Everyone seems to have the base character sheet to make classes out of, I was just wandering if this has just been edited by people personally or is there some kind of template one could use?
Or even just a blank one.
Everyone seems to have the base character sheet to make classes out of, I was just wandering if this has just been…
Everyone seems to have the base character sheet to make classes out of, I was just wandering if this has just been edited by people personally or is there some kind of template one could use?
Or even just a blank one.
This is my attempt to make a DW (as opposed to WoD) compatible Freebooter class for use with Planarch Codex.
This is my attempt to make a DW (as opposed to WoD) compatible Freebooter class for use with Planarch Codex. It’s intended that the entire party only use this class. It’s intended to be kind of a cross between the Thief and… everything else, although the move list is a smidge sparse.
Druid.
Druid. I’ve heard whispers that these dudes can be problematic in games. I’ve got a player eye ballin’ the play book for our upcoming game. Tips or advice are welcome.
Introducing a new Playbook – The Fae!
Introducing a new Playbook – The Fae!
The Fae is a playbook designed for use with Dungeon World and Inverse World. As The Fae, you will be tricking your enemies with illusions, pranks, and tricks, blessing some with wishes, damning others with curses, and causing no end of mischief and trouble. But beware, every Fae has rules they must abide, and weaknesses that can cause them trouble. You will have to walk a fine line between causing trouble and solving it!
Preview of starting moves:
Fae Nature
As a Fae, there are strange laws, customs, and weaknesses you must attend. When you create your character, Choose 3 weaknesses. These are the Fae weaknesses that are specific to you. When you encounter a situation that affects one of your weaknesses, either through the natural course of play or as a result of a GM move, you immediately gain 1 Boon.
Bitter Iron – you are allergic to Iron. It’s touch poisons you, and suppresses your Fae Magic.
Truthbound – You may never say a thing you know to be untrue.
Sun-Averse – The brightness of the sun strips away your glamours and illusions.
Oath-bound – You must keep any oath, deal, pact, or agreement you make.
Name-Bound – Your True Name is ________. You must obey one order of any that know your true name, then you are free.
Life Debt – you owe a debt to any that save your life, and must truly help them or save their life before the debt is paid.
Holy Words – The sacred words of the mortal religions can weaken you, bind you, or drive you out.
Riddle-Obsessed – You cannot resist a riddle, and will stop and ponder it until you reach an answer.
Mischievous – You cannot resist playing pranks or taunting figures of authority.
Child Liberator – You will try to steal mistreated or mischievous children away from their families, and deliver them to a life of magic and adventure in The Fae.
Curse
When you curse a person, creature, place, or object, say the curse out loud, spend 1 Boon and roll +Wis. *On a 10+, choose 3. *On a 7-9, choose 1. *On a miss, you choose 1 and the GM chooses 2 from the list below, and those affected know who did the cursing.
The curse only affects that which you want it to
The curse wears off when you want it to (3 days and 3 nights, until the next full moon, a year and a day)
The curse changes their form, puts them into a supernatural slumber, or strikes them mute
The curse can be broken only by one of the following: True Love’s Kiss, a heartfelt apology, a pure tear of sorrow.
Sly Words
When you mislead and confuse others with technically true words, roll+Cha. *On a 10+, they make the assumption you were implying. *On a 7-9, they make an assumption, but not the one you were hoping for.
Glamour
When you use your illusion magic to trick, entice, or confuse others, describe it and roll+Cha. *On a 10+, they fall for your glamour. *On a 7-9, they’re mostly convinced, but demand some kind of proof. *On a miss, you illusion shatters to reveal the naked truth.
Fae Tongue
you can communicate with other Fae, spirits, and wild, living things like forest animals and plants. You cannot understand domesticated animals or plants.
More exciting information form Inverse World!
More exciting information form Inverse World! We’ll have a proper preview up on Monday, but in the meantime, the Sky Dancer has been updated to a playable preview edition! Check it out: http://www.mediafire.com/view/?fiveepbbd589938
A big part of the delay with the Sky Dancer was that I was getting into a roadblock on “what else can you even do with flying?” I’d already written a few flying moves for the class and was out of more flying things to do. Well, that’s a pretty sure sign that the class simply didn’t have enough flavor to it. “Just” flying is simply not enough! So what else could they be? What role would a Sky Dancer fulfill in Inverse World society? And the answers I came up with were “messenger.” “scout.” “mailkeeper.” “weather-mage.” The class now has a variety of advances to suit all of those roles, depending on which way you want to take it! Your mastery of the sky is now at your fingertips.
