Avatar

MasterQwertster Blathers

@masterqwertster

I write fanfiction. I do a bit of art. I throw out ideas about my fandom obsessions.

Housekeeping Navigation

Current Obsession: Critical Role (with an emphasis on Campaigns 3 & 4)

So you'll see lots of that, plus some The Legend of Vox Machina, The Mighty Nein, and Campaigns 1 and 2. And the occasional random tidbit from other stuff.

For content I create, the tags are as follows:

#MQ blathers is text posts of me talking meta, theory, ideas, and jokes

#MQart is art I've made

#MQfic is my fanfic writing

#MQ&A is answers for my ask box (which are often writing prompt games)

#MQ AU machine is AU building and/or writing I do. The master list of my AUs and their tags. And the easy ask list if you'd like to see more of a particular AU

#mq cr watch is live reactions to Critical Role episodes, and will also carry a #cr spoilers tag

My Ask Box Rules

  • I don't mind having multiple asks from the same person in the box at the same time. I really don't get enough traffic for it to be a problem, so ask away
  • Questions about my takes on the Current Obsession content, AUs, or about my fics are always welcome
  • I can't make you, but it is Polite to reblog my answer to your ask. Add some comments in the tags if you really like it

For Ask Prompt Games:

Prompts can be found under #questions for the ask box

  • These are generally open. Though if I've been cranking out a specific prompt set for a while and then beg off in one of the answers, please wait like a month before asking with a reminder of the prompt. Or wait until I bring that prompt around again, as I am wont to do
  • I'm currently writing for characters from mainly Bells Hells/Campaign 3 or Campaign 4. I will take EXU characters, and I'm open to Vox Machina/Campaign 1 and Mighty Nein/Campaign 2
  • Also, do not expect much of non-canon ships from me. They rarely compute in my aro-ace brain

I saw a post praising Sam for refusing to metagame, and I wanted to shout out Marisha as well. She failed her insight check on Ellipides Tallbarrel in episode 3 and has played up Murray's suspicion ever since, her interaction with Pimley Morn only adding fuel to the fire.

Murray was feeling cynical after the Sundered Houses corrupted the purpose of her Hucklewind, and Tallbarrel represented a balm for that cynicism. He was Murray's guy, as much as Azune if not more. There was a point where she hung out with him DAILY outside the workplace. If he could betray her, who the hell is trustworthy? If Tallbarrel lost his vision for the Penteveral, why couldn't Thjazi have lost his own vision? If Tallbarrel was in it for himself after everything he and Murray had been through together, then EVERYONE is in it for themself until proven otherwise, and Murray's first priority is knowing what they have to gain.

Thimble in Daggerheart

Class: ASSASSIN

ASSASSIN’S HOPE FEATURE Deadly Determination: Spend 3 Hope to clear 2 Stress. CLASS FEATURES Marked for Death On a successful weapon attack, you can mark a Stress to make the target Marked for Death. When you deal damage to a target you’ve Marked for Death, add a number of d4s equal to your tier to the damage roll. You can have only one adversary Marked for Death at a time. This condition lasts until you take a rest, the current adversary Marked for Death is defeated, or the GM spends a number of Fear equal to your tier to clear it. Get In & Get Out Spend a Hope to ask the GM for a quick or inconspicuous way into or out of a place you can see. The next roll you make that acts on this information has advantage.

Subclass: EXECUTIONER'S GUILD

SPELLCAST TRAIT: Agility FOUNDATION FEATURES First Strike: The first time in a scene you succeed on an attack, you deal double damage. Ambush: Your “Marked for Death” feature uses d6s instead of d4s.

Now, there is an argument to be made that Thimble could be run as a Syndicate Rogue given how she ran part of Thjazi's network and how many of the fairies we've met look to her for leadership. However, Thimble has not been acting towards that part of her (old) job in the campaign. What she has been doing is being Queen of Damage and Killing. Thus the Executioner's Guild Assassin. Plus, mechanically speaking, Thimble's been leaning more Blade damage buffs than Grace social and pizzazz abilities.

