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The Elliquian Herald & Post
Issue 74 (Autumn) ~ August thru October 2017

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Author Topic: Dungeonfuckers RPG (That which does not kill us, makes us...stranger.)  (Read 2459 times)

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Offline CarnivalOfTheGoatTopic starter

This campaign will be Extreme/Small Groups due to body horror, monsters, possible sex with monsters, and the monsters possibly not asking nicely first.

Then again, given some of the players I've met, it might be the players not asking first. Poor monsters!

"The world is all gone to shit. A few hundred or more years ago something pretty bad happened. No one around now remembers it, and they sure as hell donít like to talk about it. All you know is that the people who came before were some perverted assholes, and whatever they did fucked the world good and proper, and left some nasty shit behind.

Folks these days are pretty careful about not letting that happen again. There are rules, and if you break those rules there are consequences. Thereís the rules for men, and the rules for women, and as long as everybody sticks to the rules and does what theyíre supposed to and doesnít act like a pervert or a freak or a psycho, you figure everyoneís safe. But fuck me if itís ever that simple. Truth is, the world is full of fuck-ups and weirdos, and folks break the rules all the time. Sometimes itís just little things like a husband who lets his wife call the shots, or a woman who has to do a manís job to feed the kids. Thatís bad, but hey, we live in the real world. It happens. But other stuff happens thatís much, much worse. Men fucking other men, women carrying swords and fighting in battles, chiefs who are cowards, husbands letting their wives go hungry.

And if that wasnít bad enough, the shit that lives under the ground would make you want to go back to bed and stay there. Freaks and weirdos run off from villages and hiding from decent folk, perverts and psychopaths, the lot of them. And then thereís the real monsters. Alien shit that doesnít belong in this world. Maybe they were left behind from before everything went to shit, or maybe they were part of the reason everything went so wrong. Whatever they are, wherever they come from, they live in the dark places in the earth, and fuck and fight and eat each other down there, except for sometimes, when they come up here into the daylight, and then the real bad stuff happens.

Whole villages have just disappeared overnight. Sometimes all youíll find is bodies hanging from trees stuffed full of eggs and ready to burst. Or sometimes just one man will go missing, and heíll come back a few days later but he comes back wrong, and then he starts eating people or fucking everything in sight or else some thing rips out of him thatís been riding him around and itís wet and slimy and strong as a horse and it kills people.

So thatís the world we live in, and fuck me if it isnít a piece of shit but itís all weíve got."
-- Dungeonfuckers: the Setting



If there was ever a PbP forum where one could play DUNGEONFUCKERS, Elliquiy would seem to be it.

I'm curious to know who else might be up for this? It's been described as D&D meets David Cronenberg...People who don't fit into society going into the moist, dark, fecund places of the earth where the monsters grow and coming back with something...Or not coming back at all. Plenty of opportunities for gender-role strangeness, putting some really scary and gritty swords-and-sorcery queer into Queer, and fantasy body-horror.



Dungeonfuckers has three kinds of characters (note that I'm not married to gender-assignations, you can have a female Crow-Feeder or a male Troll-Wife, as long as it tells an interesting story!):

Crow-Feeders are men who went too far. Men who killed a man in a fight when they didnít have to, or killed a woman by mistake, or who fucked the wife of a chief and won the fight, or anything else where theyíve done wrong, but for the right reasons, or else they didnít have any other choice. You canít kill a man for that, and heís still a man, but you canít really just let him stick around, causing bad blood and starting feuds. So they become a crow-feeder. They dress in black and take up a sword, and they go out in the world and they leave their family behind and they try to do some good or try to find a place they fit in.

Mostly they end up as sell-swords and henchmen, working for coin doing dangerous jobs that any man with a family would refuse. That means that when trouble is stirring down some deep hole and people are getting murdered or worse, itís the crow-feeders whoíll end up, sword in one hand, torch in the other, going down there and putting an end to it.


When a man breaks a law of nature, performs a perversion, or succumbs to cowardice, he becomes no man at all. Others are born unable to live as men, cripples or freaks of nature. These are Nith, un-men. Nith are forbidden the work of normal men, their wives and property are forfeit, and they are outcast from their villages. No decent man has truck with them, though they can sometimes make a life for themselves in the bigger cities, cleaning stables or carting dung or working leather.

For the most part, they wander as beggars and tinkers and performers, scraping by on kitchen scraps and refuse grudgingly given, or else stolen. The worst Nith become bandits and thieves and vagabonds.

Unsurprisingly, when the time comes to face the horrors of some dank pit, or when some awful thing is terrorising a village, Nith will willingly fight for coin or food. They may not have the courage of a crow-feeder, or the skill in battle, but theyíve often picked up other things in their travels that can make them an asset.

Troll-wives are the weirdest of the lot, and folk donít talk about them much if they donít want funny looks and a reputation. Sometimes women just wonít settle into the life theyíre born into. Girls who want to play boysí games, or wives who think they know better than their husbands. Women who wonít work or who canít work or who never find a husband. Some of them linger and make trouble or become scolds or spinsters. But others just disappear one day, leave their lives behind and go to the mountains to become Troll-Wives.

Who knows what they do up there? Maybe they really do marry trolls, or maybe there are whole villages up there of women who donít fit anywhere else. Mostly they never come back, but sometimes they do, and mostly people wish they hadnít.

They learn things out in the mountains, things about herbs and berries and medicine, things about mensí souls and how to get what they want with a look and an eyebrow, and things about the world beyond our world, the place where monsters come from and where lightning is born and where the sun goes at night. They carry swords and they fight like men, they can live off the land and they can make a grown man cry with a look.

Troll-Wives who come back do it for their own inscrutable reasons. Maybe itís part of some kind of initiation, or maybe theyíre back to steal babies or to cause trouble like people say they are. When everythingís going well, no village wants anything to do with them. But when things turn to shit, when the chief turns sick and nothing will fix it, or a baby needs birthing and the midwifeís away, or thereís something from under the ground murdering people, Troll-Wives are suddenly in demand. The payments they ask are sometimes bizarre or onerous, but thereís nothing quite like a Troll-Wife for getting something done.



It's somewhat reminiscent of Apocalypse World...The rules set is simple, so much so that it can be counterintuitive to gamers who are used to dozens of stats with percentile dice and the lot. The characters try to do things...And the world, or the dungeon, tries to do things. The characters have various powers and goals...And so does the dungeon (yeah, it's a dark, wet, scary hole in the world full of terrifying unknowns and its goal might be to REPRODUCE...Yes.). A lot of the time compromises end up being made, with no clear victor...Just both parties walk away changed. The rules run to 29 pages, but that's including the GM's rules and the monster-list and stuff. Players only need to read about 10 pages including the type of character they're interested in playing, and when I say 'page' I mean "easy to read font with what looks like 1.5 spaced lines and a lot of white-space," not "dense-packed 10-point font."

The game is free, the PDF I linked above is from the writer's own article on how he designed it and what he was imagining play would be like. If you're curious about the article, it's here.

All those D&D games on this adult forum that break down into a tentacle-rape orgy and lose track of the idea that they're going somewhere? Yeah, this game takes that in stride and keeps going with the down-the-road after-effects in a weirdly post-apocalyptic fantasy setting.

I don't know if I could GM it. If enough other people are interested and nobody else wants to try I might. I think it'd be interesting with four to six.

If you're hyper-vanilla and easily squicked, this might not be the best game for you. Just saying! It seriously promotes weirdness. Really FREAKY weirdness. The first entry in the Monster-List is "Cock-Slugs." You were warned.

On the other hand, if you found some of the concepts behind Alien or Prometheus oddly erotic, if your first question when encountering tentacles is "Are they hostile or aroused?" or you just plain revel in perversions whether they be unnatural, supernatural, or totally off-the-hook eldritch...This might be your cup of tea.
« Last Edit: September 04, 2013, 09:17:12 PM by CarnivalOfTheGoat »

Offline Armot

Re: Dungeonfuckers RPG anyone? (Yes, it's a real thing.)
« Reply #1 on: September 03, 2013, 06:27:52 PM »
This sounds rather interesting, and is right up my ally subject matter-wise.
While I do enjoy RPing with a certain amount of structured gaming factors involved (such as characters sheets, statistics, die rolls, etc.), I am always interested in the meat of the game being the creative writing of each players post.
If this picks up momentum, I may be interested in joining in as a player, if a spot is open. Thanks so much.

