Delusions

Delusions

Delusions

“Faith and doubt cannot exist in the same mind at the same time, for one will dispel the other.” Thomas S. Monson

Delusions are parasites about the size of a raven and the shape of a virus. They are invisible, intangible creatures that float through the Astral Plane looking for troubled minds on which they may feed. Delusions propagate by attaching to a character’s skull and whispering wrong ideas in a character’s head. They feed off the strong emotions created by their whispers, and spawn a new delusion, which may attach itself to a new creature. The original delusion will not willingly release its hold on the character’s psyche, and can not be harmed by normal weapons. Anyone who can see invisible creatures can see them, and any attack that affects insubstantial creatures can affect them.

Group, Small, Invisible, Insubstantial, Planar Power

Invoke Migraine (d4-1); 1HP, 0 armor

Special Qualities: Can be killed by heal spells if directly targeted.

Instinct: To drive its host mad, to feed on its host’s madness

Special Moves

Feed on its host’s anguish

Convince its host of danger where none exists.

Twist a host’s bond so as to cause harm

Convince its host to perform a meaningless ritual

Spawn a new delusion

Tempest Staff

Tempest Staff

Tempest Staff

When wizard wields the Tempest Staff with skill

To bind a living creature in your sight,

You may succeed, and bind it to your will

Or else will fail and meet a grievous plight.

Add 2d6 to your INT as your score

And if the score exceeds or equals seven

Then creature fell will hesitate before

Attacking you or any of your brethren

And if your score exceeds or equals ten,

A gift will living creature then bestow

Its special move will be within your ken

To use one time against another foe.

But if a six or less, you do receive

Then all stored moves within the staff must leave.

Rather than add a clarifying stanza, I will keep this one a sonnet and clarify in prose.

Roll INT+2d6

A 7+ will prevent a creature from attacking you or your party until your next move. You can choose to do nothing, and keep this creature at bay as long as you are conscious.

A 10+ will steal a special move from the creature, chosen by the DM. You may use this special move one time, but using it returns it to the creature.

The wielder can return the move to the creature at any time without using it.

The staff will hold one special move for each bonus point to the wielder’s INT. If it is transferred to someone with a lower INT, special moves are removed until the previous statement is true.

If the wielder rolls 6 or less, then all stored moves are removed from the staff.

I have made some updates to my campaign world.

I have made some updates to my campaign world.

I have made some updates to my campaign world. While I am both a full time employee, and a full time student, I am unlikely to be even a part time DM, but I hope to find time to run something before I retire…

Critiques and questions welcome…

https://heroesofpeleandril.obsidianportal.com/

Neshog’s Coin

Neshog’s Coin

Neshog’s Coin

Neshog, The Goblin Trickster, was said to have a coin that obeyed his commands, and would display heads or tails at his whim. Whoever holds this coin may flip it and cover it, and whichever side you wish to appear does.

When you use Neshog’s Coin to win something, Roll CHA+.

On a 10+, the loser believes he lost fair and square.

On 7-9, choose one:

You take -1 ongoing against the loser in future parleys.

You draw unwanted attention to yourself. The GM will tell you how.

The coin loses its enchantment until the following dawn.

Game settings I will never get to: Episode one

Game settings I will never get to: Episode one

Game settings I will never get to: Episode one

The native word to describe these lands has two meanings. The first meaning is to split apart. The second meaning is to cling together. And that is what these lands have done. Infinite worlds were destroyed by the Sundering. No one knows by what magic or technology this land brought the pieces together. Wizards and cyborgs now fight side by side. Warp ships and Dragons fight for control of the skies. Ancient Spellsingers jam with Rock Gods. Magic blades and laser swords clash against one another beside a river of fire, as lands once separated now cling together unwaveringly.

Welcome to the Cleave-lands.

I have been working on a worldbook for a game I hope to run someday.

I have been working on a worldbook for a game I hope to run someday.

I have been working on a worldbook for a game I hope to run someday. I have blatantly lifted from D&D 3 and 4, and Pathfinder. I originally wanted to run it in one of those systems, but since Jim Crocker turned me on to DW, I have filtered the world once again, adding some more DW crunch to the fluff.

