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Author Topic: Pawns of Divinity [Cards/Multiplayer/Roleplay] [Board Two: Stormrivet]  (Read 13060 times)

Iituem

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Welcome to Pawns of Divinity, a game more or less ripped off When Gods Play by Mmlah.  In this game, players take the role of potent beings engaging in high-stakes games of chance and skill for the fate of worlds.  Or, initially, for their own lives.

The Great Game is traditionally played by gods and other beings of power in lieu of the titanic battles that wiped out much of creation in the early days.  Instead of going toe-to-toe with one another, they fight by proxy, choosing unfortunate (or perhaps fortunate) mortals to act unwittingly in their stead.  Each side in the Game will have a goal of their choosing to accomplish, and can only act through their Pawns to accomplish it.

In this particular game, play starts not with gods or demigods but with mere mortals thrust into a position where they might gain divine power.  The first 5 players to sign up will play in the first game; the survivors of that round will then play in the second game, with any players in the waiting list taking on the roles of the other players, and so forth.

Players in Game One: Your first Pawns aren't Pawns; they are your literal characters.  In this first game, no divine force is manipulating you - you are adventurers seeking the ultimate prize of godhood for yourself.  If you lose these first Pawns, the game is over for you, even if you can play another Pawn to take their place.  These first 5 characters should be mortal, or of mortal degrees of power.  Later characters already possess a spark of the divine.

Spoiler: Character Template (click to show/hide)

Spoiler: Examples/Rules of Play (click to show/hide)
Spoiler: Card Types (click to show/hide)
Spoiler: Actions (click to show/hide)

Characters in Play
Spoiler: Mopples (IronyOwl) (click to show/hide)
Spoiler: Kwong Xing (Kashyyk) (click to show/hide)

Beings in Waiting

Varee
Spoiler: Corv (Ghazkull) (click to show/hide)
Squeegy

Beings of No More Consequence
« Last Edit: September 15, 2014, 04:54:35 pm by Iituem »
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

Iituem

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Re: Pawns of Divinity [Cards/Multiplayer/Roleplay]
« Reply #1 on: August 19, 2014, 04:12:14 pm »

[Reserving this post in case of future use.]
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

Iituem

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Re: Pawns of Divinity [Cards/Multiplayer/Roleplay]
« Reply #2 on: August 19, 2014, 04:54:43 pm »

[This post is just a shameless bump, because FG&R is updating frequently today!]
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

IronyOwl

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Re: Pawns of Divinity [Cards/Multiplayer/Roleplay]
« Reply #3 on: August 19, 2014, 05:05:22 pm »

Name: Mopples
Description: A very young mermaid. Blue skin, lighter on her front and darker on her back, green hair, large turquoise eyes.
Background: Mopples was always curious growing up, and constantly sneaking out to explore places she shouldn't. It was not a trait she was given time to grow out of, as her village was destroyed by ravening horrors from beyond the deep. She took to the shadowy places of the sea, trying to skirt the line between the places dark things dwelt and light but dangerous things thrived. She eventually found and was taken in by an old witch, who encouraged her to be more reckless and ambitious. Thus was Mopples the Adventurer born, eventual tamer of abyss spawn and queen of everything.
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The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

Weirdsound

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Re: Pawns of Divinity [Cards/Multiplayer/Roleplay]
« Reply #4 on: August 19, 2014, 05:24:55 pm »

PTW. May jump in and make a sheet if nobody else shows up, or throw something on the waitlist, but I have enough on my plate RP wise for now.
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Iituem

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Re: Pawns of Divinity [Cards/Multiplayer/Roleplay] [1/5]
« Reply #5 on: August 19, 2014, 07:00:13 pm »

BOARD ONE - THE TOMB OF SALUS

Even gods may die, and the death of some gods is well known.  Long ago, the death god Salus was overcome by a challenger seeking dominion over his portion of the underworld.  As he died, Salus wept several tears that hardened into sapphire-like gems.  Bereft of divine power, legends hold that his followers buried his earthly remains in a secret tomb, guarded by mighty beasts, devious traps and fiendish defences.  Legend also holds that one who brings one of Salus' final tears back to his body can draw from him his final spark of divinity - and gain the secret of eternal life.

After months (or perhaps years) of research, you have tracked down the Vale of Tears, the supposed last resting place of Salus.  Somewhere in the Vale is the tomb, and past whatever defences it has, the chance of godhood.  Whoever can reach the remains of Salus with one of the Tears in their possession can begin their ascension to divinity.  For whoever fails, only death awaits.

Five beings make their way towards the Vale.  The first is the mermaid Mopples.  After several adventures with terrible creatures of the dark, she found one of the Tears of Salus trapped inside a giant black clam guarded by shark-men.  She learned of the legend of Salus from her mentor and set off to find the Vale.

