Dungeon World: Second Chance Club Character Sheets
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		<h2 id="linktree">Play-By-Post: Bondage, D/s, S&amp;M =&gt; Bondage: Exotic Small Groups =&gt; Topic started by: pdragon on 13-05-2022, 18:14:15</h2>
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				Title: <strong>Dungeon World: Second Chance Club Character Sheets</strong><br>
				Post by: <strong>pdragon</strong> on <strong>13-05-2022, 18:14:15</strong>
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				Place to post characters for the Second Chance Club dungeon world game.<br><br><div align="center">IC &nbsp;(https://elliquiy.com/forums/index.php?topic=342280.0)<br>OOC (https://elliquiy.com/forums/index.php?topic=342164.0)</div>
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				Title: <strong>Re: Dungeon World: Second Chance Club Character Sheets</strong><br>
				Post by: <strong>pdragon</strong> on <strong>13-05-2022, 18:14:48</strong>
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				<div class="floatright">(https://i.imgur.com/PKQgdD8.jpg)<br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">extra pics</div><div class="spoiler_body">(https://i.imgur.com/BXvuJNW.jpg)<br>(https://i.imgur.com/opmuajN.jpg)<br>(https://i.imgur.com/lP3A64G.png)<br>(https://i.imgur.com/NEPKBSx.jpg)</div></div></div><br><strong>Name:</strong> Cass'andra Nokstell R. Mannimarco Lestain, White Sheep of the Black Herd, Mistress of Bones, Queen of Souls, Forsaker of Sunlight and Goddess of the Internal Sanctum<br><strong>Nickname:</strong> Cass<br><br>A young(?) elf(?) of mysterious origin and unmatched(?) necromantic power. A sorceress so specialized in the vile arts of necromancy that she ranks far below average in all other studies of magic. Little is known about her, primarily because she rarely goes outside or interacts with others, but it is known that she attended the Brightstone Academy of Magic for 2 years before being kicked out for her "forbidden research" (really because of her abysmal attendance record). She has devoted her life to the pursuit of "True Resurrection", a spell capable of raising the dead to a near perfect state, with all the benefits of undeath without all the unpleasing side effects (and gross rotty bits). Within the past year she seemingly perfected this spell, and has tested it on a group of <del>disposable</del> noble heroes, tragically cut down before they had the chance to reach their true potential. She has since founded her own adventuring business, the Second Chance Club, with her first batch of reborn adventurers as her <del>minions</del> employees. However, since the group isn't licensed with the official Adventurer's Guild, a rather inspired cost cutting measuring on Cass's part, they have had a hard time establishing themselves, not having access to premium contracts or the plethora of support and resources a properly Guild affiliated party would have. Still Cass'andra remains convinced that her business model of highly durable undead fodder heroes will take off. And if her new friends have to a die a thousand times to get there? Well that's a sacrifice she's willing to make!
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				Title: <strong>Re: Dungeon World: Second Chance Club Character Sheets</strong><br>
				Post by: <strong>AndyZ</strong> on <strong>13-05-2022, 18:45:40</strong>
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				<div class="floatright">(https://elliquiy.com/elluiki/images/d/de/30FD3D63-6034-4098-B788-9E4ACF35E53A.jpeg)</div><br>Katra - Class Warfare Warrior - Armiger, Defender, Psi-Knife - Level 4<br><br>Strength 8 (-1) Dexterity 10 (+0) Constitution 16 (+2) Intelligence 16 (+2) Wisdom 13 (+1) Charisma 13 (+1)<br><br>Base Damage d10<br>Load 12+STR (Armiger) = 11<br>HP 8+Constitution (Rogue Specialty) = 24<br><br>Good - Endanger yourself to protect someone weaker than you.<br><br>Human<br>Once per battle you may reroll a single damage roll (yours or someone else’s).<br><br>Armoured<br>You ignore the clumsy tag on armour you wear.<br><br>Meatshield<br>When you are engaged in close combat with an enemy and they make an offensive move against someone else, you may intercept it. Their move affects you instead of its intended target.<br><br>Psychic Blade<br>When you create a blade out of psychic energy, it counts as a weapon (hand, near, ignores armour), and you can hack and slash with INT instead of STR when you fight with it. If you reduce a foe to zero HP with your psychic blade, instead of dying, they fall unconscious.<br><br>Psychic Fist<br>Requires: Psychic Blade<br>Your psychic blade also has the forceful, messy, and reach tags.<br><br>Hide Like Iron<br>Armour that you are wearing has +1 armour and weighs 1 less.<br><br>Equipment of the Mind<br>When you conjure up an object out of psionic energy, roll +INT.&nbsp; On a 10+, you manifest such an object.&nbsp; It has no other magical properties beyond being cyan colored and glowing with the light of a torch, but behaves just like the object it mimics.&nbsp; If you desire a unique object and you know what it looks like - a particular key, perhaps - this object will work in its stead.&nbsp; On a 7-9, you manifest an object that is similar, but the GM will add a tag to it.&nbsp; The object lasts as long as you are using it, no longer.<br><br>Savage Blade<br>Requires: Psychic Blade<br>Your psychic blade does an extra +1d4 damage, and also has the<br>close tag.<br><br><br>Warrior Gear<br>You start with your clothes, a backpack, some dungeon rations (5 uses, 1 weight),<br>Adventuring gear (5 uses, 1 weight).<br>Shield (+1 armour, 2 weight).<br>Healing poultice.<br>Medical Kit.<br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Void Raven's Feather</div><div class="spoiler_body"> 1/day -&nbsp; As a move, teleport up to 100 feet in any direction, appearing in the closest unoccupied space from your chosen destination.<br></div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Raven Plate armour</div><div class="spoiler_body">While the decorative wings lining the arms of this armor don't provide true flight, they do allow the wearer to perform great acrobatic feats. While worn the wearer can leap up to 15 feet in the air in a single bound. The wearer can also fall from a height of up to 50 feet without taking damage, and will retain 1 hp when suffering a fall that would normally be lethal.<br></div></div> (4 armour, clumsy, 3 weight). (Hide Like Iron applied)<br>Cold Weather Attire (Higher Quality, 0 weight)<br>Climbing supplies <br><br><br>Bonds:<br><br><ul class="bbc_list"><li>People of Second Chance can trust Valna.&nbsp; I think something happened to her as a kid where her truthfulness was doubted, she was being honest, and it’s affected her forevermore.