, and waystations.
✴Knowledge and Hidden Things
✴Your religion has important sacrificial rites, add Petition: Offering. Keep no more than you can carry.

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

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

Commune
When you Recover, you:
-Lose any spells already granted to you.
-Are granted new spells of your choice whose total levels don’t exceed your own level+1, and none of which is a higher level than your own level.
-Prepare all of your rotes, which never count against your limit.

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

Book of Miracles
You have mastered several spells and inscribed them in your book. You start out with three first level spells as well as the rotes. Whenever you gain a level, you add a new spell of your level or lower to your book. The book is 1 weight.
Charm Person, Contact Spirits, Invisibility

Gear (7/10)
Divine Symbol - A small bar of meteoric nickel, etched with Alarai's constellation
Book of Miracles (spells, 1wt)
Chainmail (+1 armor, 1wt)
Mace (close, 1wt)
Adventuring Gear (1wt)
2x Dungeon Rations (5/5, 5/5 1wt)

Estus Flask (Unsettling, 5/5)

quote:

Who are you?
Odessa Rahe. My father was a brave and fair captain in the Rajayat royal navy. My mother is a brilliant historian, storyteller, and relentless optimist. When the mist came, our great port city Rajaia was overfilled, and the mist didn't leave half enough delta farmland to support us all. My childhood was framed by a bloody civil war, which turned to a tense stand-off between warring tribes, which degenerated into gangs of rampaging cannibals, which finally cooled off into a loose affiliation of tired survivors.

My mother always kept us one step ahead of the worst of it. When she had to murder somebody, she always asked me to look away first. When someone in the distance was screaming, she would distract me with tales of the old world. She taught me to run before fighting, and to go for the throat when I had no choice. Whenever I had a question, why, she would respond with a short fable about the old gods, or the old heroes, that put things in perspective. Even moments after getting stabbed, she denied that anybody was ever evil, only hungry and desperate and confused, and that some day clearer heads would prevail and we could learn to trust and cooperate. She was right - and, as she eventually admitted, very lucky. She is very much my role model.

After things calmed down, I learned, I played, I explored the palace and the port and the city over and over again, I tried to re-create the old world in my head. My imagined version of it is probably way off. My mother and I both found ways to make ourselves useful to the eventual community, finding and crafting and re-purposing old things. It was nice.

quote:

What happened to you?
I had enough. Angst, wanderlust, stir-craziness, and what I am now certain was a Divine compulsion - I was ready to either leave the city, or die. As a child, my favorite place to play, and sometimes to hide from cannibal-gangs, was among the many great ships moored at the port. For years, I'd studied every scrap of paper and asked every question I could about sailing, first out of curiosity about my father's life, later with the intent of someday casting off. I chose a small skiff, spent days rigging up scrounged sails and scraping off years and years of barnacles. I left my mother a note, because I knew she would talk me out of it for another year. I don't remember the date. I sailed out on the nighttime seaward breeze, heading for the north star Alarai. I wish I could say I didn't look back. Or panic. Or cry.

I'd heard that a good ship could make it down the great river and reach the open ocean by noon. Through the mist, and learning that there is no substitute for experience, I ran aground several times over the next two days. The shore was lush with overgrown, overripe plant life I didn't recognize, and I did not dare step foot off the skiff into the black muck. I thought about all the beautiful paintings I'd seen of the ocean stretching off to the horizon... through the mist, I was only able to mark my passage into the ocean by the salt in the water around me.

I ran out of food and fresh water. I vomited from drinking salt. I felt like I was out at sea for weeks, but it may have been only a day or two. Then, the fog parted, and there in broad daylight was the widest blue-green expanse of water I had ever seen. And stretching across the horizon, a massive fleet of over a hundred warships, corsairs, galleys - the royal armada, still afloat after all these years. And afloat together! They were lashed together by a wide improvised work of ropes and nets, bobbing out of sync with each other, occasionally creaking and knocking together. I forgot my thirst, rowed to them, and started exploring between hulls, looking for an easy way up to the decks.