As for subclass, besides Executioner very much matching her vengeful hitlist mentality of kill them hard and fast, Thimble sure as hell isn't a poisoner/doling out the debuffs.

Ancestry: FAERIE

Luckbender: Once per session, after you or a willing ally within Close range makes an action roll, you can spend 3 Hope to reroll the Duality Dice. Wings: You can fly. While flying, you can mark a Stress after an adversary makes an attack against you to gain a +2 bonus to your Evasion against that attack.

A fairy is a faerie.

Community: SLYBORNE

Scoundrel: You have advantage on rolls to negotiate with criminals, detect lies, or find a safe place to hide.

Thimble has been a partner-in-crime for a long time. She's got the thieving underbelly community of Slyborne.

EXPERIENCES

Thjazi's Right-hand Pixie: So much of Thimble's life (that we know of) has been wrapped up in being Thjazi's parnter-in-crime. Of course this is a core experience for her to draw on and make use of.

Coldblooded Killer: Thimble has been to war, was gifted as a bodyguard, and she's still wreaking havoc on the battlefield now. She doesn't hesitate to go for the kill.

Vengeance is Mine: The learned experience is vengeance and going out to kill all the people that caused Thjazi's execution, that killed her friends. Which at this point is the Tachonis, since she got Casimir pretty fast.

DOMAIN CARDS

Level 1

Pick and Pull

Level 1 Midnight Ability Recall Cost: 0 You have advantage on action rolls to pick nonmagical locks, disarm nonmagical traps, or steal items from a target (either through stealth or by force).

For Thimble's thievery and D&D rogue skills/proficiencies.

Not Good Enough

Level 1 Blade Ability Recall Cost: 1 When you roll your damage dice, youcan reroll any 1s or 2s.

Better damage output for the Damage Dealing Queen.

Level 2

Reckless

Level 2 Blade Ability Recall Cost: 1 Mark a Stress to gain advantage on an attack.

Get the good attacks in. And a bit for Thimble using Desperate Measures under Castle Delawney.

Level 3

Versatile Fighter

Level 3 Blade Ability Recall Cost: 1 You can use a different character trait for an equipped weapon, rather than the trait the weapon calls for. When you deal damage, you can mark a Stress to use the maximum result of one of your damage dice instead of rolling it.

Mostly for the damage boost of being able to auto-max a die's damage roll. But it also makes sense in mixed narrative/mechanics now that she's got bracer's boosting her strength that she'd be able to wield weapons that don't work on Dex efficiently.

Occtis in Daggerheart

Class: SUMMONER

SUMMONER'S HOPE FEATURE Aid of the Spirits. Spend 3 Hope to conjure otherworldly aid. Distribute 2 Hope among one or more other PCs within Far range, and you clear a Stress. CLASS FEATURES Summon Entity You can summon otherworldly Entities: Fate Spirits and other Entities from your subclass. Each Entity is associated with a summoning circle below. Mark a Stress to summon a number of your Entities equal to your tier, and add them to the appropriate circles. You can hold a total number of Entities equal to your level. Summoned Entities stay within Very Close range, can perform harmless tasks within that range, and cannot be targeted. If a task requires an action roll, make a Spellcast Roll to command the Entity. First Circle — Fate Spirit. After an adversary within Very Close range makes a successful attack roll, you can command a Fate Spirit to force the adversary to reroll the attack. The spirit then disappears

Subclass: NECROMANCER

SPELLCAST TRAIT: Knowledge FOUNDATION FEATURES Second Circle — Shambling Corpse. You can summon Shambling Corpses using your Second Circle. Hunger of the Grave. Make a Spellcast Roll against a target within Far range. On a success, your Shambling Corpses move to attack the target, dealing 5 physical damage for each Shambling Corpse before returning to you. One Shambling Corpse then disappears. Grim Harvest. When an adversary within Far range marks its last Hit Point, you can summon one Shambling Corpse without marking a Stress.