</li><li>Juro comes at things from methods other than book logic that I don't understand, but that doesn't make him wrong.&nbsp; He provides a sort of anvil to my hammer that lets us gauge when situations require stronger scrutiny.</li><li>Mercy doesn't need to be defended like the others do.</li><li>I can’t always protect Grella, but I can at least help make sure Cass can get her back up.</li></ul><br>—-<br><br>Katra was naturally born with the ability to shape cyan energy into something like a blade, and she knew it’d make her an adventurer despite her lack of physical strength.&nbsp; All was well until she was granted a magical shield - the Guardian - that possessed her with an overwhelming desire to protect everyone above all else.&nbsp; The knack for throwing herself in front of assailants has stayed with her, but she died during a drunken barroom brawl where no one got hurt except her.&nbsp; She has no idea who took that accursed shield, though she’ll easily recognize it if she sees it again, and would love either to see it destroyed or given to a criminal who deserves it.<br><br>They say that, in death, all of life’s questions are answered.&nbsp; Regardless of whether this is true, there’s information that Katra remembers that she knows she can’t possibly know.&nbsp; So much of being dead is a blur, but perhaps she consulted with wraithly sages and was able to learn all kinds of things as a result.&nbsp; It’s far preferable a concept to a nightmare where Death left a hole in her mind and whispers crawl in.<br><br>Katra is good at showing kindness to those who are polite and friendly, but matching toughness with toughness for those who think themselves strong and are simply bullies.&nbsp; She also has a happy taste for alcohol, even though she hates wasting money on it.&nbsp; Sometimes, though, you just have to celebrate…<br><br>
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				Title: <strong>Re: Dungeon World: Second Chance Club Character Sheets</strong><br>
				Post by: <strong>c0i9z</strong> on <strong>13-05-2022, 22:45:58</strong>
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				<ul class="bbc_list"></ul><hr><br><div class="floatright">(https://i.imgur.com/2oD2zC4.jpg)</div> <span style="font-size: large;" class="bbc_size">Valna</span><br><br><strong>Level:</strong> 5&nbsp; <strong>Xp:</strong> 7<br><br><hr><table class="bbc_table"><tbody><tr><td><strong>Armor:</strong></td><td>1</td></tr><tr><td><strong>Hit points:</strong></td><td>18</td></tr><tr><td><strong>Damage:</strong></td><td>d8</td></tr></tbody></table><table class="bbc_table"><tbody><tr><td><strong>Str:</strong></td><td>13</td><td>[+1]</td><td><strong>Dex:</strong></td><td>18</td><td>[+3]</td><td><strong>Con:</strong></td><td>12</td><td>[+0]</td></tr><tr><td><strong>Int:</strong></td><td>9</td><td>[+0]</td><td><strong>Wis:</strong></td><td>8</td><td>[-1]</td><td><strong>Cha:</strong></td><td>17</td><td>[+2]</td></tr></tbody></table><hr><strong>Alignment:</strong> Chaotic - Leap into danger without a plan.<br><strong>Bonds:</strong> <br>Grella gave her life for me and I will do everything I can to repay her.<br>Juro has my back when things go wrong.<br>It's always worthwhile to tease Juro about his bunny ears.<br>Mercy is a bit too uptight and needs to learn to have some fun<br><strong>Race:</strong> Human<br><span class="bbc_u"><strong>Equipment</strong></span> Load: 9/9&nbsp; &nbsp; &nbsp; <strong>Coin:</strong> 171<br><ul class="bbc_list"><li>Dungeon rations <em>(5 uses weigh 1)</em></li><li>Dungeon rations <em>(3 uses weigh 1)</em></li><li>Fancy winter clothes</li><li>Climbing gear (1 weight)</li><li> Leather Armor <em>(1 armor, 1 weight)</em></li><li> 3 uses of Bloodweed</li><li> Dagger <em>(hand, 1 weight)</em></li><li> 3 throwing daggers <em>(thrown, near, 0 weight)</em></li><li> Adventuring gear <em>(5 uses, 1 weight)</em></li><li> Silver Dagger&nbsp; <em>(hand, precise, silvered, 1 weight) </em> </li><li> Healing Poultice </li><li> <div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Ring of Specter's Shield</div><div class="spoiler_body">1/day - As a move, unleash the ring's power to enshroud either the wearer or another creature in the wearer's sight in a blood red aura, granting them +2 armor for their next 3 turns. This extra armor cannot be pierced or ignored except by an attack with anti-magic properties.<br>(https://i.imgur.com/ZzuPr9E.jpg)(https://i.imgur.com/b1UIBHD.jpg)</div></div> </li><li> <div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">The Gamesman</div><div class="spoiler_body">close, +1 damage, precise, 2 weight (190 gold)<br>A rapier with a miniature crossbow stealthily built into the hilt. In addition to Hack and Slash, this weapon can be used to make Volley attacks as well. If the wielder uses the crossbow against a target they're engaged in melee with, and the target is unaware of the weapon's hidden function, the wielder can use their Backstab move against the target, even if they otherwise wouldn't count as surprised or defenseless.<br></div></div> </li><li> <div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Sickening Sugar</div><div class="spoiler_body">The colorful sugar cubes appear to be a sweet treat, but are actually a debilitating poison. After being ingested the target begins to develop flu-like symptoms, mild at first, but eventually developing into a full on flu strong enough to leave the target bed ridden after a few hours. This sickness perfectly imitates a mundane case of the flu, though is not contagious, and as such can be potentially fatal given the target's constitution and quality of treatment. The sickness fades after anywhere from a few days to a week depending on rest and treatment. <br><br>Due to it's sweetness, and the realistic nature of the resulting sickness, it is difficult to detect Sickening Sugar for what it is when ingested. When applying this poison to a target, roll 2d6 with a +1 if the item being poisoned is meant to be sweet flavored (such as a cake or cup of tea) or -1 if the item isn't meant to be sweet flavored (such as a bowl of soup or glass of water). <br><br>10+ The target does not detect anything off with the poisoned item, and believes the resulting flu is completely natural. You avoid suspicion entirely. <br><br>7-9: The target does not detect anything off with the poisoned item, but notices how out-of-nowhere the resulting flu is and eventually manages to trace it back to the poisoned item. If you are known to have interacted with the item (such as you directly offering it to the person, or being present in the room it was prepared) then you may end up falling under suspicion. <br><br>6- The target notices something is off with the flavor of the poisoned item, and will immediately link the resulting flu back to it. Unless you applied the poison in absolute secrecy you are almost assured to be accused of poisoning.