Offline Angie

Re: Dungeonfuckers RPG anyone? (Yes, it's a real thing.)
« Reply #2 on: September 03, 2013, 06:49:24 PM »
This looks...interesting...I'd probably end up breaking every single rule within two posts, but hey.

Offline CarnivalOfTheGoatTopic starter

Re: Dungeonfuckers RPG (That which does not kill us, makes us...stranger.)
« Reply #3 on: September 04, 2013, 02:37:01 AM »
So that's two so far...I've added excerpts from the Setting and a description of the game's classes...The post is about three times its original size, thus I feel worthy of nudging it back up.

(And a lot of fairly sexy Gerald Brom art, as well as creepy-sexy Oliver Wetter art.)

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Re: Dungeonfuckers RPG anyone? (Yes, it's a real thing.)
« Reply #4 on: September 04, 2013, 03:35:09 AM »
Ooh, Carny, this sounds like fun.  I need to check it out... 

Offline Luna

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Re: Dungeonfuckers RPG (That which does not kill us, makes us...stranger.)
« Reply #5 on: September 04, 2013, 03:47:58 AM »
This sounds like six kinds of awesome! I would love to play if we can get someone to run it for us.  :-)

Offline Rain Keeps fallin

Re: Dungeonfuckers RPG (That which does not kill us, makes us...stranger.)
« Reply #6 on: September 04, 2013, 04:25:24 AM »
I would be so down for this, though I fear that I would be bad at the structure, for some one who has played D&D a lot I tend to never pick up on it X_X If who ever is in would be willing to put up with me I am game.

Offline azzmeister89

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Re: Dungeonfuckers RPG (That which does not kill us, makes us...stranger.)
« Reply #7 on: September 04, 2013, 01:43:27 PM »
Will this be free form or system?

Offline CarnivalOfTheGoatTopic starter

Re: Dungeonfuckers RPG (That which does not kill us, makes us...stranger.)
« Reply #8 on: September 04, 2013, 02:03:29 PM »
Will this be free form or system?

This is using the EXTREMELY simple system in the PDF which is linked from the first post. You roll your dice based on your stats (people start with 1 or 2 in each of 4 stats) so you would roll that many dice, plus three dice, and for each die of at least a certain number, you can pick a result from the table that has that number.

So if the table included (I am not gonna write dozens of things to make a full table).

[4] You fail to completely evade the monster's attempts to grapple you, but you get a grip on it. It does no damage and you can hurt it badly next round as if you had an opening.
[4] The monster gets a good grip on you but you can do some weak damage to it right now.
[4] You and the monster are locked in a test of might, and neither can damage the other, but your friends can attack it as if they have an opening.

And one of your dice comes up '4', you can choose one of those results and describe its outcome. Obviously there'd be other results for 5s and 6s...3 or less usually doesn't mean you accomplish much.
« Last Edit: September 04, 2013, 07:43:26 PM by CarnivalOfTheGoat »

Offline CarnivalOfTheGoatTopic starter

Re: Dungeonfuckers RPG (That which does not kill us, makes us...stranger.)
« Reply #9 on: September 04, 2013, 02:30:18 PM »
Also, since ideas have been pouring into my brain all night, I'm just going to toss my hands up and decide to GM this...But hey, it's my first time GMing this game and my first time GMing on Elliquiy, so use plenty of lubricant...Er, I mean, go easy on me! I've already stated some changes to the ground rules:

  • I'm not married to the gender-assignations, you can have a female Crow-Feeder or a male Troll-Wife, as long as it tells an interesting story!

So now I'm going to make another one:

  • If you aren't the 'standard' gender for your class (i.e., you are a male Troll-Wife or a female Crow-Feeder) then you must pick one gender whose social rules you obey and 'pass' as...Even if everyone knows your birth gender. People will treat you based on the gender you behave as in this regard, as modified by the rules for your class.

You will be starting off guarding a caravan that travels north-south between villages in the mountains and villages in the plains. The caravan will be treated as its own village. If you piss off the caravan enough, they may make you unwelcome in other villages on their route.

World-wise, think of it as what the Earth might look like far enough into the future that you'd need serious archaeological technology to tell where a city was...Concrete has pretty much dissolved, most metal and other substances have collapsed or oxidized back into the environment. Creatures abound which are roughly what you'd expect, plus a few hundred years of Weird added on top...Given the prevalence of zebras in zoos, the odds are that there are more zorses than zebras or horses, for example, and feel free to add Gamma-World-esque minor mutations to flora and fauna (extra eyes, horns, limbs, other such things that really don't tend to work out well or breed true in the really real and unpleasant world of How Mutations Work). Technology is back to swords and crossbows, and there are plenty of places where iron (or the means to work it) is scarce enough that bronze is more common (and flint and clay are more common still). There are a few spots where items of fine quality can be manufactured, but these are rare and command a high price. Out in the World, most people wouldn't know what silk was. But hey, life isn't all nasty, brutish and short...

Just to re-emphasize, this game has some weird outcomes in it. In AD&D and Pathfinder, there's a cursed item called the Girdle of Opposite Gender. Technically, if you're playing those games, there's a chance your character could end up With Significant Differences. There are things in this game which will make that look pretty tame. If you're uncomfortable with the idea that your character might acquire, say, "unusual assets" as a result of an encounter gone wrong (or even right!), that's something you should consider at the door. I mentioned the movies Alien and Prometheus earlier. People might end up becoming monsters. I stumbled across a review for a game a while ago called "Corruption of Champions." It's probably a bit over the top in how easy it is for the lead character to turn into other things (partially or fully)...
Spoiler: Click to Show/Hide
a quote from the review: "I tried having a character eat everything he came across. Within a few days he had become a six-breasted hermaphrodite slime girl with dog ears. The fact that several common foods can send female characters into heat didn't help."
...but the potential for transformation is certainly there.

Of course, you're already borderline people to the society of Dungeonfuckers. Crow-Feeders, Nith, Troll-Wives...To the average person, you're almost monsters to begin with. But hey, if the idea of waking up one morning with a tentacle in your pants and discovering it's actually part of 'the new you' is a deal-breaker...You might wand to go back to the game with the unicorns and the tweeting birds. ;)

As a gamemaster, I will often present the party and individual players with choices. Especially via NPCs. That's not to say those are the ONLY choices. This is not one of those 'Go to page 44 if you _______.' books. If the guard at the town gate tells you to pay him a bribe or get lost, those are not your only options! You might sneak around to see if there are other gates, and if the guards there are easier to deal with. You might wait until after dark and try to sneak over the wall, or burrow under it, or sneak into the city through the sewers, or try to intimidate him (hazardous) or try to convince some other traveler or local to reason with the guard and 'get you through'. Or hell, this is Elliquiy, offer him a blow job instead of a bribe. I endeavor to NEVER put a party into situations where they have no options. If you CHOOSE the option involving all the sharp pointy metal bits, then that's up to you. But if you complain to me that you had no choice, I will probably point out plenty of other options which you didn't take. Not that I encourage you to surrender to everything you see, but just a "for instance", being captured offers more options than being dead. You can figure out what to do with the weird eggs in your bellies later. If you attack an opponent obviously capable of wiping the floor with you (I will usually be pretty clear about it if the party is out of its league...And I'll be pretty clear about it when the party can steamroller something, too) then bad things are likely to happen.

Of course, Dungeonworld is shit. Bad things are likely to happen anyway. But some of them will probably be highly entertaining. ;)

But back to the subject of choices...There may be some obvious wrong choices, but there rarely is only one 'right choice'. Running can be a right choice, so can negotiation or trickery. This won't be an open sandbox, there will be quests and callings, but an awful lot of what happens will depend on how the players respond. I can't even begin to list all the options a creative party can come up with. Player characters can be dangerous when you give them string, chewing gum, and a purpose. :)

Other GMing notes: I will do my best to post at least 2 times a week (preferably more, but 2 is my minimum). I'd appreciate it if you all did the same. If you know you're going to vanish for a week, it'd be great if you could let me and the other players know! We promise to leave your character as you found it (mostly).

That sound reasonable to everyone?
« Last Edit: September 04, 2013, 07:46:15 PM by CarnivalOfTheGoat »

Offline Athos

Re: Dungeonfuckers RPG (That which does not kill us, makes us...stranger.)
« Reply #10 on: September 04, 2013, 02:50:41 PM »
This sounds like it could be interesting, I'm interested if you're still looking for people.

