Travel to strange places!

Travel to strange places!

Travel to strange places! Make new friends! Make your new friends kill people that aren’t your friends! The Summoner is now available!

As always, it’s under a creative commons license and you can probably find another way to get your hands on it if you want to.

http://www.rpgnow.com/product/116780/The-Summoner–A-Dungeon-World-Playbook?term=summoner+play

So my friends and I (who have played mountains and mountains of this game, which I will write about later) decided…

So my friends and I (who have played mountains and mountains of this game, which I will write about later) decided…

So my friends and I (who have played mountains and mountains of this game, which I will write about later) decided that Dungeon World really is the perfect system for running a superhero themed game, because of the amount of disregard for physics and opportunity for creative and interesting characters and mechanics. I decided none of the classes feel like they could really support a Superman/Green Lantern/Magneto-type character, so I decided to create:

The Caped

Look: Flashy Outfit, Utilitarian Look, Iconic Suit

Glowing Eyes, Caring Eyes, Hard Eyes

Uplifting Symbol, Terrifying Symbol, Mysterious Symbol

Chiseled Body, Hulking Body, Lithe Body

HP- 10 + CON

Damage – d10

Drive: 

[]Justice

Bring someone responsible for their actions.

[]Revenge

Punish someone who has wronged someone or something you care about.

[]Fame

Showboat at the expense of a good opportunity 

Background: 

[]Tragedy

You or your family have experienced a terrible tragedy that has motivated you or unlocked your hidden talent.

Take +1 when acting on the behalf of someone you empathize with

[]Freak Anomaly

A scientific or supernatural (choose one) event caused you to gain your powers.

Take +1 to Spout Lore about the mystical workings of the universe (<--- WIP, need suggestions)

[]Genetic/Natural

You were born this way. (I could use a suggestion as for what to put here  ) 

STARTING MOVES

+Superhuman Power: 

You have a superhuman power, describe it _____________________________________________________________

______________________________________________________________________________________________________

Pick at least two of the following drawbacks

[]Your control of your power is reckless and unstable

[]You must take a moment to transform yourself before using them

[]Your power is weakened by a specific substance ____(Gm’s choice)

[]You have a moral boundary. Describe it ________________________

[]Your power must be recharged by some source or artifact. Describe it ____________

[]An outside authority has influence and control over your powers.

[]Your powers must be channeled through an item (a ring, a sword, etc.)

Your base +Power roll is always +1.

+Power Unleashed 

When you use your power to help resolve a situation roll+Power.

On a 10+, it clearly helps in a significant way. On a 7-9, pick one from the following. On a 6- it backfires horribly.

[]You open yourself up in a moment of glaring weakness

[]Your allies are put in catastrophic Danger

[]Both you and your target are affected negatively.

+Heroic Speech

When you lecture your enemy on the error of their ways, roll+CHA. On a 10+, pick one. On a 7-9, they laugh at your ways and continue. On a 6-, they interrupt your speech mid-sentence with some sort of action.

[]Your enemy’s resolve falters, take +1 forward against them.

[]They seriously question their beliefs for a few moments.

[]You distract your enemy from an ally.

+Dramatic Entrance

When you make a signature entrance in a suitably impressive way, describe it, then take +1 foward.

Gear Your load is 8+STR

You have your iconic costume, describe it. (Armor 1, weight 1)

Pick one of the following

-Armored suit (Costume is 2 armor)

-A weapon you carry everywhere, describe it. (+1 damage, 2 weight)

Pick two of the following

-A huge fanbase

-A utility belt (5 uses, 2 weight)

-A large amount of money and influence

-A friend in a high place (2 uses)

-A magical artifact of unknown use and origin.

I haven’t currently got any advanced moves written up, and this class is definitely rough around the edges, but is playable at the moment. I would REALLY REALLY appreciate some feedback and suggestions, as this is the first class I’ve decided to write up. The biggest flaw I’ve found is the +power mechanic. Originally it was “pick an appropriate attribute”, but my players pointed out that it would almost always be at +2, which makes me uneasy, because although that gives me the ability to make harder moves when they fail, I am afraid it’s not exactly balanced. 

