Speak with Dead

Speak with Dead

Speak with Dead

“A corpse converses with you brie y. It will answer any three questions you pose to it to the best of the knowledge it had in life and the knowledge it gained in death.”

What is the extent of knowledge the corpse would have gained in death?

I’ve usually limited it to knowing whether other souls are also dead and maybe their final destination (Heaven, Hell, Valhalla, etc), but what are some other things a spirit might know?

Building a berserker playbook to replace the barbarian at our table.

Building a berserker playbook to replace the barbarian at our table.

Building a berserker playbook to replace the barbarian at our table. Have yet to find a satisfactory way to implement the idea of being in a blind rage, where you have to attack anybody around you including allies. I like the idea, conceptually, and it’d make for fun roleplay, but within the confines of DW I just can’t think of a good way to mechanically do it.

Here’s the starting moveset so far (mostly this class will be similar to the Barbarian with appetites stricken and some new moves to tie into the rage).

 RAGE

When you suffer injury, frustration, loss, disappointment, or hurt, hold 1 Rage, up to a maximum of 3, and let your anger build. When you hold 3 Rage and would be made to hold 4, go Berserk.

You may choose not to Berserk if you wish. If you do, ignore this slight and take a Debility (the GM will tell you which) until you have had time to calm down.

Rage will dissipate over time: for every hour spent in rest or meditation, reduce your held Rage by one.

 BERSERK

When you fly into a Berserk rage, roll+CON and lose control. Spend the Rage you have accrued to:

 Add forceful, messy, or stunning to an attack

 Add +1d6 damage to a successful attack

 Terrify an enemy, causing them to flee, panic, beg, or fight—their choice

 Halve the damage or effect of an incoming attack

 Ignore the effects of any debilities for a short time

 Perform a nigh-impossible feat of strength

On a 10+, your frenzy has no drawbacks. On a 7-9, choose one drawback. On a 6-, choose one, and the GM chooses another:

• When your rage ends, take a debility (you decide which)

• You cannot Berserk again until you’ve had significant time to rest or meditate

• You’ll break or hurt something important during your rage—the GM will tell you what

When you take action requiring a cool head, thought, discussion, subtlety, or finesse while Berserking, lose one of your held Rage. Your frenzy cannot be willed to end early: it ends only when you run out of Rage.

Any advice? Is it worth it to even try? Maybe if I more clearly define actions taking subtlety/finesse as to include differentiating friend from foe? The biggest trouble I’m seeing is that this caveat relies very heavily on fictional positioning, and I worry it’d require too much time spent haggling over who’s standing closest to the berserker.

I don’t know if this would be interesting to the DW English speaking community, but Fisher and Guyll’s The Witch and…

I don’t know if this would be interesting to the DW English speaking community, but Fisher and Guyll’s The Witch and…

I don’t know if this would be interesting to the DW English speaking community, but Fisher and Guyll’s The Witch and The Therianthrope were translated into Portuguese.

O Bruxo (The Witch): http://www.drivethrurpg.com/product/203242/O-Bruxo

O Teriantropo (The Therianthrope): http://www.drivethrurpg.com/product/203262/O-Teriantropo

I just updated my Dungeon World Play Kit, addressing many improvement ideas I received, for which I am grateful:…

I just updated my Dungeon World Play Kit, addressing many improvement ideas I received, for which I am grateful:…

I just updated my Dungeon World Play Kit, addressing many improvement ideas I received, for which I am grateful: support for both letter-sized and A4 paper was added (two separate PDF files) and the missing alternative Perilous Wilds playbook for The Ranger was added (with Animal Companion section). For those of you who are not a big fan The Perilous Wilds, I also added a Moves Reference part with only original Dungeon World moves. Finally, templates for Followers (Perilous Wilds) were added in case you prefer those to the Hirelings of the original Dungeon World. Enjoy!

http://www.drivethrurpg.com/product/202654/Dungeon-World-Play-Kit

The Master Chronicler, a winner from a contest held earlier, is just about complete.

The Master Chronicler, a winner from a contest held earlier, is just about complete.

The Master Chronicler, a winner from a contest held earlier, is just about complete. The new design now includes space for XP and alignment, thanks to Saul Alexander’s mention – thanks for that! Here’s a sneak peek below. A few more moves will complete the advanced moves page. Thanks to everyone who was involved in the contest.

(Something screwy happened with the PDF export – showing jagged lines in the layout – from my laptop so that will be fixed prior to its release).

https://drive.google.com/file/d/0B99hPl0o50Y8SEFWanI1TDljbms/view?usp=sharing

Question about the Fighter’s Blacksmith move. Have you let players add non-weapon magic item effects to weapons?

Question about the Fighter’s Blacksmith move. Have you let players add non-weapon magic item effects to weapons?

Question about the Fighter’s Blacksmith move. Have you let players add non-weapon magic item effects to weapons?

So here is my take on a craftsman, wanderer, all purpose character for World of Dungeons.

So here is my take on a craftsman, wanderer, all purpose character for World of Dungeons.

So here is my take on a craftsman, wanderer, all purpose character for World of Dungeons. Great if you want a character who doesn’t fit a common archtype.

Wanderers get Navigation as their skill. Choose two special abilities. 1Mend (Can attempt to repair tools, armor, weapons, or trinkets). 2Apothecary (You can make a salve, brew, or poison, describe it). 3Craftsman (You know and ply a common trade and carry the tools you need). 4Artefact/Trinket (You’ve found a special object in your travels. Say how you found it and choose a description. Artefact:. Strange, invaluable and powerful. Trinket: Many uses, easily portable, and no serious dangers.)

Has anyone tried out the class changes from the preview of Inglorious?

Has anyone tried out the class changes from the preview of Inglorious?

Has anyone tried out the class changes from the preview of Inglorious?

I wanted to use the Warrior but the write up seems to suggest that they start with only a few of the Tactics (one of the advanced moves simply states to learn another Tactic). How many Tactics did you start with?

Speaking of Inglorious, I hope to hear more news about in the near future 🙂

So here’s a new World of Dungeons class I wrote trying to make an improved Sage/Bard hybrid with some FF Orator…

So here’s a new World of Dungeons class I wrote trying to make an improved Sage/Bard hybrid with some FF Orator…

So here’s a new World of Dungeons class I wrote trying to make an improved Sage/Bard hybrid with some FF Orator thrown in. Behold my first draft.

Orators get Insight as their skill. Choose two special abilities:. 1 War skald (when you galvanise a group to battle or action, all of you get +1 forward +1 armor and +1 damage for a short time). 2 Persuasive(You can try to alter someones beliefs or goals to your advantage). 3 Foresight (Roll 2d6 plus Int to discern what the future holds.) 4 Soothing tongue (you have the power to calm the savage heart and ease tension or strife)

Immolator: Only 4 moves in the 6 to 10 range?!?

Immolator: Only 4 moves in the 6 to 10 range?!?

Immolator: Only 4 moves in the 6 to 10 range?!?

Or is my playbook out of date? Seems like that is a mistake. Does anyone have some homebrew moves they care to share or any experience on how this effects the class at higher levels?