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Author Topic: The Necromancer's Servants [Dungeon World]  (Read 2681 times)

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Offline Oliander

Re: The Necromancer's Servants [Dungeon World]
« Reply #25 on: April 24, 2014, 03:42:16 PM »
Here's my character sheet in eternal's format in plain text, if it makes it easier for anyone, plus updated background to better fit with the developing canon.

Hazamir the Manhunter


Name: Hazamir the Manhunter
Class: Ranger
Level: 1
Alignment: Chaotic – Free someone from literal or figurative bonds.
Looks: Animal eyes, pale blue with catlike pupils, long black hair, patchwork leather armor, lithe body

Stats
Str 12/0
Dex 18/+3
Con 9/0
Int 13/+1
Wis 15/+1
Cha 7/-1 Scarred

HP: 8+Constitution (17)
Class Damage: D8
 
COMPANION
Name: Sunshadow, the Hawk

Base Stats
Ferocity 2
Cunning  2
Armor    0
Instinct 1

Strengths: Stealthy, Tireless
Training: Scout, Hunt, Fight Humanoids
Weaknesses: Savage


MOVES
Elf: When you undertake a perilous journey through wilderness whatever job you take you succeed as if you rolled a 10+
 
Hunt and Track
When you follow a trail of clues left behind by passing creatures, roll+WIS. ✴On a 7+, you follow the creature’s trail until there’s a significant change in its direction or mode of travel. ✴On a 10+, you also choose 1:
Gain a useful bit of information about your quarry, the GM will tell you what
Determine what caused the trail to end
 
Called Shot
When you attack a defenseless or surprised enemy at range, you can choose to deal your damage or name your target and roll+DEX.
Head ✴10+: As 7–9, plus your damage ✴7-9: They do nothing but stand and drool for a few moments.
Arms ✴10+: As 7-9, plus your damage ✴7-9: They drop anything they’re holding.
Legs ✴10+: As 7-9, plus your damage ✴7-9: They’re hobbled and slow moving.
 

Animal Companion
You have a supernatural connection with a loyal animal. You can’t talk to it per se but it always acts as you wish it to. Name your animal companion and choose a species:
Wolf, cougar, bear, eagle, dog, hawk, cat, owl, pigeon, rat, mule
Choose a base:
Ferocity +2, Cunning +1, 1 Armor, Instinct +1
Ferocity +2, Cunning +2, 0 Armor, Instinct +1
Ferocity +1, Cunning +2, 1 Armor, Instinct +1
Ferocity +3, Cunning +1, 1 Armor, Instinct +2
Choose as many strengths as its ferocity:
Fast, burly, huge, calm, adaptable, quick reflexes, tireless, camouflage, ferocious, intimidating, keen senses, stealthy
Your animal companion is trained to fight humanoids. Choose as many additional trainings as its cunning:
Hunt, search, scout, guard, fight monsters, perform, labor, travel
Choose as many weaknesses as its instinct:
Flighty, savage, slow, broken, frightening, forgetful, stubborn, lame

 
Command
When you work with your animal companion on something it’s trained in…
…and you attack the same target, add its ferocity to your damage
…and you track, add its cunning to your roll
…and you take damage, add its armor to your armor
…and you discern realities, add its cunning to your roll
…and you parley, add its cunning to your roll
…and someone interferes with you, add its instinct to their roll


Gear Your Load is 11+Str (23)
Elven Rations (5 uses, 1 weight)
Wooden Arrows (6 ammo, 2 weight)
Adventuring Gear (1 weight)
Patchwork Leather Armor (1 armor, 1 weight)
Hunter’s Bow (Near, Far, two-handed, 1 weight)   
Curved Short Sword (Melee, one-handed, 1 weight)
Special Balm (4 uses, 2 weight)
Spare load: 14

Drives
*End the encroachment on our forest lands by the humans.
*Kill the woman that scarred me.
*Find the cursed dagger and restore my face.

