*THE VAMPIRE *

*THE VAMPIRE *

*THE VAMPIRE *

I’ve been seeing allot of CC’ s lately and wanted to add my own take on a few. First up, the Vampire. I like to keep them simple and slim, almost suited for WoDu. Thoughts?

#DungeonWorldCC

The Vampire

Blood Drinker

When you drink the blood of a living creature, hold 2 BLOOD (may not exceed 2). You deal additional damage equal to your BLOOD.

Spend BLOOD to do the following, 1 for 1.

-> The blood rushes through your veins and you can feel its life renew you. Heal for 1d4 hp.

-‎> You satisfy a hunger, unmark a box under The Hunger.

-‎> Peer into the victim’s memories. Ask the GM a question the character would know, the GM will give you an honest answer.

Creature of the Night

As a creature of night, the sunlight causes you harm. You must Defy Danger when ever you are exposed to the sun’s rays.

On Blood, Sustained

You do not need to consume food. When ever you would normally consume a ration, instead spend BLOOD. If you have none left, mark a box under The Hunger.

The Hunger

Cursed with the need for blood from the living, you have an insatiable hunger and overwhelming desire to feed on them. When hunger strikes, mark a box.

[ ] The need for sustenance can be debilitating at times. Mark a debility.

[ ] Fragile and slow, you deal -1d4 damage.

[ ] You can’t hardly hold yourself up. Your load becomes 2.

When you would mark a box, and all boxes are marked, instead your hunger overwhelms you and you go on an all out feeding frenzy, killing everything alive and vulnerable. You wake up a few hours later, and so long as you fed on your kill during the frenzy, with 4 BLOOD held and all hungers satisfied.

P.S.

Ideas came from the post below. A much more detailed CC.

https://plus.google.com/103013877571181739889/posts/BaEJsbp1v2L

Here’s a Necromancer Compendium class I created for one of the players in my current campaign.

Here’s a Necromancer Compendium class I created for one of the players in my current campaign.

Here’s a Necromancer Compendium class I created for one of the players in my current campaign. Any and all feedback is appreciated.

Notes:

He’s playing a Human Wizard and took Animate Dead as his Cleric Spell.

I have already discussed the trigger and Practiced Animation with him.

EDIT

Click the link for version 1.1

https://docs.google.com/document/d/1cJed2NZfZs7nyHtkdjTr_Hz6rl6XY2SIn-_FUKB-S_Y/edit?usp=sharing

I’m working on the Sacred Gun compendium class, essentially a class inspired by Equilibrium’s Grammaton Cleric, by…

I’m working on the Sacred Gun compendium class, essentially a class inspired by Equilibrium’s Grammaton Cleric, by…

I’m working on the Sacred Gun compendium class, essentially a class inspired by Equilibrium’s Grammaton Cleric, by Isaac Ivan from the Priest korean manga, Boondock Saints, Warhammer’s Witch Hunter and such other religious-themed badass hero with guns.

It’s for fantasy setting so guns here is a fuzzy concept, I see mainly 1-shot flintlock pistols (in my mind, the character would have multiple guns on them).

So far I’ve maintly stole and adapted moves from the gunlinger playbooks but I wanted more custom and religious themed moves. I was wondering if the Hivemind had great ideas.

That’s what I have so far:

https://docs.google.com/document/d/1yH0TeZExRD62vE2efKtjS0ZK1z-k7Pat3kEmP2k4ilY/edit?usp=sharing

I am reposting my compendium class to say that I think it’s done, please tell me what you think!

I am reposting my compendium class to say that I think it’s done, please tell me what you think!

I am reposting my compendium class to say that I think it’s done, please tell me what you think!

changes:slightly modified the ring of sleep

Added spells.

That’s pretty much it.

I would love some reviews. I have yet to change the llayout though

I have activated the comments on google doc so comment here or on the document. Doesn’t really matter.

https://docs.google.com/document/d/1bdX5wLf7rtMZhekwycIf3_5WbYVc1CvroAF2EzWvbfg/edit?usp=drivesdk

my vampire compendium class, but i have a problem: i have no idea what spells to use for the blood magic move, and i…

my vampire compendium class, but i have a problem: i have no idea what spells to use for the blood magic move, and i…

my vampire compendium class, but i have a problem: i have no idea what spells to use for the blood magic move, and i welcome any feedback

(inspiration from the vampiree playbook, and some other ones i found,sadly, i dont remember their names )

https://docs.google.com/document/d/1bdX5wLf7rtMZhekwycIf3_5WbYVc1CvroAF2EzWvbfg/edit?usp=drivesdk

Compendium Class – welcoming feedback/ideas

Compendium Class – welcoming feedback/ideas

Compendium Class – welcoming feedback/ideas

In campaign I’m running (based in a non-canonical Forgotten Realms) my players just participated in a ritual that resulted in the death of Mystra, the good goddess of magic. One of the players was responsible for dealing the final blow, and I wanted to allow for some lasting effects from such a significant choice. I worked up the following compendium class with that in mind. Would love thoughts/feedback/ideas for additional moves if anyone cares to share!

STARTING MOVE

When you kill Mystra, the goddess of magic, you are forever marked with a cursed rune. Anyone who sees this rune will instantly recognize it as the result of some terrible, evil deed you perpetrated. Someone with knowledge of the gods will recognize it for what it is. When you display your cursed rune, you can use your past misdeed as leverage in a parley. Additionally, when you killed Mystra, your mind glimpsed the makeup of all magic and a few runewords were burned into your memory. You may take the following moves when you level up:

Arcane Runes

When you have a safe place and spare time (a day or so) you can inscribe runes onto items or equipment, giving them additional abilities. Treat this as the GADGET BELT move from the Artificer playbook.