I rounded the corner of a galley, and saw a woman standing on the water's surface. Her skin was bluish, like she'd drowned, and her dark hair was knotted with seaweed and kelp. She kicked at the water, almost playfully, and a white-crested wave rose up with incredible force, to snap my skiff against a warship's keel and break my leg. She took a step towards me, looking curious, and a thirty-foot swell rose up to flip me off of the splintered wood I was clinging to. She held out a finger and beckoned me forward, only to call a hurricane-force gust of wind that pulled the air from my lungs. She looked amused as I sunk beneath the surface to drown.

quote:

What do you do?
I spend about a minute totally agog, reeling in terror and confusion. I find a small with Alarai's constellation, and it gives me a sudden sense of peace and clarity. I get a feel for my new connection to Alarai, and the powers for which I am a conduit. Without words, much of it makes intuitive sense. I piece together that everybody else around me is also confused - that these people are checking themselves for wounds suggest they were also 'killed' and brought here. Whatever the hell is happening, we should put our heads together for it - I'm going to try to calm everyone down, get us grounded, and get some dialogue going. I'll approach somebody nearby and start by asking them to tell me about the figures and the stories on their foreign tapestry. I'm going to listen, pipe up occasionally to relate something from my land to theirs, and hopefully establish some common ground, maybe get the rest of the group in on a conversation.

StringOfLetters fucked around with this message at Jan 26, 2016 around 16:50

slydingdoor
Oct 26, 2010

Are you in or are you out?

I love it. Scribbling Typing up a storm in the campaign notes.

slydingdoor
Oct 26, 2010

Are you in or are you out?

Noticed one thing missing from Odessa: no racial move. The Human Cleric one is good, too.

Which got me thinking, The Wizard, LLsix, will be using freeform spellcasting, and collecting more general things than spells, and I think it might be a good idea to have all the DW spells available to someone.

So, what if we give your Cleric the ability to take the "Pick a spell from the [other spellcasting class]'s list" move multiple times in exchange for adding the Wizard's "Spellbook" move to them, so you get to enjoy the thrill of seeking out and collecting spells. Does that interest you?

For reference:

quote:

Spellbook Book of Miracles
You have mastered several spells and inscribed them in your book. You start out with three first level spells as well as the rotes. Whenever you gain a level, you add a new spell of your level or lower to your book. The book is 1 weight.

quote:

Human
Your faith is diverse. Choose one wizard spell. You can cast and [prepare it] as if it were a cleric spell.

StringOfLetters
Apr 2, 2007
What?

I like it a lot! Even more options to wring my hands over.

Bacon In A Wok
Jan 27, 2014


slydingdoor posted:

I like it: a character whose land had a civil and monster war blocking her from the mists. I also find it kinda funny you wrote all that up and didn't roll yet

Having wings is cool, but you all should know I'm not too keen on promising flight to anyone ever, not even Paladins with apotheosis. It's just too much mobility for this kind of dungeon crawl

So, I thought up a move for them. Mikaela might take it as a racial move or something.

Fallen Angel
When you fall, roll the damage as normal and determine whether you would survive the impact. If you would, take no damage from the fall instead.

Also, anyone else rolling, StringOfLetters dropped by in irc and notified me that they rolled a Cleric and are working on the rest. Take that into account when you roll your own class: if you hit one that's taken, just reroll.
Heh, thanks. Confess that for whatever reason I wasn't quite feeling like rolling first and then building a concept around the class, and 'angel of war' is flexible enough to fit just about any class. Even Thief, where I'm sort of a roving assassin and troublemaker. (speaking of which, #badwrongfun was kind enough to witness my rolls, so those are edited now into the initial post.)

I am fine with 'no flight, ever' - I am pretty sure that Mikaela's initial RP arc is going to involve a whole lot of coming to grips with "I used to be AWESOME. And now am not." Racial move looks interesting, though, will probably look at taking it when play permits.

slydingdoor
Oct 26, 2010

Are you in or are you out?