Offline Jr

Re: Dungeonfuckers RPG (That which does not kill us, makes us...stranger.)
« Reply #11 on: September 04, 2013, 06:00:10 PM »
I am all over this! Let me know when you're ready to see character concepts/sheets.

Offline Faustus

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Re: Dungeonfuckers RPG (That which does not kill us, makes us...stranger.)
« Reply #12 on: September 04, 2013, 06:08:33 PM »
Also probably interested! This would be my first structured game online, so this may prove to be interesting..

Offline Jayna

Re: Dungeonfuckers RPG (That which does not kill us, makes us...stranger.)
« Reply #13 on: September 04, 2013, 06:25:35 PM »
I am in if you need people!

Offline CarnivalOfTheGoatTopic starter

Re: Dungeonfuckers RPG (That which does not kill us, makes us...stranger.)
« Reply #14 on: September 04, 2013, 08:30:34 PM »
I will probably be closing this to new applicants this weekend and selecting based on what I think will make an interesting and complementary party.

Some notes about squick-factor elements. I am not, personally, into gore and my GMing style will reflect that. I tend to downplay gory things. Not necessarily painful things, but gory things. Don't expect explicit description of something like dismemberment. Combat will almost certainly not be put into gruesome detail.

On the other hand, transformations, weird penetrations, bizarre conditions and things that someone involved is probably trying to get off on will likely have more details.

I also intend to create side-boards as necessary if people are off having sex away from the main group, so that the general drive of roleplay continues without everyone and everything being put on pause until the mage and the cleric are done studying each other's etchings in the back room.

I know I've made some external references to movies and other sources, but just for the sake of clarification, some things that everyone should bear in mind could crop up in the game:
  • consensual sex
  • non-consensual sex
  • monstrous sex (of either variety)
  • nonhuman beasties of diverse sorts...and some humans who are fairly monstrous people
  • tentacle monsters
  • bodily transformation
  • gender transformation
  • quite possibly involuntary monstrous pregnancies or infestation with eggs, spores, young, et al.
  • social shunning due to gender/role/perception of how human one is (note that ALL the player classes come with a degree of this!!!)
(Note that one of the more common 'offs' -- toilet play of all sorts -- is not on the list here...It's not a turn-on for me. If people want to do it in sideboards between their characters, that's up to them, but it won't come up as part of the game.)

If you apply, and I look at your preferences or your O/Os and see something like 'Absolutely no ________.' then expect to see a PM from me asking me what your intentions/outlook on this game is. This isn't a 'you can't come!' message, it's going to be me trying to figure out the details of where you want the boundaries for this game. I would like to encourage a lot of capable role-players and keep the field open for all manner of possibilities. I might be able to arrange things so as to 'exempt' a character from an effect that the rest of the party has walked into, but if that's treated as plot armor to run roughshod over things, I will become most put out...And I'd rather not have to fuss too much about too many flavors of exemption. If we have one person at the dinner table who won't eat crab, another who won't eat meat, a third who won't eat fish and a fourth who dislikes poultry, and nobody really is enthused by vegetables, then it's going to put some serious strain on the chef, capisce? :)

Again, there will be ways to avoid things IC. If you don't want to have an intimate encounter with the really weird looking plant, and you're not confident of your ability to get through it using your hack and slash or gardening skills, then you may want to find some other way to go around it for fear of pollenation (And if half the party is ICly daubing itself with nectar, making fertilization jokes and edging towards the plant, and the other half is OOCly 'Oh hell no, read my O/Os' then I'll see what I can do to manage things...I just would rather minimize how common such situations might be, you know?).

Everything is fringe/edgeplay for someone, even consensual vanilla sex.
« Last Edit: September 04, 2013, 08:36:12 PM by CarnivalOfTheGoat »

Offline Lockepick

Re: Dungeonfuckers RPG (That which does not kill us, makes us...stranger.)
« Reply #15 on: September 05, 2013, 10:10:31 PM »
I figure the game is full, but I was interested enough to say I'd love to toss my hat in the ring. Playing with the gender roles sounds like a pretty neat idea. Plus, I've been really into the idea of monsters, lately.

In general, playing a male Troll-Wife is pretty ripe with opportunities. The customs make it easy to decide why a gay man would move away. Even utilizing the Troll-Wife abilities on men should be an interesting interaction.
« Last Edit: September 06, 2013, 04:46:54 PM by lockepick »

Offline alextaylor

Re: Dungeonfuckers RPG (That which does not kill us, makes us...stranger.)
« Reply #16 on: September 06, 2013, 11:39:33 AM »
Oh hell yes, I'm in. That warning list ticks all of my major ons :P This game sounds like something I'd make up myself if I had a few more years of experience with RPG systems and wasn't so stuck with cliches. I love the living dungeon concept. And I love how badly I'll screw up on the rules and not embarrass myself, because there are no dungeonfuckers elitists, unlike with Pathfinder or D&D or M&M or whatever.

In fact, I'll make a character right now.

Ignore this
Old character. Using the one later in the thread but keeping this just for reference.

Lyra
Troll-Wife

Picture

She's rather short, about 5'4. Shoulder-length blonde hair, and thin. She's not quite flat-chest, but smallish B cups.


Bent rule 8 (A woman does not wield a sword, nor take up a shield, nor don armour).

Lyra is a naive young (virgin) teenager who didn't like the village rules. She did not like the idea of staying at home caring for the family. She thinks that everyone is responsible for the safety of the village. Monster attacks and infestations happened. A lot of men, including her brother, died defending the village. To her, it was wrong that women did not step up and defend their kind. Her family tried to shut her up, telling her to just 'follow the ways' of the village.

Lyra was stubborn. She carved a bow and a set of flint arrows by herself. She sewed up some tough clothes that doubled up as armor. She kept her kitchen knives sharp and learned to fight with them. She bent the rules as far as she could without breaking them. Crafting arms and armor in itself was something that was seen as a manly act in the village, but nobody agreed on it. The villagers saw this and the village elders argued on whether she should be exiled. Some wanted to forgive Lyra for her youthful naivety, others wanted her cut off from the village as they feared that she would be a bad influence.

They called her a troll - a demeaning name for a person who follows the rules but does so in such a manner that disrupts the system. Months passed by and the situation was unresolved, with half of the village shunning her and watching her every move. Lyra got tired of these games.

When the Caravan came by, Lyra was attracted to its independence, and saw it as a way out of the backwards village that she lived in. She proudly declared herself a Troll-Wife, and joined the Caravan. She agreed to join the caravan as a surgeon (not that she has any experience with surgery, but she'll figure it out). Her youthful good looks made her popular with other Caravan members too.


Stats..

Hard: 1 point (hated her village)
Soft: 2 points (made her family happy, heartbroken at leaving them behind)

Strength: Skinny (0)
Reflexes: Lithe (1)
Looks: Cute (3)
Skill: Cunning (2)

Equipment:
A warm cloak, a staff, a bronze knife, good clothes, a bow, snares and lures, medicinal herbs.
« Last Edit: September 09, 2013, 09:41:20 PM by alextaylor »

Offline CarnivalOfTheGoatTopic starter

Re: Dungeonfuckers RPG (That which does not kill us, makes us...stranger.)
« Reply #17 on: September 06, 2013, 09:33:08 PM »
Alright, here's what I'm going to want on character submissions (nice start, Alextaylor):

  • Your character sheet, based on one of the three classes from the pdf.
  • A brief history of the character including a little about the sort of town they came from.
  • The rule your character broke, and how, and who was involved...If you fucked someone you shouldn't have, I'm going to want a name, and how it happened (not a porn writeup, but how the decision got made...what made you willing to break the rules with that person?) and how you got caught and punished (were you caught or ratted out? By who? Why?), if you did something inappropriate to your gender, I'm going to want to know if it was a public thing (like insisting on picking up a sword and fighting) or a private thing, and who came down on you. If it was private, again, were you caught or ratted out, and by who, and why.
  • How you came to join the Caravan: What are you to the Caravaneers? A guide? A scout? A healer? A guard? Did you make any promises to the Old Man in charge? (More on the Old Man and the Caravan below)
  • A brief description of your character. Pictures are welcome but optional, so if you do use a picture be sure to describe how your character differs from the picture in terms of their gear, mode of dress, and general attitude.

Sorry Alextaylor, but this world isn't quite organized enough for 'military recruitment drive'. Most towns are under two hundred people. Perhaps she killed someone or something with a man's weapon, rather than waiting for a man to show up and protect her?