The other four contenders are as yet unknown by Fate's glass...
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

Iituem

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Re: Pawns of Divinity [Cards/Multiplayer/Roleplay] [1/5]
« Reply #6 on: August 20, 2014, 05:35:30 am »

[Another shameless bump because this got pushed back to page 4 and I'm not giving up on this just yet.  Surely there are others who wish to play gods interfering in the lives of mortals?  Or mortals interfering in the plans of gods.]
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

Varee

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Re: Pawns of Divinity [Cards/Multiplayer/Roleplay] [1/5]
« Reply #7 on: August 20, 2014, 08:33:39 am »


Name: Uristy McDwarfy
Description: A generic Urist McDwarf. ::)
Background: Master engraver of Stromrivet. He engrave many legendary peice of story of his kind in the Great Temple to Armok. He worship his god faithful until one day.... A volcano eruption destroy all his greatworks so He gone stark raving mad. He now seek the power to take revenge on god for destroying his work and dream.
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Criptfeind

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Re: Pawns of Divinity [Cards/Multiplayer/Roleplay] [2/5]
« Reply #8 on: August 20, 2014, 09:20:41 am »

Name: Valer the firesmith
Description: A magmanarian. A sentient and mobile collection of lava contained within in obsidian humanoid shell. It stands at eight feet tall and melts the joints of it's body to allow movement.
Background: Created by a tribe of magmanarians in a volcano in the blasted lands. Valer was always extremely different from it's fellow tribesmen. Wheras most of them were content to spend their time doing nothing but bathing in lava and searching for whatever their favorite flavor of rock is, Valer always felt that there should be more the life. Eventually he was forced by his own curiosity about the wider world to leave his homelands, he made his way into the lands colonized by civilizations and wondered at the great works they had created. Though much trial and many travels he eventually found that he excelled as a smith, being able to heat up and manipulate metals with his bare hands, and thus he eventually gained the name firemsmith. But his curiosity of the world never dwindled, and he continued to travel.
« Last Edit: August 20, 2014, 09:22:42 am by Criptfeind »
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Iituem

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Re: Pawns of Divinity [Cards/Multiplayer/Roleplay] [3/5]
« Reply #9 on: August 20, 2014, 12:17:54 pm »

Awesome.  Welcome Uristy and Valer.  Two more players and I'll start the first board...
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

Salsacookies

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Re: Pawns of Divinity [Cards/Multiplayer/Roleplay] [3/5]
« Reply #10 on: August 20, 2014, 09:24:37 pm »

Name: King Ronald Bones II
Description: A big, disgusting fellow. He is 8 feet tall and overweight, and rides a clydesdale as his personal steed. He has grey skin, and white, wispy hair, of which there's barely any on his head. He wears a big, furry, light red coat, with coattails which go to the floor.
Background: He is a tyrant king, and a bastard. A simpleton who worked at a log facility, he was never kind, more like a wild animal than a man, who growled at anyone who tried to talk to him. His true brutality came when he read a letter his "father" failed to hide away, saying that Ron was a son of a king. He was enraged, and in the dead of night, took his father and stuffed him in a hollow trunk. He then went to the capital, where he applied to be a woodsmith. After working for a short while, he decided he'd be king, now. While his father was training for battle, he challenged his father, the king, to a duel. The king, amused, accepted the duel, as a way to humiliate the woodsmith before execution for disrespecting his authority and attempting to harm him. After a quick, brutal farce, the king called for the guards to kill Ron II immediately. Before they could reach him, he flashed out a letter, showing his noble blood. The king stared in horror, as his own son took his club, and caved his head in. He then took the crown and cloak from his corpse, and sat on his late father's, and now his, throne. The kingdom cheered, the son has come to lead the kingdom in peace and harmony, but little did they know, there terror has just begun... now, after many years and wounds, from blade and poison, he still stays the king, more fierce and paranoid as ever, and not thinking of leaving this world anytime soon.
« Last Edit: August 20, 2014, 09:41:45 pm by Salsacookies »
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Terenos

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Re: Pawns of Divinity [Cards/Multiplayer/Roleplay] [3/5]
« Reply #11 on: August 20, 2014, 09:34:17 pm »

Iiiiiiiiin.