So you could run Occtis as a Wizard. He would enjoy the Codex Domain. But there's the literal Necromancer subclass in the Summoner class, and Occtis does summon up his undead helpers. Also, the Blood Domain plays into Occtis having the Vital Sacrifice feat and the spell Life Transference, plus the vibes of Occtis using his "now unecessary" body parts as spell components.

Some fun things about Summoner is that the only dismissing conditions for any summons are their final use conditions. In other words, call up Pin the Fate Spirit (as Occtis has not had him directly attack, just be used as a spellcasting conduit and Help Action) and he doesn't dismiss until he forces an enemy to reroll their successful attack. And for Necromancer, Dame Gaya Seremai the Shambling Corpse can stick around until she's the one dismissed after making the Hunger of the Grave attack.

Ancestry: HUMAN

High Stamina: Gain an additional Stress slot at character creation. Adaptability: When you fail a roll that utilized one of your Experiences, you can mark a Stress to reroll.

Human is human. We'll get into the undead status in a bit.

Community: HIGHBORNE

Privilege: You have advantage on rolls to consort with nobles, negotiate prices, or leverage your reputation to get what you want.

You could run Occtis as Reborne, as he has clearly been cut off from what he knew before by his death and resurrection. But, Occtis still acts like a Tachonis, a lord of a Sundered House, and still has a lot of unlearning to do in this regard. So in light of that, I'm inclined to keep Occtis Highborne for now.

Transformation: REANIMATED

Corpse: During a rest, you can clear Hit Points only if you have access to remains from a recently deceased creature. Describe how you use these materials to maintain your corpse. Won’t Stay Dead: When you choose the Risk It All death move and fail, you can permanently mark a Hit Point to succeed instead. When you do, you still use the Hope Die’s value to clear Hit Points and Stress. When you permanently mark your last Hit Point, you pass through the veil of death.

My hesitations about how mechanically ugly Reanimated is have been relieved by the final product in Hope and Fear vs what was published to The Void. The Void version had it so you could only heal on downtimes with body parts to integrate or Risk It All death moves, while as you can see here, the final version lets you be healed normally with the caveat of body parts needed during downtime.

It's a little off from Occtis's vibe, in that he hasn't needed to add other's body parts to himself to heal, just stitching himself up, but it's not a terrible narrative bit to add/overcome.

EXPERIENCES

Outcast of House Tachonis: Occtis has been subtly kicked out, but he is still a Tachonis. This is the experience for all that entails.

Effort Matters: For all the work Occtis has put into learning magic, being a necromancer wizard. And spitting in the eye of his father's value of "effortlessness"

I "Lived," Bitch!: The learned experience is being undead. Killed and came back, not quite alive, but still here. And fun phrasing.

DOMAIN CARDS

Level 1

Lifeblood Talisman

Mark a Hit Point to conjure a talisman infused with our life essence. When the bearer of the talisman would take Severe or greater damage, they can destroy the talisman and reduce the damage by two thresholds. The talisman otherwise disappears when you take a rest or cast this spell again.

Similar-ish vibes to Life Transference. It's even a "they get twice as much as you take", sort of. After all, you sacrifice 1 Hit Point to make the Talisman, and they get to reduce a Severe damage (3 Hit Points) by 2 thresholds/Hit Points. And better, Occtis can use this Talisman on himself if he wants.

Power Through Pain

When you mark a Hit Point, place a token on this card. On a successful attack, you can spend any number of tokens from this card to gain a 1d6 damage bonus on the attack for each token spent. This card can hold a maximum number of tokens equal to your Spellcast trait. Clear all tokens from this card when you take a long rest.

Once more, the vibe is Occtis sacrificing parts of himself for power. Getting hurt earns you bonus damage dice.

I also considered Bolt Beacon instead, just for a good magic attack and to not entirely ignore the Splendor Domain, as you could flavor it as a Firebolt that catches clothing on fire without actually damaging beyond the initial impact, but I do like leaning into the Blood Domain for Occtis.

