Let’s try this again, I stopped the weird glitch by making it a pdf and fixed one error, so let’s see if something…

Let’s try this again, I stopped the weird glitch by making it a pdf and fixed one error, so let’s see if something…

Let’s try this again, I stopped the weird glitch by making it a pdf and fixed one error, so let’s see if something else goes wrong!

https://docs.google.com/file/d/0B_IwajDD13e2OWlDX09Yb3ZiYVE/edit?usp=sharing

any and all comments and critiques are welcome, this is my first time making a playbook for Dungeon World.

Does anyone know where to get a blank Dungeon World character play book?

Does anyone know where to get a blank Dungeon World character play book?

Does anyone know where to get a blank Dungeon World character play book? I want to write down the Mesmer playbook I’ve been working on to one. Also, what’s the font for the playbook and where do I get that too?

I’ve written up a draft for The Mimic class, inspired by Joe Banner ‘s compendium class: http://tinyurl.com/lcsxl24

I’ve written up a draft for The Mimic class, inspired by Joe Banner ‘s compendium class: http://tinyurl.com/lcsxl24

I’ve written up a draft for The Mimic class, inspired by Joe Banner ‘s compendium class: http://tinyurl.com/lcsxl24

Feed back would be great,

also suggestions for drives/alignments, names and looks. 

The Mimic

D6 Damage        Hp=10+Constitution

Background Moves

Who were you, or where did you come from, before you learnt the art of mimicry? 

Interpretative Dancer

– Once per a session you can substitute one stat for another in a roll. Describe how you do this in the fiction.

Warband Initiate

– You have been trained in basic arms; Ignore the Clumsy tag on armor.

???

–  Nobody knows where you came from, or where you’re going but you don’t seem to leave a lasting impression. +1 to Outstanding Warrants rolls, as long as you don’t reveal any noteworthy details about yourself.

Starting Moves

Live and Learn

When you are the target of an opponent’s move, you may opt to learn it. (GM must alert you if a move is being used).You start off with on free space to house a move. If all your spaces are full, overwrite a current move. You CANNOT learn and use PC moves for Mimic.

Mimic (INT)

When you dredge from your memory someone else’s move and attempt to recreate it, roll +INT. On a 10+ you succeed. On a 7-9 choose 2. On a miss the move gets away from you and leaves you in a precarious situation.

• You don’t think you will be able to recreate this move again; forget it.

• You draw unwanted attention with you display

• You are mentally drained, take -1 ongoing to INT.

• The recreation is not perfect.

Learnt Moves

☐Move: _________

Mirror Dance

When you Defend you can also spend hold to

• Take the hit from an opponents move, which was intended for another

• Automatically Mimic an opponents move, and use it against it. (You do not learn this move.)

2-5

Anything you can do…

You are a quick student, and eager to learn. When you Make Camp,

choose one move another player knows and gain hold equal to the number

of bonds you have with that player. You can spend 1-hold to use that move.

When you Make Camp, lose any remaining hold from this move.

Performer

You are an immaculate actor; you can easily imitate the basic actions of others, and their voices. You may use these skills as Leverage for Parley.

Mimic Dabbler

Gain one non-multiclass move from any class list. Choose the move as if you

were one level lower than you are, unless that move has to do with imitating/gaining the qualities of others.

Adept Learner

Gain two more move spaces.

Eye For Trouble

When you Discern Realities on an opponent, you can also ask

• What is this creatures most dangerous move

• What is this creatures most interesting move

Empathy

When you take a take on a creatures’ move, you learn that creature’s language.

Logical

Take +1 forward when you spout lore about that species’ history or culture.

When you use strict deduction to analyze your surroundings, you can discern realities with INT instead of WIS.

6-10

…I can do better Replaces  Anything you can do…

Your skill is beyond compare. When you Make Camp, choose one move

another player knows, and gain hold equal to the number of bonds you have

with that player. You can use that move until the next time you Make Camp.

When you use the chosen move, you can spend 1-hold to take +1 to your roll.