Hazamir is a wood elf of the Falshire Forest, once a proud and beautiful ranger. He defends its borders from tainted creatures and kept a close eye on the humans that traversed their lands. Once the war against the Lord of Hell ended, however, this became a much more daunting task. Evil creatures grew more numerous, and humans grew more bold. One day, Hazamir came across a pair of humans slaying a unicorn; a terrible crime among elves and well-known as forbidden among humans. He moved to stop the humans from further desecrating its body, but he barely got a few words out of his mouth when the woman cutting into the unicorn attacked, slashing him across the face with a dagger. The pain was crippling, and he only survived due to his companion Sunshadow coming to his aid, screeching and savaging the human's face until they retreated before more elves arrived at the scene. Unfortunately, they managed to get away with the most prized piece of a unicorn; its horn.

When he was carried back to the village healer, he discovered that though the bleeding could be stopped, the scar was incurable; the dagger was cursed. Only a balm infused with the essence of the weapon that maimed him could cure his wounds. Until then, he would remain marred; a thick, black, jagged scar that ran up along the left side of his face where he was slashed, though by some miracle barely missing his eye.

"Most weapons cut to the bone, Hazamir, but some... some cut to the soul."

This event triggered panic and fury throughout the dozen villages that made up the southern Elven empire, causing conflict in the ranks and argument over how they should respond. Such a heinous act had not been committed in their forest by Man in centuries, and tentative peace had reigned between them in that time. It was not until Master Ranger Darkleaf's ascent to Warden that their people reached consensus: The elves would protect their lands as they always had, but they would no longer tolerate the presence of Humans, Halflings or Dwarves. Entrance to the forest was forbidden to the lesser races, and leave of the forest was forbidden to the elves.

"Every blade and bow will be needed."

After that day, Hazamir continued to do his duty protecting their borders, but he was never the same. He was looked at differently by his kin, and it made him bitter and withdrawn. He was deformed, but worse than that, he was cursed. Such foul magic made most Elvenfolk recoil by its mere proximity. Even his betrothed could no longer stand his presence, and soon left him for another. However, the change in policy toward the outside breathed new life into Hazamir. He focused his attention to the ever-encroaching humans that trespassed on their land and never again attempted to parley with one. If one were unfortunate enough to be a human on his patrol, death by arrow came swift and merciless. He soon found himself to be quite skilled in his new role, and even garnered a bit of infamy throughout neighboring human settlements as 'The Manhunter', but he was never satisfied. Time and time again, he begged leave of the forest to hunt the humans that slew the unicorn, but Warden Darkleaf's commands were absolute.

Hazamir often finds himself lingering on the forest's edge, staring out into the open lands of Caede, as if he might one day catch a glimpse of the woman that scarred him and changed his world.
« Last Edit: April 26, 2014, 03:03:31 AM by Oliander »

Offline Drake Valentine

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Re: The Necromancer's Servants [Dungeon World]
« Reply #26 on: April 24, 2014, 07:26:56 PM »
Question, but going by your sheet. Do we not assign the bonuses to our stats for HP? For example with the con if it gets a + or do we just do the base of the con plus the default HP of that class?

Offline Oliander

Re: The Necromancer's Servants [Dungeon World]
« Reply #27 on: April 24, 2014, 07:34:00 PM »
Drake, The + bonuses you see by every stat are modifiers, not bonuses to the stat itself. Those modifiers are added to your roll whenever a skill calls for that stat to be applied (ie roll+DEX). The formula for hp is strictly class hp+total constitution.

The only bonus we get to our stat score is the +2 the gm gave us and 1 point to distribute per level, up to a max of 18 to a single stat
« Last Edit: April 24, 2014, 07:35:02 PM by Oliander »

Offline eternaldarknessTopic starter

Re: The Necromancer's Servants [Dungeon World]
« Reply #28 on: April 24, 2014, 07:38:00 PM »
Question, but going by your sheet. Do we not assign the bonuses to our stats for HP? For example with the con if it gets a + or do we just do the base of the con plus the default HP of that class?

Con SCORE (not modifier) + your class HP. If you add the +2 to your con score, it increases your HP by 2.

Offline Paladin of Lust

Re: The Necromancer's Servants [Dungeon World]
« Reply #29 on: April 24, 2014, 07:45:49 PM »
I've left out basic moves from the move list, but can edit them in if they're wanted. Gear list is not final. Still a WIP, but mostly done, I think.