<br></div></div> </li></ul><hr><strong><span class="bbc_u">Moves</span></strong><br>Human<br><br>You are a professional. When you spout lore or discern realities about criminal activities, take +1.<br><br><br><br>Trap Expert<br><br>When you spend a moment to survey a dangerous area, roll+DEX.<br><br>✴ On a 10+, hold 3.<br><br>✴ On a 7–9, hold 1. Spend your hold as you walk through the area to ask these questions:<br><br>&nbsp; &nbsp; Is there a trap here and if so, what activates it?<br>&nbsp; &nbsp; What does the trap do when activated?<br>&nbsp; &nbsp; What else is hidden here?<br><br><br><br>Tricks of the Trade<br><br>When you pick locks or pockets or disable traps, roll+DEX.<br><br>✴ On a 10+, you do it, no problem.<br><br>✴ On a 7–9, you still do it, but the GM will offer you two options between suspicion, danger, or cost.<br><br><br><br>Backstab<br><br>When you attack a surprised or defenseless enemy with a melee weapon, you can choose to deal your damage or roll+DEX.<br><br>✴ On a 10+ choose two.<br><br>✴ On a 7–9 choose one.<br><br>&nbsp; &nbsp; You don’t get into melee with them<br>&nbsp; &nbsp; You deal your damage+1d6<br>&nbsp; &nbsp; You create an advantage, +1 forward to you or an ally acting on it<br>&nbsp; &nbsp; Reduce their armor by 1 until they repair it<br><br><br><br>Flexible Morals<br><br>When someone tries to detect your alignment you can tell them any alignment you like.<br><br><br><br>Poisoner<br><br>You’ve mastered the care and use of a poison. Choose a poison from the list below; that poison is no longer dangerous for you to use. You also start with three uses of the poison you choose. Whenever you have time to gather materials and a safe place to brew you can make three uses of the poison you choose for free. Note that some poisons are applied, meaning you have to carefully apply it to the target or something they eat or drink. Touch poisons just need to touch the target, they can even be used on the blade of a weapon.<br><br>Bloodweed (touch): The target deals -1d4 damage ongoing until cured<br><br><br>Brewer<br><br>When you have time to gather materials and a safe place to brew you can create three doses of any one poison you’ve used before.<br><br>Poison Master<br><br>After you’ve used a poison once it’s no longer dangerous for you to use.<br><br>Cautious<br><br>When you use trap expert you always get +1 hold, even on a 6-.<br><br>Envenom<br><br>You can apply even complex poisons with a pinprick. When you apply a poison that’s not dangerous for you to use to your weapon it’s touch instead of applied.<br>&nbsp; &nbsp; <br><hr><strong>Background:</strong><br>Valna wouldn't call herself a thief, of course. She'd call herself an adventurer. Just that her adventures have often involved getting other people's things into her pockets. She doesn't keep much contact with her family, though she has a younger sister she adores, being somewhat of a black sheep. Unlike many, there was no broken family, no inciting incident. She had just always felt that there were more interesting things for her to do and followed her whims, wherever they took her. No matter that those whims often took her to places where she skirted the law. And sometime did more than merely skirt it. Which, of course, cause her all ends of trouble when she found herself 'accidentally' in possession of a particular amulet that a particular 'client' might have 'wanted', which, it turned out was part of a 'massive conspiracy the reaches of which she couldn't even comprehend', which ended up with having her 'killed so she wouldn't divulge anything'. Which, really, if the guy was so concerned, couldn't he just stop monologuing to everyone within ear-reach? Maybe then he wouldn't have to kill someone who knew too much every five minutes. But, well, there it was. In the sense, her troubles did have an end, though not one she would have chosen for herself, by any means. Or, they would have if she hadn't been... resurrected by some strange necromancer. She was unsure about this whole thing, to be sure. On the one hand, being alive again. Yay! But on the other, she was now forced to worked for some necromancer, who was... evil, maybe? Necromancy was evil, right? Though was is hypocritical of her to think that, given the circumstances? [/list]
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				Title: <strong>Re: Dungeon World: Second Chance Club Character Sheets</strong><br>
				Post by: <strong>Rummy Tum Tum</strong> on <strong>14-05-2022, 01:54:03</strong>
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				<hr><br><div class="floatright">(https://i.imgur.com/gcjDU3q.jpg?1)</div> <span style="font-size: large;" class="bbc_size">Juro the Druid</span><br><br><strong>Level:</strong> 5&nbsp; <strong>Xp:</strong> 10/11<br><br><hr><table class="bbc_table"><tbody><tr><td><strong>Armor:</strong></td><td>3</td></tr><tr><td><strong>Hit points:</strong></td><td>21</td></tr><tr><td><strong>Damage:</strong></td><td>d6 (d8 as dangerous animal)</td></tr></tbody></table><table class="bbc_table"><tbody><tr><td><strong>Str:</strong></td><td>15</td><td>[+1]</td><td><strong>Dex:</strong></td><td>9</td><td>[+0]</td><td><strong>Con:</strong></td><td>15</td><td>[+1]</td></tr><tr><td><strong>Int:</strong></td><td>8</td><td>[-1]</td><td><strong>Wis:</strong></td><td>18</td><td>[+3]</td><td><strong>Cha:</strong></td><td>12</td><td>[+0]</td></tr></tbody></table><hr><strong>Alignment:</strong> Good - Help something or someone grow.<br><br><strong>Bonds:</strong> <br><strong>Valna:</strong> I trust her more by the day...and understand her less.<br><strong>Katra:</strong> We are not compatible as friends but I will gladly fight by her side.<br><strong>Grella:</strong> I assume her people are warriors. I should learn more about them. Maybe I'll learn why orcs have gotten prettier.<br><strong>Xanavel:</strong> Her scent holds a spice to it beyond the norm for demonkin. I will find out why.<br><br><strong>Race:</strong> Elf<br><span class="bbc_u"><strong>Equipment</strong></span> Load: 6/7&nbsp; &nbsp; &nbsp; <strong>Coin:</strong> 0 (Debt: 35 to V; 6 to K)<br><ul class="bbc_list"><li> Starfruit Token <em>(0 weight)</em></li><li><em><strong>Honesty Bands (Other currently on Valna)</strong></em> (https://media.discordapp.net/attachments/976631668599296052/1012254102178250822/unknown.png?width=663&amp;height=663): A pair of rings that create a telepathic link between the two wearers. The pair who wear the rings are able to hear each other's thoughts as though they were being spoken out loud. This effect works while they are within 500 feet of each other, and the orb in the center of the ring will dimly glow to indicate when the other ring is currently within range.