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Doctor Epitaph
Dec 22, 2008


You push past the swinging doors of the pub, a piece of torn parchment in your hand. “Now interviewing for the position of Assistant Brewer,” it reads along with a date for the job fair. “Must be willing to risk life and limb for the sake of ales and lagers. Safety not Guaranteed!”

Despite being the middle of the day, the stench of smoke and sweat fills the room. A slack-jawed barkeep cleans a mug across from a couple of patrons already deep in their cups. The tables and chairs that fill the room are all empty, except for a group huddled in the far corner. Sitting at the head of the table is a portly man, whose wide smile greets your approach. “You’re here about the brewer position too, eh? Well, have a seat, we were just starting. My name is Alphonse Heulitz. You did make sure to bring a copy of your Last Will and Testament, yes?”




This is the recruitment thread for Beer Must Flow, a Dungeon World play-by-post game where you play as brewers in a Generic Fantasy World™. Only the former alchemist Alphonse Heulitz isn’t content to your hackneyed dwarven stouts and elven pale ales that get churned out at the few macrobreweries that dominate the scene. No, he’s interested in starting a magobrewery, an establishment that specializes in small batches made with rare ingredients that few brewers are willing to try. Things like hops simmered in a dragon’s stomach, malts grown in the faerie planes, or syrup boiled down from jellied beholder eyes. However, Alphonse is just one man, and a bit of a coward at that, which is where you come in. See, you’re not a coward. You love putting yourself in danger for the sake of true craftsmanship and a true buzz. Hopefully you’ll learn a thing or two about brewing good beer as you explore the whole Materi-ale Plane looking for weird ingredients to add to your concoctions.

A few things to note before I talk about the application process:

1. Tone. If it weren’t obvious, this game will probably be a bit silly. Goofy even. You’ll probably be killing bulettes and displacer beasts for their tasty bits and tracking down ancient recipes from abandoned brewmage towers. Keep this in mind when selecting your playbook.

2. Pace. Going to lay this out in the open: I’m a slow poster when it comes to PbP games. My last game was described as “glacial” before it petered out. While I’ve gotten better nowadays (in no small part because I actually use IRC now and am part of a few other PbP games), my preferred pace will probably be one post a day, more when I not at work. Yours should be too. If you’re looking for a quick-moving game, you probably aren’t going to be happy here. Sorry! That being said, DW doesn’t get bogged down in silly things like initiative order or turns, so we should still be able to continue if someone posts less frequently than others.



Application:
1. Make a 1st-level Dungeon World character. If you aren’t familiar with the system, the rules are available for free online at The Dungeon World Gazetter. I’m also cool with the plethora of goon-made playbooks, just keep in mind the tone of the game and (obviously) post a full copy of the completed sheet so I can see all the your moves. (Actually, do this too if you’re using a base class.) If you’re using something like the Inverse World sheets that have Backgrounds instead of Races, feel free to flavor in your Generic Fantasy Race™ as you so desire.

2. Give me a fact or two about Generic Fantasy World™. These may be things like Brown Dragons are connected to the Elemental Plane of Barley or that the Anheuser Empire controls civilization with an iron fist. Maybe something less silly, like where elves live or something. While I want to use the Fauxlkien cliches as a starting point, I want to see what you guys want in the game.

3. Why does your character want to be a brewer? Obviously because you have a deathwish (one that involves being plastered in your final moments), but what else has motivated you to take up this life?

4. How knowledgable about real-world beer brewing are you? This is just for me to know what level of detail to include and expect in the game. You should not be afraid to apply if you have no clue what hops, malts, or mash is. To wit, I worked in a brewpub a few years back, but on the pub side of things, so I know the basic process but nothing too in-depth.


I’ll be running the recruit for about a week. I’ll be accepting 4-6 players. I’m mainly looking for those who understand the Tone and Pace, as well as interesting characters. I also have an IRC channel set up: #beermustflow on SynIRC. Being able to chat regularly and motivate me to post more frequently will be a huge bonus.

:cheers:

:justpost:

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Arashiofordo3
Nov 5, 2010

Warning, Internet
may prove lethal.
This sounds like it could be pretty fun. Registering my interest.

QuantumNinja
Mar 8, 2013

Trust me.
I pretend to be a ninja.
This actually happened?! I'll have a character up in a few hours.

Everything Counts
Oct 10, 2012

Don't "shhh!" me, you rich bastard!
Also interested; I should have a character up tomorrow night after I get home from work.

QuantumNinja
Mar 8, 2013

Trust me.
I pretend to be a ninja.
Taurik Grayflagon
The Dwarven Fighter


Bio.
Taurik was raised in old Keystone Keep, son of Torock Grayflagon, the famous warrior. I'm sure you've heard of him. Wait, you haven't?! He killed six sword elementals with his axe once! He's practically an old legend where Taurik is from, which means that Taurik has some mighty large shoes to fill. The seventh son, Taurik's brothers are in all sorts of business, from fine jeweling to militia training to masonry itself, so there isn't much hope in making a name for himself in Keystone itself. Ironically, brewing is the only thing that isn't part of the family business, and so Taurik has gone to find Alphonse Heulitz and learn the fine art of master alesmithing. If he can return home and start a precision microbrewery in Keystone, exploiting the Natural Ice formations there to make something strong and robust. If he can learn enough from Alphonse, he might even make a name for himself next to the Harts Original Recipe Syndicate (HOPS for short) that operates out of the Keep.

Just the Facts
1. Of course you've heard of Felleisen Light, the macrobrewery set up by the late Felleisen the Wise, but did you know that the founders of the Haskellian Cabal used to hold an annual brewing contest? From Bertrand's Saison to Alonzo's Lager, there was immense competition between the mages to perfect the craft of brewing. They say some of those recipes still exist, the brewing notes scribbled down in the margins of long-lost spellbooks hidden away in forgotten crypts.
2. They say that Dwarven Ale is the best, but they're wrong. Trust me, I'd know. The best ales come from beyond the Material Plane: you must seek the Earth Elemental brewers, who grow the cleanest of hops and most genuine of barleys in large, beautifully-lit plains on the edge of the Air Plane. Then they move them all the way to the border with the Fire Plane so that the yeast can ferment perfectly, at exactly 75 degrees, for the better part of two months. It's even said that they import the water from the purest parts of the Water Plane. The result can even produce brilliant, amber-shaded Beer Elementals, being of great bitterness that have the very recipes of the craft imbued in their souls. Such elementals are highly coveted by breweries, for they understand the essence of brewing better than any mortal.


Beer Elemental

3. Did you know that three of the six major macro-breweries are actually owned by dragons? :tinfoil: And they refuse to drink the stuff themselves. We're buying a product that its main manufacturer won't even drink!

Why does your character want to be a brewer?
There are few feats held higher in Dwarf culture than brewing. A smith makes axes, a mason strong walls, but no Dwarven art is as transient and fluid as that of brewing. While that axe might take a keep, and that mason might build walls to keep it, neither will fill it wit the joy and laughter that a strong dwarven ale will. For Taurik, his blade might bring peace, but without a good beer, there is little chance at happiness (or hoppiness).

How knowledgable about real-world beer brewing are you?
I've homebrewed on and off for about two years now, so I know how hops, malt, and mash play into the process. I also a lot of the smaller details, from how to get a beer dark to how to make it light and clean.

Looks.
Taurik has young, eager eyes, red, wild hair, and skin tanned from the heat of working in Dwarven forges. Like most dwarves, he's a wall of stout muscle, with a built body.

Attributes.
STR 16 / +2
DEX 13 / +1
CON 15 / +1
INT 08 / -1
WIS 12 / +0
CHA 09 / +0

Damage. 10 Armor. 2 HP. 25

Alignment. Neutral (Defeat a worthy opponent)
Race. Dwarf (When you share a drink with someone, you may parley with them using CON instead of CHA.)

Moves.
Bend Bars, Lift Gates. When you use pure strength to destroy an inanimate obstacel, roll+STR. On a 10+, choose 3. On a 7-9, choose 2. It doesn't take a very long time, Nothing of value is damaged, It doesn't make an inordinate amount of noise, You can fix the thing again without a lot of effort.
Armored. You ignore the clumsy tag on armor you wear.
Signature Weapon. "Fate's Toll" - Sword, Reach, Sharp, Huge, Ornate (2 weight, +2 piercing, Messy, Forceful)


Gear. (Load 7/14)
- Signature Weapon "Fate's Toll" (2w, +2 Piercing, messy, Forceful)
- Dungeon Rations (5, 1w)
- Chainmail (1 armor, 1w)
- Adventuring Gear (1w)
- 2 Healing potions (0w)
- Shield (+1 armor, 2w)

QuantumNinja fucked around with this message at 18:44 on Jul 24, 2014

Unknown Quantity
Sep 2, 2011

!
Steven? Steven?!
STEEEEEEVEEEEEEEN!
Doctor Victor Medula, The Human Medic



"Here. One part cough syrup, one part quinine, four parts raspberry schnapps. Take two shots' worth and see me in the morning."