Name: Varian d'Avistral (Let the d'Avistral name LIVE ON!)
Description: A young human nobleman. He is a hair shy of 6 feet tall, with mottled cyan hair, smooth features and a cocky smile.
Background: 4th son of a Major Noble in That Place You're All Aware Of. While not about to gain a title, he is still well trained and capable. And bored. Very bored. This led to a life of adventuring and generally poking his nose in where it shouldnt be.
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Iituem

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Re: Pawns of Divinity [Cards/Multiplayer/Roleplay] [Board One]
« Reply #12 on: August 20, 2014, 11:16:54 pm »

BOARD ONE - THE TOMB OF SALUS

Even gods may die, and the death of some gods is well known.  Long ago, the death god Salus was overcome by a challenger seeking dominion over his portion of the underworld.  As he died, Salus wept several tears that hardened into sapphire-like gems.  Bereft of divine power, legends hold that his followers buried his earthly remains in a secret tomb, guarded by mighty beasts, devious traps and fiendish defences.  Legend also holds that one who brings one of Salus' final tears back to his body can draw from him his final spark of divinity - and gain the secret of eternal life.

After months (or perhaps years) of research, you have tracked down the Vale of Tears, the supposed last resting place of Salus.  Somewhere in the Vale is the tomb, and past whatever defences it has, the chance of godhood.  Whoever can reach the remains of Salus with one of the Tears in their possession can begin their ascension to divinity.  For whoever fails, only death awaits.


Mopples: You spent many years fighting the horrors of the deep.  After a particularly daring adventure, you retrieved a fabulous gem from a black clam hidden in the treasury of the shark-man king.  You consulted with your mentor, the witch, who identified it as a Tear of Salus.  Knowing something of the legend of Salus' tomb, she helped you discover the location of the Vale of Tears.  Seeking the power to defeat the deep ones once and for all, you have made your way up the river to the Vale.

Uristy McDwarfy: During the destruction of Stormrivet, you were able to recover a chest from the dwarf king's personal chambers (following his unfortunate accident by magma).  It took you years to break the chest open, but within you found a selection of five iron keys in bizarre shapes and a tarnished silver amulet bearing a teardrop shaped sapphire.  Further investigations revealed the amulet to have belonged to the ancient cult of the death god Salus, although you were saddened to learn that the sapphire was not one of the fabled Tears of Salus.  Suspecting that the Tomb might have valuable treasure and weapons to use against the gods, you ventured out to the Vale of Tears regardless, bringing the chest of keys with you.

Valer: After many years of travel you came upon an ancient ruined temple, half-buried in obsidian.  Melting your way inside, you plumbed the depths of the temple's catacombs, finding various minor treasures until you came to the tomb of the high priest.  After defeating the ingenious trapped locks on his sarcophagus, you found his skeletal remains.  Along with some minor pieces of jewellery, a scroll case was buried with him.  Inside, sealed against time, was the location of a fabled Tomb within the Vale of Tears.  You discerned that the Tomb and temple both belonged to the deceased death god Salus, and deciphered the specifics of his legend.  Curious, you set off for the Vale to see this Tomb for yourself.

King Ronald Bones II: After decades of brutal tyranny, you have evaded poison, blades and open revolt time and time again.  Now, however, you feel the pressure of time upon you and you fear the inevitability of old age coming to claim you.  You sought cure after cure for age, turning to medicine, to tinctures of gold and mercury, even briefly considering necromancy before giving it up as a bad idea.  At last you heard of the Legend of Salus.  After executing several dozen con artists, you were able to purchase a true Tear of Salus from a retired adventurer for a king's ransom (extracted from the back-breaking labour of your servants).  You set off immediately for the Vale of Tears, bringing only a skeleton retinue of 40 valets, 20 dancing girls, a full catering staff, fifty mercenaries from five different competing countries, your personal bodyguards, the assassins who watch your personal bodyguards, the assassins who watch your assassins, and the blackmail material you have on them.  Oh, and a dozen slaves to carry your solid gold palanquin (with drinks cabinet and hot tub).  What, they didn't expect you to walk to the Vale, did they?

Varian d'Avistral: You don't entirely remember how you got to that port, but it involved something in the region of three casks of finest Ligorian brandy and something to do with a rumour about some nutjob king travelling with a massive entourage and a gold palanquin.  Upon exiting the brothel you started playing cards with the local shark men (always a few at the docks, good workers but foul language) until even the card sharks had to bow out.  You walked away with a tidy sum of money and a pretty tear-shaped blue jewel.  You were about to pawn it off for a two hour lap dance when it occurred to you that you should probably get it valued.  Upon doing so, you discovered that the jewel was actually a legendary Tear of Salus (and not cheap blue glass as you expected) and supposedly the key to immortality or somesuch.  You heard gossip that the resting place of the god who cried it wasn't too far away, so you packed some provisions and a full wineskin and set out to see what adventure might await.