When you Make Camp, lose any remaining hold from this move.

Master Memoriser

Gain three more move spaces.

Mimic Initiate

Gain one non-multiclass move from any class list. Choose the move as if you

were one level lower than you are, unless that move has to do with imitating/gaining the qualities of others.

What Doesn’t Kill Me…

When you roll a success on a Last Breath move, you can also automatically learn one move, of your choice, from the creature that sent you to the Black Gates. If a creature didn’t send you there, mimic a move of death, GM’s choice.

Eidetic memory (INT)

When you witness an NPC move in action, roll +INT. On a 10+ you learn that move. On a 7-9 choose 1.

• You have to move in closer to get a good look, and maybe leave yourself in a dangerous position

• From what you’ve witnessed, you can only recreate a lesser version.

• You focus so hard to you find yourself dizzy, take -1 ongoing to INT, until you have a chance to rest.

Mirror Monster

You also have this option for Defend

• Roll the enemy’s damage die against it, with the appropriate tags applied.

Excessive Empathy Requires Empathy

When you observe another language being spoken, you quickly pick it up in an almost unnatural fashion.

With help from Andrea Ungaro, I put together a Mesmer, an illusionist from Guild Wars 2.  Any help or tips would be…

With help from Andrea Ungaro, I put together a Mesmer, an illusionist from Guild Wars 2.  Any help or tips would be…

With help from Andrea Ungaro, I put together a Mesmer, an illusionist from Guild Wars 2.  Any help or tips would be nice, it hasn’t been tested yet.  https://docs.google.com/document/d/15PBVg_n0e0xswWZfhb42qqT9j-zf-DvDZcyTTJ5AdzY/edit?usp=sharing

Spent my Labor Day working on a new class with the Aurors from Harry Potter in mind. I’d love to hear your thoughts.

Spent my Labor Day working on a new class with the Aurors from Harry Potter in mind. I’d love to hear your thoughts.

Spent my Labor Day working on a new class with the Aurors from Harry Potter in mind. I’d love to hear your thoughts.

https://www.dropbox.com/s/r7b150abma58qve/dungeon%20world%20auror%20character%20sheet.pdf

ELEMENTALIST

ELEMENTALIST

ELEMENTALIST

#wizardweekhangover

I think this is basically done, but maybe some parts are bad or uninteresting?

STATS

Your base damage is d4.

Your maximum HP is 4+Constitution.

POWER SOURCE

You may be a dwarf, elf, halfling, or human, but it gives you no particular advantage. Choose the source of your elemental powers:

Divine Blessing

Choose an additional element to master: this element is sacred to your religion and can never cause you harm. You must also choose two elements that are opposed to your religion: you can never master them, and they will deal +1d4 damage to you if they harm you.

A Gift from the Spirits

You can interact (and parley) with elemental spirits as if they were people.

Magical Knowledge

You pay no mind to gods and spirits, but only words of power and the will to use them. You may roll with INT instead of WIS for master of the elements and to speak with the world itself, and a 10+ for eye of the storm also purifies you.

STARTING MOVES

You start with these moves:

Eye of the Storm

When you exert your will to calm the elements around you, roll+CON. On a hit, the world calms around you (the earth below your feet stops breaking apart, fires you touch go out, storms break around you, etc), but on a 7-9, this calmness affects only what you touch, and only as long as you are touching it. You can exert your will over all the natural elements, not just those you have mastered.

Master of the Elements

When you command the elements, roll+WIS. You may only issue commands you have mastered upon elements you have mastered. On a 10+, you may command what is generally considered a large amount of this element. On a 7-9, the same but choose one:

— The elements you command also run wild, out of your control.

— You can only affect what is generally considered a small amount of this element.

— You take an additional -1 ongoing to command the elements until you purify yourself.

If you maintain an unnatural effect, take -1 ongoing to command the elements until you release those still in your power.

If you use your command of the elements to harm someone directly, roll your damage die. Once the elements are released, however, they cause damage as appropriate to their nature.