</li><li><em><strong>Pale Moonglaive</strong></em> (https://cdn.discordapp.com/attachments/976631668599296052/1002387966225809548/unknown.png): <em>(Reach, +2 damage, Two-Handed, Ignores Armor, Bestial (can be wielded during druid transformation, -1 to hack &amp; slash while human)</em></li><li> <em><strong>Mithril Plate</strong></em> (https://cdn.discordapp.com/attachments/981693110323142687/1012487923607801978/unknown.png): Lightweight armor forged from the highest quality elven Orisian metal. Boasts the same protection as steel plate armor, but with half the weight and none of the usual encumbrance. <em>(3 armor, 2 weight)</em></li><li> Spear <em>(close, thrown, near, 1 weight)</em></li><li> Wooden shield <em>(+1 armor, 1 weight)</em></li><li> Halfling Pipeleaf <em>(6 uses, expend 2 to share and gain +1 Parley)</em></li><li>Fey Leaf</li><li>Basic Winter Clothes <em>(1 weight)</em></li><li>Survival Gear <em>(1 weight)</em></li></ul><hr><strong><span class="bbc_u">Moves</span></strong><br><br><strong><em>Elf</em></strong><br>The sap of the elder trees flows within you. In addition to any other attunements, the Great Forest is always considered your land.<br><br><strong><em>Born of the Soil</em></strong><br>You learned your magic in a place whose spirits are strong and ancient and they’ve marked you as one of their own. No matter where you go, they live within you and allow you to take their shape. Choose one of the following. It is the land to which you are attuned—when shapeshifting you may take the shape of any animal who might live in your Land.<br><br><span class="bbc_u">Land</span><br>The Great Forest [Elf]<br>The Blasted Wasteland<br><br><span class="bbc_u">Tell </span><br>Rabbit ears<br><br><em><strong>By Nature Sustained</strong></em><br>You don’t need to eat or drink. If a move tells you to mark off a ration just ignore it.<br><br><strong><em>Spirit Tongue</em></strong><br>The grunts, barks, chirps, and calls of the creatures of the wild are as language to you. You can understand any animal native to your land or akin to one whose essence you have studied.<br><br><strong><em>Shapeshifter</em></strong><br>When you call upon the spirits to change your shape, roll+WIS. • On a 10+ hold 3. • On a 7–9 hold 2. • On a miss hold 1 in addition to whatever the GM says.<br><br>You may take on the physical form of any species whose essence you have studied or who lives in your land: you and your possessions meld into a perfect copy of the species’ form. You have any innate abilities and weaknesses of the form: claws, wings, gills, breathing water instead of air. You still use your normal stats but some moves may be harder to trigger—a housecat will find it hard to do battle with an ogre. The GM will also tell you one or more moves associated with your new form. Spend 1 hold to make that move. Once you’re out of hold, you return to your natural form. At any time, you may spend all your hold and revert to your natural form.<br><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Animals</div><div class="spoiler_body">Blasted Wasteland: Honey badgers (bear-sized max); axe beaks; lions; dire wild dogs; zebra; blood hawks; spiders; <acronym title="Camouflage: spend 1 hold to shift your skin to match your surrounding environment. Gain +1 to any stealth-based moves while within that environment. Camouflage breaks when you enter an area with a significantly different coloration. <br /><br />Extendo tongue: spend 1 hold to shoot out your tongue to grab a small creature/item from a distance.">chameleons</acronym>; death adders; and crocodiles<br>Great Forest: <acronym title="Burrow: You can dig through the ground with impressive speed. Spend any number of hold, you may move up to 50 ft. through the ground for each 1 hold spent. <br /><br />What's Up Doc?: A quick snack and a cool demeanor allow you to dominate the conversation. While you are eating a carrot, spend 1 hold to gain +1 forward to your next Charisma roll. For the duration of this move you are able to stand upright on two legs and gain opposable thumbs to hold the carrot with.">bunnies</acronym>, deer, elk, bears, birds, <acronym title="Owl Sense: With a combination of night vision, binaural hearing, and near 360 degree head movement, owls are experts at locating even the smallest and sneakiest of prey. Spend 1 hold and name one type of creature or specific individual you wish to track down. If they are somewhere within the immediate area (in open space) you are able to track their location. <br /><br />Silent Swoop: Built for stealth and ambushing, your owl form allows you to swoop in on unexpecting prey. When making a hack and slash against an enemy who either doesn't see you or doesn't realize you're an enemy spend 1 hold.<br />&nbsp;-Treat a 7-9 as if you had rolled a 10+.<br />&nbsp;-On a 10+ you deal +1d6 damage AND avoid the enemy's attack.">owls</acronym>, small mammals, boar, monkeys, apes, reptiles, wolves, dire wolves, tree squid<br>Studied: <acronym title="Am Bush: You may attempt to hide from someone by posing as a plant to blend into the scenery. When out of a creature's line of sight, and in an area where a large plant won't be immediately suspicious, spend 1 hold and roll +Dex to pose as a bushel of corn<br />&nbsp; &nbsp; 6- Your disguise fools no one, and you instead leave yourself vulnerable to your target<br />&nbsp; &nbsp; 7-9 Your disguise fools your target, allowing you to go unnoticed until you make another move<br />&nbsp; &nbsp; 10+ You are the very model of inconspicuousness, and can easily get the drop on your target. Take +1 forward to your next move against them. <br /><br />Cob Scorcher: You put all your might into unleashing a belch of fire at your foes! Spend all remaining hold and roll +Wis <br />&nbsp; &nbsp; &nbsp; &nbsp; 6- The fire catches in your throat, damaging your insides. Revert back to human form with a random debility to either Strength, Dexterity, or Constitution<br />&nbsp; &nbsp; 7-9 You spray your flames over a short area. Deal a number of your damage dice equal to the amount of hold spent to a single enemy within reach distance (ignores armor, messy)<br />&nbsp; &nbsp; 10+&nbsp; You unleash a wide plume of flame over a larger area. Deal a number of your damage dice equal to the amount of hold spent to a group of enemies within near distance (ignores armor, messy)">Corn Wyrm</acronym></div></div><br><br><em><strong>Studied Essence</strong></em><br>When you spend time in contemplation of an animal spirit, you may add its species to those you can assume using shapeshifting.