Any suggestions and criticism appreciated!

What are the community’s thoughts on when a fighter choose fists and reach/close for range?

What are the community’s thoughts on when a fighter choose fists and reach/close for range?

What are the community’s thoughts on when a fighter choose fists and reach/close for range? Have any of you personally had a fighter do this? If so how did the player describe how their weapon functioned?

Outline for an Elementalist class. Thoughts?

Outline for an Elementalist class. Thoughts?

Outline for an Elementalist class. Thoughts?

 

Your base damage is d4.

Your maximum HP is 4+Constitution.

 

POWER SOURCE

 

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

There are no spirits, only words of power and the will to use them. You may roll with INT instead of WIS for Master of the Elements and Touching the Firmament, and a 10+ for Eye of the Storm always purifies you.

 

STARTING 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. This affects 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.

 

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.

 

Touching the Firmament

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.

 

ADVANCED MOVES 2-5

 

Born of Fire

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

 

Gift of Power

When you purify yourself amongst the elements, you gain one use of a command or element you have not mastered. Also, choose one that you have mastered: you cannot use this one until you use your new gift.

 

Nature’s Fury

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

 

Shield of Thorns

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

 

ADVANCED MOVES 6-10

 

The Breadth of Creation

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.

 

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.

Two possible moves to make an Elementalist-type wizard:

Two possible moves to make an Elementalist-type wizard:

Two possible moves to make an Elementalist-type wizard:

(because DW needs more Ars Magica)

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.

 

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.

The commands kind of require explanation, unfortunately, and I tried to make the elements list all roughly equal to “fire” (although specific campaigns could add stuff like acid, bone, or plastic, etc).

Having just spent the last half an hour answering questions like: “So if the Druid turns into a chicken and lays an…

Having just spent the last half an hour answering questions like: “So if the Druid turns into a chicken and lays an…

Having just spent the last half an hour answering questions like: “So if the Druid turns into a chicken and lays an egg and then the egg hatches…?” and “So if the Druid turns into a cow and we milk it…?” and… “So if the Druid turns into a sheep and we shear it and make the wool into a jumper…?”, I conclude that I hate the Druid base class. I literally spend 90% of the time thinking up moves for creatures that “Could conceivably live in a forest… Honest… It’s a big forest…” And 10% of the time actually GMing the rest of the players. It’s no longer a game of Dungeon World. It’s basically Druid World. The Druid has an answer to everything and the other players are becoming lazy… “Yeah, just let the Druid turn into a giant eagle and fly us there.”

What’s the maximum/minimum size of a Druid in animal form?

What happens to the Druid’s clothes??

What happens to removable aspects of the Druid (such as feathers and wool and stuff) when the Druid shifts back into human form, if these aspects are removed whilst she is in animal form???

Give me a fighter, a rogue and a mage any day. I wish they were all bloody bards. What the #%@! happened to the normal laws of physics and magic??!

You know, you can reskin the Inverse World’s Captain playbook to play a dragon-rider very easily.

You know, you can reskin the Inverse World’s Captain playbook to play a dragon-rider very easily.

You know, you can reskin the Inverse World’s Captain playbook to play a dragon-rider very easily. Playing a dragon may not be much harder. I should write that up.

The Scoundrel: a slight different approach at my Star Wars campaing.

The Scoundrel: a slight different approach at my Star Wars campaing.

The Scoundrel: a slight different approach at my Star Wars campaing. Since I’m doing this just for some games, I’m not doing a dw->sw convertion but just playbooks (and i’ll work on a new equipment list)

Ok I realized a while back that the character sheets I had put up were not reader extended (i.e.

Ok I realized a while back that the character sheets I had put up were not reader extended (i.e.

Ok I realized a while back that the character sheets I had put up were not reader extended (i.e. you could fill them out in reader but not save them).  I’ve just now gotten around to fixing all of them and have posted them on my drive.  You can find them here:

https://drive.google.com/folderview?id=0B28Zz_c9JXdwUUNlRDM2WTdfSGc&usp=sharing