Dawn Silverheart
"Weapon of the Light am I. Soulless, and yet not heartless. Through death I understand better the value of life...my blade serves to cut down those who would threaten life." - Dawn Silverheart

Paladin
Player: Paladin Of Lust
Name: Dawn Silverheart
Level: 1
XP: 0
Race: Human
Alignment: Good - Endanger yourself to protect someone weaker than you.           
Eyes: Fiery Emerald Eyes               
Hair: Styled Long Platinum Blonde Hair               
Symbol: Fancy Holy Symbol of Meif, Goddess of Passion, Love & Sex (A heart, normally red, gold or silver)
Body: Fit Body     

STATS              
STR: 15 (+1)                             
DEX: 9 (+0)                             
CON: 12 (+0)                           
INT: 8 (-1)                             
WIS: 13 (+1)                             
CHA: 18 (+3)
                             
HP: 10 + 13 (Con) = 23                             
Class Damage: d10

MOVES
Human: When you pray for guidance, even for a moment, and ask, “What here is evil?” the GM will tell you, honestly.

Lay on Hands
When you touch someone, skin to skin, and pray for their well-being , roll+CHA.

✴ On a 10+ you heal 1d8 damage or remove one disease.

✴ On a 7–9, they are healed, but the damage or disease is transferred to you.

Armored
You ignore the clumsy tag on armor you wear.

I Am the Law
When you give an NPC an order based on your divine authority, roll+Cha.

✴ On a 7+, they choose one:

Do what you say
Back away cautiously, then flee
Attack you

✴On a 10+, you also take +1 forward against them.

✴ On a miss, they do as they please and you take -1 forward against them.

Quest
When you dedicate yourself to a mission through prayer and ritual cleansing, state what you set out to do:

Slay High King Toma, Vannor Stonehammer & Nidra Quickblade, three great blights on the land.

Then choose up to two boons:

Invulnerability to poison (since that's what caused her death)
A freedom from hunger, thirst, and sleep (Fits the concept of a soulless weapon of light)

Vow required to maintain the blessing:

Truth (forbidden: lies)

Gear Max Weight Load: 27 (12 + 15 STR)
Long sword (close, +1 damage, 1 weight) and heater shield (+1 armor, 2 weight)
Unique quarter plate and leather armor (+2 armor, 3 weight)
Heart pendant, crafted from silver (mark of faith in Meif, goddess of passion, love & sex, 0 weight)
Small ash-covered willow twig from a tree in Whitewillow (mark of guilt, 0 weight)
2 x Rations (2 x 5 uses, 2 x 1 weight)
Healing Potion (0 weight)
Dagger (hand, 1 weight)

Current Load: 9

Drives
Vengeance for Whitewillow
Tracking down and returning Nidra Quickblade the favor she did for her
Defeating High King Toma, greatest disgrace to all paladins, and revealing his deceptions
Scouring the Kingdom of the demonic taint these so-called heroes have cursed the land with.

Background

Whitewillow. Not her hometown. Not her birthplace. Not even where she spent most of her life living in. Nevertheless the small but growing trading hub was now home, and held a special place in her heart. The folk of Whitewillow were good and kindly folk. As leader of the town's militia and responsible for training them, she was proud of how well drilled her militiamen were, the result of two years of hard work and training. So imagine the horror she felt when after leaving Whitewillow for a couple of days to visit an old friend stopping over at another town a day's travel away, she returned to find fires and chaos, death and destruction. The first sign of trouble was when she ran into survivors on the road to Whitewillow, younger women and children who ran while others died to buy them time to live. The elderly could never keep up to join them, and died in their homes. The men stayed to fight as Dawn trained them, but were overmatched against the elite Dwarven warriors and their famous commander. Dawn got few details from them but bid them keep on going as she hurried on, deeply concerned.

Her normally gentle and kind eyes glowed with holy wrath as she came down upon the ranks of the Siegebreakers, her sword cutting them down one by one. The few remnants of Whitewillow's militia tried to rally to her, but beyond a lucky arrow here or an unwitting backstab there, they couldn't kill the highly trained, highly armored dwarven warriors. And thus fell quickly around the paladin, leaving her alone. But fight on she did, despite being outnumbered, despite the ferocity, heavy armor and near unnatural strength of these mighty dwarven warriors. Until she reached Vannor Stonehammer. The commander of the Siegebreakers, and responsible for the sacking of the town. And in single combat the two dueled, with the righteous fury of an avenging angel driving the proud dwarf back and forcing him on the defensive as the young woman somehow matched him blow for blow.

