Quite a while ago, I shared a draft of an ‘Investigator’ playbook I styled after the detective-trope.

Quite a while ago, I shared a draft of an ‘Investigator’ playbook I styled after the detective-trope.

Quite a while ago, I shared a draft of an ‘Investigator’ playbook I styled after the detective-trope. After some play-testing, I made a few changes which hopefully make the entire thing a bit less wonky. Sharing it here for those interested. 

Feedback is, of course, appreciated. And if anyone ever gives it a spin, I’d love to hear if it works out!

https://drive.google.com/open?id=0BzuG4my2HZ_fWjlkZUgxUUlKUlE

https://drive.google.com/file/d/0BzuG4my2HZ_fT0VuNlpKbjlIamJJQkFiRTVTbEczRURDaXhJ/view?usp=sharing

My players have found themselves embroiled in a courtly trial which will decide whether or not the crown prince is…

My players have found themselves embroiled in a courtly trial which will decide whether or not the crown prince is…

My players have found themselves embroiled in a courtly trial which will decide whether or not the crown prince is guilty of faking the murder of his sister and hiding her away for a decade to keep her knowledge of his war-crimes secret. if he is, his nephew (aged 8) will take the crown instead. the players are going to be investigating witnesses and information from a decade old crime.   

Very fortunately, they are torn about the outcome they want. Finding discern realities/spout lore a bit broad for my specific purposes, I drafted the following – any feedback would help:

When you question someone to uncover the truth before the court, describe your method of questioning and Roll + the appropriate STAT. On a 10+ your questioning reveals a piece of factual information or uncovers some lie – additionally, the DM will indicate how the information applies to the greater puzzle or illuminates its implications. One a 7-9 you uncover a fact or root out a lie, but it is up to you to uncover its significance. On a miss, your questioning uncovers two things: two truths, two lies, or some combination of both. One of these is accurate, the other is not.

I’ve been working on this for a little while, thought I’d share how it’s looking now.

I’ve been working on this for a little while, thought I’d share how it’s looking now.

I’ve been working on this for a little while, thought I’d share how it’s looking now. As before, it’s really an homage to some of the great detectives of film and literature. I think it captures that feel pretty well, all in all.

https://docs.google.com/file/d/0BzuG4my2HZ_fZGtJeEx0bTdTdk0/edit?usp=docslist_api

Any thoughts are greatly appreciated! I’d love to see this thing in action!

Recently been re-reading a few old detective novels I had lying around.

Recently been re-reading a few old detective novels I had lying around.

Recently been re-reading a few old detective novels I had lying around. Figured it might be fun to write-up my take on an investigator. I threw in a lot of Sherlock, but there is also some Noir, some Columbo, and a dash of Terry Pratchet thrown in.

Very much a work in progress… 

https://drive.google.com/file/d/0BzuG4my2HZ_fbWxFZGVsa3ZVU28/view?usp=sharing

After quite a bit of work, I put my final version of the Elemental Master up on Dive Thru RPG. Here’s the link:

After quite a bit of work, I put my final version of the Elemental Master up on Dive Thru RPG. Here’s the link:

After quite a bit of work, I put my final version of the Elemental Master up on Dive Thru RPG. Here’s the link: 

http://rpg.drivethrustuff.com/product/136952/The-Elemental-Master?term=the+elemental+master

There are several prior iterations floating around in the Tavern, so if they looked like something you might be interested, check it out! 🙂

Anyway, a great many thanks goes out to everyone who either provided feedback or who did some playtesting – its always a true and distinct pleasure to kick ideas around with DW fans.

https://drive.google.com/file/d/0BzuG4my2HZ_fVkpsakxzUXJCRzQ/edit?usp=sharing

I’ve been toying with this playbook for several weeks now, and made some changes based on some friend’s advice,…

I’ve been toying with this playbook for several weeks now, and made some changes based on some friend’s advice,…

I’ve been toying with this playbook for several weeks now, and made some changes based on some friend’s advice, which I thought might warrant a re-share. Still heavily based on the Avatar cartoon series. I am still in need of commentary or play-tests, if anyone is interested – I haven’t had any opportunities to run it or play it myself.

Also adding Lemmo Pew , who had expressed some interest in seeing if some players were willing to try a slightly older version. 

As always, thanks all!

https://drive.google.com/file/d/0BzuG4my2HZ_falF2SThSNkFnWjQ/edit?usp=sharing

I had shared the old version of this a few weeks ago.

I had shared the old version of this a few weeks ago.

I had shared the old version of this a few weeks ago. After a little playtesting, I updated it quite a bit. Fundamentally still based upon avatar: the last airbender as well as the legend of Korra. Hopefully it’s improved but I’d love some feedback.

https://docs.google.com/file/d/0BzuG4my2HZ_fLUlhX1pWaXpjTGJuRGZ5VEdnTnM3QWRVRVZ3/edit?usp=docslist_api

This began as a leisure exercise in putting a few moves together and apparently ended as a full draft of a playbook.

This began as a leisure exercise in putting a few moves together and apparently ended as a full draft of a playbook.

This began as a leisure exercise in putting a few moves together and apparently ended as a full draft of a playbook. 

Based (shamelessly) on the Avatar cartoon show (which everyone should be watching), with various portions stolen from the four corners of the Tavern, including Jacob Randolph , the Ninja playbook from Lee’s Lists, and Grim World.