Rune of Empowerment

When you inscribe a rune onto a magical item to increase its power, roll +INT:

On a 10+, the item’s power is momentarily increased. Choose 1:

The increase in power is very dangerous.

The item will be destroyed after use (cannot be taken for consumable items).

It draws on your life force, take 1d6 damage ignoring armor.

On a 7-9, choose 1 and the GM will choose 1.

Rune of Protection

You empower your cursed rune with protection. As long as your cursed rune is visible and unhidden, you gain 2 armor against magical damage.

Runes of God-Slaying (Requires level 6+)

When you use your blood to carve the runes of god-slaying onto a melee weapon, lose 2 constitution permanently. This weapon can now harm immortal beings. Empowering a weapon in this way is almost certain to draw the ire of such beings.

I added this to another post I made about it earlier, but I’ve got the compendium class idea I had mostly done and…

I added this to another post I made about it earlier, but I’ve got the compendium class idea I had mostly done and…

I added this to another post I made about it earlier, but I’ve got the compendium class idea I had mostly done and I’d love to get some feedback. Other than a name for the third advanced move, the main things I’m looking for are better wording for the last two 7-9 options on Sanguine Sibling, and also deciding whether advanced moves should have to be taken by both partners, or if they can function one-way if only one partner takes them. Thoughts?

Here’s my final take on the Wizard playbook (now called the Sorcerer); it uses Vancian spells and a MANA mechanic…

Here’s my final take on the Wizard playbook (now called the Sorcerer); it uses Vancian spells and a MANA mechanic…

Here’s my final take on the Wizard playbook (now called the Sorcerer); it uses Vancian spells and a MANA mechanic that mimics the way AMMO works. You may have seen an earlier (and very different) version here before.

The preview below doesn’t match but you can ignore that.

Flavor text:

Wizards aren’t all they’re cracked up to be. Heads always in their books, playing at powers they barely understand. Sorcery is where the fun really is. No silly scrolls or ancient parchment to pore over, no years of study and in dusty corridors. Just pure, raw power. You were born with it, boiling inside you from the moment you first gasped for air , in a world ripe for the taking. Mana flows through your veins like hot lava, just aching to be released in whatever shape your heart desires. But you don’t control the Mana, do you? You’re just along for the ride. You’re a conduit for something far greater than yourself; without it you are nothing, and without you it is worthless. Sure, you aren’t always in control. And yes, sometimes it bites back. But what in life worth doing doesn’t sting, just a little? Now, you just have to ask yourself: “Do I have the power to take what’s mine?”

https://drive.google.com/open?id=0BzeF5GXNEsnfdDhkZV9tZDNwQVk

I had an idea for a compendium class based on something brought up in my campaign’s chargen session, but I’m not…

I had an idea for a compendium class based on something brought up in my campaign’s chargen session, but I’m not…

I had an idea for a compendium class based on something brought up in my campaign’s chargen session, but I’m not sure if it’s a good idea to use it or not.

Some background: the campaign has three players: human fighter, human druid, and (half-)tiefling bard. Half as a joke we came across the idea of the bard having tried a ritual to do a “Tiefling blood bond” with the druid, and seemingly nothing happens, and the bard has the bond “[druid] thinks we share a deep and magical bond. He is mistaken”. This leaves open the possibility that the ritual actually did work, but will only be awoken under some kind of extreme stress or danger.

If this happened, seemingly the best way to represent that through mechanics would be a compendium class that both the bard and druid have to take the first move of together. There’s a couple potential problems I see with this:

– First, there’s a real potential for the fighter to feel like he’s being left out, which is already a bit of a shaky area because I knew the bard and druid’s players before the campaign but only met the fighter’s player online, so he’s the player I’m the least close to.

-Second, if I make this a compendium class, that then means if either of the two die, all of the sudden the other one has used their leveling up to gain moves that are now useless. I had also thought about just giving them the first move of the compendium class and not having any additional moves to take, but then they’re

getting a big benefit basically for free, and that is even more likely to make the fighter feel like he’s being screwed over.

Thoughts?

UPDATE: Gonna go ahead and share what I’ve got written up for the compendium class if anyone want to give feedback on that. Other than a name for the third advanced move, the big thing I’m wondering about is if the rule about both partners taking a move should apply to advanced moves or not, and I could use a better way to word the third and fourth options for Sanguine Sibling.

https://docs.google.com/document/d/11-6bRD4ikqYGySWF7DP0x3_JcEKuYicFcdh6krWIeX0/edit?usp=sharing

I posted it on Reddit a couple days ago, but in case anyone missed it I just released my first DW compendium class.

I posted it on Reddit a couple days ago, but in case anyone missed it I just released my first DW compendium class.

I posted it on Reddit a couple days ago, but in case anyone missed it I just released my first DW compendium class. Thanks to everyone who’s helped make this great!

I’m working on a Warlock next, but if anyone has any suggestions for fantasy archetypes that don’t yet exist as quality CCs let me know. 🙂

http://www.drivethrurpg.com/product/219713/The-Mystic-A-Dungeon-World-CC?src=newest&filters=44825_0_0_0_0