Quick Dirty Dungeon Adventures - Mirdini - 03-10-2014
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RE: Quick Dirty Dungeon Adventures - ☆ C.H.W.O.K.A ☆ - 03-10-2014
Name: Dr. "Death" Bunsen Egon Galen Judith Julius Moreau Sigmund Victor Virginia Watson Xavier-Benway-Alfred-Cornelius-Elliot-Emmett-Hubert-Loomis-Niles-Otto-Quinn-Wallamin
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SpoilerLook: blood-stained apron, a batbelt filled with prescription bottles, a plague mask, white mad scientist hair, and manic behavior
Strength: 9
Dexterity: 13 (+1)
Constitution: 12
Intelligence: 16 (+2)
Wisdom: 15 (+1)
Charisma: 9
HP: Current 18, Max 18
Alignment: Chaotic (Chase the advancement of medical science)
Race: Undead Half-Elf-Half-Man
Bonds: Patient Dash Herrington has proven an able assistant; I will teach them what I know about medicine.
Patient Bob is not nearly as sick as they think they are.
Gear: 4/15
Dungeon Rations (5 uses, 1 weight)
Bandages (3 uses, 0 weight)
Bonesaw (1 weight)
Adventuring gear (5 uses, 1 weight)
Opiates and Listerine (1 uses, 1 weight)
Starting Moves:
First Aid (INT)
When you take a moment to see to someone’s physical wounds, roll +INT. On a 10+ the patient may hold 3, on a 7-9 hold 1. The patient may spend hold to:
• Recover d8 HP (1 hold)
• Be cured of one know poison or disease (2 hold)
• Remove one debility (3 hold)
General Practitioner
You always count as a healer for the Recover move, even for yourself, and you take +1 to Spout Lore when diagnosing diseases.
Not On My Watch!
When a nearby ally with whom you share a bond takes his Last Breath and you are able to administer emergency medical attention, they can reroll one d6 and must use the new total
Living Anatomy
When you successfully Spout Lore about the anatomy of a specific living creature, your damage becomes d10 when using that information against it.
Advanced Moves:
RE: Quick Dirty Dungeon Adventures - Paranoia - 03-10-2014
Name: Deathcock Brainfuck
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Spoiler Look: RED SKIN, LEATHER JACKET, BIGGER SPIKES, MASSIVE MUSCLES FOR MASSIVE FLEX, THEM THIGHS, DAT ASS, GIANT SPIKEY HELMET, AVIATOR GOGGLES
Class: BARDbarian
Strength: 16
Dexterity: 13
Constitution: 13
Intelligence: 9
Wisdom: 8
Charisma: 15
Damage: d10
Armour: +1
HP: Current [21], Max [21]
Alignment: Chaotic ROCK ROCK OUT ALL SESSION EVERY SESSION
Race: HELLION Race move description
Bonds:
Amadeus is puny and foolish, but amusing to me.
Grath’s ways are strange and confusing.
Bob the Weredolphin is always getting into trouble—I must protect
them from themselves.
Dash shares my hunger for glory; the earth will
tremble at our passing!
Gear: Flaming Guitar (acts like a axe), Leather Jacket (acts as chainmail)
Starting Moves:
Move: Full Plate and Packing Mail - ignore clumsy tag
Move: Herculean Appetite - FAME AND GLORY, MORTAL PLEASURES, ROLL 1D6 + 1D8 WHEN IN PURSUIT OF THESE
Move: MUSCLEBOUND - WEAPONS GET FORCEFUL AND MESSY TAGS
Move: The Upperhand - You take +1 ongoing to last breath rolls. When you take your last breath, on a 7–9 you make an offer to Death in return for your life. If Death accepts he will return you to life. If not, you die.
Move: WHAT ARE YOU WAITING FOR? - When you cry out a challenge to your enemies, roll+Con. ✴On a 10+ they treat you as the most obvious threat to be dealt with and ignore your companions, take +2 damage ongoing against them. ✴On a 7–9 only a few (the weakest or most foolhardy among them) fall prey to your taunting.
Exp: 5/8 exp to level 2.
RE: Quick Dirty Dungeon Adventures - Schazer - 03-10-2014
Name: Amadeus
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SpoilerLook: Covered eyes, Hourglass figure, Strange Body, Flowing Robes
Race: Two Halflings
Strength: 12 (+0)
Dexterity: 9 (+0)
Constitution: 15 (+1)
Intelligence: 16 (+2)
Wisdom: 8 (-1)
Charisma: 13 (+1)
Damage:
Armour:
Drive: Favourable Futures - Manipulate events in a way that favours you or your friends
Flow: Outside of Time - You exist outside of our traditional conception of time. Skipping around just comes naturally to you. When you spend Tick, you may choose to gain an equal amount of Tick instead of gaining Tock. When you Time Skip multiple times, reduce the duration of a long journey down to moments.
