I’m looking to loosely model “The Mage” class after Quan Chi from Mortal Kombat.

I’m looking to loosely model “The Mage” class after Quan Chi from Mortal Kombat.

I’m looking to loosely model “The Mage” class after Quan Chi from Mortal Kombat.  I have yet to play my first game, but I thought it would be cool to play as a mage who could open up 2 portals (an “in” and an “out”).  A party member could then use this to “teleport” to a spot and attack an enemy from a different angle OR once I leveled to 3 (and I choose offensive magic capabilities) I could shoot a projectile through the portals to attack an enemy.  My concern is that other might find the ambiguity of the the Mage broken and therefore, overpowered.  Thinking about it though, I feel it is self-governing.  Specifically, casting a spell requires that you choose 2 (negative) aspects and I believe the most common would be a 1 ongoing while the portals were up & “doesn’t last long”.  Also, potentially, the portal “out” may not be where you think it is (especially if a 6 is rolled.  Lastly, I could see limbs being taken when the portals fail from a DM hard move.  I guess my question is:  If anyone thinks this would be too powerful? If so, is there another configuration that might be more “balanced”? 

First draft of a Spy playbook. Still needs a lot of work though. I’m open to suggestions!

First draft of a Spy playbook. Still needs a lot of work though. I’m open to suggestions!

First draft of a Spy playbook. Still needs a lot of work though. I’m open to suggestions!

As I’ve alluded to before, I wanted a different take on the Thief; someone who could fill the traditional thief role but also have some other niche. For the Spy, that niche is information handling and infiltration.

https://drive.google.com/file/d/0BwbHes6iNuGrVUh5ekFfYlM4Tm8/view?usp=sharing

I’ve tried to make a playbook for my #DungeonWorld #Mystara campaign.

I’ve tried to make a playbook for my #DungeonWorld #Mystara campaign.

I’ve tried to make a playbook for my #DungeonWorld #Mystara campaign. It takes place in #Karameikos, and all the characters are Traladareans. They are a people who resemble our worlds Slavs. Traladareans are the native people of the land, but the ruling class are mostly Thyatians who came as traders/colonists ca 100 years ago, or came with Grand Duke Stephan Karameikos’ invasion ca 30 year ago.

Halav, Petra and Zirchev are the patron Immortals (gods) of the Traladareans.

I would very much like and appreciate your comments.

Bogatyr

Traladara is no longer a nation, but it is still a people, an idea, a battlecry. The day will come when Traladara again will be proud and free of Thyatian oppression.

You are a Traladarean, one of a proud but downtrodden people, and a champion for your clan. If this land had still been Traladara you would have been a noble. But since it is now The Grand Duchy of Karameikos, and there are by and large only Thyatians in possitions of power, you are in a delicate situation. You are a respected knight among Traladareans, but Thyatians see you at best as a poor knight errant, or perhaps more often, as a dangerous rebel, or anything in between.

Since the Marilenev upprising there are even one or two Traladarean clans who have turned coat and sided with the Thyatians.

What will you choose when you are put to the test?

Names

Bogumir, Radomirez, Vladimir, Peresvet, Nikita, Svyatoslav

Iljana, Nadja, Radmila, Svetlana

Look

Blue-eyed, Sceptical gaze, Thousand yard stare, Angry eyes

Braided hair, Red hair, Pointed helmet, Bristling beard, Shoulderlong hair.

Traditional clothes, Travelworn clothes, Once fine clothes

Athletic build, Broad shoulders, Well fed, Tall and straight.

Stats

Maximum HP is 10+Constitution

Base damage is d10

Starting Moves

You are Traladarean, so you start with this move:

My fathers uncle’s cousin twice removed

Wherever you travel in Karameikos there are someone you are related to who will take you inn and give you shelter and food. Even if there is a warrant out on you. If you stay more than two-three days, or if you bring friends with you, you will be expected to provide a service or gift in return.

You start with theese moves

My Clan, my Honor

You are born into a Traladarean clan. Before Grand Duke Stephan Karameikos came, the largest clans were the proud nobility of Traladara. Now they are reduced to landowning farmers, traders or rebels. Name your clan!

It can be one of the large clans (Radu, Torenscu, Marilenev, Sulescu, Nikelnevich, Vandevich, Moubotka, Artho), or one of the many small.