Think Dark Ages Europe. Itty bitty villages, linked by couriers and those willing to dare the roads, such as the roads are (I say 'road', but really, it's more like 'path', and the folks who travel between towns know it, mostly, but it's not even a well-established pair of wagon wheel-ruts yet, it's certainly not paved, nor kept clear, nor patrolled...Such things are the hallmark of better times, when the bad things kept to the forest and good folk could roam abroad with impunity. Nowadays, good folk stay near their town, or in it, and the monsters own the night and the forests). Rumor has it that there's a REALLY BIG town somewhere north of the mountains and the desert (but no-one anyone knows has been there), where the nice stuff that the caravans occasionally carry comes from...The kind of stuff only chiefs and hetmans of really well-off towns can afford to barter for. Blades of good steel that will cut iron, fabric that feels like water flowing over one's skin and comes in brilliant colors like flowers...That's not from around here. A good steel blade is a treasure in and of itself (if you remember your Conan!), most folks who have cutting tools use bronze (which can be made quite shiny and sharp!), or if they're poor, flint. Those who are better off have weapons of black iron. STEEL is almost magically rare... Armor will trend towards woven-rope, leather and hide, with metal reserved for the helms and shield-bosses of the greatest and wealthiest warriors and town-chiefs. A steel weapon is worth its weight in gold (gold and silver being much easier to refine and work than steel). A Nith with a better-than-bronze knife will have some explaining to do!

You will all be with a caravan, as guards or helpers. The caravan has its own vague set of rules, the most important of which is 'Thou shalt not get the caravan in trouble.' The player characters will have joined the caravan in the past few weeks...No more than two months ago.

When the caravan comes to a town, it's a tricky situation. Some towns won't even let caravanners inside the walls and you all camp outside. Sometimes it's convenient for rules to get broken: it's a lot easier to blame someone from far away who nobody knows, and having seen the world outside the village has its own allure to some town-bound types. If you're going to cheat on your spouse, you're more likely to get caught if it's someone who lives in your town, who everyone knows... Sooner or later it will all come out, but it's a lot easier to hide a one-night fling with some dark stranger.

Every town responds to caravaneers a little differently. Some are almost hostile, but still want to trade, others treat it as a carnival, an occasion for the rules to be put aside for just a day or so to blow off steam...But it's dangerous to pre-suppose on what looks like too-easy hospitality. The Nith often have it easiest, as their skulking in and out of a town is taken for granted, and they often share their own stories and experiences to help each other survive.

Rules of the Caravan (that you know of, the Old Man gets the right to change the rules):
A: Everyone respects the Old Man.
2: Respect the property of other Caravaneers.
3: Don't kill other Caravaneers.
4: Never duel with another Caravaneer in a Town, or after dark.
5: Caravaneers before Townies.
6: It's the Old Man's right to defend the Caravan's honor, not yours.
7: What happens in someone else's tent is no concern of yours.
8: Respect the rules of the Towns when in the Towns.
9: If someone cries out against you and won't duel you, take it to the Old Man.
10: Do whatever is necessary for the Caravan's survival; anything that hurts it will hurt you.
J: Don't blame the beer for what comes out of your mouth, you put it in there.
Q: Don't flaunt your possessions or spurn another Caravaneer in need.
K: Don't do anything to get the Caravan in trouble. Don't fail to do anything to help protect it.

The Caravan is kind of like a small wandering Town, and just like a Town, most adventures will occur outside of it.

I'm going to tentatively close submissions Tuesday at midnight PST, and I'm probably going to take 4-5 characters (which is to say, if I really can't narrow it below 6, it might be 6, but if I only get 3 that seem to work out, I might only take 3, but 4-5 seems like a good number), but it depends on what I get...It's hard to sort a party for a game system one doesn't know, where there aren't guidelines of a 'Well, we need a controller, and a healer, and some DPS, and...' sort. I probably won't choose by throwing darts at a list of names, but it'll likely end up being what I think will make an interesting party, and that's hard to define or spell out!

EDIT: changed it to Tuesday, not Monday. I'd rather not see too many forlorn 'If only I had had time!' messages. If you can't get it all done, then the character sheet is the LEAST important thing. The most important (in order) are the background, the broken rule, and how you came to the Caravan.
« Last Edit: September 06, 2013, 10:04:47 PM by CarnivalOfTheGoat »

Offline Jr

Re: Dungeonfuckers RPG (That which does not kill us, makes us...stranger.)
« Reply #18 on: September 07, 2013, 01:10:27 AM »
Well, here's mine. Let me know what you think, GM.
Finn the Nith
Finn
Nith

Broke rule 5 (A man provides for his family first.)
In his home village, Finn had never been anything more than a drunken wastrel. He spent his nights drinking, fighting, wenching and gambling. His days, sleeping off the previous night's revelry. He had a wife, who he won in a game of dice with her gambling-addicted wretch of a father, but he never saw her for longer than it took to stumble through his front door and pass out. Quite frankly, the whole village was sick of him. One of the more impulsive men challenged his honor after losing a bit of coin in a game. In the resulting fight, a knife was pulled and thrusted straight between Finn's legs, piercing his scrotum right through. He killed the bastard after that, and the elders deemed it an honorable killing, but the wound became infected and a medicine man had to amputate his balls. Without an heir and unable to provide his wife with children, the man who was worth nothing became nothing. He was marked a nith and decided to leave with the next caravan, doing whatever menial labor they saw fit for him.

Hard: 3 points (for killing/hating his castrator and fucking a lot of whores)
Soft: 3 points (for being married, depending on his wife, and losing some barfights)

Strength: Masculine (2)
Reflexes: Quick (2)
Looks: Symmetrical (1)
Skill: Experienced (1)

Equipment:
A warm cloak, boots, a cudgel, dice, a knife, ragged clothes.

Offline Angie

Re: Dungeonfuckers RPG (That which does not kill us, makes us...stranger.)
« Reply #19 on: September 07, 2013, 01:24:04 AM »
I know I expressed interest before, but I kinda wanna just watch at this point. I'm kinda confused about the whole thing, really.

Offline Wicked Vixen

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Re: Dungeonfuckers RPG (That which does not kill us, makes us...stranger.)
« Reply #20 on: September 07, 2013, 01:54:32 AM »
Just wondering if this has been closed off I read you were cutting off on tuesday but was wondering if you hadn't filled up all the character slots

Offline alextaylor

Re: Dungeonfuckers RPG (That which does not kill us, makes us...stranger.)
« Reply #21 on: September 07, 2013, 02:43:43 AM »
Ok, edited my character and added a bunch of stuff.

Just wondering if this has been closed off I read you were cutting off on tuesday but was wondering if you hadn't filled up all the character slots

I think it's still open. Just make a character and GM will decide which characters fit.

Offline CarnivalOfTheGoatTopic starter

Re: Dungeonfuckers RPG (That which does not kill us, makes us...stranger.)
« Reply #22 on: September 07, 2013, 03:13:32 AM »
Just wondering if this has been closed off I read you were cutting off on tuesday but was wondering if you hadn't filled up all the character slots

That's Tuesday, as in three-four days from now depending on your timezone. And no, I haven't filled up slots because I haven't guaranteed anyone a character. I'm waiting to see what characters are submitted, so go right ahead if you're interested.

Offline Lockepick

Re: Dungeonfuckers RPG (That which does not kill us, makes us...stranger.)
« Reply #23 on: September 07, 2013, 10:38:46 AM »
Working on an application!

Did you want them posted here? Or via PM?

Offline CarnivalOfTheGoatTopic starter

Re: Dungeonfuckers RPG (That which does not kill us, makes us...stranger.)
« Reply #24 on: September 07, 2013, 10:50:15 AM »
Working on an application!

Did you want them posted here? Or via PM?

Post apps here, please and thank you. :)


Offline CarnivalOfTheGoatTopic starter

Re: Dungeonfuckers RPG (That which does not kill us, makes us...stranger.)
« Reply #25 on: September 07, 2013, 11:06:39 AM »
Here's a quick run-through of what pages you need to worry about reading (because 28 pages (the 29th is blank) is actually a lot for people not used to system games). In total you need to read 5-6 pages and skim about another 6-7. Homework is hard! ;D

The PDF is here.

Skim pages 1-3 until you get to 'The First Session'.

On page 7 read "How to Play a Character."

Read ALL of page 8. Starting numbers for stats are between 0 and 3. In the game, you could end up with higher numbers or lower numbers if good or bad things happen (say your character is wounded VERY badly, they might have a -1 (or more!!!) to their strength...Or maybe someone will find a really wonderfully crafted weapon and get to add 1 die when they are using it in combat).