The life of a doctor is pain. People coming to you every day over anything that resembles a pain when all they did was sleep wrong. But Victor checks them out anyway because he's obligated to and because they pay even if he doesn't find anything. The steady stream of income is wonderful, but it does get very boring cutting people open and stitching them shut.

Enter the magobrewery concept passed around through rumors at Vic's watering hole of choice. An amateur mixologist himself, he saw tons of potential in the idea and went to apply for it. The benefits were threefold; a stake in a potential gold mine, an additional source of good drinks, and the sheer amount of alcohol poisoning cases and other such injuries means his skills would be required regardless of whether he joined or not.


Look:
-Impatient Eyes
-Well-Groomed Hair
-Sterile Gloves
-Morbid Demeanor

Stats:
STR 8 DEX 15 CON 12 INT 16 WIS 9 CHA 13

Damage/Armor/HP:
d4/1/18 (6+12)

Alignment/Race:

Lawful - "Find and neutralize a pathological threat to public health."
Human - Humans are known for tolerating a lot of dumb things, which explains why most non-magical healers are human

Medical Practice:

Mark of Healing - (Once per day, you may instantly and magically heal 5hp of any living creature within Far range)

Bonds:

Patient ____ is suffering from a serious chronic condition, but doesn't know it yet.
Patient ____ has proven an able assistant; I will teach them what I know about medicine.
Patient ____ is not nearly as sick than they think they are.

Starting Moves:

First Aid (INT):
When you take a moment to see 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:
-Heal d8 damage (1 hold)
-Be cured of one known 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 whom you share a bond with 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.

Gear:
Load of 15 (7 + 8)
Scalpel (Hand, Precise) (1 weight)
Leather Armor (1 armor) (1 weight)
5-Dungeon Rations (1 Weight)
3-Bandages (0 weight)
3-Antitoxins (0 weight)

Anyway, for the rest of your stuff.

Facts about Generic Fantasy World:
1) A Bloody Mary is named after a demon of the same name. Her blood is infamous for making anything taste better if you consume it before the blood coagulates.
2) It is said that there are three wise toads who have mastered the secrets to brewing a good beer. Most say the other guys are just full of crap.

Why is Victor a brewer?
He's been mixing tonic + medical tonic for quite a while now. It just seemed like a natural next step for him to gain a means of production, especially since his mixing beverages of choice are getting more and more expensive to buy. Not to mention a doctor who also works at a brewery and/or bar is like putting a chapel next to a brothel: a match made in heaven for income.

How much do you know about ale?
I've always been a fan of tossing stuff together, and have been making non-alcoholic cocktails since starting college. However, while I do love a good rose wine, sangria or mudslide, my actual knowledge of ale is...limited, but I'm sure I can learn fast.

Antivehicular
Dec 30, 2011


I wanna sing one for the cars
That are right now headed silent down the highway
And it's dark and there is nobody driving And something has got to give

Definitely interested! I'll try to have a character sheet up tonight.

Masked Faceless
Oct 7, 2013

by Ralp
Doc Cosmo, The Gnome Artificer


Experiment Log #43567

Subject #56 enters the testing area. Experimental boots are currently in standby mode.

Subject #56: Um Doc these boots don't look too safe, what's with all the spa-
Urist: Nonsense if there were any danger being here Chief Chef Ramsey would have banned my experiments.

Subject #56 puts on the experimental boots and starts to looked panicked. Possible side effect.

Subject #56: [EXPLETIVE], I think Chief Chef did ban these epxeriments after what happened to [REDACTED]

Subject #56 attempts to pry off the boots but the auto lock function holds up.

Subject #56: COSMO GET ME THE [EXPLETIVE] OUT OF-

The experimental boots are now active and Subject #56 soars through the air for 3.682s before the boots run out of charge and exploding leaving Subject #56 unconcious.

Results: 58.2% increase in flight time, 15 broken bones and mild brain damage


Look:
-Mad Eyes
-Greasy Hair
-Burnt Skin
-Pudgy Body

Stats:
Str: 12 (+0)
Dex: 15 (+1)
Con: 13 (+1)
Int: 16 (+2)
Wis: 9 (+0)
Cha: 8 (-1)

Damage, armor and HP
Damage: d8
Armor: 1
HP: 17

Alignment and race
Alignment: Chaotic (Use a Gadget in a new and surprising way that it wasn't meant for)
Race: Gnome (When you try to avoid an alchemical or mechanical effect, take
+1 to Defy Danger.)

Bonds
I have shown _ the secrets of my inventions.
_ helped me with one of my projects. I owe them.
_ called me mad. Mad! I'll show them!
_ is my personal assistant.

Starting moves
Gadget Belt
You have a Gadget Belt containing 3 Arcane Gadgets. All Gadgets are 1 weight and have a
Range tag, if appropriate. For each Gadget you own, pick one from each list: (list is the linked playbook)
When you take a short break to recharge and fine-tune your Gadgets, set your Charge
to 3. This Charge is used to power your Gadgets.
When you use one of your Gadgets as a Weapon, you can spend 1-Charge to roll +INT
instead of +STR or +DEX. When you use one of your Gadgets to Volley, if you would
mark ammo, spend 1-Charge instead.
When you have less than three gadgets or want to replace one of your existing gadgets
for any reason, you can make a replacement by spending a day or so in a workshop.

Field Test (INT)
When you use one of your Gadgets to get out of a tight spot, describe what it does and
roll +INT. On a hit, it works as expected, but choose 1. On a 7-9, choose 2 instead:
• The Gadget's effects won't last long - you'll need to hurry to take advantage of it.
• The Gadget draws unwanted attention or puts someone in a spot.
• The Gadget is damaged. You can repair it, but it will take some time and concentration.
• The Gadget drains your reserves - spend 1 Charge.

Jury-Rig (INT)
When you quickly fix, repurpose, or fabricate a device on the spot, describe what you're
doing with it and roll +INT. On a 10+, it'll hold together just as long as you need it to.
On a 7-9, choose one:
• It'll work, but not for long. You'll need to hurry to take advantage of it.
• It works, but there's a weird quirk or complication to it.
• It'll work, but it needs some juice. Spend 1 Charge.

Let Me See That
When you take a few moments to handle or examine something interesting, ask the
GM two of the following questions. The GM must answer truthfully.
• What does this do?
• Who made this?
• What’s wrong with this, and how might I fix it?
• What has been done most recently with this, or to this?

Gear
7/9
Dungeon Rations (5 uses, 1 weight)
3 x Gadgets (3 x 1 weight)
Toolkit (1 weight)
7 coin
Protective Clothing (1 armor, 1 weight)
Adventuring Gear (5 uses, 1 weight)

Gadgets:
Electircal propulsion boots, Alternate movement (Jumping)
Pyrometic beam gloves, Elemental (Fire)
Clockwork explosion cannon, Forceful

---

Facts:
1) In this world Michelin is a great culinary guild run by druids with a food affinity. They also like booze.
2) There a rumours of a sober Dwarf cult. Obviously false as how can a Dwarf go without drink and if found to be true they need some good booze.

Why does Doc Cosmo want to be a brewer
Doc Cosmo comes from a civilisation known as the Culinary Gnomes. Excellent cuisine is a staple there as eons ago the goddess Cuisina inspired them. Cosmo's clan had great shame brought upon them they gave subpar mead to a representative of the Michelin Guild a century ago. Seeking excellent mead, Cosmo steps out into the world of brewing.

Alas, regular brewing never bore fruit but cost a lot, he burnt a lot of skin and lost many subjects in his attempts. Others would call his way mad; he would call his way progress.

"Experiment number 67", he wrote in his records, "with new recording method" he added with a small amount of strokes.

"So far the finest,
Yet there is mead that is greater,
Much more work to do"

After many experiments he still only found mead that suitable enough to forget his failures. His despair heightened; would he ever bring back his family's honour? And one day his lease was up with no way to pay and kicked onto the street he was, his only belongings were some neat gadgets, gizmos and other trash.

Drowning his sorrows after his failures, Cosmo grabbed an advertisement as drowned as he was. "Magobrewing huh, what's the worst that could happen".

What do you know about brewing
Yeast? (not much)

Playbook: http://www.mediafire.com/view/?edac4351iyvkhy6

Masked Faceless fucked around with this message at 15:42 on Jul 30, 2014

occamsnailfile
Nov 4, 2007



zamtrios so lonely
Grimey Drawer
Tone and Pace sound about perfect.

Esmeray Birkan, the Outlander



Esmeray Birkan hails from a proud clan of warriors, slaying and feasting across the great steppes they call home. They pride themselves on fighting hard, and playing hard--and that latter part is what drew Esmeray into more cultured lands: better alcohol that did not involve fermenting yak's milk or something. In truth, by her clan's standards she is kind of soft, being interested in splitting her day evenly between laying waste to her enemies and eating and drinking anything that's left afterwards. Why, she even engages in commerce, paying coin for earned rewards!

So she's an outcast of sorts, a mercenary for sure, and after having wandered far from her homeland and sampling many fine beverages in many lands, she heard about Alphonse's enterprise and its even mix of hunting exotic and dangerous trophies and getting stinking drunk sounded like an excellent business venture. She's crude and rough but will keep her word and probably won't burn down too many taverns for inadequate service.