Choose two ambitions for your clan:

Freedom, Political Power, Wealth, Honor, Land, Safety and stability, Survival, Traladarean independence, Military strenght.

Choose one strategy your clan employ to achieve its ambitions:

Rebellion, Intrigue, Organized crime, Support the poor and weak, Trade, The Traladarean church, Alliance with the Thyatians, Dark magick.

When you go to, or send notice to your clan and ask for help that is in line with your clans ambitions and strategy you will recieve help, one way or another. Roll+Cha. 10+, choose 3, 7-9 choose 2. 6- The gm pick one.

– Bolster, take 3 preparation. Describe with a few words what constitutes the preparation.

– An item you need, or that they think you need.

– 3 loyal hirelings

– Information you seek

– A mission that will bring honor to you and your clan.

– The ear of a powerful person

– A visit from a bishop

– You do not owe anybody a huge favor for this help

– No one of the clan leaders view you as a threat or enemy.

By the word of Halav

When you give an NPC an order based on your position and authority, roll+Cha. On a 7+, they choose one:

– Do what you say.

– Back away cautiously, then flee.

– Attack you.

On a 10+, you also take +1 forward against them. On a miss, they do as they please and you take –1 forward against them.

You have a horse

Give it a name! Choose a base:

Discipline +1, Cunning +1, Instinct +1

Discipline +2, Cunning +1, Instinct +2

Discipline +1, Cunning +2, Instinct +2

Choose as many strengths as its Discipline:

Fast, Tireless, Calm, Adaptable, Keen Senses, Quick Reflexes, Huge, Quiet, Beautiful.

The horse is trained to be riden into combat against regular foes (humanoids and riders). Choose as many additional trainings as its Cunning:

– It is not easily starteled

– It doesn’t fear fire

– It can fight monsters

– It can be guided by riders knees (lets you have both your hands free)

– It can jump high obstacles

– It understands simple commands,

– It can attack on its own

– It lays down on command

– It can keep watch

– It can walk in very steep and uneven terrain.

Choose as many weaknesses as its Instinct:

Jumpy, Slow, Stubborn, Has fleas, Allways hungry, Savage, Lazy, Smells bad, Noisy, Ugly.

In addition to carrying you and your gear, the horse has 5 Load

Warhorse

When you ride your horse and you do something its is trained for

– and you charge an enemy, add its Discipline to your damage

– and you trust your horse to take you out of danger, roll+instict

– and you Discern Realities in combat, add its cunning to your roll

– and you try to be stealthy, roll+discipline.

– and someone Interferes with you, add its instict to their roll

Alignment

Good: Endanger yourself to help those weaker than you.

Lawful: Further your clans interests

Chaotic: Undermine or destroy a symbol of Thyatian oppression.

Gear

Your Max Load is strenght+11. You have your horse, chainmail (1 armor, 1 weight), Shield (1 armor, 2 weight), and Dungeon rations (5 uses, 1 weight)

Choose one:

– Horselance (reach, close +1 damage on horse, 2 weight) and Mace (close, 1 weight)

– Longsword (close, +1 damage, 2 weight)

Choose one:

– Adventuring gear (5 uses, 1 weight) and Bandages (0 weight)

– 2 Healing potions (0 weight)

Bonds

_______ is of the __________ clan which betrayed my clan in the Marilenev uprising. Do they too have traitors blood in their veins?

_______ is my cousin, we must band together and achieve honor for our clan and name.

_______ have Thyatian sympathies, I must watch them carefully.

_______ have stood with/by me against Thyatian oppression, I trust them with my life.

Advanced moves

Forward!

When you lead the charge into combat with Traladareans by your side, those that follow you take +1 forward.

The Wisdom of Zirchev

When you Spout Lore about Traladarean matters take +1 forward if you act on the information.

The Protection of Petra

You ignore the clumsy tag on armor you wear.

This was your Fathers Lightsaber

One of the elders of your clan honors you by giving you a highly tressured family heirloom. Describe it! The heirloom has magic inn it. Choose a cleric spell, (max level 5). When you hold the heirloom and say a prayer to your ancestors and the three patron Immortals of the Traladareans, the spell is cast. You cannot cast the spell again until you have Made Camp.

The Last Charge of the Light Brigade

When you charge into battle on your horse with a good distance to get up to speed, add the following to your Hack & Slash: +2 damage, 1 piercing, forcefull, reload.

