I could use a bit of brainstorming help.

I could use a bit of brainstorming help.

I could use a bit of brainstorming help. One of my players is using the Psion playbook (by Sears Poncho, I think?) in a Norse-style setting. She has recently discovered that she may be the Goddess of Wisdom, who in this setting holds mastery over realms such as the mind, magic, fate, time, and reality.

I’m trying to create a compendium class to represent this new level of power, without going overboard. Unfortunately, the psion class already does a lot of these things (mind control, telekinesis, reality altering, prophecy). In fact, her choice of the psion playbook has directly sculpted the nature of this goddess.

If anyone has an interesting concept for where to start on a Goddess of Wisdom compendium class that would add to the psion without repeating its existing strengths, I’d love to hear it.

Dragon Cursed

Dragon Cursed

Dragon Cursed

When you are cursed by a magical dragon crystal and you embrace your fate, the next time you level up you may choose this move:

Dragon Cursed

You bear the taint of your dragon curse. You will take a -1 to Cha rolls with the superstitious that notice your curse. You have some small dragon features (dragon eyes, a forked tongue, a small tale, small useless wings as determined by you and the GM.

You speak the languages the dragons. Any dragon will understand what you say, and you can understand them. Dragons will not attack you or your party unless you attack them. At the GM’s discretion dragons and related beings will seek you out, giving you what aid and advice they can.

After death your body will transform into a dragon within 48 hours unless it is burned or ritually purified. This dragon will have only a dim memory of your existence, and your soul will be consumed by your new nature making resurrection of any sort impossible. 

If you are dragon cursed, these count as class moves for you; you can choose from them when you level up:

Dragon Eyes

You are completely at home in complete darkness and can see underground even at a distance. You take a +1 on your volley rolls while firing at enemies from complete darkness. 

Dragon Regeneration

When you make a move in combat you may choose once to also heal 5 HP as your flesh knits itself closed. You can heal up to 5 hp per 2 levels, recharging this ability when you make camp. If you’re dying, you automatically make this move if able.

Dragon Scholarship

When you display your superior knowledge of a dragon related subject when spouting lore, you may adjust the detail the GM gives you in some way. You may not contradict it.

Fiery Breath

You may breathe fire as per the wizard spell Fireball once per game session.

Help me flesh out an idea?

Help me flesh out an idea?

Help me flesh out an idea? THE SPIRIT CATCHER: I would like a character who can catch the souls of creatures slain with his sacred knife (or whatever) and keep their blood in magic bag (or on his fingerprints, a magic ring, wax in a magic candle, etc). These souls can be called forth to fight. Basically, a Ghostbuster who makes his own ghosts and then forces them to fight for him. Are there any Class Warfare or other classes that might be reskinned or that already do this? I’m thinking something like a CW Golemist and a Prepared Caster and Dominator… 

Going to start work on the compendium classes for Dungeon Kingdom, but would be keen to hear what kinds of classes…

Going to start work on the compendium classes for Dungeon Kingdom, but would be keen to hear what kinds of classes…

Going to start work on the compendium classes for Dungeon Kingdom, but would be keen to hear what kinds of classes people would actually be interested in playing before I start.

So…

If you could hold any position of power in a fantasy society, what would it be? You needn’t pick a government position, as there are many kinds of power and authority. Spiritual, mercantile, necromantic, judicial… go crazy.

Be as ambitious or restrained as you desire, and feel free to assume any level of technological development, magical or otherwise. So long as it fits your personal definition of what has a place in Dungeon World, it’s fine.

Played a game a while back where I was a Circus strongman/crime enforcer and was looking through Class Warfare and…

Played a game a while back where I was a Circus strongman/crime enforcer and was looking through Class Warfare and…

Played a game a while back where I was a Circus strongman/crime enforcer and was looking through Class Warfare and wanted to try making a class. So gave it a go! Let me know what you think.

https://drive.google.com/file/d/0B3AgSmt3v_I0ajZmbmIyOER2cjg/view?usp=sharing

V1.2, Updated 12/9/2014

V1.2, Updated 12/9/2014

V1.2, Updated 12/9/2014

1.2 Changelog:

~Added a version number.