<br><br><em><strong>Formcrafter</strong></em><br>When you shapeshift choose a stat: you take +1 ongoing to rolls using that stat while shifted. The GM will choose a stat, too: you take -1 ongoing to rolls using that stat while shifted.<br><br><em><strong>Communion of Whispers</strong></em><br>When you spend time in a place, making note of its resident spirits and calling on the spirits of the land, roll+Wis. You will be granted a vision of significance to you, your allies, and the spirits around you.<br>✴ On a 10+ the vision will be clear and helpful to you.<br>✴ On a 7–9 the vision is unclear, its meaning murky.<br>✴ On a miss, the vision is upsetting, frightening, or traumatizing. The GM will describe it. Take -1 forward.<br><br><em><strong>Shed</strong></em><br>When you take damage while shapeshifted you may choose to revert to your natural form to negate the damage.<br><br><em><strong>Red of Tooth and Claw</strong></em><br>When you are in an appropriate animal form (something dangerous) increase your damage to d8.<br>&nbsp; &nbsp; <br><hr><br><strong>Background:</strong><br><br>Death is but a part of life, especially in the wasteland Juro hails from. His people are known for leaving home to wander in nomadic fashion, before settling down and fostering growth where they can. This happens to require strong-arming and land theft more often than not. But hey, the wasteland is a harsh place and it takes harshness to keep it alive. Juro always believed this and was set to follow this path. But, as skilled as he is, he never was good at following rules or ignoring his own impulses. Such impulses saw him fighting his own family to spare wastelanders during occupations. These impulses also kickstarted his own journey, far from home. In the years since his departure, he's traveled not for land but for adventure; he's chosen to give instead of take; and it has led him directly into death. Or rather, into the lair of a drake. His own foolishness led to him trying to befriend it and take its form.<br><br>But then came rebirth. Preservation is the cornerstone of his kin's teachings, and what this necromancer has achieved manages exactly that. It is unnatural (his kin would call it an abomination) but his continued life fosters growth while his death would only feed the worms. Maybe, just maybe, certain people should be preserved for the betterment of all. The world could use more living heroes. The good ones always die...and so does he.<br><br><strong>Personality:</strong><br><br>To put it light and simple, Juro grew up with bunny ears in a badass, wasteland-conquering family. It is no wonder, then, that he died trying to become a drake. Cute is a trigger word for him, and he has a hare trigger when it comes to the <em>compliment</em>. Call him anything else and he'd laugh it off, however, as long as it doesn't imply that he's weak or in any way a <em>rabbit</em>. He's generally easygoing, even in tense and dangerous situations where it's counterproductive. <br><br>He's new to the ways of the Livelands, and misunderstands terminologies or meanings at time, but he's quick to make friends with people he finds likable. This includes those he knows he shouldn't trust, as he hopes to sway them to a better path in life. As for <em>unlikable</em> people; he's blunt and generally assholish towards them, even if they are far above his station or strength. Again, it is no wonder he died to a drake.<br><br><strong>O/Os:</strong><br><br><span class="bbc_u">Ons:</span> Breeding, Primal Sex, Topping Femboys and Futas, Public Sex, Biting/Marking, Breathplay (giving), Pregnancy Sex, Lactation, Moderate Cum Inflation (giving), Shapeshifting (parts of his body or into certain creatures), Knotting (giving), Cock/Ball/Semen Worship (receiving), Ass/Thigh/Breast Worship (giving), Forced Orgasms, Marathon Sex, Domination and degradation (giving), Submission (toward a powerbottom/domme partner), Pet Play, Anal, Rimjobs, Cunnilingus, Harem/"Reverse" Gangbangs, Breeding Stud Play, Feeding Cum, Ear Play, Aftercare<br><br><span class="bbc_u">Maybe:</span> Romance (open to sexual friendships)<br><br><span class="bbc_u">Offs:</span> Receiving Anal, Giving Blowjobs (with some rare exceptions), Bathroom Play, Urethra Play, Receiving Humiliation, Being Feminized, Non-con (open to dubcon)
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Dungeon World: Second Chance Club Character Sheets</strong><br>
				Post by: <strong>Writersblockade</strong> on <strong>26-08-2022, 19:38:53</strong>
			</dt>
			<dd class="postbody">
				<div class="floatright">(https://i.imgur.com/DEdcyEB.png)</div> <span style="font-size: large;" class="bbc_size">Grella Bonecrusher</span><br><br><strong>Level:</strong> 1&nbsp; <strong>Xp:</strong> x/x<br><br><hr><strong>Armor:</strong> +1<br><strong>Hit points:</strong> 23<br><strong>Damage:</strong> D10<br><strong>Str:</strong> 16 (+2)&nbsp; &nbsp;<strong>Dex:</strong> 13 (+1)&nbsp; &nbsp; <strong>Con:</strong> 15 (+1)<br><strong>Int:</strong> 9 (-)&nbsp; &nbsp; <strong>Wis:</strong> 8 (-1)&nbsp; <strong>Cha:</strong> 12 (-)<br><strong>Look</strong><br><ul class="bbc_list"><li>Body: Brickhouse</li><li>Eyes: Challenging</li><li>Decoration: Adorned with the bones of her great hunts!</li></ul><hr><strong>Alignment:</strong> Neutral - Teach someone the ways of your people.<br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Bonds:</div><div class="spoiler_body"><strong>Katra</strong> is always getting into trouble - I must protect them from themselves.<br><strong>Juro</strong> is very attuned to nature. I want to learn from them.<br><strong>Valna’s ways are strange and confusing.<br>Belief is a strong weapon in a fight. I will help <strong>Mercy</strong> keep hers.</strong></div></div><br><strong>Race:</strong> Outsider (Elc nobility posing as Barbarian)<br><span class="bbc_u"><strong>Equipment</strong></span> Load: 4 <strong>Coin:</strong> 0<br><ul class="bbc_list"><li>Two-handed Sword (close, +1 damage, 2 weight)</li><li>Adventuring Gear (5 uses, 1 weight) and Dungeon Rations (5 uses, ration, 1 weight)</li><li><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Mimic Gear S</div><div class="spoiler_body"><span class="bbc_u"><strong>Mimic Gear S</strong></span><br><strong>HP:</strong> 20/20<br><strong>Level:</strong> 1 <strong>XP:</strong> 0/7<br><strong>Weight:</strong> 3 (regardless of form)<br>This shape shifting piece of equipment may appear to be a magic item at first glance, but is in fact a kindly mimic girl in disguise. Using her natural shifting abilities S can transform into either a weapon or a suit of armor as needed, making her useful in a wide variety of scenarios.