You can SKIM page 9. THIS IS THE ONLY COMPLICATED PAGE. It gives you a bunch of "things you can do" and lists. I WILL POST A COMPLETE LIST OF "THINGS YOU CAN DO" in the game's OOC. You don't need to worry so much about that, though. Mostly you will just be writing what your character tries to do and how, and I will be figuring out which 'category' on the list it fits under (Trying to Kill Things, Trying Some Tricky Shit, Barter and Trade, Discovering Secrets, (NITH ONLY) Sneaking and Hiding, etc...There's about a dozen and a half categories, but you really don't need to KNOW them to play, you just write what your character does and it's up to me to figure out what category applies.) Particularly don't get hung up on the business about "openings" as I will be keeping track of that. Basically it means that the creature or character who is fastest and has the longest weapon goes first when attacked, but after that who goes first depends on who ends up with the most recent 'opening'. A character with a sword attacking a monster with a spear is just giving the monster "an opening" to hit them first. Bows outrange spears outrange swords outrange knives outrange fists. Some monsters will have claws (which might be as long as a sword if you're unlucky!) others will have tentacles, stingers on tails, whatever...Some of which might even be longer than a spear, but probably not longer than a bow can shoot! On the other hand, it's almost impossible to use a bow against something in your face, and if you shoot an arrow at something don't expect it to just sit there...If no-one else is in the way to stop it, it will probably charge! I will generally warn you about how far things can 'reach'...But appearances can be misleading...How long ARE those bunched up tentacles, really? Do they stretch? If you attack something and it gets an opening, I'll go ahead and roll its dice and tell you the outcome of its attack before your action is finished.

Here's a quick example:
Spoiler: Click to Show/Hide
If you say "My character swings her sword at the monster." then I'm going to say "Okay, that's trying to kill it." and I will look up the table (you can see the table for "trying to kill it" 2/3 of the way down the page, it looks like this:

Quote
Trying to Kill It
  • You do normal damage to it (4)
  • You do heinous damage to it (6)
  • You don’t give it an opening (6)
  • It gives you another opening (5)
  • It gives someone else an opening (3)

That means no matter what flashy stuff you write about swinging your sword at the monster, you're going to roll your dice (You always roll THREE base dice, PLUS the stat you are going to use (probably strength for a sword or spear, reflexes for a bow) and then you can add HARD dice from your pool (which means you lose that many dice from your pool) if you're doing something "Scary, indifferent, intimidating, enduring, unforgiving, or merciless." If you were doing something "Understanding, forgiving, yielding, comforting or caring." then you could add dice from your SOFT pool...You have to keep track of how many dice you "spend" out of those two pools, and I will keep track of giving you more dice to refill the pools when you DO things to deserve it. So imagine your character has a strength of 2 (pretty good!) and you want to spend 2 HARD dice (this is SERIOUS). You would roll 3 (base dice) + 2 (strength) +2 (hard). 7 dice total!

Now let's look at that table again. In order to buy a "result" you need to have two dice matching the number at the end of the result line. So for example, to buy "You do heinous damage to it (6)" you would need to have rolled two 6s. Most of the time, if you have more than (3)s, you can buy a result in your favor...Giving your party an opening to attack the monster without being attacked in return is USEFUL! The first person going in against a fast monster or a monster with a spear would be wise to have a shield...

I will sometimes give a bonus die for well-written stuff. That doesn't mean three paragraphs on how your sword swings, though. Keep it lively and exciting!

Make sense?

IGNORE Page 11.

SKIM pages 13, 14 and 15. These are like the fighting page...They give tables for different stuff your character can do, but all you'll do, most of the time, is describe what your character is doing, and I'll tell you what to statistic to roll, and you decide if you want to add HARD or SOFT dice to it.

IF YOU WANT TO PLAY A CROW-FEEDER: read page 15

IF YOU WANT TO PLAY A NITH: read pages 16-17

IF YOU WANT TO PLAY A TROLL-WIFE: read pages 18-19

READ PAGE 20 This is how you get 'experience'. I'll keep track of this, but you should also keep track of it on your character's "character sheet post".

On page 21 read "The Rules" which is about the IN WORLD rules (taboos!) of most villages (and many people in the Caravan!).

You're done.
« Last Edit: September 07, 2013, 11:12:12 AM by CarnivalOfTheGoat »

Offline Wicked Vixen

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Re: Dungeonfuckers RPG (That which does not kill us, makes us...stranger.)
« Reply #26 on: September 07, 2013, 02:17:20 PM »
Akiko
Troll-Wife



Akiko is 5'6", Has long Jet-black Hair stopping just above her butt, very curvy and has large breasts (as you can see in the image.)

Bent Rules (5 & 7. A woman protects her modesty. A woman does not sleep with another woman.)

Background:

Akiko was the eldest daughter to a poor farmer. She did her best to help her family get by as they struggled to survive. Her mother taught her a bit about herblore and living off the land and other things that nature provided. She was expected to marry one of the fine strapping young men of the village but always she would find a way to worm her way out of being tied down by using one excuse or another. In truth she was struggling with her identity. While she found the men attractive enough and certainly appealing there was someone else who attracted her more. It was her neighbor's wife. The newly married couple moved into a hut next to Akiko's family and ever since she caught sight of that silky golden hair and flawless pale skin she could think of no one else. Not really sure what she was feeling she began to grow close with the woman and eventually one day while they were washing clothes together....they began playing around splashing each other and from out of nowhere Akiko kissed her.

She wasn't pushed, slapped or told to stop. They both knew it was forbidden but neither party could smother the fire of desire the other ignited within each other. Akiko made sure no to tell a soul what she would do in her frequent trips to help/learn from her female neighbor. She felt guilty but one touch from her beloved and she would forget it all. This went on for several months until one day her lover's husband came home unexpectedly. He was outraged and to make matters worse he was accompanied by her father.

It was then that they were brought in front of the village elders. And it was there that Akiko and her married lover were banished from the village and to make sure they would not carry out their "abomination of a relationship" her lover was forced to be escorted in the opposite direction of Akiko as they were made to travel without the hope of meeting ever again.

Akiko made her way to the forests and the mountains that surrounded them. After traveling/wallowing in her sorrow she found that she had stumbled upon a village hidden deep within a forest. A woman dressed in a cloak that seemed to be a living forest all on it's own greeted her and offered her safety for the night. During that night she learned they were a group of women banish for one reason or another and they lived happily on their own not bound by the rules of men. Wanting to forget her troubles and needing a place to live until she could get over her predicament she asked to be able to join the village after she told her story.

It was here that she deepened her knowledge of the earth and what nature had to offer, she learned how to fight with both spear and knife, she learned the art of seduction to use her body to get what she wanted, she learned to hunt, clean and skin game. She learned to live on her own. After staying for a few years she decided to leave and to find her own way to live wanting to see more of the world and not wanting to be bound to the village. Taking her few belongings she donned her vine, grass woven cloak of fur that marked her as a Troll-wife and set out to see the what the world had to offer. After a few days of traveling she stumbled upon the Caravan where she stated her name as well as the fact that she was a troll-wife and she asked to be giving safe passage.


Stats:

Hard: 2 points (Fucked a married woman, Hated the husband)
Soft: 3 points (Made love to the married woman, made her family happy as well as her married lover, heartbroken to be cast away from her family and for causing her lover to be separated from her family as well)

Strength: Curvy (1)
Reflexes: Graceful (1)
Looks: Hot (3)
Skill: Smart (1)

Equipment: A warm Cloak, Good Clothes, Spear, a bronze knife, Medicinal herbs, A bundle of hides and furs, snares and lures

Offline Angie

Re: Dungeonfuckers RPG (That which does not kill us, makes us...stranger.)
« Reply #27 on: September 07, 2013, 04:07:44 PM »
Name: Petra

5'0", short black hair, small breasts, and shining blue eyes.

Broken Rules: 2, 4, 5, 7, and K when she was on the way out

Petra was born with a wild streak a mile long. The younger of three children, she simply would not obey the rules, no matter how often they were beaten into her. She grew up rather...hateful of her father, but most believed she was simply rebellious like all children, and could be changed.

When she was a few weeks from 17, she found another woman and slept with her just to spite her father. She did it willingly, and even yanked off her clothing when her father questioned her, just to anger him. All this resulted in was her banishment (nice job breaking it, hero). She was allowed some time to prepare for her banishment, but she decided to leave during her cycle-again, she just wanted to piss her father off.

