TheDeleter

dungeon attack mk 2

Dec 31st, 2013
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  1. Stu-D, Up-and-coming Elvish Pop Star
  2.  
  3. http://i.imgur.com/g93ZD6h.jpg
  4.  
  5. Glorfindel Tur-anion is a terrible name to subject to somebody, even if you are an elf. So it was with no small amount of relish that the young boy quickly dropped it for "Stu-D" when he joined a band with a delinquent goblin, a troll and the fairy from the next dimension over in order to make money and get girls.
  6.  
  7. Several bad decisions followed. Most of the time and money that should have gone into producing a debut album went into booze, drugs and funding a series of short-term "girlfriends." The troll decided to join a cult. The goblin bought them a new home which happened to be built on the grave of the Mad King of Todenwald, resulting in a recording session being interrupted by a ten-foot skeleton in rotting armor smashing through the wall. In the ensuing chaos, instruments and equipment were lost and Stu was hit with a curse that enabled him to see the spirits of the dead.
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  9. Unfortunately, none of the other band members seemed to care much about their lead singer's pleas for the ghosts to leave him alone. They needed cash to fix things up and maybe make an album at some point. Stu quickly realised his status as a scapegoat when they shoved him into the little leagues of Dungeon Attack, but resentment turned into amazement as he realised that he was actually good at it. Affecting a "thick-headed but sweet" face persona raked in the big bucks and gave the young elf time to learn how to harness his new ghost-busting powers. Now riding on a wave of fame and a few singles, Stu-D is looking to grab the high life again, and nothing is going to stop him.
  10.  
  11. Class: The Spirit Catcher (with some modifications)
  12.  
  13. Str: 9
  14. Dex: 13 (+1)
  15. Con: 8 (-1)
  16. Wis: 15 (+1)
  17. Int: 12
  18. Cha: 16 (+2)
  19.  
  20. HP: 14/14
  21.  
  22. Damage: 1d6
  23.  
  24. Face
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  26. Why do you catch wandering spirits? (Alignment)
  27. 'cos they won' bloody shut up! - Catch a particularly annoying spirit.
  28.  
  29. How do you catch spirits? (Race)
  30. Stu capture spirits in, er, bottles of spirits. He still thinks it's funny. When you smash a bottle full of spirits open, you may release every spirit bound to you (besides the Mad King) to create a large and loud distraction. You can hold up to three bottled spirits at a time.
  31.  
  32. Moves:
  33. Gotcha, ya mis'rable sod!
  34. When you attempt to catch a wandering spirit, roll +WIS. On a 10+, Stu grabs it and shoves it in a bottle. On a 7-9, your grip is not so tight and the spirit reacts poorly. Choose one:
  35. - The spirit panics for a moment and drags you into danger.
  36. - The spirit is stubborn and will only submit to you on one condition.
  37.  
  38. Shaddup!
  39. You can hear the voices of wandering spirits and can speak with them, but they are miserable sods to a ghost and don't like you a lot.
  40.  
  41. Oh shiiiiiiii-
  42. The spirit of the Mad King of Todenwald piggybacks in Stu-D's head, resulting in the strange juxtaposition of a sweet, mildly attractive elf vomiting up the ghostly skeleton of an inbred, paranoid tyrant to wreck shit.
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  44. Instinct: to smash!
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  46. When you call upon its great power, roll +WIS. On a 10+, it will temporarily unleash itself to carry out a short command you give it. On a 7-9, it has qualms with your command and will carry it out in its own way. On a 6-, it slips from your grasp and ignores your command, instead acting on its instinct until you can recapture it.
  47.  
  48. Pow!
  49. When you weaponize a bottled spirit you hold, describe the form it takes. Choose one range and as many other tags as is appropriate for the spirit, ranging from 1 for a generic spook and up to 4 for a kickass superghost. You cannot mark off ammo for this weapon and it will break after one use, freeing the spirit to bugger off somewheres.
  50.  
  51. Range Tags: Hand, Close, Reach, Near
  52. Tags: Vengeful (+1 damage), Forceful, Messy, Ghostly (Piercing 2), Distracting (-1 damage), Invisible, Haunting (-1 damage)
  53.  
  54. Gear
  55. Load: 3/15
  56. Yoghurts in tubes (5 uses, 1 weight)
  57. Padded gloves (hand, 1 weight)
  58. 3 bottles for putting ghosties in. (1 weight)
  59. Those mysterious black voids for eyes (0 weight).
  60. Ratty T-shirt, jeans and baseball cap. (0 weight)
  61. A bottle of vodka (healing potion, 0 weight) and a box of painkillers (poultices and herbs, 2 uses, 1 weight)
  62.  
  63. Bonds
  64. __________ did sumfink nasty to me once, they's a right twat an' I won' haff nuffink to do wiff 'em.
  65. Wonder if __________ can see them ghosties too?
  66. I 'ad a righ' laff with __________ an' a ghostie in a bottle uv Jack. Whoops!
  67. Cor, __________ sez they likes me music!
  68.  
  69. Sponsor - Abbadon'd Records
  70. Abbadon'd Records (we probably won't steal your soul!) are one of the biggest media companies worldwide, a home for both pop sensations and indie gems. Run by demons that specialise in petty contracts and only mild disaster, they currently hold a contract with Stu-D's band and negotiate terms with Dungeon Attacks regarding advertising and Stu's working conditions. Initially frustrated with the band's inability to release an album, they have thrown their weight back behind Stu-D after his Dungeon Attack spiel became lucrative, hoping to use him as the launchpad for further dungeon-crawling musicians and groups.
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