Are character sheets going to be downloadable from dungeon-world.com?

Are character sheets going to be downloadable from dungeon-world.com?

Are character sheets going to be downloadable from dungeon-world.com? Showing potential players the sheets, in my experience, goes far in convincing them to try Dungeon World.

Into every life a little stupidity must fall.

Into every life a little stupidity must fall.

Into every life a little stupidity must fall. Here’s some of mine. I’ve been enjoying Jacob Randolph’s alternative playbooks, but I can’t tell: is the Mage supposed to use the Wizard spell list, or free-form it?

http://rpg.drivethrustuff.com/product/108623/Dungeon-World-Alternative-Playbooks

It occurs to me that the fantasy Savage Worlds plot point campaigns could work nicely for Dungeon World play.

It occurs to me that the fantasy Savage Worlds plot point campaigns could work nicely for Dungeon World play.

It occurs to me that the fantasy Savage Worlds plot point campaigns could work nicely for Dungeon World play.

Signature weapons – can i be the prince of a kingdom and have an ancestral blade forged by my family with this…

Signature weapons – can i be the prince of a kingdom and have an ancestral blade forged by my family with this…

Signature weapons – can i be the prince of a kingdom and have an ancestral blade forged by my family with this ability:

 Glows in the presence of one type of creature, your choice.

And take the creature type: “people of my family” so that my blade does allways shine with the power of the sun? 

I have been working on this with the help of several people; And am interested in fleshing this out more.

I have been working on this with the help of several people; And am interested in fleshing this out more.

I have been working on this with the help of several people; And am interested in fleshing this out more.

Mountebank

Everyone wants to believe something, and you capitalize on that. Subterfuge and persuasion are your weapons of choice. You have spent hours honing your skills of deception and suggestion, deftly mixing aptitude and confidence to achieve your goals.

Names

Halfling: Abe, Linda, Hank, Penny

Human: Saros, Jezel, 

I need some names

Look

Choose one for each:

– Shifty eyes, Laughing eyes, or Trusting eyes

– Fancy hair, Cropped hair, or Messy hair

– Clean clothes, Traveling clothes, or Common clothes

– Well-fed body, Attractive body, or Thin body

Stats

Your maximum hit points is 6+Constitution.

Your base damage is d6.

Alignment

Chaotic – Capitalize on confusion and misdirection

Neutral – Avoid the consequences of a brazen lie

Evil – Manipulate others for your personal gain

Gear

Your Load is 9+STR. You start with one dungeon rations (5 uses, 1 weight), leather armor (1 armor, 1 weight) and 7 coin.

Choose your treasure:

– A forged letter of marquis

– A fair maiden’s favor

– A ducal ring, obviously not yours

– A treasure map you conned from an angry dwarf

– A letter of credit from a crime lord

Choose your arms:

– Ragged hand crossbow (Near, reload, 1 weight), bundle of arrows (3 ammo, 1 weight) and short sword (Close, 1 weight)

– Rapier (close, precise, 1 weight)

Choose one:

– Adventuring gear (5 uses, 1 weight)

– Bandages (3 uses, slow 0 weight)

– Halfling pipeleaf (5 uses, 1 weight)

Bonds

_____________ still believes every word I say.

_____________ and I have narrowly escaped an angry victim of our con.

_____________ has a secret that I will uncover.

_____________ has thus far kept quiet about past indiscretions of mine.

Starting Moves

Choose a race and gain the corresponding move:

Halfling – When you bluff someone, on a hit you may take from them a small item. The GM will tell you what you get.

Human – When you attack a staggered or confused opponent, deal +1d6 damage.

Slippery Egress – When you attempt to slink away, Roll+CHA.  ✴10+ you’re gone. ✴7-9, you can stay or go, but if you go it costs you: leave something behind, or take something with you, the GM will tell you what. On a miss, you’re caught vulnerable, half in and half out.

Feint – When you attempt to sucker an intelligent foe in combat, Roll+CHA. ✴10+ pick 2. ✴7-9 pick 1 but you take the sucker’s damage.

– The mark slips and staggers

– You press the mark into an ally’s waiting attack

– An ally takes +1 forward against the mark

Bluff – When you attempt to convince a GM’s character of something plausible, Roll+CHA. ✴10+, they believe you. Their belief counts as leverage. ✴7-9, they believe you though your lie is flimsy. Their belief counts as leverage for the time being. Choose 1:

Once they have time to think about it, they’ll see holes in your story.

If someone else hears the story, they’ll start asking question.

Advanced Moves

When you gain a level from 2–5, choose from these moves.

Alter Ego – With a week of intense introspection and practice, you can craft a personal alter ego that has its own look, clothing, and mannerisms. With a few seconds of concentration you can change to or from an alter ego. You may only have one crafted alter ego at a time. When you first take this move, describe the alter ego you just finished crafting. 

Nondetection – Attempts to magically divine your location, thoughts, or alignment return no information.

Cold Read – When you briefly converse with someone, you may ask the character’s player one of the following questions:

– What here has caught your attention?

– Who here do you most want to interact with?

