Servi
Club Regular
- Joined
- Sep 22, 2013
Many millennia ago, a feud between the gods nearly wiped out all traces of the material plane. Though the world survived, its land was still torn asunder as divine and arcane energies ripped apart the landscape, completely altering it drastically.
Whole regions and continents float high above the nearly limitless ocean below, almost completely isolated and independent from one another. Humanity, and the other races of the world however found a way to not only survive, but thrive in this new and strange landscape.
Empires were slowly rebuilt, new techniques of farming and hunting were developed, and as technology and magical texts were rediscovered, trade and travel resumed. The world had remade itself in a way similar to the ways of old, but in a drastically different sense.
You are a traveller aboard the S.S. Jundard, a merchant class airship making many stops along the airway for pickups and deliveries. Most of the crew are simple employees for the trade guild that owns this ship, you however, along with a handful of others, are different. You are on a quest of personal importance, and have travelled far from home to complete this quest. Something though very soon is about to go terribly wrong, and your journey will take a bit of a detour.
But first, who are you…?
____________________________________________________________________________
This is the official thread for the ryona/zako themed Dungeon World play by post RPG. You will take on the role of a brave adventurer in a world of magic, wonder, and of course, attractive young woman who are out to kill you.
As of writing this, the group is at five members, and I am willing to take up to one more.
Current Party Roster
-Vera Nighthawk (Gray Elf Thief) (Airtew)
-Teresa Brightspear (Human Paladin) (Mentos)
-Marek Torvensenn (Fighter) (nonniemouse)
-Myra Serafine (Cleric) (hocubed)
-Maya Lazarus (Wizard) (SonicMarioHero)
-VACANT
Before we can begin, I would like each of the players to do these four things:
1) Post you character's stats/information
2) Write a small thing about your character's homeland, and why they left it.
3) Write about the place where your character is traveling to, and why they are on such a long journey there.
4) Please write out any likes/dislikes in relation to ryona/zakos, to better grasp what sort of tone this game will have.
How gameplay is work is that the GM (me) will handle all of the dice rolls. Turns will run out in the similar Dungeon World fashion of the GM setting up the scenario, followed by players giving a narrative of their character's actions. To which the GM will roll for them, and give them their options, after which the player will explain what just happened in the story based on their decisions.
The world itself the game will take place in will be bit by bit created collaboratively via group impute and story choices. Meaning that various manners of world types and setting may appear as an adventuring zone for the players to up will be catered to.
Here is the list of all the basic moves for Dungeon World for easy reference:
-Hack and Slash
When you attack an enemy in melee, roll+Str. ✴On a 10+, you deal
your damage to the enemy and avoid their attack. At your option,
you may choose to do +1d6 damage but expose yourself to the
enemy’s attack. ✴On a 7–9, you deal your damage to the enemy and
the enemy makes an attack against you.
-Volley
When you take aim and shoot at an enemy at range, roll+Dex. ✴On
a 10+, you have a clear shot—deal your damage. ✴On a 7–9, choose
one (whichever you choose you deal your damage):
• You have to move to get the shot placing you in danger as described
by the GM
• You have to take what you can get: -1d6 damage
• You have to take several shots, reducing your ammo by one
-Defy Danger
When you act despite an imminent threat or suffer a calamity, say
how you deal with it and roll. If you do it...
• ...by powering through, +Str
• ...by getting out of the way or acting fast, +Dex
• ...by enduring, +Con
• ...with quick thinking, +Int
• ...through mental fortitude, +Wis
• ...using charm and social grace, +Cha
✴On a 10+, you do what you set out to, the threat doesn’t come to
bear. ✴On a 7–9, you stumble, hesitate, or flinch: the GM will offer
you a worse outcome, hard bargain, or ugly choice.
-Defend
When you stand in defense of a person, item, or location under
attack, roll+Con. ✴On a 10+, hold 3. ✴On a 7–9, hold 1. As long as
you stand in defense, when you or the thing you defend is attacked
you may spend hold, 1 for 1, to choose an option:
• Redirect an attack from the thing you defend to yourself
• Halve the attack’s effect or damage
• Open up the attacker to an ally giving that ally +1 forward against
the attacker
• Deal damage to the attacker equal to your level
-Spout Lore
When you consult your accumulated knowledge about something,
roll+Int. ✴On a 10+, the GM will tell you something interesting and
useful about the subject relevant to your situation. ✴On a 7–9, the
GM will only tell you something interesting—it’s on you to make it
useful. The GM might ask you “How do you know this?” Tell them
the truth, now.
-Discern Realities
When you closely study a situation or person, roll+Wis. ✴On a 10+,
ask the GM 3 questions from the list below. ✴On a 7–9, ask 1.
Either way, take +1 forward when acting on the answers.
• What happened here recently?
• What is about to happen?
• What should I be on the lookout for?
• What here is useful or valuable to me?
• Who’s really in control here?
• What here is not what it appears to be?
-Parley
When you have leverage on a GM Character and manipulate them,
roll+Cha. Leverage is something they need or want. ✴On a 10+, they
do what you ask if you first promise what they ask of you. ✴On a
7–9, they will do what you ask, but need some concrete assurance
of your promise, right now.
-Aid or Interfere
When you help or hinder someone , roll+bond with them. ✴On a
10+, they take +1 or -2 to their roll, your choice. ✴On a 7–9, they still
get a modifier, but you also expose yourself to danger, retribution,
or cost.