I am willing to entertain some critique of the world. Don’t bother to tell me what I stole, I already know.

https://heroesofpeleandril.obsidianportal.com/

https://heroesofpeleandril.obsidianportal.com/

Ring of the Goblin Champion

Ring of the Goblin Champion

Ring of the Goblin Champion

“You better mind yer parunts, an’ yer teachurs fond an’ dear,

An’ churish them ‘at loves you, an’ dry the orphant’s tear,

An’ he’p the pore an’ needy ones ‘at clusters all about,

Er the Gobble-uns ‘ll git you

Ef you

Don’t

Watch

Out!”

“Little Orhant Annie”, James Whitcomb Riley

This silver band bordered in gold is engraved with animal knotwork. When you wear the ring, it gives you the following moves.

When you greet a band of goblins with open palms, they see you as a fellow goblin, regardless of your actual appearance. Roll CHA+. On a 10+, You are treated as an ally and choose one.

-Your friends are also treated as allies.

-One goblin in the band will offer his services as a hireling.

-The band tells you the location of a guarded or trapped treasure

On a 7-9, you are treated as an ally. On a miss, you are perceived as a goblin but treated with suspicion.

When you parley with goblins, you may claim to be a champion of Goblinkind as leverage. This does not change the likelihood of success or the consequences of the roll.

I am thinking about running a game (Just thinking until I have fewer than three jobs.) and allowing players to…

I am thinking about running a game (Just thinking until I have fewer than three jobs.) and allowing players to…

I am thinking about running a game (Just thinking until I have fewer than three jobs.) and allowing players to choose any race and class, including a few races not in the DW.

In order to do that, I am writing racial moves, which are to be used when a character chooses a class and race that don’t have a standard DW Move. They will be less powerful than the class moves, making the combo sub-optimal, but playable. New (to DW) races will have somewhat more powerful moves, to make them playable as any class.

Here are some examples:

Elves playing a class without a racial option have the following move:

Mother Tongue

Elves invented language. Whenever someone speaks a language you don’t know, roll WIS+ or INT+. On a 10+ you understand the Elvish roots of that language and get the gist of the conversation. On a 7-9, choose one:

• You understand the subjects.

• You understand the verbs.

• You understand the objects.

Hobbits playing a class without a racial option have the following move:

Eat Desert First

Whenever you have a chance to eat you may consume an extra helping. For each extra helping you consume you gain +1 Plumpness. Your maximum Plumpness is equal to 3 + your CON bonus. If the DM tells you to consume a ration, you may choose to lose 1 Plumpness instead.

Goblins choose between one of the following moves:

Squeeze Through (Goblins)

When you move through a tight space, no smaller than your head, roll DEX+. On a roll of 10+ you move through without hindrance. On a 7-9, you get through, but choose one:

• You draw unwelcome attention or put yourself in a spot. The GM will tell you how.

• You lose an item of your choosing.

• You twist a body part in a way it was not meant to go. You gain the debility Sore Back, and cannot Squeeze Through again until the debility is removed.

Shake Spear (Hobgoblins)

When you carry a spear it does not count towards your Load. When trying to intimidate someone, if you are holding a spear you gain a +1 to a Parley roll.

Scarecrow

Scarecrow

Scarecrow

Solitary, Stealthy, Construct

Hit Points: 8

Armor: 1 (ignores piercing damage)

Sickle (d8 Damage, Close)

Special Qualities:

When a Scarecrow is on fire, its sickle does fire damage, ignoring armor.

When a Scarecrow walks between the rows to stalk its prey, the sound it makes seems to come from all directions at once.

“I would slay each living creature

The farmer, baker, teacher,

And fill the world with pain

All the things I’d be killing

Life would be so very thrilling

If I only had a brain.”

A scarecrow’s duty is implicit in its name. A scarecrow yearns to frighten, as much as old clothing and straw can yearn. Much as a stuffed animal can receive a child’s love, a scarecrow can receive a farmer’s fear and desperation. And just as a velveteen rabbit can be “loved real”, a scarecrow can be “feared real”.

Instincts:

Protect the Crops

Destroy Pests

Instill Fear