Petra’s Eyes

When you Discern Realities add ”Is there any unclean magic invoked by mortal men present here?”

A Bogatyr’s Best Friend

Choose a new training for your horse.

Halav’s Strenght

When you fight for a just cause, against evil and oppression, you deal +1d4 damage.

Halav’s Courage

When another players character is in danger and asks you to help or defend them, and you do it while endangering yourself, you mark experience.

For Halav, for Traladara, for my Clan!

When you enter battle screaming a battlecry (say it aloud) to incite your allies, roll+Cha. On a 10+, everyone following you gets +1 Hold when they Defend and +1 ongoing to Defend while the battle lasts. 7-9 Everyone following you gets +1 Hold when they Defend.

6-10 level moves

Ever Forward

Replaces: Forward!

When you lead the charge into combat with Traladareans by your side, those that follow you take +1 forward and +2 armor forward.

Return of the Light Brigade

Replaces: The Last Charge of the Light Brigade

When you charge into battle on your horse with a good distance to get up to speed, add the following to your Hack & Slash: +2 damage, 2 piercing, +2 armor, forcefull, reload.

There are some who call me…

Your deeds and actions have given you a reputation. You have gained a byname, such as ”The Fair”, ”Bloodaxe”, ”The Brave”, ”The Red”. Ask your fellow players to give your Bogatyr a byname. When you use your byname to recruit Traladarean Hirelings take +1 to Recruit Hirelings and Order Hirelings. The Hirelings have +1 loyalty. You also get Outstanding Warrants, that happens now, not when you return to the area. Take –1 to Outstanding Warrants.

Halav’s Terrible Strength

Replaces: Halav’s Strenght

When you fight for a just cause, against evil and oppression, you deal +1d8 damage.

Thou shalt not suffer a witch to live

When you are subject to unclean magic wielded by foul soecerors or witches, that try to affect your mind or your feelings, you may choose to take 1d6 damage (ignores armor), and ignore the filthy magic. Take +1 forward to fight the sorceror or witch.

My Kingdom for a Horse

When you are with your horse and you have to roll Last Breath, you can choose to roll for your horse instead. On a 10+, the horse lives still. Anything else it is dead, an heroic and worthy death, but still dead.

To Me, Brothers and Sisters!

Replaces For Halav, for Traladara, for my Clan! This move is like the one it replaces, in addition: allies who must roll Last Breath in your presence this battle take +1.

Swear by Halav

When you talk with someone, and you think they’re lying, and you say: ”Swear by Halav that it is true!”, and they do it, they can not lie.

Halav’s Test

When you enter battle and see an enemy you want to defeat, roll+Cha. On a hit you and your enemy are in a duel. On a 10+, you do +1d4 damage aginst your enemy. On a miss all opponents see you as the biggest threat that needs to be taken out.

Halav, Give Me a Sign!

When you are full of doubt and don’t know what to do, and you shout out a prayer to Halav, roll+Wis. Halav will give you a sign, it’s up to you to interpret it. On a 10+, the gm will give you a clear sign. On a 7-9 the gm will give you an ambiguous sign.



UPDATE 10/9/15- Between David’s poll and mine, both the Fighter and Gun-wielder were top and only two votes apart…

UPDATE 10/9/15- Between David’s poll and mine, both the Fighter and Gun-wielder were top and only two votes apart…

UPDATE 10/9/15Between David’s poll and mine, both the Fighter and Gun-wielder were top and only two votes apart from each other. So we shall be doing the Fighter first then Gun-wielder.

Our eighth playbook poll!

Thank you to those who vote. 🙂

What other thief-niche classes are out there, or need to be created?

What other thief-niche classes are out there, or need to be created?

What other thief-niche classes are out there, or need to be created? I’m looking for playbooks that can fill the role of sneaky trapfinder/lock picker, but are not an obvious variant of the thief.

I don’t care for the Barbarian Race move… so I came up with this alternative.

I don’t care for the Barbarian Race move… so I came up with this alternative.

I don’t care for the Barbarian Race move… so I came up with this alternative. 

UNFLINCHING

You may be elf, dwarf, halfling, or human, but you do not hesitate in the face of danger. When you take damage you may roll a D20. If you

roll higher than your current HP, reduce the damage by 1. If you roll a 1 the GM tells you what bad thing happened. If you roll a 20, you say what bad-ass thing happened.

