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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 21:32 on Feb 23, 2016

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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 15:07 on Jan 17, 2016

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.

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.

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)

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 :v:

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 :v:

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.

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.

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.

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.

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?

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.

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

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. :shobon:
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 :v:

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 00:18 on Jan 25, 2016

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!

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?"

slydingdoor
Oct 26, 2010

Are you in or are you out?
Oh, one more thing: could you all add your max/current Luck to your headers too?

slydingdoor
Oct 26, 2010

Are you in or are you out?
No cross party memory beaming, just conversationally came up.

slydingdoor
Oct 26, 2010

Are you in or are you out?
You get your signature weapon and armor back when you touch the icons.

Anyone can replicate any other's item for their market value. We'll say all you need to do is be in hand range of any consenting person from whom you want to learn manifestations.

slydingdoor
Oct 26, 2010

Are you in or are you out?
There's a slight time paradox, as Dom's weight was part of the trap trigger and he was also in the line of fire. What does he do? He has all his equipment.

slydingdoor
Oct 26, 2010

Are you in or are you out?
Deltasquid: wasn't sure if the silverblooded are all warriors too. If so, think I'll change the laughter of the harpies' to that of a foreigner.

slydingdoor
Oct 26, 2010

Are you in or are you out?
I'll go with Producers of fine art then. Edited.

slydingdoor
Oct 26, 2010

Are you in or are you out?
PS: I will be noting the Soul Bank, because everyone cashes in on all of it when you all reach a milestone. No matter who fails, everyone profits eventually. Take a look at the "Aid or Interfere" move for some ideas on how to exploit this.

The milestone XP and, more importantly, bond resolution XP are not multiplied by the number of players in the game. They are gained when everyone reaches or resolves one, respectively, as a group.

Everyone gets the total number of souls in the Soul Bank, no division, when a milestone is reached. Souls have to be spent at a bonfire or NPC to do anything.

10 souls added to the bank no matter whose failure, 10 souls added when everyone has resolved one bond, 10 souls added when everyone reaches a milestone together (last should never be a problem).

slydingdoor
Oct 26, 2010

Are you in or are you out?
Thanks for reminding me about that other addition to the soul bank. I'm always relieved to be corrected because I hate finding out myself that I've hosed up.

slydingdoor
Oct 26, 2010

Are you in or are you out?
Delta: roll damage, these flies are defending themselves now.

slydingdoor
Oct 26, 2010

Are you in or are you out?
Yeah two of them are dead for sure. The Temple is some distance away though.

slydingdoor
Oct 26, 2010

Are you in or are you out?
The grisly death was more a general "if anyone falls on the ground and the beetle gets over them they are superdead," but in addition to that there is also one more beetle to contend with. Mikaela flipped the immediate threat: the one that at the torch and was turning around to eat you. That one is dead. But the other one is still charging Agerios to eat the two flies he killed. That one will also want to eat you after them, and possibly him if he fucks up his DD against the charge. I was gonna wait until Agerios dealt with it, but I probably should have clarified/brought it up then.

There's still going to be someone closer to that other beetle, so you can still volunteer for that, since Dominik and Odessa have equal luck. Once anything falls the beetle queues it up in the "things to eat" because it loves souls and killing things that are having trouble staying upright. Like a fat fly, even if it tries to flutter away the beetle will chase it.

slydingdoor fucked around with this message at 20:23 on Jan 31, 2016

slydingdoor
Oct 26, 2010

Are you in or are you out?
Delta: looking around for a second isn't enough to trigger DR.

quote:

To discern realities you must closely observe your target. That usually means interacting with it or watching someone else do the same. You can’t just stick your head in the doorway and discern realities about a room. You’re not merely scanning for clues—you have to look under and around things, tap the walls, and check for weird dust patterns on the bookshelves. That sort of thing.

Also there's still a beetle charging Agerios to get the flies he crushed.

slydingdoor
Oct 26, 2010

Are you in or are you out?