She wandered for a while, and managed to make herself a home in the mountains. She lived in solitude for a year before being found by a troll wife. She decided to learn from the more experienced woman, while also making love to her. There were times she would become poisoned by some plant, and would require her mentor to heal her. After about two years, she knew as much as her mentor did. The call of wanderlust took hold of Petra, and she bid farewell to her mentor, the two making love for one last time.

She has met with the Caravan and has traveled with them for a while, using her skill of medicine (and some ability with a bow) to assist them.
Stats:

Strength: 0
Reflexes: 2 (Small)
Looks: 2 (Feminine)
Skill: 2 (Practiced)

Hard: 1 (hated her father)
Soft: 3 (made love, made her mentor happy, depended on her mentor for aid)

Equipment: Warm Cloak, a staff, a knife, good clothes, filthy clothes, a bow, medicinal herbs, a jeweled necklace (gift from her mentor)
« Last Edit: September 07, 2013, 04:37:33 PM by Angiejuusan »

Offline CarnivalOfTheGoatTopic starter

Re: Dungeonfuckers RPG (That which does not kill us, makes us...stranger.)
« Reply #28 on: September 07, 2013, 04:36:47 PM »
She has yet to meet the Caravan or any other group of people. But as she wanders, she may just find them.

All of the player characters will have been accepted members of the Caravan for at least a few weeks.

Offline Angie

Re: Dungeonfuckers RPG (That which does not kill us, makes us...stranger.)
« Reply #29 on: September 07, 2013, 04:37:43 PM »
All of the player characters will have been accepted members of the Caravan for at least a few weeks.

Understood and edited.

Offline Lockepick

Re: Dungeonfuckers RPG (That which does not kill us, makes us...stranger.)
« Reply #30 on: September 07, 2013, 10:06:59 PM »
Just to clarify: When allocating 'points' to the four stats -- Do we HAVE to use the four adjectives listed? Or can we be creative there? And do you take one adjective PER stat point? Or just one adjective total?

Offline CarnivalOfTheGoatTopic starter

Re: Dungeonfuckers RPG (That which does not kill us, makes us...stranger.)
« Reply #31 on: September 08, 2013, 12:43:34 AM »
Just to clarify: When allocating 'points' to the four stats -- Do we HAVE to use the four adjectives listed? Or can we be creative there? And do you take one adjective PER stat point? Or just one adjective total?

Quote
There are four stats. Divide six points between them, and
for each point you put into a stat, choose a descriptor
from the list below it.

So yes. :)

Offline Lockepick

Re: Dungeonfuckers RPG (That which does not kill us, makes us...stranger.)
« Reply #32 on: September 08, 2013, 01:07:03 AM »
That's what I thought, but nobody was correcting the sheets listed that were doing it differently, so I figured I was the one reading it wrong! :)

Offline alextaylor

Re: Dungeonfuckers RPG (That which does not kill us, makes us...stranger.)
« Reply #33 on: September 08, 2013, 02:36:42 AM »
Quote
Bows outrange spears outrange swords outrange knives outrange fists.

So if I have a bow and any monster tries to attack me, I get an opening on all of them? Or is there a limit to the number of openings someone gets per round? Like can you have a 'tank character' attack a monster with long reach, and then have another 'DPS character' outflank them? And if someone selects "You donít give it an opening" from the attack results, would the monster lose its opening for that round?

Quote
...you decide if you want to add HARD or SOFT dice to it.

There's a limited number of HARD/SOFT dice, right? How long before the HARD/SOFT dice pool replenishes?

That's what I thought, but nobody was correcting the sheets listed that were doing it differently, so I figured I was the one reading it wrong! :)

the adjectives are lame so I just ignored that bit :P

Offline CarnivalOfTheGoatTopic starter

Re: Dungeonfuckers RPG (That which does not kill us, makes us...stranger.)
« Reply #34 on: September 08, 2013, 02:45:10 AM »
I just got the ball rolling with the 'read these rules' today. I figured I'd wait 'til tomorrow to start in on bits like that. :) I'm mostly poking at things which contradict stuff I already put out there, so any confusion doesn't get duplicated (like the 'everyone is part of the Caravan' thing).

But as to the GAME SYSTEM, there are two (2) important things to remember:

1) This is my first time running this game. It never left beta test. It is UNFINISHED. I'd LOVE it if someone showed me where in the PDF it says what those descriptors DO. I might have just read right past it. Five or ten times. But yeah, we're ALL learning how to play this. I'm hoping that the rules will PROMOTE the roleplay and not GET IN THE WAY of it, though. Most Apocalypse World variants are pretty good that way.

2) And speaking of which, yeah, Dungeonfuckers is one of a big family of variant-games that came out a few years ago based on Apocalypse World and Trollbabe. Dungeonworld and Monsterhearts are others. There were DOZENS of variants on the theme. All had their own side rules.

(...and before you ask, I checked, and Apocalypse World hasn't got those descriptors for traits. Darn it!)

So there are some things we'll need to iron out. I'm going to browse some of the other AW variations online and see if I can find another that uses traits for descriptors and looks kinda like how Dungeonfuckers is running its show. We might end up just tossing them out except as a 'useful guideline for how your character swangs their thang'. Hard to say right now!

So if I have a bow and any monster tries to attack me, I get an opening on all of them? Or is there a limit to the number of openings someone gets per round? Like can you have a 'tank character' attack a monster with long reach, and then have another 'DPS character' outflank them? And if someone selects "You don’t give it an opening" from the attack results, would the monster lose its opening for that round?

You get to treat the next monster which you attack, which attacked you, as if you have an opening. This isn't the kind of game where you get multiple attacks per round. You can have a 'tank' with a shield (notice I suggested it was a good idea to have somebody with a shield who could go in and 'take that hit'?). Then you can have DPS-types flanking, yeah. If you select "you don't give it an opening" and the monster is only attacking you...Then it doesn't get an opening when it attacks you. If it can attack someone else who has given it an opening, though...Well.

There's a limited number of HARD/SOFT dice, right? How long before the HARD/SOFT dice pool replenishes?

the adjectives are lame so I just ignored that bit :P

Bottom of page 8:
Quote
You get a pool of tokens equal to your characters rating
in Hard and Soft. The rating is the maximum value for
these stats, but if your character does stuff so they can
answer yes to more questions, the rating goes up. When
you’re doing something you can use hard or soft for, you
can spend your tokens to get a bonus.

You get back hard tokens when your character recovers
from injury or trauma by themselves, or when they fuck
someone. You get back Soft tokens when your character
recovers from trauma with someone else’s help, or when
they get fucked by someone.

And because this is beta, and I'm still poking at how the advancement and reward system works, I'm gonna give myself the ability as the GM to simply say 'You just got back a point of (Hard/Soft)' if you do something I feel merits it.

And as mentioned above, we're trying to figure out what the descriptors do. ;)

Please do keep the questions coming, but hack together your character as best you can with your best guess...We'll sort out things that are unclear because the rules are unclear in places.
« Last Edit: September 08, 2013, 02:50:34 AM by CarnivalOfTheGoat »

Offline Lockepick

Re: Dungeonfuckers RPG (That which does not kill us, makes us...stranger.)
« Reply #35 on: September 08, 2013, 06:16:23 PM »
Green Ardor
Male Troll-Wife
Green Ardor
Sheet:
Strength:  1
Reflexes:  1
Looks:  2
Skill:   2
 
Hard: 2 (Been in Battle, Hated Someone)
Soft: 4 (Made Love, Made Somebody Happy, Depending on Somebody, Lost a Fight)
 
History:
(I didn't give names to the three brothers due to them not being distinguished from each other at this stage. I can easily create names, of course.)
 
'Green Ardor' was born Anthony McCallen. He was the youngest of four brothers born to a family of farmers. The McCallen's were known throughout the town as being one of the largest families. In the harsh world they lived in, child mortality was high, but the McCallens were blessed with strong children who would grow up and spread their farm lands out. Anthony was no exception, growing up on the farm and working the fields with his brothers.
 
Anthony was the youngest among his brothers and cousins, and in such a crowd, it was hard to be recognized. Where some would try to just yell louder to be heard, Anthony just tried to be wanted or needed. Even at a young age, Anthony would do whatever it took to please his family and friends. His efforts were perhaps too effective, as he found an irreplaceable roll as the whipping boy for his three brothers. He would embarrass and humiliate himself for their amusement, he'd take the blame for their actions, and cover for them when they needed it.
 