Bacon In A Wok posted:

luck of 3d6=17
https://www.youtube.com/watch?v=GW3WV6OvbQI

In other news, that's 5 players! Going to give LLsix 48 hours to finish their Wizard or ask for an extension. When that happens or time elapses, we'll start with the Custodian of the Nexus sending you on a short quest to recover a vital artifact in the basement crypt, and while you're at that you all can vote which world to enter first.

mistaya
Oct 18, 2006

Cat of Wealth and Taste


Added my 'what happened' bit.

To clarify, the Mist in Dom's world was a creeping thing, it took those other cities before he was born and Laitram itself took months to devour, he just refused to leave until it literally cornered him. He was given every reason and chance to leave, but in the end he decided to stay and face it instead of running, because he thinks it's God's judgement.

slydingdoor
Oct 26, 2010

Are you in or are you out?

A plan befitting a Paladin, not to flee his wards by charging into the Mist, but to let them leave him behind and wait for it to come to him.

LLSix
Jan 20, 2010

The real power behind countless overlords

Thank you for the offer, but I think I've changed my mind. I didn't realize how dungeon crawl it was going to be. I hope y'all have fun though! Slydingdoor looks like he'll be a rad gm.

slydingdoor
Oct 26, 2010

Are you in or are you out?

No problem, maybe I'll see you again in another World game or something!

That leaves the question for the rest of you: shall we a) go with 4, starting soon, b) set a time for another 5th player to apply, or c) do both: start and keep applications open?

Deltasquid
Apr 10, 2013

awww...
you guys made me ink!


THUNDERDOME


The setting seems perfect for letting characters drop in or out, so I'd have to go with c).

slydingdoor
Oct 26, 2010

Are you in or are you out?

That's actually how I ran this last time. I tried to post as fast as possible and let all the players go at their own pace, hopping into one another's stories as they saw fit. This one will be more focused around the core group of course.

StringOfLetters
Apr 2, 2007
What?

I vote for C.

mistaya
Oct 18, 2006

Cat of Wealth and Taste


C's good for me.

slydingdoor
Oct 26, 2010

Are you in or are you out?

That decides that. I'll get working on the OP.

Rolling applications are still up.

slydingdoor
Oct 26, 2010

Are you in or are you out?

I finished the OP

Deltasquid
Apr 10, 2013

awww...
you guys made me ink!


THUNDERDOME


Heads up to the other players: I filled in my bonds in the game thread. Agerios' opinion of Dominik is mostly based on his status as a noble Paladin, and titanium's pretty strong and shiny. His opinion of Mikaela is because of the combination of her being a thief and angelic/extremely pious, and Mercury is poisonous and fluid at room temperature. Odessa's should be self-explanatory. If any of you think Agerios totally misread your characters, do tell me and I can change it to something else. I had some fun going with a metals theme for him.

EDIT: I just realized I have no idea what gender Odessa is.

Deltasquid fucked around with this message at Jan 24, 2016 around 22:40

slydingdoor
Oct 26, 2010

Are you in or are you out?

Deltasquid posted:

If any of you think Agerios totally misread your characters, do tell me and I can change it to something else. I had some fun going with a metals theme for him.
As I mentioned in the game thread, things are gonna work a little differently in this game. Your character is allowed to think whatever you think is interesting about the other characters. You all are to be fans of one another's characters, and their players will have established their bonds while they have the talking stick. Let yourself be inspired by Bonds. Even if your bonds are completely off base and your character has completely misread and mischaracterized their party members, that's fine, they pave just as interesting a road to their getting resolved "(completely explored, no longer relevant, or otherwise)."

In short, the metals motif you came up with is excellent, I actually won't allow anyone to make you change them

slydingdoor
Oct 26, 2010

Are you in or are you out?

Oh, one more thing: the notation I want for headers looks like this:


Agerios Lapheusix
HP: 30/30 Armor: 0 (3 with equipment) Souls: 22 Bag of Obols: 5/5

code:
[url=X][b]N[/b][/u]
[super]S[/super]

slydingdoor fucked around with this message at Jan 24, 2016 around 23:18

StringOfLetters
Apr 2, 2007
What?

