Pirate World!

Pirate World!

Pirate World! The Amphib pages. This is essentially a preview of how I’m handling races in the book, and I reckon it’d probably work quite well for other people’s races too. Each PW race has

* a Background, which includes a bunch of moves you can choose/ gain when you expand on your character’s fiction.

* Equipment to choose from

* Looks to add to your character (NB: in this example they’re tied in with Backgrounds)

* Questions to ask a player of that race, to flesh out the world

Plus example locations and a description of how they fit into the world, but that’s all explicitly ready to be chopped up to fit into your own games 🙂

Has anyone created a weapon master CC yet? The following is what I might start with.

Has anyone created a weapon master CC yet? The following is what I might start with.

Has anyone created a weapon master CC yet? The following is what I might start with.

Dance of Death

When you roll damage in melee and there are at least two enemies in range, you may divvy your damage amongst those opponents. Only the highest Armor is applied.

Rite of Steel

When you perform a lengthy ritual (an hour or more) you may swap out your Signature Weapon’s Enhancements and Range tag. These changes are permanent, or until you perform the ritual again. To perform the ritual you must expend Metallic Incense which costs 15 coins and has Weight 1.

Thicket of Blades

When you Hack and Slash against two or more enemies, treat your enemies as if there was one less when determining their attack damage.

I was also thinking of adding another supernatural element to it. A move that allows the swordsmen to manipulate metal like a metal crafter from the Codex Alera book series.

Additionally, would it be in bad taste to have a move that allows a character to roll +WIS for Hack and Slash? (I’m calling it Sage of Blades)

Clockborg Compendium Class. (OK, its only 2 moves, so its 1/2 a CC)

Clockborg Compendium Class. (OK, its only 2 moves, so its 1/2 a CC)

Clockborg Compendium Class. (OK, its only 2 moves, so its 1/2 a CC)

Prosthetic clockwork arm 

The prosthesis is usually not for sale. If you find one on a dead body, good for you.  You will still have to pay the following: Clock makers fee: 300 coins. Healer’s fee: 300 coins

When you have lost an arm in battle or otherwise, next time when you level up you may graft a mechanical arm on the stump, using healing magic to splice minute gears to nerve endings.You have to wind your prosthesis at least twice a day. 

Choose 1 upgrade

Whirling blades (messy) or spring loaded (forceful):  Add +1d4 to damage done with this arm. 

Shield: +1 armor 

Built in double mini-crossbow or built in double barreled flintlock pistol: Do two volley moves in the time of  one. Reload. Pierce 1. 

Telescopic: Any melee weapon in this hand gains the  “reach” tag. 

Multi tools: You have a whole set of tools attached to your prosthesis. Always have what you need! 

Grappling gun: Your arm shoots a grappling hook on a thin wire that retracts automatically. It can carry your own weight.

Prosthetic clockwork arm upgrade

Clockmaker’s fee: 100 coin.

When you have a prosthetic clockwork arm, the next time you level up you may choose one extra upgrade for your arm instead of taking an advanced move. You may take this move only once. 

â˜șI have doubts about the grappling gun. It’s cool, but maybe a bit much?

(The Clockpunk has this as an advanced move, his is more powerful.)

How do you GMs handle letting your players know about available Compendium Classes?

How do you GMs handle letting your players know about available Compendium Classes?

How do you GMs handle letting your players know about available Compendium Classes? I can think of a few different ways to do it, but I’m rolling a 7-9 and I’m not sure which way I’d go.

 – Wait for the appropriate triggers to introduce ones that are applicable to a specific player.

 – Let your players know about them right away, especially if they are something they may want to aspire to.

 – Allow your players to write their own.

 – Something else?

I have an idea for a compendium class called Armiger.

I have an idea for a compendium class called Armiger.

I have an idea for a compendium class called Armiger. This is my first go at creating anything new for DW. Tell me what y’all think!

The trigger for gaining the opening move is when a powerful enemy knocks you down to 1 HP, you survive that battle and your armor value was 3 or higher (from mundane armor). If so, you can gain…

Valorous Arms

You’ve tinkered with a suit of your armor and have made it so much more than it was. Choose one Enhancement from the list below…

* Extra Plates: +1 armor, +1 weight.

* Glyph: One type of magical damage is halved when dealt to you.

* Heavy: Nothing but the heaviest blows can move you. +1 weight.

* Mobile: Remove the clumsy tag from your Valorous Arms, -1 weight.

* Perfect Craftsmanship: Non-magical attacks cannot ignore your Valorous Arms.

* Spiked: Whenever you take damage in melee, your opponent takes 2 damage that ignores armor. +1 weight.

* Ward: Non-magical ranged attacks roll their damage twice against you and take only the worst result.

* Weightless: Your Valorous Arms’ weight is 0.

Then you gain access to Bursting Plates and Ongoing Project.

Bursting Plates

When you speak the words of power your Valorous Arms explode, sending shrapnel ripping through everyone around you. Deal damage that ignores armor equal to your current armor value. Your Valorous Arms are lost until you spend an hour or so cobbling it back together.

Ongoing Project

A flash of inspiration results in further modifications to your Valorous Arms. Choose another Enhancement. You take +1 ongoing when Parleying with armor smiths.

You may select this move again to choose a 3rd Enhancement.

[EDIT: updated to v1.1.

[EDIT: updated to v1.1.

[EDIT: updated to v1.1. I describe the changes in a post below.] Here’s a compendium class I call the Acrobat. I tried to build it around the idea of flipping acrobatically out of harm’s way. It probably works best for Rangers and Thieves; one of its advanced moves, Acrobatic Attack, is designed to work with Backstab and Called Shot, and doesn’t have an obvious mechanical effect for the other classes [EDIT: or maybe not; see Giovanni’s post below]. But the other moves could be cool for anyone who qualifies.

I began writing some reflections on the moves that I thought I would post here, but they ended up getting so long that I’d have felt like I was cluttering the forum with walls of text if I’d posted them. Instead I’ve included them as notes within the document.

If you’d like to discuss anything I wrote in the comments, great. Alternatively, if you want a version of the file without my voluminous notes, I think most pdf viewers have an option to “print to file.” If you “print” a pdf of just the first page, that will give you the CC by itself.

If you use it in play, I’d love to hear about it.

#RangerWeek   #compendiumclassidea

#RangerWeek   #compendiumclassidea

#RangerWeek   #compendiumclassidea  

The true friend

When you have a dog as an animal companion 

Man’s best friend

When you and your dog stand in defense of someone or something roll to defend as usual. On a hit, gain +1 hold. If your dog is trained to guard ignore whatever hold you get and gain hold equal to your dogs ferocity. 

Additional Moves 

Puppy dog eyes 

If you want and NPC to think of you as unthreatening or as adorably cute by making puppy dog eyes at them, roll+CHA

On a hit it works but on a 7-9 it won’t for long. 

Hachikƍ 

When your dog stands vigilent over your dead body, don’t roll last breath as you can still cling to life until it leaves its watch. 

What is it Lessie? 

When you send your dog out looking for trouble, roll+WIS

On a 10+ your dog comes back before you get into trouble and its warning is understandable. On a 7-9 choose 1 

– The warning is cryptic and difficult to understand without context

– Your dog comes back before you are in too deep trouble

Everwatchful sentry 

Your dog gets guard training. In addition add this to your command Move

– … and you Take Watch, add it’s cunning to your rollÂ