~Changed Weave Magic to be based on CHA rather than INT.

~Added a note saying that you can Weave Magic into moves that don’t require a roll, by rolling +CHA. 

~Branched the offensive uses of Weave Magic into their own move, Fightomancy (name change pending; I just didn’t want to call it Black Magic because… well, just because, really).

~As part of that branching, changed the wording of Fightomancy to let it apply to offensive moves other than Hack and Slash and Volley (because heck yes, I want to encourage magical Backstabbing and Called Shots)

~Moved Counterspell to the 6-10 list; turning magic back on itself seemed too strong for 2-5.

~Merged the “extra tag” moves into Battle Mage and War Mage. Not sure if those effects all together are too much or not; mostly I’m concerned that the increase in damage will push it over the line. Would appreciate feedback on this point.

~Added a new move to the 2-5 list: Familiar, a slightly-modified version of Animal Companion.

~Added races and alignments.

~Went over the document and removed instances of “Taboo” and other no-longer-used vocabulary. Hopefully I got everything.

~Added a short guide at the end to address some potential stumbling points about how the class works.

~~~~~

At this point, do we maybe need a new category for Class Warfare specialties? Anyway, this is my attempt at taking a lot of inspiration from the Mage and rewriting it to (hopefully) remove the problems I have with the class. And I did so as a Class Warfare specialty instead of a new class because, well, it’s a new thing that I’m in love with and frankly it was a lot less work that way. Might or might not beef it out into a full playbook at some point, we’ll see.

Would be keen to receive some feedback, as this is a first draft and there are a few things I’m not entirely sure about–exact choices for Weave Magic and Counterspell in particular. I could see the argument for it being CHA-based rather than INT-based as well, given the obvious roots in the DnD Sorcerer. I’m also kind of split on whether the choices for Weave Magic should be minimum one as I wrote, or minimum none as with the other moves of this style; it kind of makes sense that sometimes you just want to use magic to allow you to do something without making the fact that it’s magic super meaningful, but I dunno. I still need race and alignment choices, too, but I wrote this all at once and I’m kinda running out of steam.

Anyway, my specific design goals were to:

a) Take the idea of the Mage’s Focus and make it a little more flexible. I worry that this specific implementation might be a little too open-ended to the point of diffusing the theme a bit, but I’m keen to hear what you guys think.

b) Maintain the idea of spontaneous spellcasting, but do away with the “one move all the time” problem. When I played the Mage, it always bugged me that I would be, say, rolling Cast a Spell to make myself run faster, when what was really important was that I was Defying Danger by acting fast; the magic seemed like it should be more of a narrative tag on the character rather than a catch-all move, if that makes sense.

I was thinking on ways of adding magical effects into the basic moves, but was struggling to figure out how to make the casting stat stay relevant. When I got Class Warfare and saw Like a Shadow and Blessed, with their “Add +STAT choices as a risk-reward modification” thing, boom, there was the answer. So thanks, Johnstone Metzger! 🙂

I just made a Compendium Class based on the D&D 4e monster the Wendigo from the Demonomicon.

I just made a Compendium Class based on the D&D 4e monster the Wendigo from the Demonomicon.

I just made a Compendium Class based on the D&D 4e monster the Wendigo from the Demonomicon.  Let me know if there’s anything I should tweak or change.  Thanks!

http://bit.ly/1rvpAbN

Could someone point me to a “holy relic” holder compendium class somewhere?

Could someone point me to a “holy relic” holder compendium class somewhere?

Could someone point me to a “holy relic” holder compendium class somewhere? I am searching for something specifically not a weapon.

Class Warfare Clarifications

Class Warfare Clarifications

Class Warfare Clarifications

This is an awesome book! I’m already planning to roll some of these into my campaign, and am making some new full playbooks.

I’ve come across some (what I think are) typos, and want to get feedback.

p. 39: for adventurers, it says “you may choose a move from one of the other rogue adventurer specialties” Correction right?

p. 106: for disciples, a similar issue, but I’m not sure which is correct (my guess is the latter):

“Your base damage is d6

“If you choose a magician speciality, reduce both your base damage by one die size (from d8 to d6)