Jackercon III Blood on the Planes
Mar 10, 2014 8:11:44 GMT -8
Post by guitarspider on Mar 10, 2014 8:11:44 GMT -8
The charakter sheets for "Blood on the Planes" can be found here. It has (almost) all the rule you need. We'll generate characters during the session. If there are any questions, don't hesitate to ask.
Also, two of the players who signed up haven't gotten back to me to confirm they're still taking part, so please do so!
A few quick words about the setting: You'll find yourself in the city of Dis, a dungeon that connects all other dungeons. Planes in every direction, large and small. It is a living thing, hungrily devouring all the planes it touches and countless planar refugees fill its streets. Dis is divided into parished and ruled by the Sultana, its mother, who cannot stop the city's expansion, but tries to ease the pain by making Dis the refugees' new home and maintaining Dis as a free port. That's all!
We'll be using a Dungeon World retro-clone called "World of Dungeons", but don't let that confuse you. It plays just like DW, as we'll be using moves during play anyway, but character creation is quicker and less intimidating. In DW Planarch Codex proper, you get to choose starting moves from all the classes, which can be confusing even for people who know the system. Here you'll just pick two skills and two special abilities and you're done.
The only thing you'll need that is not explained on the character sheet are heritage moves. Here's how they work: At the start of the game, you get 1-3 "counters" which you can spend to trigger a heritage move. You can restock these "counters" by invoking your right of blood or tradition in character. These moves describe your character's ethnic, cultural or racial background. If you're a dwarf, you might be able to "navigate through stone." If you're vampire, you might be able to "feed on someone's blood." I'll provide you with more examples during the session.
As you will have noticed above, Planarch Codex doesn't have classes and heritage moves give you a lot of freedom to say what you want your character to be. A crocodilian djinn able to "speak to the flames" and "drag someone under water"? A ratfolk vampire able to "summon the swarm" and "charm someone"? A dwarven warrior-priest of Bor-ah-doon with spiderlord ancestry, able to "drive them back" and "spin nets from beard-glands"? Perfectly fine. Planarch Codex is set up to reflect the variety of life, I'm sure I'll be surprised by what you think of and I can't wait to see it.
Also, two of the players who signed up haven't gotten back to me to confirm they're still taking part, so please do so!
A few quick words about the setting: You'll find yourself in the city of Dis, a dungeon that connects all other dungeons. Planes in every direction, large and small. It is a living thing, hungrily devouring all the planes it touches and countless planar refugees fill its streets. Dis is divided into parished and ruled by the Sultana, its mother, who cannot stop the city's expansion, but tries to ease the pain by making Dis the refugees' new home and maintaining Dis as a free port. That's all!
We'll be using a Dungeon World retro-clone called "World of Dungeons", but don't let that confuse you. It plays just like DW, as we'll be using moves during play anyway, but character creation is quicker and less intimidating. In DW Planarch Codex proper, you get to choose starting moves from all the classes, which can be confusing even for people who know the system. Here you'll just pick two skills and two special abilities and you're done.
The only thing you'll need that is not explained on the character sheet are heritage moves. Here's how they work: At the start of the game, you get 1-3 "counters" which you can spend to trigger a heritage move. You can restock these "counters" by invoking your right of blood or tradition in character. These moves describe your character's ethnic, cultural or racial background. If you're a dwarf, you might be able to "navigate through stone." If you're vampire, you might be able to "feed on someone's blood." I'll provide you with more examples during the session.
As you will have noticed above, Planarch Codex doesn't have classes and heritage moves give you a lot of freedom to say what you want your character to be. A crocodilian djinn able to "speak to the flames" and "drag someone under water"? A ratfolk vampire able to "summon the swarm" and "charm someone"? A dwarven warrior-priest of Bor-ah-doon with spiderlord ancestry, able to "drive them back" and "spin nets from beard-glands"? Perfectly fine. Planarch Codex is set up to reflect the variety of life, I'm sure I'll be surprised by what you think of and I can't wait to see it.