– Who here do you most want to avoid?

– What one word best describes a secret you are carrying?

Slippery Mind – When you are the target of an enchantment of the mind, you may choose to immediately dispel it without effect.

Noble Mien When you use an Alter Ego that has authority over your mark, take +1 ongoing to Bluff them.

Savage Cunning You can use Bluff and Feint on any creature with animal intellect or higher.

Partner in Crime When someone Aids your Bluff by acting like the shill or straight man, take +2 instead of +1.

Play Possum When you are successfully attacked, you can Feint to convince your attacker they have felled you. If you do, they turn their back on and ignore you. Of course no one goes for this more than once.

Multiclass Dabbler – Get one move from another class. Treat your level as one lower for choosing the move.

Confounding Feint – Add the following to your Feint options.

– The mark stands there and drools helplessly for a few seconds

When you gain a level from 6–10, choose from these moves or the level 2–5 moves.

Cheat Death – Your skills as a liar are legendary, and even Death itself can be fooled. When you would roll for your Last Breath, roll Bluff instead. Your days are numbered, because Death will figure you out sooner or later, but you may just manage to stay alive long enough to figure something else out.

Inceptive Bluff – when you bluff on a 12+ they strongly believe and will convince others of this belief.

Multiple Egos Requires: Alter Ego – You may craft a second alter ego. You may only have two alter egos.

Probe Thoughts: Replaces: Cold Read – As Read Thoughts, but you may ask 2 questions instead of one.

Falsify Detection Replaces: Nondetection – When someone attempts to magically divine your location, thoughts, or alignment, you may choose the answer they receive.

Misdirecting Mind Requires: Slippery Mind – When you are target of an enchantment of the mind, you may choose someone, other than the caster to instead be affected by the enchantment.

Hide in Plain Sight – So long as you remain quiet and mostly still, mundane creatures will overlook you.

Barbed Feint – When you feint on a 12+ you may also deal your damage.

Multiclass Master – Get one move from another class. Treat your level as one lower for choosing the move.

(Originally posted at http://apocalypse-world.com/forums/index.php?topic=5912.0)

http://apocalypse-world.com/forums/index.php?topic=5912.0

Have you MC’d a game of Dungeonworld, and had problems coming up with a detail from an overworld map?

Have you MC’d a game of Dungeonworld, and had problems coming up with a detail from an overworld map?

Have you MC’d a game of Dungeonworld, and had problems coming up with a detail from an overworld map? As per a crossposted suggestion I had in a previous thread, perhaps treating the landmark as an AWish hardhold can help you out.

Because we are playing Dungeonworld, start by asking yourself where this landmark is adjacent to a horrible dungeon.

Does the city in question lie adjacent to a horrible dungeon? If yes, then this city is a dungeonhold. A dungeonhold has:

1) Three to five dozen people.

2) Trade in subsidence farming, trinket bartering, corpse scavenging, and day labor. (+Hunger)

3) A wooden pallisade, and maybe a keep or a motte and bailey.

4) An armory of simple weapons and enough arrows and missiles for a skirmish.

5) A militia of around 1 or 2 dozen irregulars.

6) A dungeon, which is filled with ugly demihumans guarding a basket of trade goods and martial weapons.

Pick three from this list:

1) The dungeonhold is huge, seven to ten dozen people large, and protected by a stone wall.

2) The dungeonhold is tiny but proud. Six noble people are ensconced in a stone keep and fed by their twelve house people. (+Intrigue, -Hunger)

3) The dungeonhold is a thieves haven. The syndicate here fences, smuggles, raids merchants, and blackmails neighboring hamlets. (+Reprisals) 

4) The dungeonhold is growing, and features a smithy, craftsmen, a market square, and a plantation. (+Idle)

5) The dungeonhold is intimidatingly secure, with iron gates, an armory of martial weapons and countless missles, and a moat.

6) The dungeonhold has a dungeon with fabulous treasure, lost secrets, or untold magicks. (+Adventurers)

And three from this list:

1) The dungeonhold is wholly foul. (+Curse)

2) The dungeonhold is malnourished and diseased. (+Disease, +Famine)

3) The dungeonhold lies in the center of a war zone. (+Overrun, +Intrigue)

4) The dungeonhold is stagnant, its populace enthralled by a neighbor. (+Reprisals, +Strife, -Hunger)

5) The dungeonhold is largely defenseless, with no militia, no walls, no armory, and a tumbledown keep.

6) The dungeonhold is an eldritch tear in the fabric of reality, attracting unusual and fearsome monsters. (+Adventurers, +Overrun)

Does the city in question lie adjacent to a horrible dungeon?  If no, then this city is a hardhold, a place where the threat at issue is overland combat. A hardhold has:

1) Up to a thousand households.

2) Trade in cash crops, fine crafts, and services. (+Idle)

3) A thick stone keep, high walls, and parapets.

4) An armory of martial weapons and countless missles.

5) A standing army of around a dozen bastard knights, five dozen soldiers, and up to ten dozen conscripted irregulars.

6) Nonaggression pacts with all neighboring hardholds, and patronage over all neighboring dungeonholds.