The Roots of Creation

You start with mastery over one command, one element, and one additional mastery from either list. Each time you level up, choose either another command or another element to master.

Commands: Banish, Create, Destroy, Enhance, Move, Shape, Summon, Transmute.

Elements: Air, Crystals, Darkness, Fire, Ice, Light, Magic, Metal, Plants, Stone, Storms, and Water.

To Speak With the World Itself

When you examine an element you have mastery over, roll+WIS. On a 10+, you learn something interesting and useful. On a 7-9, you learn something interesting, but it’s on you to make it useful. On a miss, you have disturbed the elements with your meddling.

The GM may also tell you something this element wants. If you give it what it wants, it will answer one question you ask of it, to the best of its abilities.

Touching the Firmament

If you have a few hours or so to meditate amongst the raw elements, or to perform rituals before them, they will purify you. This counts as making camp and sleeping, but you do not need to consume a ration. If you spend days amongst the elements, it counts as recovering under the care of a healer.

ADVANCED MOVES

When you gain a level from 2-5, choose from these moves:

Born of Fire

You are no longer harmed by the touch of fire, nor are you vulnerable to heat.

Elemental Presence

You ignore the first -1 penalty from commanding the elements and maintaining the effect.

Friend of the Sea

You can live, breathe, and move underwater with ease.

Gift of Power

When you purify yourself amongst the elements, you may choose a command or element you have not mastered. You may use this command or element once only, and then it is lost to you, until you purify yourself again. You may choose a different command or element each time you purify yourself.

Heart of Ice

You can walk easily on ice and are no longer vulnerable to freezing. No matter how cold or slippery it gets, you function fine.

Nature’s Fury

When you use an element you have mastered to deal damage, your damage die is d10 instead of d4.

Physical Purity

When you purify yourself amongst the elements, you may also remove a debility or be cured of a disease or poison, so long as the cause of your ailment is not more powerful than the elements themselves.

Shield of Thorns

When you use the elements to defend, on a hit, you may also deal your damage to a nearby foe, in addition to spending hold. You only deal your damage once, even if you have more than one hold.

Spirit Friend

Choose two elements you have mastered: spirits of those elements will always recognize you as a friend and try to help you, until you prove yourself to be an enemy.

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

Elemental Form

You can transmute your own body into the elements you have mastery over.

When you assume an elemental form, roll+CON. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 in addition to whatever the GM says.

Your new form can move much like your old form, but has the innate abilities of the elements it is made of: fire burns, stone is hard, water runs and flows, and a body made of light, shadow, or wind is intangible. You still use your normal stats but some moves may be harder to trigger. The GM will also tell you one or more moves associated with your new form. Spend 1 hold to make that move. Once you’re out of hold, you return to your natural form. At any time, you may spend all your hold and revert to your natural form.

Elemental Nature

Replaces: Elemental Presence

When you command the elements, you ignore the -1 penalty from two effects you maintain.

Friend of the Sky

You can fly, whenever you want, without commanding the air around you.

Primal Words

When you use a command you have mastered to cause damage, either to an element or by commanding an element, you deal +1d6 damage.

The Skein of Creation

When you purify yourself amongst the elements, the GM will reveal to you one grim portent that has not yet come to pass, and tell you which danger it was written for.

The World is My Canvass

When you command the elements, on a 10-11, you may choose one option from the 7-9 list in order to command a huge amount of this element. On a 12+, you can command a huge amount with no consequences.

plus multiclassing at both tiers, but from a restricted class list, and probably the druid’s weather move.

New Wizard Level 6-10 Move

New Wizard Level 6-10 Move

New Wizard Level 6-10 Move

ARCANE SPLICE

When you cast a spell,and splice another spell you have prepared onto it, granting your initial spell some of its properties roll Cast a Spell as normal.

On a hit you can add one effect of the spliced spell to the initial spell.

On a 10+ choose 1 from the 7-9 list. 

On a 7-9 you forget the spliced spell and then choose 1 from the list.

#WizardWeek