What started as a joke about how convenient it would be to keep a woman in the fields, for workers to get laid and then go right back to work, was put into effect. Anthony, in his need for praise and acceptance, played the 'woman' for his brothers for hours out in the fields. It took another week before one of the three was willing to break the ice with a joke, that turned into another gang-bang on the younger brother. At that point, it became a daily occurrence for the three brothers to take breaks out in the field to fuck Anthony's mouth or ass. Anthony thought it would win their admiration, but the three simply got more forceful and degrading in what they convinced their new whore to do.
 
It went on for years, even while some of the brothers married and had kids of their own, they still turned to Anthony for quick, effortless release. The behavior couldn't go unnoticed forever, and eventually the four were caught by a passing neighbor. All four of them had broken Rule 7, sleeping with another man, in spades. The three brothers turned on Anthony, claiming they were ensorcelled, tricked or seduced into fucking their younger bother quite literally hundreds of times. Anthony's father, not interested in losing four kids in one fell swoop, backed up the three brother's story: condemning Anthony to save the other three.
 
The elder of the town was less convinced there was any hexing or spells in place. In an effort to keep the peace, and test the resolve of the three 'victims,' he called upon Rule 6, about the fate of a man that dishonors a man. The elder put brother against brother, to see how committed the 'victims' were of their claim. In an effort to save their own reputations, the oldest brother stepped up to fight Anthony. The younger sibling was outmatched, but even after taking a few cuts across his body, he threw dirt in his brother's face and ran off into the woods.
 
He was forced out into the wilderness, afraid that more would try to kill him if he returned. In his solitude, he had no other thoughts than his survival and ruminating on the betrayal. As he struggled to find food and shelter, as his clothes grew more torn and the wounds healed, he decided he no longer needed to impress anybody. The wilds gave him the freedom to live for his own satisfaction, to find personal physical pleasure from sex, to find his own success in whatever ways he saw fit.
 
It was in the wilds that he met 'Fugue.' A gnarled, mountain of a man, dressed in tattered black clothes to cover up rough skin covered in scars. Fugue claimed Anthony as a protťgť, taking away his name and gender-roles and giving him new ones. It was Fugue who gave him the name 'Green Ardor,' who told him that he was a Troll-Wife, who taught him to understand the wilds, to heal, and to defend himself. In return, Green Ardor cooked for Fugue, mended his clothes, and relieved Fugue's sexual needs whenever either of them had the desire.
 
Then Fugue died. Green Ardor explains it differently each time it's asked: he died in his sleep, he died fighting bandits; giant wolf and/or bear; flock of crows; finished his life cycle. Every time Green Ardor explains it, he believes it to be true, even if it contradicts a previous story. People who hear the story question what Fugue was: a troll, a crow-feeder, or just a figment of Green Ardor's imagination.
 
Shortly after his mentor's 'death,' he stumbled across a caravan moving through the woods. Green Ardor took the opportunity as a sign to experience the civilized world again with his new outlook; regardless of how he might be received. He promised protection and assistance, and was able to provide for himself; at first, he was more just walking along side the caravan versus really being a member.
 
Broken Rule:
 - Rule 7: Sleeping with another man. Over and over and over again...
 
Joined Caravan:
As described above, Green Ardor joined because it was an opportunity to be in society again. He looked at the civilized world with spite and contempt, but his new outlook and strength only had value and merit if they could be tested. The caravan gave him a chance to see if he was really the new person he wanted to be.
 
Description:
Green Ardor is a man no older than eighteen years old. His body has been toned from work in the fields and then in the wilderness, with definition in trim muscles. His face is angular, looking almost feminine if it wasn't for the slight bit of stubble tends to grow by Ardor simple ignoring it. Similarly, the dark brown hair on Ardor's head is left unkempt, cut just short enough to stay out of the way of his dark green eyes. Heavy lashes frame his eyes and stand out against fair skin.

Green Ardor dresses with little modesty. A piece of some kind of dark hide has been stitched together to cover his torso, hugging across his chest and narrow waist, while leaving his arms exposed. A pair of leather pants, made of a different animal, cling to his legs. A proud Troll-Wife, he wears a thin cloak that looks like it's made of bright green blades of grass. The grass never seems to die or wither, and billows and rolls with the wind like a field or meadow might.

Random question: In terms of Soft/Hard -- should I count being the 'bottom' as the same as 'Fucked somebody?' Just curious what everybody else is doing.

Offline CarnivalOfTheGoatTopic starter

Re: Dungeonfuckers RPG (That which does not kill us, makes us...stranger.)
« Reply #36 on: September 09, 2013, 02:03:54 PM »
So far we've had four troll-wives submitted...And one Nith.

There better be somebody around here with a shield.

This isn't strictly written anywhere, but reading between the lines of how it describes the characters, I had the feeling that Troll-Wives are kind of uncommon outcasts that wander through society occasionally and are unwelcome except when trouble's happening...Crow-Feeders are more common, especially where there's trouble...And Nith? You can hardly spit without hitting nithing. ;)

I'm a little curious about the popularity of TWs. Rest assured, if you play some other class it won't stop something monstrous from trying to do something naughty to you if that's its inclination.

Offline alextaylor

Re: Dungeonfuckers RPG (That which does not kill us, makes us...stranger.)
« Reply #37 on: September 09, 2013, 02:38:55 PM »
Haha, I wrote up a TW because I expected them to be the least popular. After all, who plays support in a mmo? :P I think people just preferred to play the crazies.

But I could do a CF instead to balance it out. Just not tonight, it's almost 4 am  :P

Offline Lockepick

Re: Dungeonfuckers RPG (That which does not kill us, makes us...stranger.)
« Reply #38 on: September 09, 2013, 04:43:53 PM »
I just wanted to play a dude, but fuck with gender norms. I'd also be willing to roll up a Crow-Feeder, though.

Offline Jr

Re: Dungeonfuckers RPG (That which does not kill us, makes us...stranger.)
« Reply #39 on: September 09, 2013, 05:45:16 PM »
I, for one, am perfectly fine with my castrato's harem of medics.

Offline alextaylor

Re: Dungeonfuckers RPG (That which does not kill us, makes us...stranger.)
« Reply #40 on: September 09, 2013, 07:32:11 PM »
Ok, rewrote a character to crow feeder. I think it's more fitting of the character concept this way anyway. The previous one was not enough of an outcast to fit the Troll-Wife role, all the other TWs were more crazy.

I do like the game's pure and conservative people, contrasting with the fucked up environment they live in. I normally prefer making characters that are anti-stereotype, but in such a society, the odd one out is the one who believes in family values.


Aine Summers, Crow-Feeder
Aine Summers
Crow-Feeder

Picture

She's rather short, about 5'4. Shoulder-length blonde hair, and thin. She's not quite flat-chest, but smallish B cups.


Broke rule 8 (A woman does not wield a sword, nor take up a shield, nor don armour).

Aine is a young teenager, just reaching 18 years old. She was a bit of a tomboy. Being the only girl among her three brothers might have influenced this a bit. As a child, she would prefer to do rough things, play with sticks as if they were swords, and take around a walking staff acting like it's a spear. Of course, her family did not approve of this, and she stopped playing soldier when she entered puberty, acting like a prim and proper young woman.

Alas, a couple of robbers hit her home in the daylight, when her father and brothers were out tending to livestock. Those robbers were armed with knives, and made it clear that they would spare her life in exchange for her jewelry and her virginity. Out of fear, Aine gave them what they wanted. But somewhere along the process, realized that it wasn't a good deal. After the robbers were done with using her, and searching her home for valuables, she picked up her father's spear and struck one of the robbers to death at the back of his neck. The other robber tried to fight back, but she used the advantage of a better weapon to strike him down as well.

A few minutes later, villagers found two bodies with multiple puncture wounds and a naked young woman crying, covered in blood. The elders of her family declared it a self-defense killing, but agreed that she didn't really have to stab them that many times. The chief's wife called Aine a slut because she let herself get fucked before killing the men, instead of killing the men in the first place. They decided that it was unfit for her to return to society and that nobody would marry a person with such a psychotic history. They let her live, but made her wear black, and declared her a Crow-Feeder.

She felt outcast from her society and felt like there was nothing to live for in her village. When the Caravan came, she joined up with them, thinking that she may have a chance at finding an outcast husband willing to accept her. She agreed to join as a guard, and with a sympathetic story and a little experience in real combat, they let her in.