Then a cry of pain. Dawn stumbled, her offensive halted. A bolt, poisoned, lay in her back. She managed to turn to see the halfling rogue smirk before the pain forced her to crash into the snow on her knees. Vannor stepped forward to deal the killing blow, confident in his victory. And yet another twist to the plot occurred. The reviled Necromancer Streban Blackwood appeared amidst the burning buildings of Whitewillow and with but a gesture, brought back the dead, human and dwarf alike, to fight again. And so they did, rushing into the ranks of the Siegebreakers to engage them. With Vannor distracted, Dawn lifted her blade with the last vestiges of her strength and stabbed the dwarven commander in the eye, through the small slits of his stone helm through which he saw the the destruction he wrought. At least one eye would see no more. A roar of pain and rage and one crushing blow to the ribs later, Dawn Silverheart lay dying on the ground, her blood staining the white snow around her red. All she felt was an incredible sense of sadness and guilt. The people deserved not to die...and she had failed in protecting them. The only small comfort was that the people of Whitewillow lived on in some survivors who fled as they were bought time with the lives of others. She tried to blink back tears that fell across her face into the snow, as in her dying moments her senses were filled with the agony of a murdered people; she smelled naught but the smoke and death of Whitewillow, she heard naught but the screams and cries of the dying, and she saw naught but the dead of Whitewillow around her. And then blackness.

How long did it last? She did not know, but her eyes flickered open. She was still lying in the snow. But she felt different. Slowly she got to her feet, only to realize she was being watched by a man in tattered robes. Streban. Did...did he just bring her back as one of the undead? No. That wasn't it. A long conversation ensued...and the truth of High King Toma and his companions was made known to Dawn. Dawn eventually accepted the necromancer's offer. For the people of Whitewillow, whose souls powered her now.

Despite no longer being powered by her faith, Dawn retains her beliefs in Meif, the Goddess of passion, love and sex. As a servant of Meif, Dawn is knowledgeable in (and indeed, enthusiastic about) the arts of pleasure, even as her role for her goddess has primarily been as a protector and peacekeeper. But she served as a fine ambassador to Meif for the people of Whitewillow, before the massacre. She is not very happy about Streban's choice to bring back the dead of Whitewillow and turning the settlement into his own private necropolis, but accepts it as necessary in the fight against the former heroes. She only hopes that she will leave them be after their fight is over.
« Last Edit: April 26, 2014, 10:19:46 PM by Paladin of Lust »

Offline eternaldarknessTopic starter

Re: The Necromancer's Servants [Dungeon World]
« Reply #30 on: April 24, 2014, 08:09:03 PM »
Paladin of Lust - Dawn is placed under the Vow: Truth. Do not lie. Since you were resurrected, your holy power flows from the souls of the righteous dead via your new master. After his last paladin companion betrayed him he is understandably careful with your ilk...

Also, I noticed you added your +2 to charisma as reflected by the modifier, but make it 18 just for purposes of tracking when you level.

Offline eternaldarknessTopic starter

Re: The Necromancer's Servants [Dungeon World]
« Reply #31 on: April 24, 2014, 08:50:03 PM »
The Races
Humans - Descended from the mighty titans who once ruled the world, humans are the oldest mortal race. The human race has produced more heroes and villains than all other mortal races combined, and humans can be found anywhere and doing anything. Humans also have the unique distinction of being able to breed with any of the other mortal races, and very few people live in the world today that don't have at least a trace of human blood.

Elves - The elven people originally came from lands far beyond Caede, arriving just over two thousand years ago from the holy land across the sea of souls. They came fleeing the demons that had corrupted and occupied their homeland. Most non-elves believe that elves live longer than all other mortal races because of their vast knowledge, but the truth is that elven lifespans are no greater than human ones. Elves are born with the appearance, memories and souls of their ancestors, and this is why even very young elves came seem exceptionally wise and worldly.