Look
- Wild Eyes
- Rangy Body
- Unmarred Self
- Silks

Stats
Str: 16 (+2)
Dex: 12 (0)
Con: 15 (+1)
Int: 9 (0)
Wis: 8 (-1)
Cha: 13 (+1)

Damage/Armor/HP: d10, 1 (unarmored), 23hp

Drive:

Living Legend: Inspire people, poets, or history itself to acknowledge your greatness

Background

Champion of Slaughter: You come from a strong, respected stock and have used your immense power and fortitude to conquer all those before you. When you are subject to Outstanding Warrants, you may roll +STR instead of +CHA. On a 12+ you have a loyal following of admirers.

Bonds

_____ is puny and foolish, but amusing to me.
_____ 's ways are strange and confusing
_____ is always getting into trouble--I must protect them from themselves.
_____ shares my hunger for glory--the earth will tremble at our passing!
I fear the day I admit _____ is vital to my survival.

Moves

Unencumbered, Unharmed
So long as you are below your load and neither wear armor nor carry a shield, take +1 armor. In addition, you do not need to make Last Breath rolls until you are at -CON bonus.

Herculean Appetites
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 pursuing one of your appetites if you would roll for a move, instead of rolling 2d6 you roll 1d6+1d8. If the d6 is higher than the d8, the GM will also introduce a complication or danger that comes about as a result of your heedless pursuits.
- Mortal Pleasures
- Pure Destruction

The Upper Hand
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.

Musclebound
While you wield a weapon it gains the forceful and messy tags.

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 dealth 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.

Gear

Load is 4/10
Dungeon Rations (5 uses, 1 weight)
Dagger (hand, 1 weight)
Hide thong with a claw of a war cat (token from home)
Axe (close, 1 weight)
Adventuring Gear (1 weight)
A leathery and feathery hide cloak from a dinosaur
A fist-sized altar to Lohan, god of drunken carnage

Facts:

1. There is a secret order of brewmaidens dwelling high in the mountains. They are said to have found a way to refine moonlight and cold winds into the frostiest of beverages.

2. Nutmeg Fairies like to hide in and around spice cabinets, rearranging the contents of jars and inhaling fine aromatics. Their wings are said to offer a unique and striking flavor found nowhere else.

Why does Esmeray want to be a brewer?

She's coming to value some of these civilized arts, and in particular, good alcohol does not make itself. She wants to kill exotic creatures for their innards, and drink strange new creations never before tasted by mortal beings, and perhaps never again.

What do I know about brewing

Despite having had a housemate who brewed mead regularly, I mostly know that it involved a lot of buckets sitting around for months. I like beer generally, though not so much IPAs.

occamsnailfile fucked around with this message at 18:46 on Jul 24, 2014

Everything Counts
Oct 10, 2012

Don't "shhh!" me, you rich bastard!
Corso Darkhop
Dwarven Priest of Pils, Lord of Brews

art to be added
What brings a people together better than a mug of ale at the end of the night? Nothing, besides war--and beer is far preferable to that bloody business, let me tell you. I and my people are beholden to Pils, and I seek to spread his delicious gospel throughout the lands, from the snowy peaks with their sky-blue waters to the sunny south where they grow grapes instead of hops. A close community, thriving fields, and a refreshing drink: what more is there to ask for?

Look: Kind eyes, strange hair, common garb, and knobby body

Stats
Strength: 12/0
Dexterity:8/-1
Constitution: 13/+1
Intelligence: 9/0
Wisdom: 15/+1
Charisma: 16/+2

Damage/Armor/HP: d6 / 1 / 19

Alignment: Lawful - Endanger yourself following the precepts of your church or god
Race: Dwarf - When you use your Divine Ward on someone else, you take +1 Armor forward

Deity
Controls: Courage, commmunity, and imbibing
Represents: Camaraderie; Pubs
Worshippers: Dwarves; to a lesser degree, brewers and common folk
Enemies: Those without joy; creatures of blight (ruiners of harvests, waters, etc)
Demands: Drinking only brews and ales; Mass consumption at happy gatherings

Starting Moves:
Invocation: When you call out for your deity's aid in a time of need, choose a Blessing and roll +WIS. On a 10+, your deity will intervene on your behalf - the GM will tell you how. On a 7-9, your deity will grant your Blessing, but you will also need to choose a Requirement.
Blessing
• Your invocation manipulates the realm your deity Controls.
• Your invocation commands something your deity Represents.
• Your invocation bolsters your deity's Worshippers.
• Your invocation rebukes your deity's Enemies.
Requirement
• Your invocation is obvious and immediate, drawing attention to you.
• The intervention is subtle or takes a while to manifest.
• Your deity demands something in return. The GM will tell you what.
• The divine experience leaves you dizzy with euphoria (or terror). You take -1 ongoing to Invoke until you have time to pray quietly for a while.

Divine Ward: When you call upon your deity for protection for yourself or an ally, roll +WIS. On a 10+, grant two of the following effects to the subject of your prayers. On a 7-9, grant one, and your prayers draw unwanted attention.
• Heal 1d8 damage
• Take +2 Armor forward
• Take +1 forward to Defy Danger
• An approaching enemy is driven back

Lead the Flock: When you preach to a mob, roll +CHA. On a 10+, hold 3. On a 7-9, hold 1. On a miss, the mob turns on you. Spend your hold 1-for-1 on the following:
• bring people forward and deliver them to you.
• bring forward all their precious things.
• unite and fight for you.
• fall into a frenzy of emotion: joy, sorrow, or rage, as you choose.
• go quietly back to their lives.

Gear (Load: 5/7)
Dungeon rations (5 uses, 1 Weight)
Priest's Robes (0 Weight)
Holy Symbol (tin stein, shackled to his left wrist) (0 Weight)
Bandages (3 uses, 0 Weight)
Thick oaken staff w/ tin scoop on end (close, two-handed, 1 Weight)
Blessed leather armor (1 armor, 1 Weight)
Adventuring gear (1 Weight)
Dungeon rations (5 uses, 1 Weight)

Facts:
a) It's true that many dwarfs live in mountains and caves--why? Because dark, cool caves help yeasts grow stronger and ferment into better brews. If Doc Cosmo's rumors of sober dwarfs be true, it is likely that they are overlanders of some sort, and left mountain-life behind generations ago.
b) In the Orcish kingdoms of the West, they enjoy lager as black as their hearts. Some say their dark brew is stronger than even the darkest Dwarven stout. As they clearly cannot be superior brewers, the answer must lie in ingredients that are poisonous to those of less monstrous constitutions.
c) Long ago Pils was worshiped by all races as a god of the Harvest and Spring; but at some point he turned his attention mostly towards the stalwart dwarfs, while the god Pellis represents the Growth and the Harvest. The reason for this deviation is unknown. The two gods do not seem to get along, although their followers try to be respectful to one another.

Why brewing? Beer is proof that the gods love us, and want us to be happy! A drink so divine it shares the hue of precious sunlight--and who would not want to spread love of beer throughout the land? It nourishes us and brings us together. For that alone, Corso will devote his life to improving and increasing the beers of the land.

My knowledge: I'm not particularly fond of beers, really, and prefer lighter ales; I'm more of a cocktails type. I'd recognize some of the terms like mash, but have no idea how the actual process works.

Antivehicular
Dec 30, 2011


I wanna sing one for the cars
That are right now headed silent down the highway
And it's dark and there is nobody driving And something has got to give



Name: Ivy Ernaldin
Race: Halfling
Class: Druid
Alignment: Good (Help something or someone grow)

Ivy Ernaldin was born far from the wilderness, the beloved only daughter of a pair of adventurous halfling brewers. She wasn't long out of toddlerhood when her parents took her on a journey to the distant Daelwyn's Archipelago, a sunny island chain known for its trade in gourmet fruits and herbs. The Ernaldins were hungry for exploration, though, and they traveled to the deserted islands of the eastern archipelago, hoping to discover some new fruit that would make their brews famous -- but all they found was a storm, a treacherous reef, and a quick death by drowning. By some strange twist of fate, Ivy was deposited on the shore of a desert island, disoriented but alive. The young halfling discovered hidden instincts and managed to survive, and the spirits of the island taught her how to grow strong.

The now-grown Ivy was found and rescued by a merchant ship, and she's only been on the mainland for a few months now. Being raised by spirits and spending her days spear-fishing and foraging hasn't made Ivy the brightest torch in the adventuring shop, but she's good-natured and eager to learn the trade of the family she barely remembers and maybe have some exciting adventures doing it. The world is exciting and new, and Ivy is, frankly, a bit excitable when it comes to new adventures. Living on an island without novelty will do that for you.


Stats:
Strength 9/+0
Constitution 13/+1
Dexterity 15/+1
Intelligence 8/-1
Wisdom 16/+2
Charisma 12/+0

Maximum HP: 19
Base Damage: d6

Looks: Wild Eyes, Braided Hair, Ceremonial Garb

Moves:

Song of Spring and Brook: When you make camp, you and your allies heal +1d6.

Born of the Soil: 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.

In Ivy's case, her Land is The Sapphire Islands, where she grew up after being marooned in a shipwreck as a child. Her shapeshifting forms are largely small birds, reptiles, and fish.

