So, I’ve been running an alternate history game set in the Roman Empire in 69 AD.
So, I’ve been running an alternate history game set in the Roman Empire in 69 AD. Dwarves have replaced the Egyptians, Elves represent those of Greek descent (consequently there are a lot of half-elves), and the Halflings are used as the Picts/Celts.
In doing so, we’ve been modifying spell lists and such and I’ve been building some custom spell lists for the Celt following Sucellus, the half-Greek follower of Yaweh, and the Egyptian ward of Anubis. I thought I’d share the spells here for anyone who’d care to look at them/use them. Some are based off of trawling through freely available Classes online, so if you see your work or someone else’s please assume it to be me liking your idea enough to borrow. I’ll definitely try to mark the inspirations as I find time (and if I can remember where they came from).
Brutal, brutal session last night.
Brutal, brutal session last night. I showed the group the DEFINITION of Hard Moves. On our private forum they’ve been collecting the stuff lost after the big throwdown with the dwarf creating a gate to Hades under the command of an ancient Demon. The accounting so far has them losing:
Dwarven Wizard lost:
Awesome magic staff
Eye of Ptah
1 point Str, Dex, and Con
Unknown magic oil
19 uses of Bag of Books
1 book of ciphers
Multiple scrolls of magic lore (not spells)
Multiple scrolls of Vulpe history
Multiple dwarven spellbooks
Multiple books of dwarven magic lore
Dozens of gold canopic jars (we might have sold these for the some of the funds)
Canopic jar containing lungs of Daughter of Beset
5000 Coin (I imagine this is a group fund…we didn’t each have 5K coin in treasures, did we?)
Potion of Longevity
Flask of Breath
Halfing Ranger lost:
Sling and all ammo
Elvish Namer lost:
Life (but made Last Breath Move)
A Man’s Not Dead While His Name is Spoken Move
Human Barbarian lost:
Life (but regained it after making a Bargain with Death)
All his spears
And a little of his free will (due to Death’s Bargain)
Human Noble lost:
Consciousness (in induced coma due to “friendly fire” poisoning)
9/10s of his Retinue
About 10k in Coin and valuables in the Estate
Most of his super nice plate mail’s Armor Rating (via Armor Mastery)
In all, a good session. 😀
Okay, so the Wizard in my group is really chomping at the bit to be able to prepare more spells every day.
Okay, so the Wizard in my group is really chomping at the bit to be able to prepare more spells every day. And in the tradition of “Being a Fan of the Players” I am trying to put together a new Wizard Move that would allow just that. I have the following two options in mind, but am willing to entertain other suggestions (so long as they aren’t just “do it RAW” or something along those lines)
Mind over Matter mark 1
[Level 6-10 Move]
You have learned to channel your physical energies to expand your mental capabilities. When you prepare spells for the day, you may prepare an additional number of spell levels equal to 1/2 your Constitution (rounding up). Doing so, however, is taxing both mentally and physically and gives you a -1 ongoing to any CON or INT related rolls for as long as you have more than your Level+1 in spell levels prepared.
Mind over Matter mark 2
[Level 6-10 Move]
You have learned to channel your physical energies to expand your mental capabilities. When you take this move, permanently reduce your Hit Points by any number up to 6. For every Hit Point sacrificed, you gain 2 additional spell levels that you can prepare each day (e.g. if you reduce your Constitution by 2 you will from then on prepare Level+5 in spells). You can only reduce your Hit Points when this Move is taken.
So, I have a question on Hirelings.
So, I have a question on Hirelings… are the Skills the big groups (Adept, Burglar, Minstrel, etc.) or are they the more specific actions (Arcane Assistant, Experimental Trap Disarming, A Hero’s Welcome)?
So when I get a hireling, do I get a Protector +2 or do I get a hireling with Sentry +2 and Intervene +0? I’m leaning towards the second path, but want to know what others do.
Okay, so my group has been pushing hard on non-lethal options in the game.
Okay, so my group has been pushing hard on non-lethal options in the game… and rather than just constantly going with Defy Danger I came up with this custom move… help me stress test it before my next session?
Punching and Wrestling
When you attempt to subdue or deal non-lethal damage to an opponent within hand range, roll +STR. On a 10+ the opponent is either Staggered or Held, your choice. Or you can choose to Knock Out your opponent, but they will make an attack on you before you succeed. On a 7-9, deal your normal damage to your opponent (but you can choose to roll two dice and take the lower if you wish) and your opponent deals damage to you.
If your opponent is armed they will always deal damage to you even if you roll a 10+ (if you choose to knock them out, they deal an extra +1d6 damage on their attack).
Staggered opponents are dazed and groggy. Any attacks against them are at a +1 ongoing and they cannot perform any special moves for a few moments.
Held opponents are pinned or grappled in some way. Both you and your opponent are unable to defend yourselves from outside attacks and your opponent is unable to do anything save for attempt to break free. If your opponent attempts to break free, roll +CON. On a 10+, choose both and on a 7-9, choose 1:
* Avoid damage from your opponent
* Maintain the hold
I was working on how to add mounted combat to Dungeon World and I came up with the thought of treating Horses like…
I was working on how to add mounted combat to Dungeon World and I came up with the thought of treating Horses like weapons. Then you could create a Mounted Combat Move that removes the clumsy tag (amongst other things… Compendium Class, anyone?)
My initial thoughts were as follows:
Warhorse. close, reach, +2 damage, +1 armor, clumsy, 400 coins, load 12
Horse. close, +1 damage, +1 armor, clumsy, 75 coins, load 10
I had considered creating a new tag for the standard Horse called “passive” (or something of the sorts) which would require some kind of defy danger check to go into combat or something, but haven’t really put a whole lot of thought into it yet.
Anyone have thoughts on this?
I know it’s Wizard Week, but I really have a question about a couple of Druid (and by extension the Custom Class…
I know it’s Wizard Week, but I really have a question about a couple of Druid (and by extension the Custom Class “The Namer”). The Druid has “Hunter’s Brother” and “Stalker’s Sister” which allows the Druid to “Choose one move from the Ranger class list”…
The wording of this seems vague to me, compared to other Multiclass moves. It seems to me it could be interpreted one of two ways: First, it could mean you can only choose from the Ranger Starting Moves. Second, you could treat it as a normal multi-class move and allow them to select a Move as if they were one-level lower. The final, and more lenient, way would be to allow selection of ANY ranger move. The problem with the third way, to me, is that you could, as a 2nd Level Druid, select any of the 6-10 Level Ranger Moves. Is that Intentional?
I know Sage LaTorra and Adam Koebel have weighed in on free-form multi-classing before (as in being all for it), but I really wanted to get an understanding on the wording of this move in particular. Any insights from anyone (or the designers)?
I did just put together a Longarm Skirmisher base class for my local group.
I did just put together a Longarm Skirmisher base class for my local group. It’s based somewhat off of the Ranger and a bit off of the fighter. Let me know what you think…