Pick four from this list:

1) The hardhold is metropolitan, featuring a population up to ten thousand households, and three tiers of city walls. (+Anxiety)

2) The hardhold is a luminous city state. Up to a hundred noble families live within a massive fortified complex, supported by their servants. (+Intrigue, -Idle)

3) The hardhold has an famous magic academy, attracting students from far and wide. (+Strife)

4) The hardhold is an industrial leader, featuring a Damascene steel smelter, masterwork craftsmen, and even a skunkworks lab. (+Overrun) 

5) The hardhold is nearly impervious to invasion, with high towers, ancient adamantium walls, and an immortal standing army equipped with masterwork arms.  (+War)

6) The hardhold has favorable trade and cordial relations with its neighbors. 

And two from this list:

1) The hardhold has entered into a period of decline. (+Idle, +Strife)

2) The hardhold has been condemned as decadent and blasphemous by a local religion (+Damned, +Reprisal)

3) The hardhold serves the bidding of an extradimensional terror. (+Overrun, +Curse)

4) The hardhold is on the verge of social revolution. (+Anxiety, +Intrigue)

5) The hardhold has largely illusory defenses.

6) The hardhold is surrounded by traitorous kingdoms, just waiting to strike. (+Intrigue, +Overrun, +Anxiety)

Tags (+something, -something else) have no specific mechanical value, but I would suggest you build fronts from them. Just as with AW, tags are binary and not cumulative. A kingdom with two +Strife ought to be identical to a kingdom with one +Strife.

+Adventurers: Powerful travellers come to the hold and stir things up for their personal glory.

+Anxiety: The populace are paranoid, and tend to flee from town and hoard whenever something comes up.

+Curse: There’s the stench of something ancient and foul coming from the ground and it won’t go away.

+Damned: The gods ignore the populace or see them as a tumor on the world.

+Disease: The populace have major health problems.

+Famine: The populace is always malnourished, weak, and committed to whatever ends to keep themselves alive that day.

+Hunger: The populace will do anything to eat. 

+Idle: The populace aren’t exactly productive, and will return to their base impulses when work is slack.

+Intrigue: The elite have jealous rivals.

+Overrun: The hold is imminently seizable, and rivals do not delay to add the hold to their crown.

+Reprisals: A few plucky heroes have sworn vengance in the face of their dehumanization by the populace.

+Strife: The populace is rife with internal conflicts which are bound to come to a head.

+War: The elite are a bellicose lot, always at war, even at the cost of imperial overreach.

The Barbarian

The Barbarian

The Barbarian

Adam Koebel and I have been working on the barbarian now that most of the backer supplement stuff is tied up. Here’s our current version. What do you think? (All move names are definitely placeholders.)

Starting Moves

Musclebound

Weapons you wield gain the forceful and messy tags in your hands.

Heedless

When you take damage from an enemy, mark the dice rolled to determine that damage here:

d4

d6

d8

d10

d12

These are your heedless dice. You can never have more heedless dice than your Con. If you already have heedless dice equal to your Con and you would gain more, you choose which dice to keep.

Power Down

When you show compassion, receive healing, eat, drink, or sleep, you lose all your heedless dice.

Hulk Out

When you deal damage, after you roll you can choose to spend a heedless die to deal damage equal to the die’s size instead (4 damage for a d4, 6 damage for a d6, etc.).

SMASH!

You may spend a heedless die of at least d8 size to completely destroy any non-magical inanimate item that is smaller than a horse.  A big horse, too, not one of those puny elf-horses or anything.

Samson

You may spend a d8 or larger heedless die to break free of any physical or mental restraint.

Mobile

As long as you wear no armor or shield you have 1 armor.

Advanced Moves

What Are You Waiting For?!

When you cry out a challenge to your enemies, roll+CHA.

On a 10+ they treat you as the most obvious threat to be dealt with and ignore your companions, take +1 ongoing to damage dealt to them.  On a 7-9 only a few (the weakest or most foolhardy among them) fall prey to your taunting.

My Love For You is Like a Truck

When you impress someone with feats of martial strength, take +1 ongoing to Parley with them.

Appetite for Destruction

Take a move from the Fighter class list.

Completely Heedless

You can have heedless dice equal to your Con+1.

Too Angry To Die

When you take your last breath if you have no heedless dice you treat a 6- as a 7–9 instead.

What Is Best In Life

At the end of a session, if this session you have crushed your enemies, seen them driven before you, or have heard the lamentations of their kin mark XP.

MORE POWER

When you make a Str or Con roll you can spend a heedless die of size d8 or larger to take +1 on the roll.

A Good Day to Die

When you have have more heedless dice than HP, take +1 ongoing

Fearless

You do not feel fear. Any spell, effect, or manipulation based on fear doesn’t work on you.

Travelled

You’ve travelled the wide world over. When you arrive someplace ask the GM about any important traditions, rituals, and so on, they’ll tell you what you need to know.

Even More Heedless

You can have heedless dice equal to your Con+2.

Kill ‘em All

Choose another move from the Fighter class list.