Chose a tell—a physical attribute that marks you as born of the soil—that reflects the spirit of your land. It may be an animal feature like antlers or leopard’s spots or something more general: hair like leaves or eyes of glittering crystal. Your tell remains no matter what shape you take.

Ivy's Tell is the streaks of deep blue in her hair, as well as sea-blue eyes studded with specks of green.

By Nature Sustained: You don't have to eat or drink. If a move tells you to mark off a ration, just ignore it.

Spirit Tongue: 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.

Shapeshifter: 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.

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.

Studied Essence: When you spend time in contemplation of an animal spirit, you may add its species to those you can assume using shapeshifting.

Gear: (Load 2/6)
Token of the Land: an iguana-leather cord strung with tiny shells and bits of driftwood, generally used as a hair tie or bracelet
Hide Armor (1 armor, 1 weight)
Spear (close, thrown, near, 1 weight)
3 antitoxin (0 weight)

Bonds:

____________________ smells more like prey than a hunter.

The spirits spoke to me of a great danger that follows ______________.

I have showed ________________ a secret rite of the Land.

___________ has tasted my blood and I theirs. We are bound by it.

Some Facts About Generic Fantasy World:

1. A major source of exotic fruits and herbs is Daelwyn's Archipelago, a long chain of islands off the southeastern coast of the main continent. The largest handful of islands in the archipelago are populated by a friendly indigenous elf population, and they boast several major trading ports; however, as the archipelago spreads east, the islands become less and less populated, and the sailing is more treacherous. Great botanical treasures are said to exist on these islands, but enough ships have been wrecked there that they may be more attractive for salvage.

2. Despite their reputation for staid, stick-to-your-ribs cooking, halflings are actually very adventurous brewers, experimenting wildly with grains, fruit, and spices. Halfling beer is a confusing experience, and often the brewers can't replicate their work, meaning that casks of really good batches can go for outrageous sums. Tasters beware, though: the sturdy builds and starchy diets of halflings mean that most of their brews are much more alcoholic than they taste.

Why brewing, anyway?:

Before the shipwreck, Ivy's parents were brewers, and her extended family still operate very successfully in the halfling heartlands. Her drive to do it is nigh-instinctual, and she hopes that it might be a valuable skill to reintegrate (as much as she's possibly able) into society and her extended family. Besides, it turns out beer is delicious!

My knowledge of brewing: Basically none. I'm not a huge drinker and don't know a thing about the process beyond "barrels?", so I'm not going to nitpick.

EDIT, because people seem to have them:
Tone and Pace Statement: I know this is one of the more staid applications in the pile, but I'm totally okay with very silly gaming! I've played in games with a goofy comedic tone before, and I generally prefer the approach of going straight-faced and enthusiastically responsive, building on others' gags instead of necessarily generating new ones. I'm also cool with some tone flexibility if things get more straightforwardly adventurous.

As for pace, a relatively slow pace is just fine with me. I can adapt my pace and length of posting to the group norm, as long as that norm isn't "five thousand words every ten minutes," which it seems like it's not going to be.

Antivehicular fucked around with this message at 05:48 on Jul 29, 2014

Slab Squatthrust
Jun 3, 2008

This is mutiny!
Alright, just spotted this and I'm intrigued because I've not had a chance to play Dungeon World yet, not that it seems very awkward to get used to. Would that be a problem? If not I'll try and whip up something tomorrow!

SaltyJesus
Jun 2, 2011

Arf!
Me and a buddy are interested, the campaign sounds awesome. We'll whip up something too.

Lichtenstein
May 31, 2012

It'll make sense, eventually.
Gnorlax, Rôtisseur exceptionnel



So I 'eard ya iz lookin' fer a brewer? Je suis Gnorlax. Excuz me, me don' speak 'uman langue too gud.

Ya might 'eard of my restauran', Mona. Da one wif two Michelangelesque stars. Ya 'aven't? Zog, it da gudest restauran' dis side of Rakanal river! Ever 'eard of Nouvelle cuisine orquesque? Me take only da freshest ingrédients dat we can find in Norrland. No shopz, no magical modificashun, only wot we forage ourselvez. We revive an' adapt tradishunul orc ingrédients an' techniques to modern sensibilité. Me so gud me became kourt chef of da Sun King!

Why me lukin' fer a job? Apparemment, 'umies an' their king be too puny ta eat rocktopus fricassee. Hard ta make a new business wif a bounty on me.

So me fink ya will like my grande connaissance. Any git can swing a choppa, but only master knows 'ow not ta waste da gud parts and 'ow ta track da prey in da first place.


quote:

Playbook: Slayer Cuisinier

STR: +1 (15)
DEX: +1 (13)
CON: +0 (12)
INT: +2 (16)
WIS: +0 (9)
CHA: -1 (8)

Drive: Make a living - Claim a bounty for your work.
Origin: Orc, Training - YOu are mere flesh and blood, but your skill is unmatched. When you use Ingredient Hunter, you always take 1 additional readiness.

Damage: d10
Armor: 1
HP: 20/20


Ingredient Hunter
When you spend downtime researching or preparing against one particular kind of enemy, roll +INT. On a 10+, hold 3 Readiness against that enemy. On z 7-9, hold 2. On a 6-, hold 1, in addition to whatever the GM says.

When engaged in battle, you may spend Readiness against enemy, one-for-oe, on the following:
- Maim it
- Take something important from it
- Predict its movements - take the 10+ result when Defying Danger.

Butchery Knowledge
YOu are learned about monsters and how to fight them. Take +1 to Spout Lore about dangerous creatures. When you first encounter a monster, you may ask the GM "how can this be killed?" and they will answer honestly, or ask you to answer.

Tools of the Trade
You carry an arsenal of specialist monster gutting tools - silver bolts, wooden stakes, lamp oil, and so on. When you rummage through your field kitchen for the right weapon, roll +INT. O a 10+, you pull just the right thing, right ow. On a 7-9, pick one:
- You only have something similar.
- You packed just the thing, but spend 1 Readiness.

Grisly Trophy
When you slay a dangerous creature,
you may impart some of its power into a trophy (1 wieght) - a horn, a claw, a skull, or some other body part. For every trophy you take, the GM will give yu an appropriate nonmagical move relatef to the monster's move list. As long a you wear the trophy on your person, you may perform that move, though you may have to Defy Danger to do so.

Kitchen Nightmare
You can always find trouble whenever you go. Or maybe it follows you. When you enter a settlement for the first time, the GM will tell you what danger the local folk fear most, or at least what the rumours and stories say.

Gear: (/11)
Cleaver
(close, messy, 2 weight)
Kitchen knives (thrown, near, piercing 1, 2 ammo)
Rope dart (reach, precise)
Studded leather (armor 1, weight 1)
Dungeon rations (5 uses, 1 weight)
Field Kitchen (2 weight)

Generic Fantasy World Facts:
The most prestigious beer award is of course the Talabheim Beer Festival Choice. The annual festival was established by the very Ulric the Great himself, to commemmorate the Battle of Talabheim which turned the tide of seemingly-unstoppable ogre invasion. The Ogres, having sacked the town, raided the Bernhoft&Sons and Müller Brewing Co. storehouses, which led to them being vanquished by Ulric's swift counter-attack.

The Talabheim Festival Beer Contest is a very political affair, with major controversies brewing after recent inclusion of major Ogrish sahti producers.

The orcish fungal beer remains under embargo in most parts of civilised world, due to health damage it routinely inflicts on races with lesser stomachs than the greenskins. Yet, the unmistakenly intense taste makes it a relatively prized commodity among bored young nobility.

Goblin metabolism allows them to sustain on beer alone. Regrettably, numerous goblins make use of that fact.

I've heard stories that macrobrewed beers remain so popular because they are made from fluoridated water. But this is silly talk, right?

Why brewing?
As crude as Gnorlax might appear, he fancies himself a culinary artist. The job looks both as a way to go far away and let the royal bdyguards stew for a while and an exciting opportunity too meet new cultures and their exotic cuisines.

Brewing knowledge: Casual

Lichtenstein fucked around with this message at 19:10 on Jul 30, 2014

Lurdiak
Feb 26, 2006

I believe in a universe that doesn't care, and people that do.


Kulet Steinheart, Dwarven Philosopher (Dwarf)



Warrior? No no no, I'm merely a philosopher. Yes, that Steinheart clan, the famous brewers of the Deephome of Orusan. But listen, let me get back to what I was saying.

Dwarves were not meant to be as we are now. We are strong, dutiful, long lived, but we could be so much more. We're not meant to spend our limited lives dourly working on impermanent things, we're not supposed to be so short, we're not even meant to die. This might even be true of other races, but I know it to be true of Dwarves: we're missing something divine in us, something that would make us true Dwarves.

There's more: the world as we see it isn't quite real. We're seeing a shadow through a distorted lens, because our eyes aren't fully open. Ok, I can see I'm losing you: When do you feel most alive? That's right, when you have a drink! And I think that's the key.

