Hey yall! Is there an Atlantean class in dungeon world? I want to add mermaids to my playable races.
Hey yall! Is there an Atlantean class in dungeon world? I want to add mermaids to my playable races.
Hey yall! Is there an Atlantean class in dungeon world? I want to add mermaids to my playable races.
Merfolk are cool, but do you need to make an Atlantean class? I think you could do this by simply making Merfolk racial moves for the appropriate classes. After all, Merfolk isn’t your job, it’s your species, right?
Right. But they would need to have control over the water and other moves like that.
You could do both – have a merfolk race which has race moves for the base classes if you want to play a mermaid fighter or merman wizard or whatever, but also have a Merfolk Noble or something which is a whole class based around the ancestral connection between the people and the sea.
I don’t know of anything like that myself, but you might be able to pillage something from the various racial classes from these pages:
https://www.reddit.com/r/DungeonWorld/comments/3ycr50/complete_list_of_dungeon_world_classes/
http://dieheart.net/useful-stuff/dw-resources/#dw-playbooks-sheets
That’s cool. I don’t picture water control when I think of Merfolk, but that’s just my version Michelle Jones . If your version of an Atlantean includes water control then you could make that their racial move, or make a whole new playbook around it as Robert Rendell suggests. 😀
… or perhaps a Compendium Class, if you can only come up with half a dozen moves for your Atlantean Noble idea. CCs are much easier to design than full playbooks.
Dark Heart of the Dreamer describes something called Heritage moves. Here’s a quick and dirty take on it:
At the beginning of the session, or when you give into your racial quirk, hold 2 heritage. You may spend a heritage to make one of your racial heritage moves, no roll necessary. Heritage moves do not give a mechanical benefit (bonuses to rolls), rather, they grant a fictional benefit which may overcome fictional hurdles.
Dwarf heritage moves:
Resist poison
Identify stonework or craftsmanship
See clearly in the faintest of light
Quirk: Give into gold-greed
Elf heritage moves
Act with uncanny grace
See what lies far beyond mortal sight
Hear what nature whispers to you
Quirk: Lament the passing of beauty
Halfling heritage moves
Avoid the notice of the bigger people
Catch a minor moment of good luck
Shake off fear or despair
Quirk: Explore something dangerous without a plan
Michelle Jones If you want, hit me up and we’ll talk about making one.
Michelle Jones there’s a Channeler in The Grim World stuff that you could pick water as the element it controls. Then slap on a mermaid racial move and there ya go! Also, if you need a custom class or compendium class made, you know I’m the guy lol. Just shoot me a text of what you want it to be like/what you think it should do.