Gear: 7
5 Dungeon Rations
Clockwork Crossbow
Adventuring Gear
Bonds:
I know all about Grath's past.
Pharmacist McLongname will play an important roll in future events.
I have trouble understanding Bob.
Moves:
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SpoilerAdjusting the flow of time is like a fine balancing act - with every skip forward, you need
a rewind, and with every slow down, you need to speed up. You begin the game with one
Tick and one Tock held. When you spend Tock, gain an equal amount of Tick. When
you spend Tick, gain an equal amount of Tock. When you take a short rest, you may
reset your Tick and Tock to 1 each.
You can spend 1-Tick to do one of the following:
• Fast Forward: When you or an ally are waiting for something to happen, it happens
immediately.
• Time Skip: Move yourself anywhere you could get to by mundane means within Near
range. You get there in an instant.
You can spend 1-Tock to do one of the following:
• Rewind: Pull back time a moment to take back a single thing you did or said. This
doesn't let you re-roll if you go back to before you made a move - if you change what
you did, apply the old roll to the new action.
Give Me A Moment
When you slow time to a crawl to give yourself a moment to react, spend 1-Tock and
hold 2. You can spend 1-hold to do one of the following:
• You walk around - move somewhere within Reach of you.
• You notice something you can use to your advantage.
• Roll +INT to Defy Danger instead of what the GM tells you to roll.
Eternal Witness
When you return to somewhere you’ve visited before (your call), tell the GM how
long it's been since you were last here - decades, centuries, or eons. Tell us what it was
like way back when, and the GM will tell you one thing that hasn't changed.
Perfect Timing
When you want to arrive somewhere at a certain time, you are always exactly on time.
When you Aid Another at just the right moment, you may roll +INT instead of +Bonds.
RE: Quick Dirty Dungeon Adventures - Sai - 03-10-2014
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SpoilerName: Grath
Look:
Otherworldly Hair
Alien Uniform
Lanky Body
Glittering Eyes
A science fiction admiral. Dark uniform, badges, insignia, the whole nine yards. Also a cape.
Strength: 8
Dexterity: 13
Constitution: 9
Intelligence: 12
Wisdom: 16
Charisma: 15
Damage: d6
Armour: 1
HP: Current 13, Max 13
Alignment:
Rube Goldberg
Set up and trigger a crazy chain of events
Race:
From Another World
While messing with the borders between space, you accidentally
hopped between dimensions. Your mindset is simply baffling to
those of this world. When someone else explains to you how to
use something in this world correctly, take +1 forward to use it
in the future.
Humanish. He refers to himself as human and the local humans as aliens.
Bonds:
Deathcock Brainfuck finds me unnatural. (Grath wants to plan everything. Deathcock finds this bizarre and unnatural).
Bob lacks the vision necessary to see the world as I do. (Crewman that Grath didn't respect prior to their jaunt)
Amadeus and I share a common past. (First contact)
Gear:
Peculiar Weapon – Laser Rifle, Far Range
Bizarre adventuring gear (5 uses, 1 weight). When you use this gear,
describe how the equipment varies from mundane equipment
Ultra-light armor (FORCEFIELD) (1 armor, 0 weight) and a combat knife(FORCEFIELD PROJECTION) (hand, 1 weight)
Robot staff
173 gold
Starting Moves:
Origami Universe
You are capable of creating small folds in spacetime at will. What these folds look like is
up to you, whether they be small portals, wrinkled space, warped elongations, or some
other spacial effect. When you make use of these folds to extend your reach, anything
you can see within Near range is also considered to be within Hand range of you. You
can touch, manipulate, drop, pick up, or attack any one thing in Near range as if all
intervening space between you did not exist. Be warned - this goes both ways, and what
you reach out to can reach back.
Fold Space (WIS)
When you expand your folds in space to make a portal large enough to walk through,
tell us two points in space that you can see within Near range and roll +WIS.
On a 10+, the spaces become connected - anyone can move from one to the other with
a single step across the folded space, and this fold lasts as long as you need it to.
On a 7-9, the fold is unstable: either only one person can pass through safely, or the fold
is unsafe to use for some reason, the GM will tell you why.
On a 6-, you still make a connection, but it isn't between the places you wanted it to be.
The GM will tell you what went wrong.
When the Stars Align (Brilliant Tactics)
You are able to pour over your three-dimensional maps and make a brilliant plan. When you Make Camp, instead of healing, you may stay up all night planning. Choose two things that the plan actually tells you:
• You get the name of someone involved in the event to come.
• You get a clear mental picture of the event's location.
• You get an idea of what action will trigger the event.
• You get a vision of the event's aftermath.