Dwarves - Like the elves, the dwarves, who call themselves the Stone People, originally came from another place beyond the known mortal world. The dwarves arrived from a place beyond the stars in times long past in great metal ships which became their iron strongholds, and ancient dwarves were very different from the modern ones we see now, who have changed over time due to interbreeding and some other unknown factor.

Halflings - Originally a slave race created in their own likeness by the ancient titans, halflings still live in the shadows of the titans' descendants the humans to this day. Halflings tend to live in the same places as humans, and though they have risen above their origins as a slave race, fate still conspires to keep them forever the servants of greater beings. humans and halflings frequently interbreed, leading to the huge variety of heights one sees in the small people - halflings with human ancestry can reach three and a half feet tall, and these are often the ones who become heroes and adventurers.

Orcs - A subterranean species that lives beneath the earth in places deeper and darker than even the dwarves, full-blooded orcs are crude and degenerate, and their ability to interbreed with every other mortal race, along with the tendency of Orc heroes to periodically rise as powerful warlords who menace the land, leads scholars to believe that they may be an offshoot of the human race. Half-Orcs always look like their non-orc parent in appearance, but have the more violent temperament and often the great strength of the orc parent, and in most cases it is impossible to tell a half-orc apart from other members of their non-orc parent's race by appearance alone.
« Last Edit: April 24, 2014, 11:16:44 PM by eternaldarkness »

Offline SGTDan

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Re: The Necromancer's Servants [Dungeon World]
« Reply #32 on: April 24, 2014, 08:59:02 PM »
Hey Oliander, your Excel sheet do you have a link to it? I enjoyed the format.

Eternal I have one question, what kind of magic level are we talking for the world? Low,High,Standard?

Offline Oliander

Re: The Necromancer's Servants [Dungeon World]
« Reply #33 on: April 24, 2014, 09:07:23 PM »
https://drive.google.com/folderview?id=0B5YvczkvmuTucVFaZ1FzMlZWS2M#

There it is, it was in drake's post on page one. Check the hard numbers with the wiki though, they didnt seem to be all accurate on the ranger sheet at least

Offline eternaldarknessTopic starter

Re: The Necromancer's Servants [Dungeon World]
« Reply #34 on: April 24, 2014, 09:12:01 PM »
Standard. Magic isn't super common in general, and you won't usually find anyone who has never met a magic user except in places where the people are very fearful of magic-users. Every village has one or two people who can perform useful magical rituals, though true spellcasters (clerics, wizards, druids and so on) are harder to come by. The vast majority of magic-users have a very narrow range of spells they can use, and its usually ritual magic that takes hours or days to perform and has very specific requirements.

Offline SGTDan

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Re: The Necromancer's Servants [Dungeon World]
« Reply #35 on: April 24, 2014, 09:21:11 PM »
Standard. Magic isn't super common in general, and you won't usually find anyone who has never met a magic user except in places where the people are very fearful of magic-users. Every village has one or two people who can perform useful magical rituals, though true spellcasters (clerics, wizards, druids and so on) are harder to come by. The vast majority of magic-users have a very narrow range of spells they can use, and its usually ritual magic that takes hours or days to perform and has very specific requirements.
Just wondering if it's possible to survive without resorting to magic equipment at later levels.

Offline eternaldarknessTopic starter

Re: The Necromancer's Servants [Dungeon World]
« Reply #36 on: April 24, 2014, 09:37:08 PM »
This is Dungeon World. Magical gear is not required or even to be expected, unless it's a plot device or something cool and iconic. It's not like D&D where if you don't have enough pluses you're useless.

Offline SGTDan

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Re: The Necromancer's Servants [Dungeon World]
« Reply #37 on: April 24, 2014, 09:42:50 PM »
This is Dungeon World. Magical gear is not required or even to be expected, unless it's a plot device or something cool and iconic. It's not like D&D where if you don't have enough pluses you're useless.
Good, it's my only hesitation when entering a fantasy system.

I'm a veteran of AW games and it's hacks. So I'm familiar with the mechanics.

Castor the Warrior should be up sometime tonight minus background. Background will have to wait tomorrow once I'm off work.

Also kudos to both Paladin and Oliander for great characters.