State of the Board

The Vale of Tears is a deep valley, dense with jungle and a snaking river running through its centre.  The paths through it are few and winding, and the intense sub-equatorial heat bakes you and draws sweat from you like a mosquito draws blood.  The mosquitoes draw blood like that too, although for some of you this isn't a problem.  Finding the Tomb in this valley will be a nightmare.  At least, if you don't have a map.


Obstacles

The first obstacle to success is finding the Tomb of Salus.  For most Pawns, this is a Puzzle 6 challenge - that is to say, you must initiate a Puzzle attack against the Tomb's location with a Puzzle strength of 6 or more.  For the bearer of the Map, this is a Puzzle 4 challenge instead, as they must still trek through the dense jungle to find it.  Once the Tomb has been located by one Pawn, at the end of the following round all other Pawns will instantly locate the Tomb if they have not already.  This gives the successful tomb-locator one round's grace to face the dangers of the tomb itself.

Once inside the Tomb, there are likely more challenges to overcome.  You do not know what these will be.


Victory Conditions

To win, your primary Pawn must reach the inner sanctum of Salus' tomb while in possession of a Tear of Salus, or acquire one whilst there.  Multiple players may win, but if a Pawn ascends with more than one Tear they will start in a stronger position as a demigod.


Pieces in Play

Mopples (The Warrior) - A mermaid toughened by years of adventure, always ready to fight.
Special: Initiating "Combat" actions is 1 card cheaper.  Base Stats: Combat 3 Intrigue 2 Puzzle 2
  Tear of Salus [Artefact] - A shimmering blue gem with fantastical healing properties.
  - Special: If this Pawn is subject to an Attack that would otherwise destroy it, the Tear can be discarded to win the challenge without the expenditure of any cards for defence.
  - Special: Unlike most artefacts, if the bearer is killed this artefact is added to the victor's inventory.


Uristy McDwarfy (The Artist) - The reward for art is the chance to make more art.
Special: Every time you place an artefact, draw a card.  Base Stats: Combat 1 Intrigue 1 Puzzle 3
  Tomb Keys [Artefact] - A set of mysterious iron keys and an amulet.
  - Special: Presumably, these unlock the tomb's doors.  You don't know exactly how effective they will be.
  - Special: Unlike most artefacts, if the bearer is killed this artefact is added to the victor's inventory.


Valer the Firesmith (The Smith) - Your experience makes crafting easier and less expensive.
Special: Artefacts cost 1 less card to place.  Base Stats: Combat 2 Intrigue 1 Puzzle 2
  Map to Tomb [Artefact] - An ancient scroll detailing the exact location of the Tomb of Salus.
  - Special: With this Map, finding the Tomb is a Puzzle 4 challenge for the bearer.
  - Special: Unlike most artefacts, if the bearer is killed this artefact is added to the victor's inventory.


King Ronald Bones II (The Glutton) - You have no shortage of wealth and resources at your disposal.
Special: Draw 1 extra card per turn.  Base Stats: Combat 2, Intrigue 3, Puzzle 2
  Tear of Salus [Artefact] - A shimmering blue gem with fantastical healing properties.
  - Special: If this Pawn is subject to an Attack that would otherwise destroy it, the Tear can be discarded to win the challenge without the expenditure of any cards for defence.
  - Special: Unlike most artefacts, if the bearer is killed this artefact is added to the victor's inventory.


Varian d'Avistral (The Fool) - You aren't smart, you aren't strong, and you aren't guileful.  But you are damned lucky.
Special: Initiating actions against this pawn is 2 cards more expensive.  Base Stats: Combat 1, Intrigue 1, Puzzle 1
  Tear of Salus [Artefact] - A shimmering blue gem with fantastical healing properties.
  - Special: If this Pawn is subject to an Attack that would otherwise destroy it, the Tear can be discarded to win the challenge without the expenditure of any cards for defence.
  - Special: Unlike most artefacts, if the bearer is killed this artefact is added to the victor's inventory.



Round One

The order of turns for this Round is: Mopples, Uristy, Valer, Ronald, Varian.

Supply Phase:  In the first Round, no cards are drawn.  Instead, all players are dealt 5 random cards to their hand.  The Glutton player is dealt 6.  You will be PMed these cards and their details.

Placement Phase:  The placement phase is now in play.
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

IronyOwl

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Re: Pawns of Divinity [Cards/Multiplayer/Roleplay] [Board One]
« Reply #13 on: August 21, 2014, 12:34:09 am »

Play Grappling Hook: Discard Dogsbody, Mage
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A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

Varee

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Re: Pawns of Divinity [Cards/Multiplayer/Roleplay] [Board One]
« Reply #14 on: August 21, 2014, 02:27:46 am »

play puzzle box. drop intriue and glass of true sight. draw a card (right?)
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