<br><br>While S has HP remaining she can switch between forms at her user's command. When her HP reaches zero S falls unconscious and cannot function as equipment until healed. S can be healed either by conventional methods (potions, spells, etc.) or by eating the flesh of living beings.<br><br><strong>Weapon Form:</strong> When changing into weapon form S can take the shape and properties of any melee weapon, gaining the tags of a mundane weapon of that type. However at the moment of striking S reveals her true nature, gnawing at the enemy with her viscous jaws and passing on a share of the nutrients absorbed to her wielder. When rolling a 10+ on Hack and Slash, the wielder may choose to heal 1d6 of health to both themselves and S instead of dealing an extra 1d6 of damage. Doing so opens them up to the enemy's attack as normal. When performing another move that involves making a melee attack, the wielder may choose to forgo one of the move's effects and activate this healing effect instead.<br><br><strong>Armor Form:</strong> When changing to armor form S can take on the shape of any type of armor the wearer chooses, in whatever style they desire. Regardless of what appearance the armor takes, it maintains the same stats and abilities. S does not provide Armor as normal armor does. Instead whenever her wearer would take damage they can choose to deal any amount of it to S instead, up to her remaining HP, with the wearer taking any damage that's left over. Any other Armor the wearer may have (ex. from a shield) is applied before distributing damage. Abilities that increase the amount of Armor granted by worn armor still apply while wearing S.<br><br>While S will normally move in tandem with the wearer so as not to be cumbersome, she can at will add the Clumsy tag to herself to impede her wearer's mobility. This tag cannot be ignored through moves or abilities. When outside of combat S can also transform into regular clothing, taking on whatever style her wearer desires, though does not function as armor in this form.<br><br><strong>Gorge:</strong> When at full HP, if S is allowed to devour the corpse of a recently killed sapient race she will gorge herself, converting the excess nutrients into +5 bonus HP for the next 12 hours or until depleted. This bonus HP cannot be restored and is lost first when she takes damage. While she has bonus HP remaining she deals +1 damage in weapon form.<br><br>Every time S uses Gorge she gains 1 XP, and will level up at the same thresholds as player characters (current level+6). For each level up S gains +1 to the bonus HP she gets from using Gorge (+6 at level 2, +7 at level 3, etc.). When her bonus HP reaches +10, and for every 5 after that, she does an additional +1 damage in weapon form while gorged.<br><br>(https://i.imgur.com/REuyV0J.jpg)(https://i.imgur.com/WZmBC2A.png)(https://i.imgur.com/3081tkK.jpg)(https://i.imgur.com/3bHd58H.jpg)(https://i.imgur.com/crZOmPE.jpg)(https://i.imgur.com/KsyvRsH.png)</div></div></li></ul><hr><strong><span class="bbc_u">Moves</span></strong><br><br><em>Unencumbered, Unharmed:</em> So long as you are below your Load and neither wear armor nor carry a shield, take +1 armor.<br><br><em>The Upper Hand:</em> You take +1 ongoing to last breath rolls. When you <strong>take your last breath</strong>, 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.<br><br><em>What Are You Waiting For?:</em> When you <strong>cry out a challenge to your enemies</strong>, 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.<br><br><em>Herculean Appetites:</em> Others may content themselves with just a taste of wine, or dominion over a servant or two, but you want more. Choose two appetites. While <strong>pursuing one of your appetites</strong> if you would roll for a move, instead of rolling 2d6 you roll 1d6+1d8. If the d6 is the higher die of the pair, the GM will also introduce a complication or danger that comes about due to your heedless pursuits.<br><ul class="bbc_list"><li>Mortal Pleasures</li><li>Fame and Glory</li></ul><br><em>Musclebound:</em> While you wield a weapon it gains the forceful and messy tags.<br>&nbsp; &nbsp;<br><hr><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Background</div><div class="spoiler_body"><strong>Background:</strong><br><br>Grella was never quite right. Born Lilandra Proudtower, she was the “runt” of the litter, only in that she was born last. Her status as nobility within The Orisian Empire was never in question, but her ability to carry on the duties that such nobility entailed? That was seen as suspect, to be kind about it. Prone to starting fights growing up, she was a person better suited to the past. The days where violence and fighting prowess held the keys to riches and powers. Where the term War Chief still meant something. Lilandra would oftentimes find herself looking outside the vast and beautiful walls she’d called home, wondering why she seemed to be the only one looking outward. She would ask her papa about the raids of their forebears, and he would try to dissuade her from knowing more by telling her tales of bloodletting and savagery. Of Orcs that seemed out of myth, standing amidst battle like walking fortresses.<br><br>If his idea was to scare her, he failed miserably, though he likely understood this the moment she’d ask to hear the story of Jlor the Stained. It was said when the battle was over, he was so drenched in blood that he was literally bloodstained for a month! His greenish skin held onto the copper of the blood until he was finally washed clean. It was said that he took the cleaning to mean that he needed to pick up his sword and fight once more! But fate had taken him, as it took so many other heroes, before his time and before his goal was reached. It was with those tales and others that Lilandra took to weapons. Each one eventually taken from her, until her family had a closet full of weapons and no inclination to use them!<br><br>Through it all, the years had passed, and she matured. The outside world had been her trainer. Each animal she hunted was bigger and deadlier than the last! Her weapons were cobbled from nothing. The bones of the vanquished used to pierce and rend. Her true strength was found outside of her walls. She may not have been able to sit still long enough to read a bunch, but she could stalk her prey with the patience of an ancient, and spring when the moment was right! Lilandra knew that her life would be spent out there somewhere, making a name for herself. Adopting the name Grella, she took to heart the barbarian ways of those before her without looking back. And for a while, she did well!<br><br>Then she took on a job without understanding what the best was she was sent to kill, or why even the strongest guild in the area left it alone. She awoke to find herself in one piece when she shouldn’t be, now tied to a group that was farthest from fame, and /or glory. Which made Grella sad inside.<br><br></div></div><br><br><br>