Our enlightenment, the truth that we can't see, only alcohol can unlock it. I've spent my life trying to be as sloshed as possible to pierce the mysteries of the world, but now I realize that while the flesh was willing, the spirits were weak. You see, to reach that perfect state of mind, that perfect state of body, one needs the perfect brew. Oh, dwarven stouts are wonderful, mind you, but just like us, they're an imperfect imitation of something divine.

That's why I want to join this brewery. I want to brew the ultimate ale that can cast off our chains. I want to recreate the nectar of the gods. And once I do, I'll share it with all Dwarfkind and we can all be truly content. You don't follow? Let me buy you a drink, you'll come around.

Generic Fantasy World Facts

Deepdelve dwarves were thought lost for almost 500 years when a cataclysmic earthquake collapsed all their tunnels to the surface as well as destroying the city of Kethrost, the central hub of trading between surface dwarves and the explorers of the deep. For over a century, the mountain dwarves and hill dwarves dug and dug, hoping to find a sign of life from their brethren. Eventually, they gave up and mourned this as yet another great tragedy to befall dwarfkind.

80 years ago, a halfling farmer was tending to his pigs when the ground beneath him began to quiver and quake. As he scrambled out of the way, a pale-skinned dwarf poked his head out and burst out laughing. "I finally found it! I found the surface!"

There was a great celebration as the news spread to all the Dwarfhomes, and trading began anew between the civilizations. But centuries in the bowels of the earth, finding forbidden treasures and waging wars with Drow and Mind Flayers and the other horrors of the deep, had left their mark on the estranged Dwarfkin. They still lived like dwarves, for sure, mining, forging, drinking, fighting, but they had become quite eccentric.

Many dwarves went beardless. The worship of the father of Dwarves had waned, and there seemed to be as many new religions in a given city as there were gems in the stony sky. Many clans now had "philosophers" who seemed to do nothing but wander around pondering questions that a right-thinking dwarf wouldn't even think twice about, like "Why do we dig?" or "Is forging the true purpose of an anvil?".

While few have had direct contact with the deep cities since the new tunnels were opened, they say that the deeper you go, the stranger the dwarves become...

Why brewing?

The Steinheart clan was always known for its brewing, but their stouts and ales were hardly ambitious. Once the great collapse happened, they had to revise their ingredient list, no longer being able to trade for hops, wheat, or anything else with the surface. Some might say the luminescent mushrooms and purple moss they started to use as ingredients had a detrimental effect on the minds of those who drank their bitters, but they stayed in business.

Kulet knew from early on that drinking was more than a means of relaxation and money-making, though. He researched(binge-drank) all that his family and their competitors had to offer from a very early age, looking for answers in the buzz the drink gave him. When he came of age, he proudly told his folk that he was becoming a philosopher, and would try to find the answers to the mysteries of the world in the bottom of his mug, no matter the cost to his liver.

How knowledgable about real-world beer brewing are you?
I've never even had a beer. But I used to be good friends with a guy who worked for a beer review magazine and took that stuff seriously, so I know enough to be a snob about micro-breweries and lovely mass-produced watered down swill. And my patriotism compels me to endorse Unibroue.


quote:

Playbook: The Dwarf

STR: +1 (15)
DEX: -1 (8)
CON: +2 (16)
INT: +0 (9)
WIS: +1 (13)
CHA: +0 (12

Damage: D10
Armor: 1
HP: 26

Alignment: Neutral; Create something of worth or lasting value.

Race: Deepdelve
Your people mined more deeply than any other. You can see in total
darkness. When you Spout Lore about the treasures and horrors
of the deep, take +1.


STARTING MOVES

Built Like a Dwarf
You ignore the clumsy tag on armor you wear. In addition, the weight of dwarf-made armor you wear does not count towards your Load.

Clear the Path
When something stands between you and where you're going and you charge through it, roll +Con. On a 10+, choose two. On a 7-9, choose one:
• You do not break something of value
• You do not damage yourself or leave yourself open
• The noise does not attract further danger

Greed is Good
When you see a treasure or particularly valuable item which you desire, you may declare it to be the object of your greed. When you act directly to secure the object of your greed for yourself, take +1. You cannot gain this bonus for a different item until you have acquired the object of your greed or it becomes unattainable.

Wisdom of the Ancestors
When you consult the traditional songs of your people or recount the deeds of your dwarven
ancestors, you may Spout Lore using +Wis instead of +Int.

GEAR 8/28
Dwarven Hardtack rations (7 uses, 1 weight)
Chainmail (1 armor, worn, 1 weight)
Semi-precious gems (50 coins)
A simple mace (close, dwarf-made, 1 weight)
A keg of Dwarven Stout (4 weight)
A family heirloom (a finely crafted obsidian stein that keeps drinks cool, 1 weight)

EnjoiThePureTrip
Apr 16, 2011



Broheim Kegslayer, Dwarven Defender
Son of Broseph Lawbringer, Nephew of Bronür Battlehammer, Grandson of Brodin Shieldback.

Bio Incoming

quote:

Playbook: The Crusader (Improved Paladin)

STR: +1 (13)
DEX: -1 (8)
CON: +2 (16)
INT: +0 (9)
WIS: +0 (12)
CHA: +1 (15)

Damage: D10
Armor: 2+1
HP: 26

Drive: Uphold the Law
Steadfastly adhere to the local law or bring a lawbreaker to justice.

Background: The Chosen One
The divine chose you for a important reason, and you are instilled with their favor. When on a Quest, you may add the additional boon of, "Identify other chosen and blessed items or cursed items and enemies of your divine patron by touch."

Bonds:
_______________’s misguided behavior endangers their very soul!
_______________ has stood by me in battle and can be trusted completely.
I respect the beliefs of _______________ but hope they will someday see the true way.
_______________ is a brave soul, I have much to learn from them.

Fill in the name of one of your companions in at least one: _______________’s misguided behavior endangers their very soul! _______________ has stood by me in battle and can be trusted
completely.
I respect the beliefs of _______________ but hope they will
someday see the true way.
_______________ is a brave soul, I have much to learn from them.

STARTING MOVES

Lay On Hands
When you touch someone, skin-to-skin, and pray for their well-being, roll+CHA. On a 10+, you heal 1d8 damage or remove on disease. On a 7-9, they are healed, but the damage or disease is transferred to you.

Armored Bulwark
You ignore the clumsy tag on armor you wear. Whenever you successfully Defend, you may roll +CHA instead of +CON. On a 12+ hold may be spent to do any of the following in addition to the standard Defend options:
• The opponent is forced back, knocked off balance, and their strength is momentarily drained.
• The opponent is terrified by your immovable resilience.
• The opponent's weapons are shattered on your defenses.
• Nearby applies are inspired by your unrelenting fortitude and gain +1 Forward.

I Am the Law
When you give an NPC an order based on your divine authority, roll+Cha. On a 7+, they choose one:
• Do what you say
• Back away cautiously, then flee
• Attack you
On a 10+, you also take +1 forward against them, or learn a secret or weakness about them. On a miss, they do as they please and you take -1 forward against them, or they learn a secret or weakness about you.

Quest
When you dedicate yourself to a mission through prayer and ritual cleansing, state what you set out to do:
• Slay _______, a great blight on the land
• Defend _______ from the iniquities that beset them
• Discover the truth of the Source Brew.
Then choose up to two boons:
• An unwavering sense of direction to the next ingredient.
• Invulnerability to _______ (e.g., edged weapons, fire, enchantment, etc.)
• A mark of divine authority
• Senses that pierce lies
• A voice that transcends language
• A freedom from hunger, thirst, and sleep
The GM will then tell you what vow or vows is required of you to maintain your blessing:
• Honor (forbidden: cowardly tactics and tricks)
• Temperance (forbidden: gluttony in food, drink, and pleasure of the flesh)
• Piety (required: observance of daily holy services)
• Valor (forbidden: suffering an evil creature to live)
• Truth (forbidden: lies)
• Hospitality (required: comfort to those in need, no matter who they are)

Gear 8/25
Dungeon rations (5 uses, 1 weight)
Scale Armor (2 armor, 3 weight)
Mark of Faith
Hammer (close, +1 damage, 1 weight) and Shield (+1 armor, 2 weight)
Adventuring Gear (1 weight)
Scroll of Holy Testaments
A Sanctified Oils Kit

Generic Fantasy World Facts

Incoming

Why brewing?

Incoming

How knowledgable about real-world beer brewing are you?

I'm pretty knowledgeable about real world brewing. I've homebrewed on and off for a number of years. My brother actually homebrews in kegs now (1/4 Barrels) and he has a pretty sophisticated setup. I'm not at that level, but I can tell you about the differences between West Coast and East Coast IPA styles, the history of IPA's as a distinct beer style, and the supposed importance of Latitude 48. I enjoy all styles of beer depending on what's on the menu, my mood, and the weather, and at any given time I'm cellaring at least a dozen different beers.

Favorite Beer: Probably Dogfish Head's "Heaven & Hell"

EnjoiThePureTrip fucked around with this message at 18:05 on Jul 26, 2014

slydingdoor
Oct 26, 2010

Are you in or are you out?
Sungwine, Melodramatic Vampire Dad


Duke Ambrose Vinesong would pay any price to ensure the health and safety of his one and only heir, but in the end it would cost him his very life. Behind all the traps, guards, and locked doors in his manor, his daughter Maria stood frozen in shock as her a suitor-turned-assassin on bended knee pulled from his suitcoat not the ring she and her father expected, but a loaded hand crossbow. But the last line of defense, the Duke's own body, intercepted the bolt, which buried itself in his heart.