Level 2

Palpatations

When you or an ally makes an action roll to frighten or intimidate a creature within Close range, you can spend a Hope to give the roll advantage. On a success, the target marks a Stress. Additionally, once per long rest, you can spend a Hope to calm yourself or a willing creature within Close range, letting the target clear 2 Stress.

A nod to Occtis being intimidating with the druids in the Shcongarten, having the Cause Fear spell, as well as how his undead status makes emotional regulation weird and somewhat easier to be calm when Occtis doesn't have the physical/chemical emotional cocktail going on.

Level 3

Burning Gore

Make a Spellcast Roll (13). On a success, mark a Hit Point to inflame a group’s lifeblood within Far range, making each target mark a Hit Point. If you have at least 3 Hit Points marked, each target marks 2 Hit Points instead.

Does Occtis have Fireball? No. Should he have necromancer-vibes fireball mixed with health sacrificing? I think so.

And the other options just weren't as fun. Occtis isn't really a healer,so that's Mending Touch and Healing Touch from Splendor out, as well as Second Wind. The only one who had an ability to speak with dead was Vaelus via the Stone of Nightsong, so Final Words isn't a great fit. Occtis isn't a great motivational speaker, so Reassurance and Voice of Reason are also out. If Occtis were any other Tachonis, I would have given him Brand of Castigation as a semi-precursor to the Scar ability of the Tachonis. Occtis doesn't really have any charm/control spells to make Blood Puppet make sense. And while Blood Spike isn't a bad match for an attack, Burning Gore is bigger and more fun.

Murray in Daggerheart

Class: WIZARD

WIZARD’S HOPE FEATURE Not This Time: Spend 3 Hope to force an adversary within Far range to reroll an attack or damage roll. CLASS FEATURES Prestidigitation: You can perform harmless, subtle magical effects at will. For example, you can change an object’s color, create a smell, light a candle, cause a tiny object to float, illuminate a room, or repair a small object. Strange Patterns: Choose a number between 1 and 12. When you roll that number on a Duality Die, gain a Hope or clear a Stress. You can change this number when you take a long rest.

Subclass: SCHOOL OF KNOWLEDGE

SPELLCAST TRAIT: Knowledge FOUNDATION FEATURES Prepared: Take an additional domain card of your level or lower from a domain you have access to. Adept: When you Utilize an Experience, you can mark a Stress instead of spending a Hope. If you do, double your Experience modifier for that roll.

Wizard is wizard. And while a Daggerheart wizard can heal because they have the Splendor Domain, Codex still covers a wide variety of spells like what a D&D wizard has.

Murray gets the Knowledge subclass as she definitely isn't a war wizard. And honestly, Adept matches that she's got Expertise in Arcana in D&D for that monster +11 bonus.

Ancestry: DWARF

Thick Skin: When you take Minor damage, you can mark 2 Stress instead of marking a Hit Point. Increased Fortitude: Spend 3 Hope to halve incoming physical damage.

Dwarf is dwarf.

Community: LOREBORNE

Well-Read: You have advantage on rolls that involve the history, culture, or politics of a prominent person or place.

Loreborne makes sense for someone who works at a school. Especially since bursar business definitely runs up against politics with a lesser brush of culture and history that shape those politics.

You could also run Murray with Slyborne from her greasy dealings, especially the effect from when she was younger and helping the Penteveral get up on its feet.

Or possibly Underborne, depending on what her situation was in the Sunset Mountains, seeing as people seem to live both in and on them going by Murray's brief conversation with Mara.

EXPERIENCES

First and Only Bursar of the Penteveral: All the connections and power Murray has from her job nicely bundled up for use.

Divination Savant: Since there's limited mechanics for Divination Wizard style abilities in Daggerheart, I've put it into an Experience that can then be applied to info gathering rolls because of the flavor of info gathering.

