Hey everyone, happy to be joining the game. I know it can be a little awkward mixing someone new into the middle of things, so just let me know how you'd like me to proceed as far as making a character. I am happy to make something complimentary to the group that already exists to keep things going smoothly. In a vacuum, of the playbooks I'm probably most interested in The Spellslinger or The Divine so if one would mesh better than the other I'm cool to lock in on that or otherwise look over other ones that might fit better.
Hello, nice to meet you, Kharis. It would be interesting to see another playbook and character play type. We are already in the middle of a monster hunt, which is done by a magical creature. There is also another notable wizard npc wandering around. Maybe Paranormal Entities Surveillance Division (PESD) has deployed another of their specialised agents to handle this monster. I can see both Spellslinger and Divine as good candidate for a new agent. Also, you can be an unaligned monster hunter who is after this monster, and you will meet us in the hunt.
Awesome, since Magic seems to be the theme of the moment I decided to go with the Spellslinger. I looked over the other PC's and some of the backstory stuff everyone came up with as some brainstorming.
I thought it might be interesting if maybe my character was a former case the PESD dealt with. I'll write up something in more detail as a proper bio once I've had input from everybody else, but I was thinking something like a tragedy in her family, something like the unexpected death of her sister, led to her dabbling with necromancy to try and bring her back. Maybe that led into the darker side of the magical arts and after things got out of hand that put her on the radar of PESD. I was thinking after that incident got resolved it was clear she wasn't so much evil as just desperate and being manipulated (by spirits? demons? other dark wizards?). So now after some time being under the PESD's care and training, they are deploying her as a field agent to put her magic to use helping people.
Below is the character sheet info finished out besides History.
Gender:Female Appearance:Fierce Red Eyes and Stark White Hair Clothing:Goth Clothes
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[b]Gender:[/b] [_=Female]
[b]Appearance:[/b] [_=Fierce Red Eyes and Stark White Hair]
[b]Clothing:[/b] [_=Goth Clothes]
[/f]
[img]https://i.imgur.com/ed3COg9.png[/img]
Get +1 Weird, max +3
Get +1 Cool, max +2
Get +1 Sharp, max +2
Get +1 Tough, max +2
Take another move
Take another move Take a move from another playbook Take a move from another playbook Take another Combat Magic pick
[_=0/1] Get +1 [_=Weird], max +[_=3]
[_=0/1] Get +1 [_=Cool], max +[_=2]
[_=0/1] Get +1 [_=Sharp], max +[_=2]
[_=0/1] Get +1 [_=Tough], max +[_=2]
[_=0/1] Take another [_$=playbook] move
[_=0/1] Take another [_$=playbook] move
[_=0/1] [_=Take a move from another playbook]
[_=0/1] [_=Take a move from another playbook]
[_=0/1] [_=Take another Combat Magic pick]
[_=0/1] [_=]
ADVANCED IMPROVEMENTS
Get +1 to any rating, max +3.
Change this hunter to a new type.
Create a second hunter to play as well as this one.
Mark two of the basic moves as advanced.
Mark another two of the basic moves as advanced.
Retire this hunter to safety.
Get back one used Luck point.
[_=0/1] Get +1 to any rating, max +3.
[_=0/1] Change this hunter to a new type.
[_=0/1] Create a second hunter to play as well as this one.
[_=0/1] Mark two of the basic moves as advanced.
[_=0/1] Mark another two of the basic moves as advanced.
[_=0/1] Retire this hunter to safety.
[_=0/1] Get back one used Luck point.
This covers trying to do something under conditions of particular stress or danger. Examples of acting under pressure are: staying on task while a banshee screams at you; barricading a door before the giant rats catch up; resisting the mental domination of a brain-worm; fighting on when you’re badly injured. When you act under pressure, roll +Cool.
This covers trying to do something under conditions of particular stress or danger. Examples of acting under pressure are: staying on task while a banshee screams at you; barricading a door before the giant rats catch up; resisting the mental domination of a brain-worm; fighting on when you’re badly injured. When you act under pressure, roll [b]+Cool[/b].
Investigating can be done any number of ways: following tracks, interviewing witnesses, forensic analysis, looking up old folklore in a library, typing the monster’s name into Google, capturing the monster and conducting tests on it, and so on. Anything that might give you more information about what’s going on is fair game for an investigate move. When you investigate a mystery, roll +Sharp.
Investigating can be done any number of ways: following tracks, interviewing witnesses, forensic analysis, looking up old folklore in a library, typing the monster’s name into Google, capturing the monster and conducting tests on it, and so on. Anything that might give you more information about what’s going on is fair game for an investigate move. When you investigate a mystery, roll [b]+Sharp[/b].
This move is used when you want someone to do something for you and they don’t want to do it. To get them to do what you’re asking you’ll need a good reason. What counts as a good reason depends on what you are asking for and your relationship with them. For friends and allies, you might just need to ask. For witnesses to a monster attack, you could tell them you are with the police, or just offer them some cash for answering your questions. Once you have given them a reason, tell them what you want them to do and roll +Charm.
