Apostle of Peace

Apostle of Peace

Apostle of Peace

d12

6+CON

Alignment:

Good: When you stand between the oppressed and the oppressor.

Good: When you allow yourself to be taken to spare others violence.

Race:

Halfling: When you sing to a crowd of how your god has provided for them name one thing and if the crowd can provide it they will.

Elf: When you tell a crowd of the miraculous deeds of your god has done in their land name some artifact of your god or theirs and they will tell you either what it does or where it may be found.

Bonds:

_______ honors their god and can be trusted.

_______ has shown mercy to their enemies and deserves respect.

_______ has given of their time and money to the less fortunate and should be honored.

I will help ______ find the peace they deserve.

Starting Moves:

Vow of Nonviolence: If, at the end of the session, you have dealt no damage to another living being you may gain an experience point.

Vow of Peace: If, at the end of the session, none of your allies have dealt damage to another living being they gain an experience point.

Vow of Poverty: When you give your share of any gains the party has made to a church of a good god gain 3 Adventuring Gear.

Pacifying Words: When you want to disarm a charged situation, start speaking or singing and roll+CHA. On a hit, no NPCs present can commit violence while they can see you or hear your voice. On a 10+, furthermore, if any of your fellow players’ characters leave the situation peacefully, they mark experience. On a miss, your words of peace are so insulting that you become the clear target of all hostility.

2-5 Moves

Lovely Feet: when you share the word of your god with another player’s character, roll+CHA. On a 10+, hold 3 over them. On a 7–9, hold 2 over them. Whenever you like, you can spend your hold, 1 for 1, to have them mark experience. On a miss, they hold 1 over you, on the same terms.

Divine Protection: When you wear no armor or shield you get 2 armor.

Giving Thanks: When you bow you knees in thankfulness after you survive a dangerous situation, you and all who join you are healed of half of your Hit Point total up to that total.

Put to Rest: When you speak words of faith and prayer in the presence of the undead roll+CHA. On a 10+ the undead are destroyed. On a 7-0 the undead flee. On a miss the undead attack you to the exclusion of all others.

Pilgrim: When you ask for shelter from pious folk they will always find a dry bed and some food for you.

Words of Mercy: Once an enemy has been hurt you may Parley with them with their safety as your leverage.

6-10 Moves

Faith is my Shield: (replaces Divine Protection) When you wear no armor or shield you get 4 armor.

Prayer Service: (Requires Giving Thanks and Lovely Feet) Those who join you in your nightly prayers to your god need not spend a ration during the Make Camp move you gain 2 hold on them as if you had rolled a 7-9 on your Lovely Feet move.

My Word is my Bond: (requires Words of Mercy) You may use Words of Mercy before the enemy is hurt.

Taker of Vows: Anyone may come to you to take a Vow. They gain the benefit of the Vow move that they agree to if you agree to bind them by that Vow. Any character with one Vow considers Pacifying Words as a class move. Any character with two Vows consider your 2-5 moves as class moves. Any characters with three Vows consider your 6-10 moves as class moves.

Grace Under Fire: when you take damage in a fight, roll+HP Lost. On a 10+, hold 3. On a 7–9, hold 2. On a miss, hold 1, but take -1 forward. During the battle you can spend your hold 1 for 1 to:

• Name an npc within your reach. You disable or disarm them (DM’s choice) without harming them.

• Name a character within your reach. You redirect their attack to another character within your reach, or else to nowhere — into the ground or a wall or the sky.

• Name a character on the scene, but outside your reach. You cross the distance between you before they have time to adjust or react.

• Ignore all harm to yourself from an incoming attack.

• Take the damage meant for someone near you.

In the World: when you take your bearings in a landscape or a settlement, ask 1:

• Where could I hide here?

• If I had to make a stand here, where would be best?

• Who here is the most pious?

• How could I gain access to this place’s or these people’s secrets?

• How could I gain the undivided attention of all present?

• How could I best become accepted as a part of this place or these people?

• What or who is the source of the most pain here?

Whenever acting on the answer requires a roll, take +1.

Censure Fiends: (requires Put to Rest) When you speak words of faith and prayer in the presence of the demonic roll+CHA. On a 10+ the demon is banished from this realm. On a 7-9 the demon flees. On a miss the demon attacks you to the exclusion of all others.

When you try to find a place you have heard of within Hogwarts roll + INT on a hit you find it before you are needed…

When you try to find a place you have heard of within Hogwarts roll + INT on a hit you find it before you are needed…

When you try to find a place you have heard of within Hogwarts roll + INT on a hit you find it before you are needed elsewhere. On a 10+ you discover some new facet of the castle. On a miss you are called away before you can find it. Someone is upset with you.

When you rush through the halls of Hogwarts to find or lose someone roll + CHA. On a hit you catch or lose them. On a 10+ you do so in a timely manor. On a miss you get caught or lose your quarry and the GM may make a Hard Move against you.

When you wander the halls of Hogwarts aimlessly roll + WIS. On a 10+ your GM will offer you a Golden Opportunity. On a 7-9 you are unbothered in your perambulations. On a miss you open yourself up to a Hard Move.

So there is a discussion going on over in the RPG community about people’s favorite published D&D settings and it…

So there is a discussion going on over in the RPG community about people’s favorite published D&D settings and it…

So there is a discussion going on over in the RPG community about people’s favorite published D&D settings and it got me thinking about what a Dungeon World setting would be. My general assumption is that every game start’s it’s own brand new setting but that could be said of most D&D games too. The adventures I’m writing have a definite setting that they exist in but it is mostly implied.

So tell me about your favorite DW setting.