If you have any questions, as I'm sure there are a few important things is missed, please feel free to ask!
Whole regions and continents float high above the nearly limitless ocean below, almost completely isolated and independent from one another. Humanity, and the other races of the world however found a way to not only survive, but thrive in this new and strange landscape.
Empires were slowly rebuilt, new techniques of farming and hunting were developed, and as technology and magical texts were rediscovered, trade and travel resumed. The world had remade itself in a way similar to the ways of old, but in a drastically different sense.
You are a traveller aboard the S.S. Jundard, a merchant class airship making many stops along the airway for pickups and deliveries. Most of the crew are simple employees for the trade guild that owns this ship, you however, along with a handful of others, are different. You are on a quest of personal importance, and have travelled far from home to complete this quest. Something though very soon is about to go terribly wrong, and your journey will take a bit of a detour.
But first, who are you…?
____________________________________________________________________________
This is the official thread for the ryona/zako themed Dungeon World play by post RPG. You will take on the role of a brave adventurer in a world of magic, wonder, and of course, attractive young woman who are out to kill you.
As of writing this, the group is at five members, and I am willing to take up to one more.
Current Party Roster
-Vera Nighthawk (Gray Elf Thief) (Airtew)
-Teresa Brightspear (Human Paladin) (Mentos)
-Marek Torvensenn (Fighter) (nonniemouse)
-Myra Serafine (Cleric) (hocubed)
-Maya Lazarus (Wizard) (SonicMarioHero)
-VACANT
Before we can begin, I would like each of the players to do these four things:
1) Post you character's stats/information
2) Write a small thing about your character's homeland, and why they left it.
3) Write about the place where your character is traveling to, and why they are on such a long journey there.
4) Please write out any likes/dislikes in relation to ryona/zakos, to better grasp what sort of tone this game will have.
How gameplay is work is that the GM (me) will handle all of the dice rolls. Turns will run out in the similar Dungeon World fashion of the GM setting up the scenario, followed by players giving a narrative of their character's actions. To which the GM will roll for them, and give them their options, after which the player will explain what just happened in the story based on their decisions.
The world itself the game will take place in will be bit by bit created collaboratively via group impute and story choices. Meaning that various manners of world types and setting may appear as an adventuring zone for the players to up will be catered to.
Here is the list of all the basic moves for Dungeon World for easy reference:
-Hack and Slash
When you attack an enemy in melee, roll+Str. ✴On a 10+, you deal
your damage to the enemy and avoid their attack. At your option,
you may choose to do +1d6 damage but expose yourself to the
enemy’s attack. ✴On a 7–9, you deal your damage to the enemy and
the enemy makes an attack against you.
-Volley
When you take aim and shoot at an enemy at range, roll+Dex. ✴On
a 10+, you have a clear shot—deal your damage. ✴On a 7–9, choose
one (whichever you choose you deal your damage):
• You have to move to get the shot placing you in danger as described
by the GM
• You have to take what you can get: -1d6 damage
• You have to take several shots, reducing your ammo by one
-Defy Danger
When you act despite an imminent threat or suffer a calamity, say
how you deal with it and roll. If you do it...
• ...by powering through, +Str
• ...by getting out of the way or acting fast, +Dex
• ...by enduring, +Con
• ...with quick thinking, +Int
• ...through mental fortitude, +Wis
• ...using charm and social grace, +Cha
✴On a 10+, you do what you set out to, the threat doesn’t come to
bear. ✴On a 7–9, you stumble, hesitate, or flinch: the GM will offer
you a worse outcome, hard bargain, or ugly choice.
-Defend
When you stand in defense of a person, item, or location under
attack, roll+Con. ✴On a 10+, hold 3. ✴On a 7–9, hold 1. As long as
you stand in defense, when you or the thing you defend is attacked
you may spend hold, 1 for 1, to choose an option:
• Redirect an attack from the thing you defend to yourself
• Halve the attack’s effect or damage
• Open up the attacker to an ally giving that ally +1 forward against
the attacker
• Deal damage to the attacker equal to your level
-Spout Lore
When you consult your accumulated knowledge about something,
roll+Int. ✴On a 10+, the GM will tell you something interesting and
useful about the subject relevant to your situation. ✴On a 7–9, the
GM will only tell you something interesting—it’s on you to make it
useful. The GM might ask you “How do you know this?” Tell them
the truth, now.
-Discern Realities
When you closely study a situation or person, roll+Wis. ✴On a 10+,
ask the GM 3 questions from the list below. ✴On a 7–9, ask 1.
Either way, take +1 forward when acting on the answers.
• What happened here recently?
• What is about to happen?
• What should I be on the lookout for?
• What here is useful or valuable to me?
• Who’s really in control here?
• What here is not what it appears to be?
-Parley
When you have leverage on a GM Character and manipulate them,
roll+Cha. Leverage is something they need or want. ✴On a 10+, they
do what you ask if you first promise what they ask of you. ✴On a
7–9, they will do what you ask, but need some concrete assurance
of your promise, right now.
-Aid or Interfere
When you help or hinder someone , roll+bond with them. ✴On a
10+, they take +1 or -2 to their roll, your choice. ✴On a 7–9, they still
get a modifier, but you also expose yourself to danger, retribution,
or cost.
If you have any questions, as I'm sure there are a few important things is missed, please feel free to ask!
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