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Dungeons: The Dragoning- Seventh Edition

SephirothSage

Eldritch Abomination
From the Entry Spiel of the game:





"For ten thousand years, the Lady of Pain has silently ruled the city of Sigil, master of the hub of the Portal network despite the petty wars of the gods. The city of Sigil is the largest metropolis in the Astral Sea, untold millions making sacrifices to sustain it and ensure the continued survival of their people in the face of a hostile multiverse. From hundreds of Crystal Spheres, teeming with the Clueless and monsters, refugees and oppressors alike come to find their place in a larger galaxy, to find treasure, fame, and fortune amongst the planes. Beset on all sides by foes of such malice it would sear a man's soul to know but a fraction of their blasphemies, only the strongest and most ruthless survive. Foes from within and without seek to overthrow the Lady's rule, throwing themselves on the Throne of Blades in vain efforts to destroy in a moment the eons of her rule. The Great Devourer comes from the Far Realm beyond the Astral Sea, driven to consume all before it and Ork savages surge from their barbaric empires to pillage and slaughter. The vengeful Eldarin cite prophetic visions as they raid and destroy even their own cousins, and an ancient evil arises from tombs sealed at the dawn of creation.


In the grim darkness of the great wheel, there is only war."



From me:





You however, do not hail from the City of Sigil- but from a sphere on the rim of the astral plane, a sphere that too often passes close to countless others. A bright beacon of life and light shining in the darkness of the great wheel, burning so bright in the astral sea that those from within and without could not help but see it; 'Aesymyr', the planet of infinite skies. You hail from a world of magic and chaos, of light and order, of darkness and debauchery; a singularly magnificent world in the sea of countless others. A world where the seas are of clouds, and the countries islands- a world oft termed as a view of the astral sea in miniature.



A world in danger, just as the Astral sea itself is in danger- beset by monsters from within and without, just as the rest of the worlds are. There is only one difference, in truth.



This world is yours. Will you stand to defend it?






Alright, so here's the deal. I'm using the system talked about on this page, with the PDF's linked at the bottom of it: Dungeons: the Dragoning 40,000 7th Edition - 1d4chan .


I'm running a game set in a modified version of a setting I came up for use in my DND games, and of full scope. The System is basically the bastardized offspring of the following:


Legend of the Five Rings


Dark Heresy


Exalted


Vampire the Masquerade


Dungeons and Dragons


and


A few other things for good measure.


Rules are pretty simple, ironically- the only complex part being the sheer massive number of options you have. Basically- I want a 3-5 person party to run through this, give the system a shot, and have a lot of fun with. This isn't meant to be taken too seriously, or full grimdark- but I do intend to touch upon serious subject matter at times, so being able to shift tone is... important.
 
Oh gods below Yes... I've been wanting to get in a game of Dungeons the Dragoning since forever.
 
I know the mechanics and rules of games like DnD and Dragon Age, and I've always wanted to try to be part of a game or dice rp
 
A'right- though the mechanics here are a bit different from either D@D or Dragon Age.


In this particular game, it uses the Roll and Keep System, like Legend of the Five Rings does. You roll a certain number of dice, and keep a certain number of them to add together to determine how much you rolled, and compare this to a target number. That said- it's pretty simple, really- easy to get a hang of.


Happy to have you aboard, Vinom.
 
Perhaps a bit more protoman than Autobot... but I might save up and buy a MechaZoid.
 
True, and exactly the goal... I just think I won't be nearly that virtuous or charismatic.
 
I really need to make a sky pirate captain for this. I might need more setting info to detail it up properly.


edit: Specifically a Thri-keen Font channeling something from Slaanesh. Possibly something stolen.


another edit: Or better, a mad kenku demiurge flying what would be a slow freighter if she hadn't stripped out the life support system to make room for unlicensed engine mods. The AT field keeps the crew alive, and the void beyond keeps them loyal.
 
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Okay, serious question, is this more Star Wars on Bespin, or Skies of Arcadia with aliens? It's going to really influence which ideas win.
 
Well....


Your homeworld, is a gas giant full of magical islands of varying kinds each settled by a different culture- with some empires spreading multiple.


