I GM Dungeon World for ten-year-olds at a FLGS.
I GM Dungeon World for ten-year-olds at a FLGS. Most of their characters have leveled past 10 and retired, and they’ve demanded some more … offbeat … character choices for their next round. One of them wants a waterbender, so I wrote this compendium class …
When you awaken your elemental nature, the next time you level up you may take this move:
Choose a classical element: wood (STR), air (DEX), earth (CON), metal (INT), water (WIS), or fire (CHA). That element replaces the corresponding stat: so any move for which you used to roll+CHA, now you’ll roll+FIR. When you call on your nature to control that element, roll+the appropriate element. On a hit, the element does as you want; used as a weapon, it’s messy, reload, reach, two-handed. On a 7-9, choose 1:
• The effect is uncontrollable, causing collateral damage to your allies or the environment
• You focus so hard you become vulnerable: the next attack on you does +1d4 damage
• You use up the available stores of the element in your area: you can’t bend again until you get more
• You draw unwanted attention—the GM will tell you how
Once you’re a bender, these count as class moves for you; you can choose from them when you level up:
☐ Creative Destruction
When you use your element as a weapon, add or subtract one tag from the usual stat line.
☐ Motion Capture
Choose a basic move which requires you to roll+your element. When you roll that move, you may simultaneously roll [Element]bending, using the same roll for both moves. Note that even if you fail, you only mark experience once. (You may take this move multiple times.)
☐ Phase Shift
You expand your elemental paradigm to control trace or modified versions of your element: lightning as well as fire, or blood as well as water, for example. You can also use bending to modify the element: rotting wood, rusting metal, freezing or evaporating water, etc.
☐ Real Recognize Real
Spirits tied to the primal essence of your element, including ancestor spirits who bent the same element, count you as a friend; take +1 forward to recruit or parley with them.