Offline Stephie613

Re: The Necromancer's Servants [Dungeon World]
« Reply #38 on: April 24, 2014, 09:46:57 PM »
Name:  Coming up with a suitable ditzy name :p
Age:  19
Race: Human
Class: Princess
Alignment: Good
Background:
 ⃞A Large Kingdom You have been sent to many cities on diplomatic missions from your country. When you enter a new city tell the GM one unique cultural fact about it.

STR: 8
DEX:  13
CON:  15
INT:  9
WIS: 11
CHA: 17

HP: 21/21
Base Damage:

Moves
[Love] [Hope]

 When you invoke these beliefs in a passionate speech roll+CHA. On a hit hold 3. On a 7-9 hold 2. Spend 1 hold to ask a friendly NPC to do one impossible thing and they will attempt it. Spend 1 hold to roll+CHA rather than +Bonds to Aid or Interfere. Spend one hold to roll+CHA rather than +STR to Hack & Slash. Spend one hold to roll+CHA rather than +DEX to Volley. Speak From the Heart When another player comes to you seeking advice, tell them what you think is their best course of action. If they act on your advice, they take +1 forward. At the end of the session, if at least one player who acted on your advice actually benefitted from it in the end, you mark XP
. Gentle Touch When you touch someone, skin to skin, and hope for their well-being, roll+CHA. On a 10+ you heal 1d8 damage or remove one disease. On a 7-9, they are healed, but the damage or disease is transferred to you. Regality and Grace Your voice is particularly arresting. You have no trouble speaking over chatter, crowds, or other loud noise.

Gear( 3/13 Weight):

Ornate bow (Near, 1 weight) and quiver of arrows (5 ammo, 1 weight)

Cloth armor (1 weight, 1 armor)

Ornate jewelry (1 weight, valuable)


 Look:
 Sparkling Eyes
, Long Hair
 Ornate Clothes
Willowy Body

Nemesis:
Royal
Beautiful
Wrathful

Offline SGTDan

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Re: The Necromancer's Servants [Dungeon World]
« Reply #39 on: April 24, 2014, 10:52:57 PM »

"When a Big Bad Demon snaps your sword in two, you do not cry because that was your holy avenger. You leap onto its back, climb up to its head, and punch it in the eye, then get a new damn sword off of the next humanoid you headbutt to death." -Castor

Castor the Brutal
Now known as Sigurd


Character Sheet
Gram, killing tool and companion
Borghild, bastion and savior

Background:
Hearts full of rage

Castor was a street urchin, born to a whore and a man of the elite. In the biggest city he scratched out a living till he was stolen from the streets.

Their blood is upon my steel

There he began a life of gladiatorial combat. Earning much prestige and honor Castor fought his way to freedom. Paid for in the blood of his enemies that ran under his feet.

Sons of the Grom today we shall die

Throughout the kingdom Castor, now nicknamed the Brutal because of his merciless nature, roamed punishing the wicked and depraved. Living a life of honor he earned a name for his heroic deeds. All these he attributed to the Gods of War, who granted him the power to slay the unworthy. Till one day that is. One fateful day he met his match in a...woman. A powerful mage, Deanora brought Castor to his knees. There with his life blood bleeding out she made him a deal. Swear fealty to her in exchange for his life. It was a hard bargain for the warrior to refuse despite his warrior's pride. That day the heroic fighter disappeared but remained in legend, whatever happened to the great man remains a mystery.

Now he serves her as a thrall, a broken defeated man but still the glimmer of past glory smolders in his heart.

Men armed with hearts of steel

Theme Song
« Last Edit: April 26, 2014, 10:57:49 AM by SGTDan »

Offline Paladin of Lust

Re: The Necromancer's Servants [Dungeon World]
« Reply #40 on: April 24, 2014, 11:10:23 PM »
Ah, so you serve Streban through his apprentice? Interesting. The Necromancer might trust less one he did not pick himself.

Wondering how the ditzy princess ended up joining such a grim party.


Offline assleigh

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Re: The Necromancer's Servants [Dungeon World]
« Reply #41 on: April 24, 2014, 11:12:15 PM »
We interlinked backgrounds... Pre-necromancer... But I'd always presumed Castor sold his soul as well...

