I thought of a cool character concept but I’m not sure how I could pull it off character moves wise as I’m fairly…

I thought of a cool character concept but I’m not sure how I could pull it off character moves wise as I’m fairly…

I thought of a cool character concept but I’m not sure how I could pull it off character moves wise as I’m fairly new to the DW system. I was thinking of a conjurer battle mage who can summon his/her weapons and armor changing them whenever the situation in a fight changes. They should be able to add a weapon or piece of armor to their “arsenal” but perhaps they only have a limited amount of space in their “arsenal” based on their level. Any ideas or suggestions?

10 thoughts on “I thought of a cool character concept but I’m not sure how I could pull it off character moves wise as I’m fairly…”

  1. I’d say physical violence so they are using their magic abilities to enhance their combat effectiveness summoning different weapons that have different perks associated with them. If you’ve seen fairy tale I’m thinking along the lines of Erza. 

  2. You could pretty easily reskin the fighter from the core DW book to fit that image. Or use the Channeler from Grim World if you changed the element to “weapons” instead of the typical earth/water/fire/etc. You could probably also reskin the Slayer from Grim World. Or could you make a compendium class with just a custom move or three and not have to design a whole thing from the ground up.

  3. Here’s a compendium class I came up with a while ago that mightbe helpful.

    When you encounter something your signature weapon cannot harm, but strike a killing blow on it anyway, you may take the following move on level up.

    Exhaustive Arsenal: You have an exhaustive arsenal. This counts as 6-weight, including your signature weapon. 

    When you find yourself in need of a weapon, you may draw your signature weapon from your arsenal or search your arsenal for the right tool for the job and select its tags as if you were creating a new signature weapon. 

    In addition, roll +wis. You may spend any amount of Preparation on this roll. On a 10+, pick 1, on a 7-9 pick 2, on a 6- pick 2 in addition to what the GM tells you.

    – it’s awkward to use, take -1 ongoing to Hack and Slash or Volley while wielding it

    – it’s blunted or weak, deal -1d4 damage while using it

    – it’s fragile or limited in use

    After you take Exhaustive Arsenal, you may take any of the following moves on level up.

    The Perfect Tool For The Job: When you search your arsenal for the right tool for the job, pick 1 fewer negative element. On a 12+, you may instead pick 1 additional enhancement for the weapon.

    Loaded For Bear: You may buy specialty equipment for your arsenal. A unit of specialty equipment costs 50 coin and has 1 weight. When you search your arsenal for the right tool for the job, you may expend as many units of specialty equipment as you wish to add +1 to the roll per unit spent.

    Seeker of Banes: Add this enhancement to the list of enhancements you choose for weapons from your exhaustive arsenal: on a hit, this weapon will impress, dismay, or frighten a specific creature type.

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