Looks like I won’t be running Pathfinder tonight so I thought I would talk about furthering my ideas about classes…
Looks like I won’t be running Pathfinder tonight so I thought I would talk about furthering my ideas about classes that turn Dungeon World on it’s head. My first shot at this was with the Apostle of Peace. With an Apostle of Peace in play, all players have an incentive to bring the violence level down. This changes a lot of what Dungeon World is about. There are still threats that even the Apostle of Peace will stand against, undead, demons, monsters with no ability to reason but over all they are more interested in reaching a non-violent solution than your typical Dungeon World character. I admit freely that much of what I came up with for the Apostle of peace came from the two AW playbooks, Touchstone and Solace. I saw the utterly disruptive power they had and coupled it with my favorite Prestige Class from 3.5.
So what is the next step? The next step is to build. Build people and places. Dungeon World has a system for managing the settlements that surround the dungeons that the PCs are exploring. This system is mostly in the DM’s hands and the only way that the PCs get to mess with is indirectly. I want to create a class that changes that and gives the players a chance to dig in and really make a difference in a location. At the lower levels this will mean that the class has abilities that allow it to discover the things the town needs and the things standing in the way of what the town needs and gives them bonuses when going after those things. At the higher levels this will about pushing townsfolk into positions to create the surpluses that the town needs to grow and discovering individuals outside of the town who can help as well.
The final piece is governance but I am not sure what that means quite yet. I know that it has to do with authority and the ability to distribute that authority. The key moves of this class will be to expand it’s authority and give it’s moves to others. Like I said, this class is the most up in the air as I really need to define the second class before I can describe this one as “the space the other leaves open”. This class would include the ability to muster armies and declare war which solves the big problems that the Apostle of Peace are going to cause. There will be some who will not negotiate, there will be those in Dungeon World who want to watch it burn, this is the class that answers “What do we do with those guys?’. This classes answer is to destroy them with overwhelming odds.
Together these three classes are meant for a very specific kind of game, not every Dungeon World needs them, I’m not sure any but my own little Dungeon World where I want to watch this play out need them. I do know that I would likely not lay them all out on the table at the first session unless I had talked to my players about it and they were bought in to the idea of this kind of game. I would leave these classes in reserve until someone lost a character or hit level 10+17XP. Only then would I throw out these options and I would probably only throw in the Apostle of Peace until someone had hit level 10+17XP or the story seemed to be moving in a more political bent.
So, I recently got together with some friends, and with their encouraging, finished a playable first draft of my…
So, I recently got together with some friends, and with their encouraging, finished a playable first draft of my Dungeon World hack, Adventure World. The key difference between the two is that Adventure World moves the focus away from dungeons, monster-slaying, and getting loot, and towards high adventure, cool ways of solving problems, and inter-character drama. I’m working on writing up a play report, but in the meantime I thought I’d share a little preview of what I’m working on with Adventure World, to help give context to the adventure’s I’ll be describing.
This includes the first page of basic moves, and the first page for each class. Notice that I’ve changed the ability scores around (all the “physical” stats have been compressed into “might” to give room for the completely new stats “moxy” and “magic”), and replaced the HP with something very close to AW’s Harm mechanic (to encourage less frequent but more serious wounds). I’ve also removed the race section—in my own world, the majority of adventurers are human, and I eventually plan on replacing the racial moves with a variety of background moves.
These are six out of the planned ten base classes. Four of these are completely original work, the Druid is pretty much straight from the original, and the Mage is a modified version of gnome7’s class of the same name.
The Veteran (as posted here a while ago), is the battle-scarred tough guy who’s seen it all. It is one of the more combat-oriented classes, and serves to give a party a person who can get into a straight-up fight and win handily.
The Hero is centered entirely around the Artifact, which is a highly open-ended magic item that tends to create as many problems as it solves.
The Witch is heavily inspired by Willow from Buffy the Vampire Slayer, and serves as the spell-list spellcaster, with a strong theme of the temptations of power, and the risks/rewards therein.
The Priest is the “cleric replacement”, and is very dependent on the whims of its deity. I designed this class to evoke the feeling of a spellcaster who really isn’t self-sufficient the way the Mage or the Witch is.
All of these classes are, of course, rough drafts. I’ve had a chance to playtest the Hero, Witch, and Veteran during my most recent games, but I’m a long way off from actually producing anything. Eventually, I’d like to compile a full document for Adventure World, complete with advice on running with the new moves and classes, modified and expanded GM principles, new ideas for Fronts and Steadings, and lots of other fun stuff.
Questions and critiques are more than welcome, and I’ll get to work on giving some examples of what this has looked like in play.
Here is the first draft of one of the classes appearing in the upcoming Absolute Soul: The Grave Knight!
Here is the first draft of one of the classes appearing in the upcoming Absolute Soul: The Grave Knight! The Grave Knight has sworn fealty not to a petty mortal lord, but to something almost as old as life itself, and gains powers accordingly.
Hello everyone!