This move is used when you want someone to do something for you and they don’t want to do it. To get them to do what you’re asking you’ll need a good reason. What counts as a good reason depends on what you are asking for and your relationship with them. For friends and allies, you might just need to ask. For witnesses to a monster attack, you could tell them you are with the police, or just offer them some cash for answering your questions. Once you have given them a reason, tell them what you want them to do and roll [b]+Charm[/b].
If someone is about to suffer harm and you can somehow prevent it, then you can try to protect them. When you prevent harm to another character, roll +Tough.
If someone is about to suffer harm and you can somehow prevent it, then you can try to protect them. When you prevent harm to another character, roll [b]+Tough[/b].
: To use your combat magic effectively, you rely on a collection of tools and techniques. Cross off one; you’ll need the rest. • Consumables: You need certain supplies—powders, oils, etc—on hand, some will be used up each cast. If you don’t have them, take 1-harm ignore-armour when you cast.
• Foci: You need wands, staves, and other obvious props to focus. If you don’t have what you need, your combat magic does 1 less harm.
• Gestures: You need to wave your hands around to use combat magic. If you’re restrained, take -1 ongoing for combat magic.
• Incantations: You must speak in an arcane language to control your magic. If you use combat magic without speaking, act under pressure to avoid scrambling your thoughts.
[_=0/1] [_$=move1]: [_=To use your combat magic effectively, you rely on a collection of tools and techniques. Cross off one; you’ll need the rest.
[s]• Consumables: You need certain supplies—powders, oils, etc—on hand, some will be used up each cast. If you don’t have them, take 1-harm ignore-armour when you cast.[/s]
• Foci: You need wands, staves, and other obvious props to focus. If you don’t have what you need, your combat magic does 1 less harm.
• Gestures: You need to wave your hands around to use combat magic. If you’re restrained, take -1 ongoing for combat magic.
• Incantations: You must speak in an arcane language to control your magic. If you use combat magic without speaking, act under pressure to avoid scrambling your thoughts.]
: Pick an article of every-day clothing–it’s enchanted without any change in appearance. Take -1 harm from any source that tries to get at you through the garment.
[_=0/1] [_$=move2]: [_=Pick an article of every-day clothing–it’s enchanted without any change in appearance. Take -1 harm from any source that tries to get at you through the garment.]
: When you read a bad situation, you can open up your third eye for a moment to take in extra information. Take +1 hold on any result of 7 or more, plus you can see invisible things. On a miss, you may still get 1 hold, but you’re exposed to supernatural danger. Unfiltered hidden reality is rough on the mind!
[_=0/1] [_$=move4]: [_=When you read a bad situation, you can open up your third eye for a moment to take in extra information. Take +1 hold on any result of 7 or more, plus you can see invisible things. On a miss, you may still get 1 hold, but you’re exposed to supernatural danger. Unfiltered hidden reality is rough on the mind!]
Combat Magic
You have a few attack spells you can use as weapons. When you use these spells to kick some ass, roll +Weird instead of +Tough. Sometimes the situation may require you to act under pressure to cast your spell without problems. Your combat spells can combine any of your base spells with any of your effects.
Combat magic, pick three (with at least one base):
Bases: -Blast: 2-harm magic close obvious loud -Missile: 1-harm magic far obvious loud
Effects: -Entropy: Add "+1 harm messy" to a base.
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[u][b]Combat Magic[/b][/u]
You have a few attack spells you can use as weapons. When you use these spells to kick some ass, roll +Weird instead of +Tough. Sometimes the situation may require you to act under pressure to cast your spell without problems. Your combat spells can combine any of your base spells with any of your effects.
[b][u]Combat magic, pick three (with at least one base):[/b][/u]
[b][u]Bases:[/b][/u]
[b]-Blast:[/b] 2-harm magic close obvious loud
[b]-Missile:[/b] 1-harm magic far obvious loud
[b][u]Effects:[/b][/u]
[b]-Entropy:[/b] Add "+1 harm messy" to a base.[/f]
Seems good to me. Once Stalker05 and zatatmando have said they are good, I'll probably have something where Margaret (Smiley's spooky) gets some magical fatigue. She is new to magic, so using it recently is putting strain on her body. PESD knows what to do, but she'll be out of commission an unknown amount of time. If Smiley can return, that's when Margaret recovers. Mr. Callahan, head of PESD, will send Elizabeth as a backup in the meantime, and will likely become a permanent member with time.
@zatatmando did you want Seth to introduce himself?
Also, my expectation is that Seth and Ajay will catch Elizabeth up. Do you want to do that in character or should I just catch Kharis up out of character?
Yup I am good. just getting busy with schoolwork. I am doing online college at SNHU to get my bachelors in graphic design. I will be sure to post today.
hey all-I will be travelling this evening and will be away until the 25th (next tuesday), but I should be able to keep things going here. If my response is delayed I may be doing vacationy stuff, but will get to replying as soon as I can.
@zatatmando,@Kharis you guys still there? It has been silent for a while on your ends. If we can start posting more often, we can keep going. If something is wrong, we may need to decide what to do with the campaign.
Due to the prolonged silence. I am declaring that this game has prematurely ended. Unless I hear from everyone to keep going, I am going to retire the game Friday the 19th.