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Re: The Necromancer's Servants [Dungeon World]
« Reply #42 on: April 24, 2014, 11:15:04 PM »
Ah, so you serve Streban through his apprentice? Interesting. The Necromancer might trust less one he did not pick himself.

Wondering how the ditzy princess ended up joining such a grim party.

Indeed, but one can trust when said person is completely loyal to someone he does trust.

I am curious about that myself.

We interlinked backgrounds... Pre-necromancer... But I'd always presumed Castor sold his soul as well...
If the mistress wishes Castor to sell his soul..he will oblige.

Offline Paladin of Lust

Re: The Necromancer's Servants [Dungeon World]
« Reply #43 on: April 24, 2014, 11:18:05 PM »
Interested to see what sort of Drives he will have then. I guess past glory, as mentioned, maybe loyalty to your character. Well, waiting to see. And that Princess, interesting one as well. A right little party this is. ^_^

@SGTDan: And yet, that loyalty is judged not by Streban, no? How would Streban know the depths of Castor's loyalty to his apprentice? Rhetorical question, I'm sure Streban will accept him, one way or another. ^_^
« Last Edit: April 24, 2014, 11:21:58 PM by Paladin of Lust »

Offline SGTDan

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Re: The Necromancer's Servants [Dungeon World]
« Reply #44 on: April 24, 2014, 11:28:45 PM »
I very much am looking forward to fleshing out Castor, as a note people only know him as Castor now. Not Castor the Brutal, that die a long time ago.

Thank you for the kind words Paladin.

Offline eternaldarknessTopic starter

Re: The Necromancer's Servants [Dungeon World]
« Reply #45 on: April 24, 2014, 11:36:38 PM »
The whole soul-binding thing is like the best pyramid scheme ever. By default, the servant of your servant is your servant, with all the same magical restrictions - that is, Castor soul belongs to Streban too. Streban makes it very clear how they can help him regain his previous power - every person you kill, convert to his cause, or enslave feeds him power. This is actually how all true heroes (i.e., player characters and powerful NPC's) are so much better than everyone else - they absorb souls just by existing, though most people don't realize that's what they do. Normal people can only strengthen their own souls, so while they can grow more powerful from their own experiences it takes them a lot longer. A party of adventurers is like a big vortex of souls - they make eachother stronger just by proximity, because the extra scraps of souls that one doesn't take in gets snatched up by the others.

in other words: there's an in-setting reason for gaining XP from killing stuff :D

Offline assleigh

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Re: The Necromancer's Servants [Dungeon World]
« Reply #46 on: April 25, 2014, 12:27:09 AM »
Hope I did this right... And.. Couldn't resist the sparklee dragon girl pic :)

Deanora, the Necromancer's Dragonbound Apprentice

Class: Wizard
Player: assleigh                   
Name: Deanora                       
Level: 1                       
XP: 0                     
Race: Human
Alignment: Good - Use magic to directly aid another.
Eyes: Haunted Eyes                 
Hair: Styled Hair                   
Symbol: Strange Robes   
Body: Thin Body     

STATS              
STR: 8 (-1)                             
DEX: 9 (+0)                             
CON: 12 (+0)                           
INT: 18 (+3)                             
WIS: 13 (+1)                             
CHA: 15 (+1)
                             
HP: 4 + 12 (Con) = 16                             
Class Damage: d4

MOVES
Human: Choose one cleric spell. You can cast it as if it was a wizard spell.

Spellbook: You have mastered several spells and inscribed them in your spellbook. You start out with three first level spells in your spellbook as well as the cantrips. Whenever you gain a level, you add a new spell of your level or lower to your spellbook. You spellbook is 1 weight.
Spellbook
DEANORA'S SPELLBOOK
CANTRIPS
Light   Cantrip
     An item you touch glows with arcane light, about as bright as a torch. It gives off no heat or sound and requires no fuel, but it is otherwise like a mundane torch. You have complete control of the color of the flame. The spell lasts as long as it is in your presence.

Unseen Servant   Cantrip Ongoing
     You conjure a simple invisible construct that can do nothing but carry items. It has load 3 and carries anything you hand to it. It cannot pick up items on its own and can only carry those you give to it. Items carried by an unseen servant appear to float in the air a few paces behind you. An unseen servant that takes damage or leaves your presence is immediately dispelled, dropping any items it carried. Otherwise the unseen servant serves you until you end the spell.