Stats..

Hard: 3 points (hated her rapists, killed a man, been in battle)
Soft: 3 points (made her family happy, heartbroken at losing her virginity, lost a fight)
[not sure if surrendering counts as losing a fight but I figure the psychological effects are about the same]

Strength: Athletic (2)
Reflexes: Lithe (2)
Looks: Cute (2)
Skill: Inexperienced (0)

Equipment:
Black clothes, boots, a drinking cup, a knife, a warm cloak, a spear, a shield, chain armour, a helmet

Offline Wicked Vixen

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Re: Dungeonfuckers RPG (That which does not kill us, makes us...stranger.)
« Reply #41 on: September 09, 2013, 11:18:51 PM »
I can try to manage two characters if it will help out?

Offline schnookums

Re: Dungeonfuckers RPG (That which does not kill us, makes us...stranger.)
« Reply #42 on: September 11, 2013, 03:34:42 AM »
Damn, I really shouldn't involve myself in another game, but...this looks so freaking awesome

Offline CarnivalOfTheGoatTopic starter

Re: Dungeonfuckers RPG (That which does not kill us, makes us...stranger.)
« Reply #43 on: September 11, 2013, 12:37:31 PM »
I'm going to leave applications open until Friday, at which time I'll be picking out 4-5 characters for the party.

I don't want to discourage anybody, but even though this isn't D&D and there isn't exactly a 'recipe for a balanced party' there are already 3 Troll-Wife applications and only 1 Nith and 1 Crow-Feeder applied, so I'd encourage applications that aren't more Troll-Wives. ;).

I can try to manage two characters if it will help out?

Thank you for offering to help, but I'd prefer not to have multiple characters played by one player. :)

Offline Eobelle

Re: Dungeonfuckers RPG (That which does not kill us, makes us...stranger.)
« Reply #44 on: September 12, 2013, 11:14:17 AM »
I will gladly make a Troll-wife!  I went over the system, and I LOVE it.  Are there any specific requests as to TW concepts?

Offline CarnivalOfTheGoatTopic starter

Re: Dungeonfuckers RPG (That which does not kill us, makes us...stranger.)
« Reply #45 on: September 12, 2013, 03:12:29 PM »
I will gladly make a Troll-wife!  I went over the system, and I LOVE it.  Are there any specific requests as to TW concepts?

There are already 3 troll-wife applications, and only 1 application so far for a Nith and another for a Crow-Feeder.

Just to put it plainly, if I wander in here at midnight tomorrow and there's another 2-3 troll-wives, well...The competition is already pretty stiff there. I'm definitely not going to take everyone.

Offline Eobelle

Re: Dungeonfuckers RPG (That which does not kill us, makes us...stranger.)
« Reply #46 on: September 12, 2013, 03:16:36 PM »
A female Nith or crowfeeder then?  I like making weirdos, so I would enjoy that.

Offline CarnivalOfTheGoatTopic starter

Re: Dungeonfuckers RPG (That which does not kill us, makes us...stranger.)
« Reply #47 on: September 12, 2013, 03:17:34 PM »
Also, I'm going to say this one more time, because I've been contacted in PM by two people now who feel that it's important that their character is female, and it seems that may be leading to the massive predominance of troll-wives, because people think that's the only "female class."

I AM NOT MANDATING CLASS BY GENDER HERE. DISREGARD THAT PART OF THE GAME RULES.

If you want to play a MALE troll-wife, or a FEMALE crow-feeder, or a FEMALE nith, that's just FINE. In fact, it's GREAT.

And that can be an 'openly' not-the-common-gender version or it can be a cross-dresser, whatever you think will make it interesting and lively.

But PLEASE don't tell me (again) "Well, I'd like to play but you already have too many troll-wives and I want to play a female/don't want to play a male/have a haddock in my ear - wait, that probably isn't relevant."

Because none of those conditions stop you from submitting a character of ANY class of ANY gender, okay? Not even the haddock. :)

A female Nith or crowfeeder then?  I like making weirdos, so I would enjoy that.

And since you posted this while I was typing, YES PLEASE GO RIGHT AHEAD AND DO THAT THING IF YOU WANT TO. :)
« Last Edit: September 12, 2013, 03:18:49 PM by CarnivalOfTheGoat »

Offline Eobelle

Re: Dungeonfuckers RPG (That which does not kill us, makes us...stranger.)
« Reply #48 on: September 13, 2013, 12:08:15 AM »
Working on a female Nith now.   Her name is "Haddock" (you can call her "Haddie, if you want).

Offline Wicked Vixen

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Re: Dungeonfuckers RPG (That which does not kill us, makes us...stranger.)
« Reply #49 on: September 13, 2013, 02:18:15 AM »
Goat if I cant be accepted as a troll wife then I can create a Crow feeder if that makes things better just let me know if I have been chosen but you need me to change my class

Offline CarnivalOfTheGoatTopic starter

Re: Dungeonfuckers RPG (That which does not kill us, makes us...stranger.)
« Reply #50 on: September 13, 2013, 03:16:08 AM »
Goat if I cant be accepted as a troll wife then I can create a Crow feeder if that makes things better just let me know if I have been chosen but you need me to change my class

I'm afraid you've got it backwards.

I choose characters that have been submitted, not players. So 'I can create something else if you've chosen me' doesn't really work. Feel free to app more than one character though, but the most anyone can play is one.

And please, call me Carny.

Offline CarnivalOfTheGoatTopic starter

Re: Dungeonfuckers RPG (That which does not kill us, makes us...stranger.)
« Reply #51 on: September 15, 2013, 12:43:21 PM »
Apologies for the delay, folks.

Very busy this weekend and early this week, will have things sorted and will let folks know who's in by Tuesday and likely set up the game forum then.

Offline Angie

Re: Dungeonfuckers RPG (That which does not kill us, makes us...stranger.)
« Reply #52 on: September 15, 2013, 05:27:49 PM »
I am very sorry, but I may need to pull out. I'm in way too many games, and I just offered to run a second one. But go ahead and use my character if you like having a healer NPC!

Offline Lockepick

Re: Dungeonfuckers RPG (That which does not kill us, makes us...stranger.)
« Reply #53 on: September 19, 2013, 11:37:00 AM »
No rush to our dearest GM, but wasn't sure if I should take a lack of communication as not being accepted into the game or not! Wasn't sure if that communication would happen via PM, or in the thread.

Offline Wicked Vixen

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Re: Dungeonfuckers RPG (That which does not kill us, makes us...stranger.)
« Reply #54 on: September 19, 2013, 04:58:32 PM »
ditto

Offline CarnivalOfTheGoatTopic starter

Re: Dungeonfuckers RPG (That which does not kill us, makes us...stranger.)
« Reply #55 on: September 19, 2013, 05:39:50 PM »
Apologies, I'm still reviewing apps and trying to make up my mind. I'll try to step it up, but...Decisions, decisions!

In a way it's significantly easier in a game with a bunch of classes and a bunch of distinct party roles: you can easily say 'Well, we need at least 1 from column a, 2 from column b, and then white rice of fried rice or chow mein.'

With only three 'classes' a lot more devolves to 'how well do I think this character and player will work well with others/setting ideas?'

Going to go re-read them all again and see if anything new jumps out at me helpfully. When I've made up my mind, I'll announce that acceptees will have received PMs and the forum has been created and thank the rest of you for your interest.

But it has been a busy week, it's a difficult choice, and I haven't made up my mind yet.
« Last Edit: September 19, 2013, 05:43:10 PM by CarnivalOfTheGoat »

Offline alextaylor

Re: Dungeonfuckers RPG (That which does not kill us, makes us...stranger.)
« Reply #56 on: September 19, 2013, 11:39:27 PM »
There's not that many applications, you can probably just accept all :P

Offline CarnivalOfTheGoatTopic starter

Re: Dungeonfuckers RPG (That which does not kill us, makes us...stranger.)
« Reply #57 on: September 20, 2013, 03:58:52 PM »
Yeah, I am sure some GMs would be all 'Four players or five players, what's the difference?' but with my time constraints I'm figuring on devoting more play to fewer people. My biggest debate the past few days? I was tempted to only take three, one of each class.

Messages sent out to those who've been accepted. If nobody gets back to me in a day or so I'll check with others.

OOC THREAD IS HERE. Please post your character sheets and any starting questions you might have (separately from your character sheets please). The IC thread will go up some time this weekend with game start.

Thanks for your interest, everyone!