I recently finished a new Base Class for Dungeonworld:

I recently finished a new Base Class for Dungeonworld:

I recently finished a new Base Class for Dungeonworld:

The Familiar!

Trick your Enemies, help your Allies and wield Ancient Magic while playing as a small, magical Animal.

https://docs.google.com/document/d/1yD9EoMXj-VOQm9y6Ds5SNqnT0CP7uJHyPwcc7J__Zyo/edit?usp=sharing

Feedback would be appreciated!

My Players recently got a noble Rat as a Hireling in the City. (a bit like Cats in Boots but as a big Rat)

My Players recently got a noble Rat as a Hireling in the City. (a bit like Cats in Boots but as a big Rat)

My Players recently got a noble Rat as a Hireling in the City. (a bit like Cats in Boots but as a big Rat)

And since Hirelings serve as replacement characters i made some Class options for this Race:

Noble Rat

Thief: every time you enter a new settlement with a Rat Population you automatically know where they hide their valuables.

Ranger: If you take the role of Quartermaster on a perilous Journey every Person involved looses 1 Ration less.

Paladin: You are immune to all sickness. You never get ill from what you eat.

Wizard: You gain the Level 1 Spell “Summon Human” (Conjuration) ongoing

You Summon a generic Human with clothing of your choice. He is mindless but you can give him orders or control him directly when you touch him. Once he receives Damage or is revealed to be fake he vanishes.

What do you guys think?

I am curious what the most interesting Gods were which you or someone else you played with invented for his…

I am curious what the most interesting Gods were which you or someone else you played with invented for his…

I am curious what the most interesting Gods were which you or someone else you played with invented for his Cleric/Ranger/Paladin ect.

The most fun God by far is from a player in the current Campaign. He calls him “der Flausch” (German game. translated “The Fluff”) and he is the manifestation of everything fluffy or furry.

oh.. and he plays a dwarf ^^ its just great fun. Everything he casts a spell something fluffy appears, for example when he heals they get a fur where the cut used to be ^^

Just had an insanely interesting DW-Session.

Just had an insanely interesting DW-Session.

Just had an insanely interesting DW-Session.

One of my Characters (a Light-Elf we established are born of Starlight by the Songs of other Elves) died.

They rolled horribly and were already damaged and got max damage all the time and 6- all the time.

She even rolled a 5 on her last breath.

I felt pretty bad even though i did not roll anything at that moment when the other Player said: “Now you turn into a tree and squash him!” And i remembered that we established that light elves can turn into Trees or other powerful enteties when they die.

So we discussed it and she turned into a Flute made of Mithril which allows the other Players to call for her help (she was a bard multiclassed with wizard she will only be able to whisper or cast her magic through the Flute) until they find a way for her to resurrect. This way she can participate at the game even though she is technically dead.

What do you guys think? Good Idea or not?

What cool Moments did you have with last-Breath moves?

Hey Guys.

Hey Guys.

Hey Guys.

I am currently working on a base Class for playing a Familiar (which i will post here, once i got to a final version)

In my Version i am going to let the Player choose between pixi, imp, raven and Pseudodragon as a race and give him a 2 point Connection with his “Master” (which doesnt have to be a wizard or spellcaster)

So my Question would be:

What kind of Abilitys do you connect to a familiar besides the traditional “be the little thing the Wizard carries along”?

I have some Ideas on my own but i am curious what you guys have in mind.

It doesnt have to be finished moves, just ideas and “fluff” i build the Class myself later. I just need some inspirations for moves and a good “baseline” so the Character will be playable by normal Players.

Hey Guys

Hey Guys

Hey Guys,

I just made Characters with some friends of mine for our new DW-Session. I only got two Players but they are really excited to play.

We Decided that both are elves and Siblings from an ancient Elven Race called the Lightelves which are the only real heroes in this world and are really really old (one Character is 800 Years the other 900 Years old) And are born through a ritual performed by other Lightelves from pure light for a specific purpose. One of them is a Fighter but want to Multiclass as Druid and Immolator later. His purpose is the Voice of the first Flame (an intelligent Relic which burns everyone but him who comes to close)

The other is a Bard whichs Purpose is to find old Songs and Storys and teach them to the Other Lightelves, she has a ancient Songbook as her instrument. She wants to multiclass as Thief and Wizard later.

They are living on a Forrest-plateau near an ancient Vulcan and find out that everywhere but in their home the World is pretty much frozen and Summer doesnt exist anymore.

So they are relatively inexperienced but potentially really powerful and i wanted to build some moves to reflect their heritage. Something they can use to “show off” maybe.