The seventh playbook we’ve done as a result of your welcomed votes is now done!

The seventh playbook we’ve done as a result of your welcomed votes is now done!

The seventh playbook we’ve done as a result of your welcomed votes is now done! 

Any suggestions on what we should put in our next round of voting?

http://daegames.blogspot.com/2015/10/dungeon-world-monk.html

New format Word Spell Sheet template to go along with the new Word Playbook template.

New format Word Spell Sheet template to go along with the new Word Playbook template.

New format Word Spell Sheet template to go along with the new Word Playbook template.

https://drive.google.com/open?id=0B3jBKG-w4xhFUHBQVUlEWllUbjQ

This guy is based on a combination of the two great hacks that we’ve seen on these boards, Legend of the Elements…

This guy is based on a combination of the two great hacks that we’ve seen on these boards, Legend of the Elements…

This guy is based on a combination of the two great hacks that we’ve seen on these boards, Legend of the Elements and Uncharted Worlds. This is just the moves. It’s for a game I’m coming up with, tentatively called Gilded World, which is about pirates, clockworkpunk and derring-do. Cryptonium is the Unobtanium of the setting.

Cryptonium Alchemist

You achieve wondrous feats using Cryptonium. These might be immediate effects, temporary potions or high-tech machines.

Moves

Botanical Mastery

When you forage in the wild for plants roll +Intellect. On a 7-9 choose one from the first list. On a 10+ also choose one from the second list.

Medicine that heals half the Black die on a Mending move

Poison that deals half the White die on an appropriate move

Narcotic

10+:

You get seeds to plant your own

It’s not risky to work with

The plant contains traces of extractable Cryptonium

Extraction

When you spend time carefully working with plants or minerals roll +Intellect. On a 7-9 you get one unit of Cryptonium to use for your moves. On a 10+, choose one from the list below.

The sample will last indefinitely

The sample isn’t glowing vividly

It didn’t take a long time to extract

Distillation

When you spend time to distill Cryptonium into an elixir, roll +Intellect. On a 7-9 choose an alchemical effect that this elixir can effect, plus one item from the list below. On a 10+ choose two.

The elixir will last more than a day

A non-Alchemist is capable of using it

The effect is more dramatic than normal

Evocation

When you destroy a portion of Cryptonium to cause change, choose an alchemic effect and roll +Intellect. On a 7-9 choose two effects below. On a 10+ choose three.

The effect doesn’t have a balancing effect

The effect is subtle enough that nobody knows it was you who caused it

The effect lasts for a whole scene

The effect is permanent (damage can be healed, healed wounds won’t return)

Choose an additional alchemic effect (costs two picks)

Magnify the effect and its balance (double die values, or something else that makes sense, costs two picks, suffer regular balance effect if you also chose to negate the original balance)

Pomp and Ceremony

When you attempt to impress anyone with your knowledge or convince them that you can accomplish wonders, roll +Flair. On a 7-9 choose one from the list below. On 10+ choose 2.

They fear your power

They respect your power

They want to use your power

Alchemic Effects

Alchemy requires the expenditure of Cryptonium. Its effects tend to cause some sort of change. Each effect has a balance. You choose an effect, and the corresponding effect also happens, unless you use a pick from Evocation to cancel the balance.

Alter Appearance

Change your facial appearance and hands to those of someone you’re touching; change their appearance to yours.

Arrest Aging/Speed Aging

You or your touched target stops aging for a month or grow a week younger, up to once per day; the next person you or your touched target sees or touches ages a month immediately (which is almost certainly going to be you if you use this technique on someone else).

Grow Plants/Wither

Cause a plant or seedling to mature and bear fruit; a plant withers. Both plants must be in close proximity. If there are no other plants present, the next plant you touch receives the balance, this stays with you for up to a year.

Heal/Harm

Heal yourself a close target of Black Die damage; cause White Die damage to yourself or someone close by. This can heal an enemy standing next to your target, or hurt an ally next to your healing target.

Repair/Rot

A building, ship or equipment item gets repaired; an item cracks, or another part of a ship or building becomes damaged.

Transmute Metal

A quantity of base metal becomes precious or a quantity of precious metal becomes base. This action requires no balance, but it does require two portions of Cryptonium.