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			<dt class="postheader">
				Title: <strong>Re: Dungeon World: Second Chance Club Character Sheets</strong><br>
				Post by: <strong>Revelation</strong> on <strong>27-08-2022, 01:40:31</strong>
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			<dd class="postbody">
				<hr><br><div class="floatright">(https://images2.imgbox.com/b0/c2/Pl5kEBmt_o.jpg)</div> <span style="font-size: large;" class="bbc_size">Mercedes/Mercy</span><br><br><strong>Level:</strong>1&nbsp; <strong>Xp:</strong> 0/8<br><br><hr><strong>Armor:</strong> 3<br><strong>Hit points:</strong> 23<br><strong>Damage:</strong> 1d10<br><strong>Str:</strong>16 [+2]<strong>Dex:</strong>8 (-1) <strong>Con:</strong>13 (+0)<br><strong>Int:</strong>9 (+0)&nbsp; <strong>Wis:</strong>12(+0)&nbsp; &nbsp; <strong>Cha:</strong>15 (+1)<br><hr><strong>Alignment:</strong> Good (Endanger yourself to protect someone weaker than you)<br><strong>Bonds:</strong> <br><br><strong>Katra</strong> has the makings of a sister in arms, I hope to impress her in battle one day.<br><strong>Juro</strong> seems like a good man, but I'm not sure I can trust him yet.<br><strong>Elenetha</strong> is stronger than she seems and I intent to help her see that.<br><strong>Valna</strong> will get us killed again one day, I just know it!<br>I have heard of <strong>Grella's</strong> exploits and am quite impressed, I want to be part of one some day. <br><br><strong>Race:</strong> Human<br><span class="bbc_u"><strong>Equipment</strong></span> Load:7/14&nbsp; <strong>Coin:</strong>0<br><ul class="bbc_list"><li>Dungeon rations (5 uses, 1 weight)[/i]</li><li>scale armor (2 armor, 3 weight) [/i]</li><li>Sol’s holy symbol: A small, golden pendent with the sun that seems frehsly minted.[/i]</li><li>sword (close, +1 damage, 1 weight) [/i]</li><li>shield (+1 armor, 2 weight) [/i]</li><li>Adventuring gear (1 weight)[/i]</li></ul><hr><strong><span class="bbc_u">Moves</span></strong><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Move list</div><div class="spoiler_body">When you pray for guidance, even for a moment, and ask, “What here is evil?” the GM will tell you, honestly.<br><br>Sol Steel: Whilst fighting under direct sunlight with a metal weapon, the steel glows white hot with Sol's divine radiance. +1d4 fire damage to attacks with metal bladed/headed weapons.<br><br>Lay on Hands (Cha)<br>When you touch someone, skin to skin, and pray for their well-being , roll+CHA.<br><br>✴ On a 10+ you heal 1d8 damage or remove one disease.<br><br>✴ On a 7–9, they are healed, but the damage or disease is transferred to you.<br>Lay on Hands: While healing someone under direct sunlight, Sol's warmth aids you, allowing you to heal more while partially protecting you from harm. <br>On a 10+, you heal an addition 1d6 of health, or remove all diseases afflicting them<br>On a 7-9, you heal them as normal, but only only half of the damage is transferred to you. A disease is still transferred as normal. <br><br><br>Armored<br>You ignore the clumsy tag on armor you wear.<br><br>I Am the Law<br>When you give an NPC an order based on your divine authority, roll+Cha.<br><br>✴ On a 7+, they choose one:<br><br>Do what you say<br>Back away cautiously, then flee<br>Attack you<br>✴On a 10+, you also take +1 forward against them.<br>I Am the Law: When evoking your divine authority with the sun behind you, the sun appears to shine brighter for a moment, further enforcing the power of your words. <br>On a 10+ all of your party members take +1 forward against them, not just yourself.<br><br><br>✴ On a miss, they do as they please and you take -1 forward against them.<br><br>Quest<br>When you dedicate yourself to a mission through prayer and ritual cleansing, state what you set out to do:<br><br>Slay (X) a great blight on the land<br>Defend (Y) from the iniquities that beset them<br>Discover the truth of (Z)<br>Then choose up to two boons:<br><br>An unwavering sense of direction to (A)<br>Invulnerability to (B) (e.g., edged weapons, fire, enchantment, etc.)<br>A mark of divine authority<br>Senses that pierce lies<br>A voice that transcends language<br>A freedom from hunger, thirst, and sleep<br><br>The GM will then tell you what vow or vows is required of you to maintain your blessing:<br><br>Honor (forbidden: cowardly tactics and tricks)<br>Temperance (forbidden: gluttony in food, drink, and pleasure of the flesh)<br>Piety (required: observance of daily holy services)<br>Valor (forbidden: suffering an evil creature to live)<br>Truth (forbidden: lies)<br>Hospitality (required: comfort to those in need, no matter who they are)<br></div></div>&nbsp; &nbsp;<br><hr><strong>Background:</strong><br><br>Mercy's early life was not an idyllic one. Born to a family that did not desire her, Mercy was left in the care of a temple dedicated to Sol. Growing, she was often an errand girl for the various clergy and had been taught the holy scriptures of Sol. Of course, to a young girl, the stories that garnered her attention the most were those of heroes and knights in the service of the Goddess, those who valiantly defended others and swore oaths of chivalry and romance. Growing older, it was these stories that drew her to a more martial life style. Going from delivering messages and occasionally singing with the choir to wielding a stick as a sword, the brave young girl received the attention of the more martial members of the church. Most expected her growing nature to be a passing fad, but after she had succeeded every test to become a squire, it seemed her future was set, and the church expected great things of her after her training and becoming a knight.<br><br>And then she died on her first proper quest to recover a sacred object of Sol. She'd always been taught that death was a thing to be embraced, that the burning was painless and rapturous. Turns out, once you're done with the basics of dying and actually become kindling for the sun, it kinda hurts. A lot. It wasn't all bad if she had to be honest, but when her soul was taken from its 'rightful' place to back in her unliving body to act as a guild member for a guild of undead like herself, she wasn't <em>entirely</em> ungrateful. Of course, the church she grew up in considers her dead and possibly an abomination now at the worst, she hasn't really gone to check despite keeping her faith alive. She still seeks to be a champion of Sol, but knows quite well by now that wanting to be a champion is far different from actually being one. 