Get a Little Greasy: The learned experience, pointing to Murray getting involved in the clandestine dealings of the new rebellion, and her own history with underbelly work over the years to do magic and help the Penteveral.

DOMAIN CARDS

Level 1

Book of Illiat

Level 1 Codex Grimoire Recall Cost: 2 Slumber: Make a Spellcast Roll against a target within Very Close range. On a success, they’re Asleep until they take damage or the GM spends a Fear on their turn to clear this condition. Arcane Barrage: Once per rest, spend any number of Hope and shoot magical projectiles that strike a target of your choice within Close range. Roll a number of d6s equal to the Hope spent and deal that much magic damage to the target. Telepathy: Spend a Hope to open a line of mental communication with one target you can see. This connection lasts until your next rest or you cast Telepathy again.

Mostly for the Telepathy ability in place of Message. Though Murray could definitely use a sleep spell for herself. And attacks like Arcane Barrage can always be useful in combat.

Book of Tyfar

Level 1 Codex Grimoire Recall Cost: 2 Wild Flame: Make a Spellcast Roll against up to three adversaries within Melee range. Targets you succeed against take 2d6 magic damage and must mark a Stress as flames erupt from your hand. Magic Hand: You conjure a magical hand with the same size and strength as your own within Far range. Mysterious Mist: Make a Spellcast Roll (13) to cast a temporary thick fog that gathers in a stationary area within Very Close range. The fog heavily obscures this area and everything in it.

For the Magic Hand that is Mage Hand. Though the Mysterious Mist could definitely be helpful for some Schemer sneaking. And attacks like Wild Flame can always be useful in combat.

Reassurance

Level 1 Splendor Ability Recall Cost: 0 Once per rest, after an ally attempts an action roll but before the consequences take place, you can offer assistance or words of support. When you do, your ally can reroll their dice.

It's not exactly a Portent, but it is the ability to change a roll, to change Fate. So I think with some fun flavoring spin, you could make this more like Divination magic.

Level 2

Book of Vagras

Level 2 Codex Grimoire Recall Cost: 2 Runic Lock: Make a Spellcast Roll (15) on an object you’re touching that can close (such as a lock, chest, or box). Once per rest on a success, you can lock the object so it can only be opened by creatures of your choice. Someone with access to magic and an hour of time to study the spell can break it. Arcane Door: When you have no adversaries within Melee range, make a Spellcast Roll (13). On a success, spend a Hope to create a portal from where you are to a point within Far range you can see. It closes once a creature has passed through it. Reveal: Make a Spellcast Roll. If there is anything magically hidden within Close range, it is revealed.

This one is mostly for Reveal, given Murray was the one to first figure out the paint and the candle, and acts as a general magic sensing sort of deal.

Runic Lock could be useful for Schemer purposes, locking people out of places they don't want them going.

While Arcane Door might face some limiting/nerfing given teleporting is a little broken in Aramán. Might drop the range down to Close so that it more closely matches Misty Step, or add a "does it go wrong roll" like Dimension Door while keeping the Far range.

Level 3

Book of Korvax

Recall Cost: 2 Levitation: Make a Spellcast Roll to temporarily lift a target you can see up into the air and move them within Close range of their original position. Recant: Spend a Hope to force a target within Melee range to make a Reaction Roll (15). On a failure, they forget the last minute of your conversation. Rune Circle: Mark a Stress to create a temporary magical circle on the ground where you stand. All adversaries within Melee range, or who enter Melee range, take 2d12+4 magic damage and are knocked back to Very Close range.

So this one is a little bit "none of the other options really fit" as Murray is not (yet?) a fireball wizard, nor is she a healer, capable of speaking with the dead using her own power, nor would I say she's necessarily a deescalating Voice of Reason.

But also, Recant could definitely be flavored as seeing a potential future conversation with its answers and then not actually having it for the other party to know if the Recant succeeds rather than blanking the target's memory.

Rune Circle is a nice offensive defense. And Levitation could help the Schemers get into places they shouldn't be.