The new duchess would not allow both parents to be cut down before her very eyes, though. She hired the best miracle workers to keep him in stasis, between life and death, until a powerful enough cure could be made. It arrived in a crystal vial, from a mysterious stranger who was moved by the story of the father's sacrifice. Maria pulled out the stopper and poured the glowing burgundy liquid into the wound. The dart was pushed back out by his knitting flesh, leaving only a coin-sized scar, but the heart underneath it would never beat again. The miracle cure had been the enchanted blood of the stranger, a good vampire.

As an undead abomination, by the law of the land he faced exile, so he left on his own terms, with a promise from his daughter that a cure for the cure could be discovered, only this time they would make it themselves. She, as duchess, would secretly bankroll him while taking a sudden interest in learning the potionmaking art herself--not an unlikely hobby for the Lady of an estate with such fine vineyards, let alone one whose father had fancied something as esoteric as vaults, traps, and locks--while he would seek out the forbidden ingredients she would need for her research.

The first such ingredient--the ex-duke's enchanted blood--was all too easy to find. When distilled into a tincture it holds a sliver of the same power that created him: that of familial love. The duchess made good use of it on her guests, marveling that even after death her father found new ways to protect his House.

The next ingredients wouldn't be easy, they would be the bellies of terrible beasts or the prizes of the elite. It would require a skilled and slightly crazy team to get them, and one willing to follow a man without a past, whose identity would have to remain a secret.

"Sungwine" found such a team through a poster on a bulletin board.

GWF Facts

The late Lady Shelly Vinesong was a Druid, who ingeniously combined her ability to shapeshift into plants and grant them sentience to create magical grapes that fermented on the vine, resulting in raisins that dissolved in water to make a popular sparkling wine. The Duke's first dungeon vault was a cellar for barrels of her experiments and the reagents for creating them, all of which were targeted by thieves of rival houses.

One such house, that of the Aireyépée humans, famed for their fencing, trained bees, and excellent mead, is the one the ex-Duke still suspects to have sent the assassins that smothered her. That day, it rained while the sun shone, and she was found collapsed in the garden. Ambrose swore he saw transparent bees, twinkling like snowflakes, melt into the soil before his eyes. In his dreams she bids him to forgive them and move on, but now more than ever he desires to avenge her. Perhaps a mission will come up that requires them to capture one of their prized queens? Then again, with his luck it's just as likely that he'll end up assigned to break into his wife's crypt.

Brewer reasons

Since being exiled from nobility, Sungwine has lacked the budget to indulge his tastes for wine or go to fine restaurants, and found himself in a normal inn, drinking the mouldy breadwater of peasants! Then, against his expectations, he found it not that bad. Before long, he found himself choosing to drink "beers" even when wines were available. Though he is not as much of a brewer as his late wife might have been, and he harbors a hatred for any honey-derived product, he's dabbled in the subject as much as his secret stipends allow. His dream is to reclaim somewhat of his past by creating a union of beer and wine.

Player beerknowledge

I drink beer almost every day, and enjoy going to breweries and listening to the spiels about flavors, ingredients and histories. I'm fuzzy on the nitty gritty details but if they seem interesting I'll just research them as they come up.

quote:

Names
Ambrose Vinesong, alias "Sungwine"

Class
Thief Vampiredad

Look
Haunting Eyes, Hooded Head, Dark and Fancy Clothes, Lithe Body

Stats
dex 16 / +2
cha 15 / +1
wis 13 / +1
con 12 / +0
str 09 / +0
int 08 / -1

Your maximum HP is 18, 6+Constitution.
Your base damage is d8.

Halfling Half Elf
When you attack with a ranged weapon, deal +2 damage.

You start with these moves:

Trap Expert
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
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.

Lunge
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

No Soul, Just an Echo
When someone tries to detect your alignment you can tell them any alignment you like.

Blood Bond
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.
Vitae (applied): The target treats the next creature they see as a trusted ally, until proved otherwise.

Alignment

Evil
Shift danger or blame elsewhere from you or yours.

Gear
Your load is 3/10, 9+Str. You start with the following:
Buckler (+1 armor, 1 weight)
3 uses of your chosen poison
10 coins
Swash (close, precise, 1 weight)
3 Throwing knives (near, thrown, 0 weight)
Adventuring gear (1 weight)

Bonds
TBD

Doctor Epitaph
Dec 22, 2008
For those of you that have been talking in the chat, sorry for being absent the past day or two. Having a pretty busy weekend!

For the guy asking about the Golem's Prime Directive move, yes you can take something from another class. Just make sure it fits the ~*narrative*~.

Pretty good apps so far guys! Exactly what I was looking for. Application closes Tuesday or Wednesday, and I'll try to start asking questions tomorrow sometime of the current apps.

Flame112
Apr 21, 2011

Vinny the Wine Golem


Vinny the Wine Golem posted:

Look: Perpetually Cheerful Smile, Bulky Body, Glass Carafe, Looks Brand New

Strength: 12 (+0) Intelligence: 9 (+0)
Dexterity: 16 (+2) Wisdom: 8 (-1)
Constitution: 15 (+1) Charisma: 13 (+1)

Damage: d8 Armor: 2 HP: 25/25

Drive: What's Right and What's Wrong
Make a stand for what you believe in

Composition: Liquid (Force stat: +DEX)
You are made of something amorphous, like water, clouds, or fabrics. Your body is incredibly flexible, and you can squeeze through gaps of any size.

Bonds:
I fear Gnorlax wishes to use me as a cooking ingredient.
Esmeray looks like someone who knows about the superiority of beer over wine.
Sungwine let it slip that, like me, he seeks to change his nature.
Ivy's passion for nature reminds me of Adrienne with her vineyards. I hope I don't fail her as well.

Starting Moves:

Brewed for Battle
You were built to fight, and your body is a weapon with the Hand and Close tags.
Choose two of the following:
Armored - your body has +1 Armor
Flexible - your body has the Precise tag

Eternal Sentinel
You do not need to eat, drink, or sleep. When a move tells you to mark rations,ignore it. You cannot be healed by healing potions, bandages, or poultices and herbs. You are healed normally by other methods. 1 use of a repair kit can be used to heal you by 4 HP.

In Vino Veritas
Thanks to your alcoholic aura, conversations with you tend to be deep and heartfelt, with both sides often revealing more than they intend. When you speak in close quarters with someone, you can ask their player a question from the list below. They must answer it truthfully, then they may ask you a question from the list (which you must answer truthfully).
• Whom do you serve?
• What do you wish I would do?
• How can I get you to ______?
• What are you really feeling right now?
• What do you most desire?

Oh Yeah!
When you try to remove or plow through all obstacles in your way, roll +Force. On a 10+, hold three. On a 7-9, hold two. On a 6-,hold 1, but when you spend it, the GM will add a complication. Spend 1-hold at any time to do one of the following:
• Force your way past an obstacle in your path
• Distract, lift, or force aside an obstacle long enough for an ally or two to get past it
• Cause great damage to an inanimate object or obstacle that is in your way

Gear: Your Load is 7 + STR. (1/7) You start with almost nothing.
Reinforced glass carafe (1 armor, 1 weight)

Vinny was once the mascot of the Arquette Vineries, owned by the wine magnate and famous Vinomancer, Adrienne Arquette. The Arquette Vineries were renowned nation-wide for their magically-enhanced vineyards and wines, but what the public didn't know was that the Vineries were deep in debt. As it turns out, for all her skills as a vinomancer, Adrienne was a terrible businesswoman. She tended to spend more money on trying experimental new distillation and enchantment methods rather than grow her business. Desperate for a solution, Adrienne engaged in secret, forbidden forms vinomancery, spending the rest of her savings on rare magical reagents, hoping to create the only thing that could revitalize her business. The perfect mascot.

And thus, Vinny was born. The purest essence of wine, imbued with life, granted free will, and stored in a protective magical carafe. With his trademark cry of "Oh yeah!", Vinny was supposed to turn the Arquette Vineries' fortunes around. Unfortunately, Vinny didn't prove to be the boon to business that Adrienne was hoping for. Maybe it was the creepy, never-changing expression painted on his carafe. Maybe it was the fact that Vinny never really 'got' doors, leading to thousands of gold coins spent on repairing destroyed walls. Maybe it was the fact that spending all of your money and resources on a sentient wine golem just isn't a very good business decision. :iiam: Whatever the reasons were, the Arquette Vineries were clearly financially doomed, and Adrienne was forced to liquidate her assets, selling the land to a hops farmer and setting Vinny free.

Many golems would be happy with freedom, but Vinny took it hard. He was created for one purpose in life, to save the Arquette Vineries, and he failed. In his mind, Vinny was the sole reason for the poorly run business's failure. Vinny believed that, ultimately, he just wasn't good enough. He became convinced that his failings were due to being made of an inferior substance, and became obsessed with self-improvement. After the Vineries were replaced by a hops farm, Vinny came to the conclusion that beer was the superior alcohol, and began a lifelong quest to turn himself into a beer golem.