Hello everyone! I come bring a new playbook for your eyes to read: The Witch! She casts spells, brews potions, and flies on a broom. If you’ve ever wanted to play a Harry Potter character in Dungeon World, here is your shot.
Full Version, for purchase: http://rpg.drivethrustuff.com/product/113399/The-Witch—A-Dungeon-World-Playbook
Playable Preview Edition: http://www.mediafire.com/view/?b1a55skq0dk9k1c
The preview version will let you play the class all the way up to level 9, although your Advance options will be limited. Give it a look!
http://rpg.drivethrustuff.com/product/113399/The-Witch—A-Dungeon-World-Playbook
Apostle of Peace
Apostle of Peace
d12
6+CON
Alignment:
Good: When you stand between the oppressed and the oppressor.
Good: When you allow yourself to be taken to spare others violence.
Race:
Halfling: When you sing to a crowd of how your god has provided for them name one thing and if the crowd can provide it they will.
Elf: When you tell a crowd of the miraculous deeds of your god has done in their land name some artifact of your god or theirs and they will tell you either what it does or where it may be found.
Bonds:
_______ honors their god and can be trusted.
_______ has shown mercy to their enemies and deserves respect.
_______ has given of their time and money to the less fortunate and should be honored.
I will help ______ find the peace they deserve.
Starting Moves:
Vow of Nonviolence: If, at the end of the session, you have dealt no damage to another living being you may gain an experience point.
Vow of Peace: If, at the end of the session, none of your allies have dealt damage to another living being they gain an experience point.
Vow of Poverty: When you give your share of any gains the party has made to a church of a good god gain 3 Adventuring Gear.
Pacifying Words: When you want to disarm a charged situation, start speaking or singing and roll+CHA. On a hit, no NPCs present can commit violence while they can see you or hear your voice. On a 10+, furthermore, if any of your fellow players’ characters leave the situation peacefully, they mark experience. On a miss, your words of peace are so insulting that you become the clear target of all hostility.
2-5 Moves
Lovely Feet: when you share the word of your god with another player’s character, roll+CHA. On a 10+, hold 3 over them. On a 7–9, hold 2 over them. Whenever you like, you can spend your hold, 1 for 1, to have them mark experience. On a miss, they hold 1 over you, on the same terms.
Divine Protection: When you wear no armor or shield you get 2 armor.
Giving Thanks: When you bow you knees in thankfulness after you survive a dangerous situation, you and all who join you are healed of half of your Hit Point total up to that total.
Put to Rest: When you speak words of faith and prayer in the presence of the undead roll+CHA. On a 10+ the undead are destroyed. On a 7-0 the undead flee. On a miss the undead attack you to the exclusion of all others.
Pilgrim: When you ask for shelter from pious folk they will always find a dry bed and some food for you.
Words of Mercy: Once an enemy has been hurt you may Parley with them with their safety as your leverage.
6-10 Moves
Faith is my Shield: (replaces Divine Protection) When you wear no armor or shield you get 4 armor.
Prayer Service: (Requires Giving Thanks and Lovely Feet) Those who join you in your nightly prayers to your god need not spend a ration during the Make Camp move you gain 2 hold on them as if you had rolled a 7-9 on your Lovely Feet move.
My Word is my Bond: (requires Words of Mercy) You may use Words of Mercy before the enemy is hurt.
Taker of Vows: Anyone may come to you to take a Vow. They gain the benefit of the Vow move that they agree to if you agree to bind them by that Vow. Any character with one Vow considers Pacifying Words as a class move. Any character with two Vows consider your 2-5 moves as class moves. Any characters with three Vows consider your 6-10 moves as class moves.
Grace Under Fire: when you take damage in a fight, roll+HP Lost. On a 10+, hold 3. On a 7–9, hold 2. On a miss, hold 1, but take -1 forward. During the battle you can spend your hold 1 for 1 to:
• Name an npc within your reach. You disable or disarm them (DM’s choice) without harming them.
• Name a character within your reach. You redirect their attack to another character within your reach, or else to nowhere — into the ground or a wall or the sky.
• Name a character on the scene, but outside your reach. You cross the distance between you before they have time to adjust or react.
• Ignore all harm to yourself from an incoming attack.
• Take the damage meant for someone near you.
In the World: when you take your bearings in a landscape or a settlement, ask 1:
• Where could I hide here?
• If I had to make a stand here, where would be best?
• Who here is the most pious?
• How could I gain access to this place’s or these people’s secrets?
• How could I gain the undivided attention of all present?
• How could I best become accepted as a part of this place or these people?
• What or who is the source of the most pain here?
Whenever acting on the answer requires a roll, take +1.
Censure Fiends: (requires Put to Rest) When you speak words of faith and prayer in the presence of the demonic roll+CHA. On a 10+ the demon is banished from this realm. On a 7-9 the demon flees. On a miss the demon attacks you to the exclusion of all others.