Completely unplaytested, probably borked on more than one level, and kind of a joy to put together – as far as borked stuff goes.

Anyway, since I’ve come this far, I’d be interested to see where I’ve mis-stepped and where this can be improved. 

Obliged!

https://drive.google.com/file/d/0BzuG4my2HZ_fUWJ6d1pfWHcweWs/edit?usp=sharing

A few new ‘magic’ items I came up with that I thought I would share; as always, feedback is appreciated – I would…

A few new ‘magic’ items I came up with that I thought I would share; as always, feedback is appreciated – I would…

A few new ‘magic’ items I came up with that I thought I would share; as always, feedback is appreciated – I would hate to drop one of several borked items on the party =) 

I’m particularly interested in fixing up the ‘Paradox Band,’ which I’m desperately unhappy with in all but principle.

[Of note, the “Lion” uses the [Mechanical] hireling rules I adapted from the standard hireling rules: https://plus.google.com/100062857438961342750/posts/HeMdSh7AuCK]

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Lightning Wand near, far, +1 damage, 2 weight [Lightning damage]*

This ‘wand’ is actually comprised of two metallic and wand-like implements, each with a small sphere at the end; one held in each hand. Upon activation, electrical energy jumps erratically between the spheres until it is directed at its target. 

When you volley with the Lightning Wand, replace the 7-9 result “Mark off 1 ammo” with the wand is depleted until recharged – by being struck with lighting. 

*While wielding the lighting wand, the user is immune to electrical damage. 

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The Paradox Band

When you don the paradox band, roll +CHA. On a hit, you are split into two separate individuals, each wearing either a (red) band or a (green) band. All equipment, abilities, and experience remain, but divide HP by ½, rounding down. The effect lasts for ten minutes or until both doubles remove their respective bands. When the effect ends, choose one double – it disappears in an instant; add its remaining HP to the ‘survivor’.  On a 7-9 also choose :

• Some ability or piece of equipment was NOT doubled.

• The doubling lasts longer or shorter than you would like.

• When the effect ends, your HP is not added together.

On a miss, the (red) double has a mind of its own and is driven by some aspect of your personality. Removing the bands will not end this effect. The GM decides when the doubling effect ends.    

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Iron Lion of the Rise:

This mechanized beast was created as a personal guard for the 2nd Marquees of Sturn and is named for the massive lighthouse that approaching ships first see in the distance, as if rising from the horizon. 

Constructed from a combination of clockwork internals and alchemically treated ‘skin,’ the Lion is beautifully sculpted, life-sized, and appears hewn of polished Iron. Looters stole the Lion during the riots that killed the 2nd Marquees, and it has moved from one owner to the next since that time. 

Once bonded to a new master via the proper alchemical ritual, the Lion of the Rise is a tireless protector, every bit as agile and ferocious as its namesake.   

NOTE: The Iron Lion of the Rise is a [Mechanical] Hireling

FUNCTION: 3 

PROTECTOR: 3 

WARRIOR: 1  

COST: Maintenance and Repairs

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Alchemist’s Fire 1 weight, 3 uses [dangerous]

A volatile liquid derived from molten magicite. The slightest spark will cause it to ignite with an otherworldly green flame, which will burn to its last drop.   

Damage done with Alchemist’s Fire does +1d4 damage and is [Magical].

In the last session of my Magipunk campaign, our Barbarian was fighting an elf with phasing powers.

In the last session of my Magipunk campaign, our Barbarian was fighting an elf with phasing powers.

In the last session of my Magipunk campaign, our Barbarian was fighting an elf with phasing powers. He had picked up ‘seeing red’ from the Fighter move list and tried to discern if he could find a gap in the elf’s intangibility He hit a 12 on his discern roll. 

I couldn’t resist on the strength of the roll, so I had the player answer the ‘What should I be on the lookout for’ question – having him, in effect, describe how he discovered the gaps in his foe’s intangibility.

He responded by saying that the elf’s rapier had a button on it that, when pressed, caused the effect. Freaking cool. 

Not too long after that, he punched the elf’s head off and claimed the blade. Now, I have to come up with the item. Here’s my draft:

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Draugr: [close, 1 piercing, precise, 2 weight, Fuel 3]

They say that down among the dead things, a sword is quenched in the cold heart of a shadow. They say the sword makes a ghost of you. They say it calls back to its home and that it will lead you there; and then you too will be a shadow, ready to have a sword quenched in your heart. 

So they say. 

When you use Draugr to shift into the spirit realm by pressing the button on its hilt, roll +CON. Regardless of the outcome, you become [intangible] for a brief time – you may not affect or be affected by anything on the prime plane. On a 7-9, also mark off 1 Fuel. On a miss you have brought something back with you that has been waiting to get out.    

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The fuel requirement is really born out of the Magipunk component of the game, so I rolled it into the item. 

I’m also kicking around a ‘x number of times per day’ or having the item modify the way the defend action works. The latter was actually my preferred course, but I was never sure on allowing one to defend themselves, even though that would seem to fit with the language of the move. 

In essence, I am wondering whether my first draft is too fiddly – I have come to shy away from adding roll mechanics to my magic items. Any suggestions from the Tavern?