Give me a fact or two about Generic Fantasy World™.

Vinomancery is, of course, the production of magically enhanced wines. Magobrewers and Vinomancers are typically fierce rivals. Sabotage, extortion, and even assassination attempts are relatively common ways of dealing with the competition.

It's rumored among those in the magobrewery business that there's a dark, secretive cabal of Prohibitionists who guard the secret recipes of the Seven Legendary Brews, denying them to the world.

Why does your character want to be a brewer?

Vinny believes that if anything can help him figure out how to become a beer golem, it's working for a magobrewery. Being in the presence of so many magical brews is bound to have some effect on his physiology, and maybe he'll find a lost ritual or two that can help him while out searching for ingredients and recipes for Alphonse.

How knowledgeable about real-world beer brewing are you?

I don't know all that much. I know that there's, like, some hops and some yeast and stuff but that's about it.

Tone and Pace: You can probably tell by the app that I'm fine with a goofy game. As far as the pace goes, I'm fine with having a kinda relaxed PBP game that I don't have to worry about posting in super-frequently.

Many thanks to slydingdoor for helping me come up with good ideas for this.

Flame112 fucked around with this message at 18:51 on Aug 5, 2014

Doctor Epitaph
Dec 22, 2008
Just a reminder that this closes tomorrow night. Or night after. It was a busy weekend (with nowhere near enough beer :mad:), so sorry if any of you popped in IRC and I was unresponsive.

Alumnus Post
Dec 29, 2009

They are weird and troubling. We owe it to our neighbors to kill them.
Pillbug
This wonderful portrait is entirely the work of whoever the guy is who does KILL SIX BILLION DEMONS, and I take no credit for it. It was originally called 25 Vengeful Iron Annihilates All Heretics and Cowards.


43 SODDEN GRANITE SLOUCHES TOWARDS PARADISE, EVENTUALLY

quote:

Look: 673 Eyes, Cranial Liquor Aperture, Sodden Robes, Hard Body

Name: 43 Sodden Granite Slouches Towards Paradise, Eventually
Playbook: Initiate
Level: 1

HP: 20 (8+Con)
Damage: d10
Armor: 0

Alignment: Chaotic - Prove your kung fu is superior.
Race: Elf Aeon - When you use your Sublime Understanding of the Body, you gain an additional choice: "Their mind is addled."

STR 16 (+2) | INT 15 (+1)
DEX 13 (+1) | WIS 9 (+0)
CON 12 (+0) | CHA 8 (-1)

Bonds: TBD.

----------------------

Starting moves:

Signature Style
VAHI OINUTHUM, the Amber Art of Deception (hand, precise, 2 piercing, +1 damage, 0 weight)
You have mastered a style of martial arts. Choose a focus. (All are hand range, precise, and 0 weight.)
• Grappling and Joint Locks
Choose two enhancements:
• Intense - Add +1 damage to your Signature Style.
• Dim-Mak - Add 2 piercing to your Signature Style.
Choose a look:
• Loose Form

Ability of Lightness
When you run across a surface that cannot hold your weight, roll +DEX. On a 10+, you make it across gracefully and without trouble. On a 7-9, you make it across, but expose yourself to danger somehow. The DM will tell you how.

Sublime Understanding of the Body
When you attack a foe purely to disable them, roll +DEX. On a 10+, choose two. On a 7-9, choose 1.
• They are dizzied and unstable.
• Their muscles are weakened and strained.
• They feel sick and nauseated.
• One of their limbs is locked or made useless.
• Their control of their magical power is loosened.
• Their mind is addled.

----------------------

Inventory (Load: 8+STR = 4/10)

• Dungeon rations (5 uses, 1 weight)
• The sigil of the art of VAHI OINUTHUM: a flowing gush of amber foam, wrought in bronze and glass. 43 wears it as a pin to keep his robes up.

• Adventuring gear (5 uses, 1 weight)
• Poultices and herbs (2 uses, slow, 1 weight)
• Halfling pipeweed (6 uses, 1 weight)
When you share halfling pipeleaf with someone, expend two uses and take +1 forward to parley with them.

Facts of note: The Aeons are made creatures, not born; sung and hammered from holy metals and astral-spun unflesh, the abandoned children of IDAMELAI, the Dreaming King, Lord of Liquor, who slumbers in rot and rusted ruin amid the wreckage of his Divine Bender. Each was given life by a scrap of elemental fire and a droplet of the purest essence of Holy Spirit, from which they draw strength and vitality.
Unfortunately for 43, that Spirit which gave him life no longer exists, the recipe for its brewing having passed out of memory centuries ago, along with the rituals for its santification. He makes do with beer.

Why do you want to be a brewer?: 43 dreams of rediscovering - or reinventing - the lost recipe for the Spirit which gives him life.

How knowledgable about real-world beer brewing are you? Not very, but I'm familiar with the chemistry and microbiology involved. I can fake it well enough.

Tone and Pace: Does "drunken kung-fu angel" fit the tone well enough? :v: I'm fine with a one-a-day pace (or slower), as long as 'novella' isn't the post length you're expecting.

Probe 17
Jul 27, 2014

Red Rain is coming down

Red Rain
EDIT: Never mind, I probably won't do too well in here, sorry!

Probe 17 fucked around with this message at 05:08 on Jul 29, 2014

Unstoppabro
Jan 2, 2014

Jack Marlowe, The Bootlegger



Character Sheet posted:

Class: Thief
Race: Human
Name: Jack Marlowe
Look: Shifty Eyes, Messy Hair, Fancy Clothes, Flabby Body

Strength: 8 (-1)
Dexterity: 16 (+2)
Constitution: 12 (0)
Intelligence: 9 (0)
Wisdom: 13 (+1)
Charisma: 15 (+1)

Damage: d8
HP: 18

Starting Moves:

Trap Expert
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
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
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
When someone tries to detect your alignment you can tell them any alignment you like.

Poisoner
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.
  • Oil of Tagit (applied): The target falls into a light sleep
Alignment: Evil

Gear: (Load: 9+STR = 8)
  • Dungeon rations (5 uses, 1 weight)
  • Leather armor (1 armor, 1 weight)
  • Oil of Tagit (3 uses, applied, 0 weight)
  • Dagger (hand, 1 weight)
  • Short sword (close, 1 weight)
  • 3 Throwing daggers (thrown, near, 0 weight)
  • Healing potion (0 weight)
  • 10 Coins
Bonds:
I stole something from _______________.
_______________ has my back when things go wrong.
_______________ knows incriminating details about me.
_______________ and I have a con running.

Facts of note:
In the lush Southern tip of the continent bountiful land and temperate climate breed men and women of jovial character. Fine harvests turn into fine brews, freely enjoyed on slow Southern days and saturnalian nights. An ill-advised though well-meaning temperance movement succeeded in enacting a realm-wide alcohol prohibition lasting thirty years during which crime boomed as clandestine breweries and bootleggers rushed to meet the unflagging, but now illicit, demand. Operations grew and tensions rose between rival bootleggers. The effects of prohibition were felt across the continent, at first, but southern brews soon spread along the trade routes again with renewed energy, aided by the air of excitement and elusiveness. Faced with the patently obvious protracted failure of the prohibition and the impossibility of enforcing it the government relented. The ban was lifted and the realm entered a chaotic and frequently comical period of adjustment. Old businesses faced a decision: to brave the convoluted bureaucracy they once evaded and legitimize their operation or employ their skills elsewhere.

Why does your character want to be a brewer?
Jack never had much to call his own, the Marlowe family was never wealthy and the untimely loss of his father forced him to fend for himself from an early age. With few skills and fewer means Jack learned to steal, taking food from stalls, pick pocketing, petty thefts. The prohibition went into effect when Jack was seventeen and he soon found work with small time breweries. Over the years he traveled the realm by foot, wheel, and sail evading the enforcers, making deliveries and picking up brewing tips along the way. The lifting of the prohibition found Jack out of luck and out of money. After three decades working all the facets of the business Jack sees no reason to stop doing what he knows best, after all, he figures, every brewery is going to need somebody who can make a deal and run the logistics.

How knowledgeable about real-world beer brewing are you?
I know nothing about brewing.

Doctor Epitaph
Dec 22, 2008
Alright, I've read through the applications and have narrowed down my six. I'm gonna be really cliche here and be like "everyone had good apps," "this was a hard choice," yaddayadda, but in truth it really was a difficult choice. I would run two games of this concurrently if I had the :effort:, but that's not the case, sadly. As some of you expressed, I at least enjoyed the chargen process itself: the characters all had great backgrounds and you all seem to "get" what I was going for. Unfortunately, I capped the game at six players, and for the good of the game, I'm not going to just accept everyone to please everyone, because then I'd please no one. #deep #mindblown

(If someone drops, though, you guys will be the first people I ask to fill slots because they are all good characters.)