Deltasquid posted:

If there isn't a body for me to lay my hands on, how do I revive (or try to) Odessa? Just kind of lay my hands in the air?
There's a faint trace of Odessa where she was destroyed that you couldn't see from your point of view. Actual Odessa is floating around in spectator mode.

I doubt you guys were going to take long to revive her, but if she desires she can instead leave spectator mode, return to the Nexus and antagonize/kill NPCs while the rest of you continue to fart around, or return to the land she was just destroyed at in a weakened state until she got to where she died and reconstituted herself, or she could enter another land at full power to explore.

If she decides to explore her own land, as the Human leader she'd be able to Backtrack, to maybe get a Second Chance instead of just getting destroyed, and to traverse Mist Gates.

In fact, since she has no Souls, there is no real risk to going to her own Land. Nothing to lose there, whereas as a lone Spectre exploring other lands, if if she died there they wouldn't be at 'full power' the next time she went there.

Either way, going on a little solo mission is also a great way to keep stacking the soul bank. At this rate you guys are going to level up twice after one milestone.

StringOfLetters posted:

If I get re-formed, can I take a toke from the bad mystic vessel to finally get spells? Or will that need a proper Recovery, since the wording was 'restore spent spells.'
I meant for you to start out with spells, whoops. The power was within you all along!

slydingdoor
Oct 26, 2010

Are you in or are you out?
Sorry for the holdup. I normally like to keep my posting up but I came down with a case of being down.

slydingdoor
Oct 26, 2010

Are you in or are you out?
Yeah, it transfers the damage: no reduction from anything applies.

slydingdoor
Oct 26, 2010

Are you in or are you out?

StringOfLetters posted:

While I'm holding the story stick - and stop me if I overstep - I don't think it's much of a leap to assume Mikaela will notice she's alone, usher the group to catch up to her, and briefly fill everybody in on what she's noticed about the trees.
She's about to be messed with by harpies, so not quite.

Each player should focus on what their own character does: I'm guessing Odessa's action would be something like telling everyone to follow her and following Mikaela. That gives Bacon more to work with and doesn't step on their toes.

slydingdoor
Oct 26, 2010

Are you in or are you out?
You don't have to end your turn just because that's when everyone else shows up. It seems courteous but imo it just gives people less to work with. Keep being proactive or bad stuff, like harpies will catch up to you. So, did you mean to ignore them and focus completely on poisoning the tree? Or were you trying to poison the tree and get away before the harpies got you and/or dodge them? The latter would be Defy Danger (Dexterity) to "act fast or get out of the way."

slydingdoor
Oct 26, 2010

Are you in or are you out?
#castersupremacy

slydingdoor
Oct 26, 2010

Are you in or are you out?
All right, we're back to 4. Anyone else interested, in case I'm not around available classes are now bard, immolator, ranger, and thief. To avoid having to reroll a d8 way too many times because of repeats, just roll 1d4 to see which of those you get, then char gen as normal, with luck and such. Once that's done, create your life recovery and spell recovery item according to the questions in the main thread, post it here, and you're done!

slydingdoor
Oct 26, 2010

Are you in or are you out?
It still works for you to both have core spellcasting. When you guys find new spells, only the character whose class's list it's on can learn it first. Then they can teach the multiclass spell it to the other character for Souls or if you find another copy of it. I've been thinking about adding an addendum to the Human racial move that we tweaked, that would say that you can still only prepare one multiclass spell at a time, no matter how many you know.

Does that work?

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slydingdoor
Oct 26, 2010

Are you in or are you out?
Antivehicular just pointed out something important that I had overlooked: StringOfLetters, you picked 3 wizard spells to start with as a Cleric. It's my bad for being unclear, but when I said you could acquire more than 1 spell from the Wizard list, I meant you could find them later. Even before we had a wizard, I didn't think you'd take more than the one extra known spell from the wizard list in addition to the 3 from the cleric list. Now that we actually have a wizard it's kind of more important for niche protection that the cleric and wizard have mostly different spells.

For clarity, the both of your characters start off with all the cantrips/rotes, 3 first level spells from your class, and 1 additional spell known from the other class's list. Sorry for the confusion.

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