So my friends and I (who have played mountains and mountains of this game, which I will write about later) decided that Dungeon World really is the perfect system for running a superhero themed game, because of the amount of disregard for physics and opportunity for creative and interesting characters and mechanics. I decided none of the classes feel like they could really support a Superman/Green Lantern/Magneto-type character, so I decided to create:
The Caped
Look: Flashy Outfit, Utilitarian Look, Iconic Suit
Glowing Eyes, Caring Eyes, Hard Eyes
Uplifting Symbol, Terrifying Symbol, Mysterious Symbol
Chiseled Body, Hulking Body, Lithe Body
HP- 10 + CON
Damage – d10
Drive:
[]Justice
Bring someone responsible for their actions.
[]Revenge
Punish someone who has wronged someone or something you care about.
[]Fame
Showboat at the expense of a good opportunity
Background:
[]Tragedy
You or your family have experienced a terrible tragedy that has motivated you or unlocked your hidden talent.
Take +1 when acting on the behalf of someone you empathize with
[]Freak Anomaly
A scientific or supernatural (choose one) event caused you to gain your powers.
Take +1 to Spout Lore about the mystical workings of the universe (<--- WIP, need suggestions)
[]Genetic/Natural
You were born this way. (I could use a suggestion as for what to put here )
STARTING MOVES
+Superhuman Power:
You have a superhuman power, describe it _____________________________________________________________
______________________________________________________________________________________________________
Pick at least two of the following drawbacks
[]Your control of your power is reckless and unstable
[]You must take a moment to transform yourself before using them
[]Your power is weakened by a specific substance ____(Gm’s choice)
[]You have a moral boundary. Describe it ________________________
[]Your power must be recharged by some source or artifact. Describe it ____________
[]An outside authority has influence and control over your powers.
[]Your powers must be channeled through an item (a ring, a sword, etc.)
Your base +Power roll is always +1.
+Power Unleashed
When you use your power to help resolve a situation roll+Power.
On a 10+, it clearly helps in a significant way. On a 7-9, pick one from the following. On a 6- it backfires horribly.
[]You open yourself up in a moment of glaring weakness
[]Your allies are put in catastrophic Danger
[]Both you and your target are affected negatively.
+Heroic Speech
When you lecture your enemy on the error of their ways, roll+CHA. On a 10+, pick one. On a 7-9, they laugh at your ways and continue. On a 6-, they interrupt your speech mid-sentence with some sort of action.
[]Your enemy’s resolve falters, take +1 forward against them.
[]They seriously question their beliefs for a few moments.
[]You distract your enemy from an ally.
+Dramatic Entrance
When you make a signature entrance in a suitably impressive way, describe it, then take +1 foward.
Gear Your load is 8+STR
You have your iconic costume, describe it. (Armor 1, weight 1)
Pick one of the following
-Armored suit (Costume is 2 armor)
-A weapon you carry everywhere, describe it. (+1 damage, 2 weight)
Pick two of the following
-A huge fanbase
-A utility belt (5 uses, 2 weight)
-A large amount of money and influence
-A friend in a high place (2 uses)
-A magical artifact of unknown use and origin.
I haven’t currently got any advanced moves written up, and this class is definitely rough around the edges, but is playable at the moment. I would REALLY REALLY appreciate some feedback and suggestions, as this is the first class I’ve decided to write up. The biggest flaw I’ve found is the +power mechanic. Originally it was “pick an appropriate attribute”, but my players pointed out that it would almost always be at +2, which makes me uneasy, because although that gives me the ability to make harder moves when they fail, I am afraid it’s not exactly balanced.
Any suggestions and criticism appreciated!