To establish some basic philosophical ground with the Cleric (who is a woman), Ser Dominik and Mikaela; you both mentioned a capital-G God, which implies a lot. What does your big Guy think about polytheistic foreigners who believe that their mystical powers come from one of many star gods?

Agerios, hypothetically, if someone said that your philosopher-kings were a bunch of blow-hard dictators running a nation-sized personality cult, how would you take it?

mistaya
Oct 18, 2006

Cat of Wealth and Taste


In Dom's world men and women could both be 'of the cloth' so it isn't particularly odd to him. Heathen priests from distant lands came to Laitram rarely, but were never allowed to stay long. He always pitied them, because they did not know God and had been taken in by some lesser being, convinced to worship it and offer it prayer and tribute. (Though said lesser being could be mighty indeed, all earthly might pales before the might of heaven.)

If the Nexus is, as he believes, a collection of worlds that God has made and destroyed, then he worships a God who has forsaken him, but his solace is that he was chosen as a witness, the final witness from his world to the End-Of-All-Things, and he takes the responsibility very seriously. This means that each of the others was also chosen as their own world's final witness, and as they have all died and been brought back to life at least once, then trying to convert them now is a bit beside the point. Perhaps God did not reveal himself when he made their worlds? Or he entrusted their world to a lesser being or group of beings, part of his grand plan for the cosmos?

There is not one world but many, this he already knew.

slydingdoor
Oct 26, 2010

Are you in or are you out?

If anything about the scene is ever unclear, ask me questions, or for clarifications. This OOC thread or #castersupremacy, or I guess maybe PMs are the best means.

Asking questions doesn't "use up" any of your turn and helps me post better. Everyone wins!

StringOfLetters
Apr 2, 2007
What?

Based on some conversation about the lands we lived in, and astronomical constants, does it seem like we're all from different nations, or different worlds entirely?

Deltasquid
Apr 10, 2013

awww...
you guys made me ink!


THUNDERDOME


StringOfLetters posted:

To establish some basic philosophical ground with the Cleric (who is a woman), Ser Dominik and Mikaela; you both mentioned a capital-G God, which implies a lot. What does your big Guy think about polytheistic foreigners who believe that their mystical powers come from one of many star gods?

Agerios, hypothetically, if someone said that your philosopher-kings were a bunch of blow-hard dictators running a nation-sized personality cult, how would you take it?

Agerios would most likely retort that it is easy to criticize the Polis if all you have is secondhand experience, and that you would know the Philosopher-Kings were right if you had witnessed the marble temples towering above the plains, the Polis' year-round mild weather, the beauty of its women and strength of its men with your own eyes.

Also, the Polis was one of many similar city-states of his land, but it was the largest, strongest and wealthiest. Its denizens looked down upon the democratic, chaotic, neighbouring states where politics were more of a popularity contest than based on wisdom. But to an outsider, maybe the Polis was the best only because the other cities set the bar so very low.

StringOfLetters posted:

Based on some conversation about the lands we lived in, and astronomical constants, does it seem like we're all from different nations, or different worlds entirely?

I would like to add to this that maybe we're even from entirely different generations in the same world. (Or maybe at least Agerios.) If the mist crept slowly over the world, it had to have started somewhere and ended elsewhere with a large timespan in between. If Agerios' land were one of the first to be swallowed, he might have lived entire generations before the others.

Perhaps Agerios saw a comet or other astronomical event during his life, that Odessa knows was observed by astronomers in her land a cool 300 years earlier or so.

Deltasquid fucked around with this message at Jan 25, 2016 around 06:52

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slydingdoor
Oct 26, 2010

Are you in or are you out?

Hahaha and I almost thought it was going to be a surprise when I started sprinkling those clues of links in each of your Lands to the others'.

Oh well, it's better to for your audience to say "Aha, I knew it!" than "Where did that come from?"

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