I don't intend to limit you to your homeworld for long, though; and beyond that? It's a realm of magiteck spaceships engaging in crazy, wild adventures in Astral Space where anything can happen. I intend to go over the top, wahoo, let's have some FUN! kinda crazy. Force Sensitive Ork Maid is an option in this system, for gods sake- though one I don't want to see anytime soon.


So more the latter than the former?
 
SephirothSage said:
Force Sensitive Ork Maid is an option in this system, for gods sake- though one I don't want to see anytime soon.
Dibs on that as a back up character.
 
Okay. Dragoon seems to be the best Class Progression for what I have in mind, with lots of leaping through rigging and boarding actions and teleporting into position to make tactical shots, but it's keyed to the Drive skill. Any chance I could work out something based on Pilot instead? It would be perfect for the Sky Pirate then.
 
This!?


This! Is! Absolutely insane bands of badasses roving the skies of their homeworld, and later on the infinite expanses of the astral sea, seeking adventure and saving the day, and presumably getting rich doing it.


Interested?
 
Character creation is a terrifying trainwreck and I can't look away. I am captivated by, and paralyzed with indecision before, the plethora of options that by all rights should never be placed together on a character sheet. Okay, let's do this.
 
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  • Katy is bright green, and that is ordinary enough. She's thin and wispy in a way that rarely characterizes homeworld Thri–Kreen, with unnaturally long hindlegs, but that could be the effects of life in milligravity. The pirates she grew up among had no frame of reference for her, anyway; they just named her for the local insects she most reminded them of, shortly after she hatched. It was never quite clear why a live Thri–Kreen egg was in that particular cargo hold, but the nobles on board looked unsavory enough. She was liberated, incubated, and raised among them. She made a sharp lookout, light enough to scamper up rigging that wouldn't have supported the larger crew members. As she molted and her jumping legs grew stronger, she made a respectable addition to a boarding party, too. She learned to play the bristles on her shortlegs like a fiddle. It was a happy time.


    Fast forward. A handful of servants of Khorne, apparently more abstract thinkers than most of their brethren, devised a weapon meant to plunge entire island-nations into bloody warfare. The Monad of Need was the name of a daemon, once, before they summoned it and broke it and forged it into a carbuncle that radiated such covetous urges as would set the citizens of any kingdom where it circulated at one another's throats. A courier and escort fighters were on their way to test it. The seal, perhaps, was not as strong as they thought. Or maybe they hadn't accounted for the cunning of a daemon left alive. Or maybe they were a blind honeypot, sent to test the artifact not by reaching their target destination, but by passing through the territory along the way. No matter why; every blackguard and mercenary and pirate company for thrice-ten kingdoms caught wind, somehow. A bauble worth a king's ransom or more, on such a course, on such a day, easy to transport, powerful enough to bargain with even if it can't be sold. The lure was as irresistible as it should have been, and Katy's crew was among those driven mad with longing.


    The bloodbath was nearly absolute. Half the incoming ships shot one another out of the sky before anyone even came within range of the cargo skiff they were chasing. Nearly all the rest fought to the death against the characteristically well-trained guardsmen of Khorne's church. Katy, who was inobtrusive when she wanted to be, and who was still frightened by violence, and who could scuttle underneath the ship when pressed, made it the furthest. She bypassed nearly all of the fighting, the blood, the fires, all of it. A stray cannonball nearly took her out more than once, but she made the courier's quarters, alone among the bewitched. She was just prizing open the mahogany box on such prominent display when the last survivor of the guard caught up to her and buried a quarrel in the back of her thorax. Still overcome by her need to possess the jewel—and also to spite the bastard what shot her—she promptly ate it. As she bled out, she laughed inside at the howls of despair from the guard. And then the laughter took on an entirely different tone. And then she stopped bleeding. And then she ate him, too. And somewhere in the middle, she knows she freed the Monad, and she's sure she agreed to let it be imprisoned in her instead of in the stone, but that's the past. Katy likes the future. Katy likes novelty. Katy hasn't been satisfied with anything since.


    Now she has her own ship, and her own crew, both assembled from the wreckage of the battle she should not have survived. They don't care for her the way her old crew did, like a little sister they were all proud of. But they're loyal. The unnatural gleam in her compound eyes makes them uneasy, and her feeding habits are best whispered of, but she has never led them anywhere but to riches. Maybe it's worth the skin-crawling, and the awful sounds at night. How else are they going to become rich? Working the fields on an island?
 
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