My first thought was something like an ability to call their intelligent horses. It would look something like this:

When you Sing the Song of the Winds under the Stars to call your Eldrani Horses Roll +CH

on a 10+ they arrive in an instant right where you need them.

on a 7-9 Choose one:

– It takes a while until they show up

– They need to be fed (loose two Rations)

– They provoke the local Spirits to come out

Its my first draft. What do you think? Would this be cool?

Do you need more Details? What would you make for Characters like this?

just a quick question on adventuring gear:

just a quick question on adventuring gear:

just a quick question on adventuring gear:

Do the players get to keep what they pull out of it? I mean chalk or oil should be used after but can they put their ropes and stuff back in?

I had the situation, that my player horded some of this stuff and it got confusing after a while but i didn’t see the point in just saying “nope, you used it, its gone” when it wouldn’t make sense in fiction.

Just some custom moves that came to my mind when i saw Adam Koebel s Moves for using Scrolls and chargable Magic…

Just some custom moves that came to my mind when i saw Adam Koebel s Moves for using Scrolls and chargable Magic…

Just some custom moves that came to my mind when i saw Adam Koebel s Moves for using Scrolls and chargable Magic items.

When you drink an unidentified Potion roll +Con. If you hit the Potion has a positive Effect on you. On a 7-9 as hit but also choose one:

– The Potion has some unforeseen Side-Effect on you.

– You throw up afterwards. Take the sickened condition.

– Healing Potions have no effect on you until you take camp.

When you read out loud the Runes of Protection engraved in this Place Roll +Wis.

On a hit Choose 2, on a 7-9 Choose 1:

– You are protected from heat or cold while you camp

– the Ancient Guardians of the Place stay asleep

– Everyone standing watch gets +1 Forward for doing so

– You are hidden from your Enemy’s as long as you stay inside

What do you guys think?

Just want to share some of my own Races and what kind of moves they have.

Just want to share some of my own Races and what kind of moves they have.

Just want to share some of my own Races and what kind of moves they have.

constructive Feedback would be awesome.

Ice-Elves:

Wizard: You are connected to the Spirits of the Land. “Contact Spirits” is a Cantrip for you.

Cleric:  You can Turn the Beast of the Cold Death like they were Undead.

Ranger:   fresh snow doesnt hinder your Ability to track someone.

Bard:   Your Songs and Tales warm those who hear them. If they Rest near you they are safe from the Cold Death. 

(The Cold Death was the font of the Campaign. Its a Curse/Illness which turns you into a cold Monster)

Gnomes:

Bard: You have “Architecture and engineering” as an additional Field of Expertise in addition to whatever you choose.

Fighter: You know where to hit or pull. Brains over Brawn. You can Roll +Int instead of +Str to lift gate bend bars.

Wizard: You are a Master of Misdirection. Once per Battle you can Dodge a direct Attack with +Cha. Your Enemy did just hit a gnomish Illusion.

Thief: If you roll a 10+ on disarming a Trap you can take it with you and use it later or fill one use of your adventuring gear with it. GMs Choice.

Goblins:

Fighter: Every Weapon you carry has the messy tag.

Thief:   You are used to handling nasty Stuff. You are immune to all nonmagical Poisons. In Addition you can eat anything without risk of getting ill.

Ranger: You gain this Option for called Shot: Artery 10+: as 7-9 but they are taking 2 Damage instead of 1.   7-9: They take 1 Damage from Bleeding each time they act until they are healed in some way.

Cleric: You can turn Vermin like Undead.

Orcs:

Paladin: If you show mercy after defeating an enemy they only have the Option to flee, to kill themselves or to convert to your Faith.  

Barbarian:  You can Act one last time when your Hitpoints reach 0 before Rolling for last Breath.

Druid:  Animals whos form you can assume have an initial attitude of respectful or fearful toward you.

Thief: You can use Tricks of the Trade with +Str instead of +Dex but not without hurting someone or destroying something.

I like to use “first” Items in my Campaigns.

I like to use “first” Items in my Campaigns.

I like to use “first” Items in my Campaigns. They are the first ever created version of something so everything else is merely a Shadow of their power. They are really rare and of course only one of each exist. Most of them are Powerful but also to Powerful to control for a long time.

the first Dagger (hand, finesse, ignores Armor, +1D10 Damage if used to backstab)

This Dagger is merely a sharp Flint with Leather wrapped around it. It absorbs any Blood that comes into contact with it.

Any Time you spill Blood with it Roll (no Mod)

10+ = You get +1 ongoing on Rolling the Spill Blood Roll until you Rest.

7-9 = You get a Bloodlust and have to attack again as soon as possible

6- = You have to kill the most powerful Person you see

i have some more of them if you like  but first this one 😉