So to get right down to it, the players of #beermustflow are:
  • Unknown Quantity, playing as Doctor Victor Medula
  • occamsnailfile, playing as Esmeray Birkan
  • Antivehicular, playing as Ivy Ernaldin
  • Lichtenstein, playing as Gnorlax
  • slydingdoor, as Sungwine
  • Flame112, as Vinny the Wine Golem


Go ahead and fill out your bonds and answer these questions:

Dr. Medula, what ethical trouble have you gotten yourself into in the line of your work that you hope doesn't come back to bite you in the rear end?

Esmeray Birkan, what was the last straw that caused you to leave your clan and strike it out in the real world civilization?

Ivy Ernaldin, what was on that deserted island that caused you to become a shapeshifting druid instead of a very-still corpse?

Gnorlax, it takes some real talent to become a court chef, especially with all the discriminations an orc faces. How did you do it? (The meal you cooked to convince the recruiter is fine too.)

Sungwine, you mention your daughter giving her guests tinctures made from your own blood. What effects do they have, and what is the purpose of doing so?

Vinny the Wine Golem, what other awful business decisions did the Arquette Vineries make? What has stopped you from breaking down walls when you head into town, or, if nothing, then why haven't you been exiled from civilization yet?

Doctor Epitaph fucked around with this message at 18:53 on Jul 30, 2014

Doctor Epitaph
Dec 22, 2008
Also, start brainstorming a name for your magobrewery, and maybe even a sick catchphrase ("King of Beers," "Australian for Beer," that kinda thing).

slydingdoor
Oct 26, 2010

Are you in or are you out?

Doctor Epitaph posted:

Sungwine, you mention your daughter giving her guests tinctures made from your own blood. What effects do they have, and what is the purpose of doing so?

The distillate of Vitae brings out the most prosocial of emotions, philia, between the drinker and the first creature they see. Duchess Maria Vinesong makes it her policy to share a private toast with all her rivals, such that only "frenemies" at the very worst remain, so long as she is not foolish enough to betray them. That might warrant another dose, but as far as I know my daughter has not risked it. The circumstances are not completely honest at first, but they become real soon enough, and even if our rivals return to their hostile families, love soon conquers all.

I never lived to see peace between the noble houses, but dying for it is verily the next best thing. In my heart of hearts, I almost value my exile and loss of identity for the chance it gives me to enact my revenge on the Aireyépée without putting Maria at risk.

I stole something from _______________.
Mari--Esmeray has my implicit trust. (They could be long lost sisters...)
Ivy knows that my heart does not beat unless I will it to. I told her it was a meditation technique.
Vinny and I have a con running, we both selfishly aspire to become something we are not, and live or die based on the cunning use of our cursed blood.

Antivehicular
Dec 30, 2011


I wanna sing one for the cars
That are right now headed silent down the highway
And it's dark and there is nobody driving And something has got to give

Doctor Epitaph posted:

Ivy Ernaldin, what was on that deserted island that caused you to become a shapeshifting druid instead of a very-still corpse?

"When I woke up on the beach, the spirits of the island talked to me, and they told me I was safe, because they were bored! See, back in the long-ago times, the elves used to send shamans out to the eastern islands to live for a while. They'd learn from the spirits, and the spirits would learn from them, and when the elves left they'd harvest some plants to help them scatter their seeds far away. Then something happened, and the elves stopped coming! The only people who did were pirates, or colonists, or people who just wanted to burn and steal, so they were all chased away by the spirits -- they were angry, and then they were sad, and then they were tired and lonely. They said I was young and good, and that we could keep each other company, and we would both grow. They taught me so much, and now they say I'm their seed on the wind, to travel into new places! I'm not sure what they want me to do, since I'm so far away now, but I guess I'll learn as I go."

As for Bonds:

Vinny smells more like prey than a hunter.

"I don't understand! He smells like glass and fruit. I dropped a glass once and it broke! It doesn't seem safe..."

The spirits spoke to me of a great danger that follows Sangwine.

"Something's wrong with him, I can tell. Maybe it's him, or maybe it's something that's chasing him, but he smells like someone who's only bringing danger. Besides, I don't think meditation can really do that!"

I have showed Dr. Medula a secret rite of the Land.

"He makes so many potions and poultices and things, so I showed him how to tell how ready a plant is to be picked and how much it likes people, because the more it likes people, the more helpful it is! It tastes better and it heals more. That's just good sense!"

Gnorlax has tasted my blood and I theirs. We are bound by it.

"... There was an accident while he was cooking. I don't know what it means, but I think it means we can trust each other, now? His blood didn't taste bad, so he can't mean me ill."

Flame112
Apr 21, 2011

Doctor Epitaph posted:

Vinny the Wine Golem, what other awful business decisions did the Arquette Vineries make? What has stopped you from breaking down walls when you head into town, or, if nothing, then why haven't you been exiled from civilization yet?

These two questions actually have the same answer! After it became clear that Vinny wasn't going to figure out how to open doors, the Arquette Vineries made a great big show of funding the construction of swinging saloon-style doors in any local building that had been damage by Vinny. Adrienne thought that this show of good faith would lead to some great publicity and drum up some business opportunities, but sadly that wasn't the case.

Fortunately, when swinging doors aren't available, Vinny has learned that if he follows people closely, he can usually make it through the doorway before it closes.

Bonds:
I fear Gnorlax wishes to use me as a cooking ingredient.
Esmeray looks like someone who knows about the superiority of beer over wine.
Sungwine let it slip that, like me, he seeks to change his nature.
Ivy's passion for nature reminds me of Adrienne with her vineyards. I hope I don't fail her as well.

Teonis
Jul 5, 2007
Such a dwarf-friendly setting and I missed the signup! HOW CAN THIS BE?
I think I need to follow this game and see what happens.

occamsnailfile
Nov 4, 2007



zamtrios so lonely
Grimey Drawer

Doctor Epitaph posted:


Esmeray Birkan, what was the last straw that caused you to leave your clan and strike it out in the real world civilization?


Ultimately it was wine. They were raiding further out of the savannah than usual, the clans had been pushed into richer lands by a fierce winter and fought through stiffer resistance into finer rewards. The borderlands they usually terrorized were tapped out, and so they had broken into an area of genuine civilization. Upon raiding the manor house of a noble who had fled ignominiously, Esmeray and family discovered many riches, including a fine wine cellar. Esmeray had cultivated a limited level of literacy by this point and was reading some of the labels on the bottles in puzzlement. Her brother found her at this and called her out on this heretical un-raiderlike behavior.

This devolved into an argument, and the word "argument" among the clan languages is usually synonymous with "fight," and that's what followed. A lot of wine bottles got broken in the process, and by the time parents and aunts and uncles got involved to separate the two of them, there was wine splattered all over both them and the room like a war crime. Since they had caught her in the act of braining her brother with one of the bottles she got the blame and the invitation to depart. It didn't matter that she had won, they just could not unsee that whole image.

It wasn't easy to finally break from family but the placement could not have been better, as they were in more interesting civilized areas than usual. Not long after she broke from the group, the clans were driven back out of these lusher digs, and she had to ride pretty far to avoid being wanted. It actually would be kind of hard to find her way back.


Gnorlax is puny and foolish, but amusing to me.
Sungwine's ways are strange and confusing
Ivy is always getting into trouble--I must protect them from themselves.
Vinny shares my hunger for glory--the earth will tremble at our passing!
I fear the day I admit Doctor Medula is vital to my survival.

I actually had to debate myself on placement for some of these but I think it'll work out.

Lichtenstein
May 31, 2012

It'll make sense, eventually.
Something with insatiable thirst is stalking Vinny. I must protect him.
Sungwine must be careful, lest he becomes a monster.
With Esmeray at my back, we can take on anything edible.
Victor thinks he knows true hangover. We'll see.

I promise to answer my question tomorrow - just wanted to make sure you guys know I'm just off to a slow start, rather than having already forgotten about the thread.

Unknown Quantity
Sep 2, 2011

!
Steven? Steven?!
STEEEEEEVEEEEEEEN!

Doctor Epitaph posted:

Dr. Medula, what ethical trouble have you gotten yourself into in the line of your work that you hope doesn't come back to bite you in the rear end?

They're called "experimental medicine" and "experimental procedures" for a reason. If you wanted a guaranteed fix you'd pay a holy man way more than what I'm charging and get your insides burnt with holy energy, not pay a doctor and then complain about encountering the side-effects listed on the bottle or reopening your suture because you didn't rest like I told you. The path to scientific progress is always paved with a few bodies, and not all of them are the bodies of hopeless drunks that nobody wants.

Gnorlax is my partner in experimentation. After all, cooking and chemistry are about the same basic thing: tossing things together and seeing what happens.
I've taken on Ivy as my protege. Her survivalist abilities combined with my formal education could create one very potent potable-making pair.
Esmeray just needs a little convincing. I'm sure that once she sees the benefits that can come from a little blackstrap and snake oil she'll trust in me and in medical science a little more.

Doctor Epitaph
Dec 22, 2008
Game thread is up!
http://forums.somethingawful.com/showthread.php?threadid=3654794

Lichtenstein
May 31, 2012

It'll make sense, eventually.
I'm just silently waiting right now, so no need to wait for me, Doc!

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Doctor Epitaph
Dec 22, 2008
I wasn't--just been another busy weekend. Sorry guys!

  • Locked thread