Some more custom content for my Planarch Codex/Planescape crossover.
Some more custom content for my Planarch Codex/Planescape crossover.
The Oculus Vamos is a mechanism worn over the eyes which lets one identify and override Portals, allowing access to scape the planes without the use of a Key. When you use the Oculus Vamos to activate a Portal, roll +Plane Bond. On a 10+, choose up to 3. On a 7-9, choose up to 2, and on a 6-, all problems occur.
– You don’t get separated
-The Portal is not ruined
-You end up exactly where you wanted
Plane Bond: If you have visited a particular plane before, gain 1 Plane Bond. If you are from that plane, gain 2 Plane Bond. If you are welcome on that plane, gain an additional 1 Plane Bond.
So in my Planarch Codex/Planescape crossover I have a thief that is also an accomplished inventor, having invented…
So in my Planarch Codex/Planescape crossover I have a thief that is also an accomplished inventor, having invented a device, The Oculus Vamos, that lets him activate Portals without a key.
Anyway, he wants to continue inventing so I devised a custom Move that plays off/may replace the usual Tinker in WoDu.
When you use Tinker to invent or jury-rig something, roll+Int. On a 10+ choose 2, on a 7-9 choose 1:
-it doesn’t break/malfunction at an inopportune moment
Johnstone Metzger just did planar campaigns a huge favor by releasing an entire book on how to create custom DW…
Johnstone Metzger just did planar campaigns a huge favor by releasing an entire book on how to create custom DW playbooks by mixing and matching different character backgrounds. I’m so excited about this huge tome of awesomeness!
Originally shared by J. Walton
If you like Dungeon World, Johnstone Metzger has ripped all the playbooks apart and provided guidelines for assembling them back together into custom playbooks of all sorts. A very, very cool idea that provides an excellent foundation for making playbooks for DW (and, really, other AW hacks as well). It’s a tome of a book at 526 pages, but it’s highly recommended. Plus, awesome cover by Nate Marcel!
So I been thinking about a Planarch/Planescape campaign. I want to combine the fundamental aspects of the two ,…
So I been thinking about a Planarch/Planescape campaign. I want to combine the fundamental aspects of the two , namely touching upon and dealing with urbanization/imperialism/loss of cultural identity/fabric of reality sorts of things.
The Basics: The Brave Sultana and the Lady of Pain are sisters.
Sigil is Isolationist. The Lady of Pain reclines in absolute authority over her city, knowing that it is this control that manifests her divinity.
Dis represents imperialism and globalization. The Brave Sultana is voracious in her consumption of space and resources, if her city stops eating, it will consume itself.
The Problem:
Dis is in the preliminary stages of consuming Sigil. However, Sigil is still unique in its neutrality: it is a safe zone in the chaos of things, after all, but obviously this aspect is threatened.
Any thoughts on how Sigil’s assimilation and the effects on the Lady will affect things? How about the fact that cultures would be dead or lost if not incorporated/appropriated into the fabric of Dis?
Going back and looking at both the Codex and the character sheet, I find myself…confused.
Going back and looking at both the Codex and the character sheet, I find myself…confused.
The character sheet seems to say that there’s really only one class, Freebooter, as you can pick whatever starting (and later?) moves you want.
I love this idea, but what I am confused about is, how do I determine damage die and HP for the ‘Freebooter class’? Do I just…pick the ones I want from another playbook, or…?
This a repost from the DW Tavern group. I ran my game using the Planar Codex so I though you guys would appreciate this…
Originally shared by Gary Anastasio
Just ended a super fun DW/Planar Codex game. The following happened in the last game:
1- The party killed the villains who have been a thorn in their sides for 10 sessions. The battle came full circle and happened in the first dungeon they entered at level 1 which was an ancient Lich’s lair with a room full of bones, an alter and a boney hole in the ground that led to the abyss. The battle was over a book called “The Codex of the Unknown God” that could unmake reality and utterly destroy the city of Dis. The book was created by Dis’ father who sought to use the book to commit fratricide on his out of control child which was the living city of Dis.
2- In the bloodshed the villains blood spilled and managed to trigger the ritual they stopped in the very first session which was at that time to summon a Zombie Dragon.
3- Said Zombie Dragon known as Skalos the Blighted proceeded to wreck havoc on the party breathing acid and taking out the Fighter in one shot who made a 7-9 roll on last breath and took the deal to come back to the living for a price.
4- The player running the Star Mage managed to get everyone out via portals but not before dying to a breath of acid himself. He rolled a 7-9 last breath and chose death. We are using the Grim World rules for death moves. He decided to die and implode as a black hole. It sucked the book in destroying it (which was the goal in the first place), also killing the Zombie Dragon (which was why it wanted the book so it could end its own suffering) and sucked one of the other party members into oblivion due to a 6 or less roll on her defy danger roll. The two that escaped were the thief and the fighter. They were able to watch the Lich tower implode as the black hole devoured the dungeon. Death moves rock.
5- They return to Sultana (the goddess who birthed the city of Dis and who also gave them the mission to destroy the book) to report that the book was no more and the threat has ended. (seriously talk about playing to find out what happens… sheesh)
6- Due to the deal the Fighter made with her god, which was that she would be taken once the quest was completed, she is given a choice… Die and move to the heavens of her people or forever remain in the service of Sultana as a Road Warden. She chose Road Warden. Sultana flicks her hand as the copper wires whip around the fighter, binding her soul to Sultana’s service forever….
7- The last scene is the thief walking down the steps of Sultana’s palace. The sole survivor of the campaign. He reaches in his pocket and looks at the gem he stole from the front of the “book.” He smiles unknowing that as long as any part of the book remains that Dis remains in peril.
And that’s how we ended the game. Pretty epic imho. 🙂 Thanks to Adam Koebel Sage LaTorra for making a kickass game. And thanks to J. Walton for making a setting that was simply awesome. And lastly thanks to Trenton Kennedy and Deanna Nygren for making Grim World and the fantastic death move system. My group looks forward to more adventures in the future.