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			<dt class="postheader">
				Title: <strong>Re: Dungeon World: Second Chance Club Character Sheets</strong><br>
				Post by: <strong>Chulanowa</strong> on <strong>27-12-2022, 12:28:26</strong>
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			<dd class="postbody">
				Still needs a little putting-together, but the pieces are all there <hr><br><div class="floatright">(https://i.imgur.com/R8dfckt.jpg)</div><strong>NAME</strong>: Xanavel<br><strong>PLAYBOOK</strong>: The Warlock (War and Wonders)<br><br><strong>LEVEL:</strong> 2<br><strong>EXP:</strong> <br><br><strong>LOOK:</strong> Glowing Eyes, horned brow, meticulously groomed, missing shadow<br><strong>PERSONALITY:</strong> Friendly and playful, but with an underlying feline predatory edge<br><br><strong>STR</strong>&nbsp;&nbsp;&nbsp;08 (-1)<br><strong>DEX</strong>&nbsp;&nbsp;&nbsp;09 (+0)<br><strong>CON</strong>&nbsp;&nbsp;&nbsp;12 (+0)<br><strong>INT</strong>&nbsp;&nbsp;&nbsp;13 (+1)<br><strong>WIS</strong>&nbsp;&nbsp;&nbsp;15 (+1)<br><strong>CHA</strong>&nbsp;&nbsp;&nbsp;16 (+2)<br><br><strong>DAMAGE</strong>: D4<br><strong>ARMOR</strong>:<br><strong>HP</strong>: 18<br><br><strong>ALIGNMENT</strong>: Neutral (Increase your Patron's influence among mortals)<br><strong>RACE</strong>: Tiefling (Brimstone is a rote, and deals +1 Damage)<br><br><strong>BONDS</strong> <br>My Patron Greatly Desires __________'s Soul<br>__________ Thinks htey call the shots around here, but they're wrong.<br>I have learned something of __________'s Deepest Desires<br>I need help from __________ to achieve my Patron's goals.<br><br><strong>STARTING MOVES</strong><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Pact</div><div class="spoiler_body">You have made a pact with a powerful being from beyond your reality that desires more influence in the world. In exchange, it has given you power. Fill in the following blanks:<br>"My Patron is _________, master of the domain of __________, known among mortals as the __________. it appears in my visions as __________, and has marked me with ____________. Its desire for the world is to _________, and I am its agent in this.</div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Invocation</div><div class="spoiler_body">When you <strong>roll for another move while invoking the power of your patron</strong>, you may choose options equal to your WIS or less andhten tell the other players:<br>• ...how your patron's domain manifests itself on earth<br>• ...what your patron asks for in return<br>• ...how your patron empowers this action<br>• ...why your patron has taken an interest in this affair.<br>*on a 10+, all that you say is true. *on a 7-9, hte GM shooses one statement to be false, the others are true. *on a 6-, no guarantees.</div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Cast A Spell</div><div class="spoiler_body">When you <strong>unleash a spell granted to you by your patron</strong>, roll+CHA. *On a 10+ the spell is successfully cast and your patron does not revoke the spell, you may cast it again. *On a 7-9, the spell is cast, but choose one:<br>• After you cast it, the spell is revoked. You cannot cast the spell again until you commune and have it granted to you.<br>• You draw unwelcome attention or put yourself in a spit. The GM will tell you how.<br>• Your casting warps your mind; take -1 ongoing to cast a spell until the next time you commune.<br>Note that maintaining spells with ongoing effects will sometimes cause a penalty to your roll to cast a spell.</div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Commune</div><div class="spoiler_body">When you <strong>spend uninterrupted time (an hour or so) in a trance to hear the will of your patron</strong>[, you:<br>• Lose any spells already granted to you.<br>• Are granted new spells of your choice, whose total levels don't exceed your own level+1, and none of which is a higher level than your own level.<br>• Prepare all of your rotes, which never count against your limit</div></div><br><strong>ADVANCED MOVES</strong><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">The Power Flows Through Me</div><div class="spoiler_body">When you <strong>fulfill your patron’s desire</strong>, you are granted some useful knowledge or boon related to one of your patron’s domains. The GM will tell you what.</div></div><br><strong>EQUIPMENT:</strong> Load: 15<br>Dungeon Rations (5 uses, 1 weight)<br>Patron's Mark<br>Enchanted Robes (1 Armor, 1 weight)<br>Sacrificial Dagger (hand, 1 weight)<br>Antitoxin<br><br><strong>Background:</strong> 
			</dd>
		</dl>
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