7exp
RE: Quick Dirty Dungeon Adventures - Pharmacy - 03-10-2014
Name: Bob Freddington Junior
Look: Murdereyes, Hooded Head, Space Clothes, Lithe Body
Stat:
Max HP: 21 (8+Constitution)
Alignment: Neutral (Avoid detection or infiltrate a location.)
Experience: 5
Strength: 15(+1)
Dexterity: 16(+2)
Constitution:13(+1)
Intelligence: 12(0)
Wisdom: 9(0)
Charisma: 8 (-1)
Race: Space Weredolphin, yes you heard me right (Human template)
+1 to spout lore/reality about criminal activity
Bonds:
Garth has my back when things go wrong.
Dash and I have a con running.
Gear:
Load: 18 (9+Strength)
Dungeon rations (5 uses, 1 weight)
(Tuna) Leather armor (1 armor, 1 weight)
187 coins
Dagger (hand, 1 weight)
Short sword (close, 1 weight)
3 throwing daggers (thrown, near, 0 weight)
Adventuring gear (1 weight)
Healing potion (0 weight)
Moves:
Trap Expert
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Spoiler
When you spend a moment to survey a dangerous area, roll+DEX.
On a 10+, hold 3.
On a 7–9, hold 1.
Spend your hold as you walk through the area to ask these questions:
Is there a trap here and if so, what activates it?
What does the trap do when activated?
What else is hidden here?
Tricks of the Trade
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Spoiler
When you pick locks or pockets or disable traps, roll+DEX.
On a 10+, you do it, no problem.
On a 7–9, you still do it, but the GM will offer you two options between suspicion, danger, or cost.
Backstab
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Spoiler
When you attack a surprised or defenseless enemy with a melee weapon, you can choose to deal your damage or roll+DEX.
On a 10+ choose two.
On a 7–9 choose one.
You don’t get into melee with them
You deal your damage+1d6
You create an advantage, +1 forward to you or an ally acting on it
Reduce their armor by 1 until they repair it
Flexible Morals
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Spoiler
When someone tries to detect your alignment you can tell them any alignment you like.
Avoid the Light
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Spoiler
When you stand in shadows or darkness without talking or moving, NPCs will never see you as long as they haven’t already spotted you. If you’re more than a few feet away from them, they won’t see you even if you move or attack, and even if they know you’re there
Advanced Moves:
To be added.
RE: Quick Dirty Dungeon Adventures - MaxieSatan - 03-10-2014
Name: Dash Herrington
Look: Always Closed Eyes, Magnificent Beard (Captain Lou style), Functional Clothes (Hawaiian Shirt + Fisherman's Hat), Stoic Body
Stats
STR: 9 (+0)
DEX: 16 (+2)
CON: 8 (-1)
INT: 12 (+0)
WIS: 13 (+1)
CHA: 15 (+1)
Damage: d8
Armor: 1
HP: 16/16
Alignment: Chaotic (Dethrone or Destabilize a person in power for +1 XP)
Race: Human (+1 to make use of hazards created by Plan Of Action)
Bonds:
- Deathcock needs education on this heroing business, and I will provide it whether they want it or not.
- Amadeus needs to work on their appearance.
Gear (Load 4/16):
- Dungeon Rations x5 (1 Wt)
- Dueling Rapier (Close, Precise, 1 Wt)
- Shining Armor (1 Armor, 1 Wt)
- Hidden Stiletto (Hand, 1 Wt, Never Found on Search)
- Bandages x3 (0 Wt)
- Smoke Bombs x3 (0 Wt)
- 161 Coins
- Noble Steed "Croakers" (Mighty golden w/ blood-red patches frog. Bright blue eyes. Collar and saddle elegantly hand-carved of stone.)
Moves:
Lover in Every Port
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SpoilerWhen I enter a port that I've been to before, roll +CHA. On a 10+, there is an old flame willing to assist me; 7-9, they're willing to help for a price; miss, things get more complicated for the party because of my dalliances.
Daring Devil
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SpoilerLaugh confidently before performing an acrobatic feat, describe it and roll +DEX. On a 10+, choose three, on a 7-9, choose two: - I end up exactly where I want to be
- I don't attract unwanted attention
- I take someone with me
- I show off and feel fantastic (+1 Forward)
Parry
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SpoilerRoll +DEX. On 10+, choose 2, on 7-9, 1: - I take no damage from the attack
- I deal damage to my opponent, equal to my level
- I lock blades with my opponent, keeping their undivided attention
Plan of Action
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SpoilerIf it is remotely plausible, there is a convenient environmental hazard, feature, etc. that I can use for my daring feats.
True Love and High Adventure
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SpoilerWhen attempting to enact a daring plan OR defend the honor of a friend or lover, +3 Hold. Can spend 1 hold for +1 to any Parry, Defy Danger or Daring Devil roll made to advance this plan/defend their honor. All of this hold is lost after the plan/defense is complete.
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