Prestidigitation   Cantrip
     You perform minor tricks of true magic. If you touch an item as part of the casting you can make cosmetic changes to it: clean it, soil it, cool it, warm it, flavor it, or change its color. If you cast the spell without touching an item you can instead create minor illusions no bigger than yourself. Prestidigitation illusions are crude and clearly illusions—they won’t fool anyone, but they might entertain them.

1st LEVEL SPELLS
Charm Person   Level 1   Enchantment Ongoing
     The person (not beast or monster) you touch while casting this spell counts you as a friend until they take damage or you prove otherwise.

Cure Light Wounds   Level 1
    At your touch wounds scab and bones cease to ache. Heal an ally you touch of 1d8 damage.

Detect Magic   Level 1   Divination
     One of your senses is briefly attuned to magic. The GM will tell you what here is magical.

Magic Missile   Level 1   Evocation
     Projectiles of pure magic spring from your fingers. Deal 2d4 damage to one target.

Prepare Spells: When you spend uninterrupted time (an hour or so) in quiet contemplation of your spellbook, you:
  • Lose any spells you already have prepared
  • Prepare new spells of your choice from your spellbook whose total levels don’t exceed your own level+1.
  • Prepare your cantrips which never count against your limit.

Cast a Spell (Int): When you release a spell you’ve prepared, roll+Int. ✴On a 10+, the spell is successfully cast and you do not forget the spell—you may cast it again later. ✴On a 7-9, the spell is cast, but choose one:
  • You draw unwelcome attention or put yourself in a spot. The GM will tell you how.
  • The spell disturbs the fabric of reality as it is cast—take -1 ongoing to cast a spell until the next time you Prepare Spells.
  • After it is cast, the spell is forgotten. You cannot cast the spell again until you prepare spells.
Note that maintaining spells with ongoing effects will sometimes cause a penalty to your roll to cast a spell.

Spell Defense: You may end any ongoing spell immediately and use the energy of its dissipation to deflect an oncoming attack. The spell ends and you subtract its level from the damage done to you.

Ritual: When you draw on a place of power to create a magical effect, tell the GM what you’re trying to achieve. Ritual effects are always possible, but the GM will give you one to four of the following conditions:
  • It’s going to take days/weeks/months
  • First you must ____
  • You’ll need help from ____
  • It will require a lot of money
  • The best you can do is a lesser version, unreliable and limited
  • You and your allies will risk danger from ____
  • You’ll have to disenchant ____ to do it

Gear Max Weight Load: 15 (7 + 8 STR)
Current Load: 4
spellbook (1 weight)
dungeon rations (5 uses, 1 weight)
Leather armor (1 armor, 1 weight)
Staff (close, two-handed, 1 weight)
Healing potion (0 weight)

Drives
Raise her dragon to be a force for Good
Avenge her parents deaths and memorialize her village
Feed High King Toma to her Dragon, proving once and for all that all he is is an evil shit
Exorcise the Demons from their world

Background

Filled in later when I have time.
« Last Edit: April 25, 2014, 12:33:14 AM by assleigh »

Offline Paladin of Lust

Re: The Necromancer's Servants [Dungeon World]
« Reply #47 on: April 25, 2014, 12:35:32 AM »
Updated Dawn with more details. Not yet complete, but close.

Deanora seems to have very common goals with Dawn. And that is a lot of bling. xD

Offline assleigh

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Re: The Necromancer's Servants [Dungeon World]
« Reply #48 on: April 25, 2014, 12:40:15 AM »
Yah, I noticed that too... They'll make a good team... Hehehe had an image of Mistress Blingful bookended by her slave Castor and Dawn...

Offline eternaldarknessTopic starter

Re: The Necromancer's Servants [Dungeon World]
« Reply #49 on: April 25, 2014, 12:54:57 AM »
Yah, I noticed that too... They'll make a good team... Hehehe had an image of Mistress Blingful bookended by her slave Castor and Dawn...

Thankfully, Caedian spellcasters have no particular rules against carnal relations with their apprentices. Hell, some rituals require it, and those poor youths have to find some way to earn their keep while they learn the arcane arts.  >:)