So I’m working on a ghost-type class called the Shadowjack. Here’s my first pass at its starting moves.

So I’m working on a ghost-type class called the Shadowjack. Here’s my first pass at its starting moves.

So I’m working on a ghost-type class called the Shadowjack. Here’s my first pass at its starting moves.

 UNQUIET

You died. But you didn’t cross over. If you remember how or know why, describe it. You exist in a spectral form that can, with effort, be seen and heard, but cannot harm or be harmed. Your spirit is still bound by the laws of the world—you cannot pass through objects, and gravity affects you more or less the same as if you were alive.

 HIJACK

When you possess a living being, roll+WIS and make a puppet of whatever flesh you covet. If the person or creature is unconscious or incapacitated, roll as normal. If they are willing to accept the joining, roll b3d6. If they are unwilling, roll w3d6.

On a 10+, pick 3. On a 7-9, pick 2:

 It’s easy. Your new host’s mind is not too foreign or doesn’t put up too much of a fight.

 It’s quick. Like a whispered secret.

 It’s impermanent. Through force of will, you can abandon your host whenever you wish.

On a 6-, pick none. The takeover is brutal and to the bone; for better or worse, two are now one.

When you are possessing somebody, their body is incapable of healing on its own or through mundane means. You’ll have to find another way to keep your host alive.

 DISEMBARK

When you cut the puppet strings, roll+WIS. On a 10+, you’re a ghost. Leave behind only a faint itch. On a 7-9, the GM will offer you a choice: leave something behind or take something with you. On a 6-, you’re trapped, with no way out as long as your host still lives.

If your puppet dies while you’re in control, you must take their Last Breath for them—and are bound by the results.

That’s all I’ve got so far, but I was curious what other people thought. I wanted the class to still have opportunities for big failure, to prevent it being too overpowered (hence the chance to get stuck in a body on two different moves).

Some of the other moves I have in mind:

-healing by consuming (player chooses flesh/blood/spirit) of foes

-possess corpses

-the ability to draw or summon spirits

-the ability to pass through walls and doors or become invisible while in spectral form

-invade the minds of others to plant suggestions or give commands (without actually possessing them or while already possessing a host)

-the ability to leap from one body to another without having to disembark

-when you haunt somebody, you gain hold: spend hold to avoid detection, to harm them, or other effects

My custom Dungeon World Play Kit is out!

My custom Dungeon World Play Kit is out!

My custom Dungeon World Play Kit is out! It is designed to be more compact at the table (A5 format). The pages are meant to be printed as a series of booklets (A4 pages folded in two). The Moves Reference comes with all the Dungeon World moves and those from The Perilous Wilds combined. Any thoughts?

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

So I’ve been trying to create a Magmin playbook centered around forging and CON moves, i got most of the…

So I’ve been trying to create a Magmin playbook centered around forging and CON moves, i got most of the…

So I’ve been trying to create a Magmin playbook centered around forging and CON moves, i got most of the moves/background set up but I could use some suggestions and overall help

HOW TO IMPROVE THE FIGHTER?

HOW TO IMPROVE THE FIGHTER?

HOW TO IMPROVE THE FIGHTER?

While i was making item cards, i was a little bit underwhelmed by the fighter favorite weapon – it is just a little bit better than the paladin long sword.

Then i checked the whole class, compared to the barbarian and the paladin ant it was… underwhelming: amongst the fighting classes it’s by far the less interesting of the three.

Am i missing something?

If you have the same opinion, how did you, or would you make the class more interesting?

1)So, the Spears in the Ranger playbook, in the Druid playbook and the one in the Equipment section all have…

1)So, the Spears in the Ranger playbook, in the Druid playbook and the one in the Equipment section all have…

1)So, the Spears in the Ranger playbook, in the Druid playbook and the one in the Equipment section all have different tags.

Is there an official errata for them? Maybe they’re just different kind of spears, or maybe some of them have wrong tags.

2)When a character uses their adventuring gear, can they draw something that weights more than 1?

In any case, when all the uses finish, do the equipment drawn weight collectively 1, depending on the equipment or what else?

What about the Bag of books?

So we held a Master Artist contest a few weeks back.

So we held a Master Artist contest a few weeks back.

So we held a Master Artist contest a few weeks back. Here is the first draft of the winning choice, The Master Chronicler!

First draft, thus ignore the formatting. Any feedback is appreciated but I would especially love to hear ideas for thematic advanced moves!

#semidarkarts www.semidarkarts.com

https://drive.google.com/open?id=0B99hPl0o50Y8NFRVcGhfZ0lzMzA

I had an idea to come back to the Villager playbook and buff it up a little.

I had an idea to come back to the Villager playbook and buff it up a little.

I had an idea to come back to the Villager playbook and buff it up a little. I wanted something that was more capable of a real adventure than a squishy Villager, but I still wanted the “level zero” experience and the opportunity to shape the character’s story through play.

There’s still a few more options that I would like to fill in for Destiny, and I can’t decide on a cool icon. Any thoughts?

https://drive.google.com/open?id=0BwbHes6iNuGrampPRXkyV1lKaTg