For #rangerweek I present the Bow Adept, a brief little compendium class which should probably not be taken…

For #rangerweek I present the Bow Adept, a brief little compendium class which should probably not be taken…

For #rangerweek I present the Bow Adept, a brief little compendium class which should probably not be taken seriously unless you really really want to.

When you realize there is no spoon, you may take the following move the next time you level up:

Arrow Time

You can always attempt to dodge physical sources of harm with a Defy Danger (+DEX) roll, regardless of the specifics of the danger or your level of awareness. If you choose to use Arrow Time, your dodging does not result in a change of position.

Once you have taken Arrow Time, the following moves are added to your list of possible advances:

Dodge This

You may Volley at Hand range, regardless of your weapon’s range tags. If you do, take +1 to both the volley and damage rolls.

Bow Kata

Requires: Blot Out the Sun

When you use Blot Out the Sun, treat a cluster of nameless enemies as a single target. You must still expend one ammo before rolling if you wish to attack the entire group.

We’re Going to Need Arrows. Lots of Arrows.

Whenever you have a few minutes of safety to reorganize your gear, you may set the ammo for any ranged weapon you possess to three.

This is My Boomstick

Whenever you display your prowess at archery as Leverage, you may Parley using +DEX rather than +CHA.

Has anybody purchased or played the Arcane Duelist?

Has anybody purchased or played the Arcane Duelist?

Has anybody purchased or played the Arcane Duelist? I’m  interested, but there isn’t really any previews and i want a little more information before I purchase it…

http://www.rpgnow.com/product/115849/The-Arcane-Duelist–A-Dungeon-World-Playbook?term=Arcane+Duelist

I’m wanting to create a compendium class, but I’m coming up blank.

I’m wanting to create a compendium class, but I’m coming up blank.

I’m wanting to create a compendium class, but I’m coming up blank… it would be called something like Djinn Manipulator, and would have something like the following for the entry requirement:

“when you have debated with a genie and won the exchange (received 3 wishes and gotten value for them), you may take this power when you next level up”

But I have NO idea what the power should be, or what further abilities to give the class. I just think rewarding my PC for winning his discussion with the djinn would be cool. 

I see the introductory move as having something to do with parlay. Improving it, making the PC able to apply it in inobvious situations, something like that. And the following moves would/should also all relate to seeing through deception, underestanding motives, and manipulating people.

Any ideas?

Maybe I’m posting too much, but I’ve got a hankering to make a full-blown class.

Maybe I’m posting too much, but I’ve got a hankering to make a full-blown class.

Maybe I’m posting too much, but I’ve got a hankering to make a full-blown class. Here’s the Compendium Class I made to tide me over:

The RedShirt – 

They aren’t really picking on you, they just think you’re WAY more capable of handling whatever is in there. Yeah, that must be it!

**GM Note: I wanted to make a class that could scout ahead, absorb damage, and be an asset to the party, kind of like the Fool, but without having another resource to spend (Calamity). Most of this stuff is broken. **

https://docs.google.com/document/d/1Cf9EHxXMcFegQEGBVjoPSE3t1ylSViZ7qB3kIdN6kCs/edit?usp=sharing

My friend(Andrew Armstrong)  and I enjoy playing as Paladin brothers.

My friend(Andrew Armstrong)  and I enjoy playing as Paladin brothers.

My friend(Andrew Armstrong)  and I enjoy playing as Paladin brothers. We made this Compendium Compendium class to give us some cool options in DW.

Suggestions welcome, we’ve never done something like this before. We tried to make this seperate from the Skirmisher class, but obviously it draws some influences. Think of this as Skirmisher Lite.

Battle Bonded:

https://docs.google.com/document/d/1f5tuNqBrraY-6GkE_27n0aSajqbM9amdIEHEj4iKFMI/edit?usp=sharing

Retirement moves

Retirement moves

Retirement moves

Grim World adds the idea of Death Moves to Dungeon World, but epic or not, death isn’t the only way a character exits active play. The other is “retiring to safety”.

I’m nowhere near this yet—we don’t have any characters above level 3—but I wanted to get this germ of an idea into the hands of shrewder minds than my own in case there’s something to it.

I wonder if it would add anything to offer players moves that trigger when they retire a character. I was thinking of a move that just adds a fact to the fiction, like monster moves, rather than something that includes a Roll+(anything). Since the buildup of fiction between level 1 and level 10 could lead anywhere, I don’t see the retirement moves being class-based. But they could easily be added to certain Compendium Classes, or even be self-contained Compendium Classes with just one move that triggered when the character retires.

When you retire with enough gold to lay down in and a gold crown upon your head…

When you leave your adventuring career having survived the collapse of civilization…

When you recover all eight fragments of the Triforce and defeat the cruel wizard Ganon…

When you construct an invisible tower to conduct your magical experiments in seclusion for the rest of your days…

Classic D&D assumed that the endgame involved strongholds and domain management, and those might be some of the options. I’m also thinking of Sorcerer, which gives players the opportunity to narrate something about their characters’ destiny (when their Humanity bottoms out).

Anyway, this might be how the “retire to safety” option is played already, and adding formal “moves” might be unnecessarily restrictive. I haven’t formed the idea fully, I just wanted to get it out there for further development by the able.

I GM Dungeon World for ten-year-olds at a FLGS.

I GM Dungeon World for ten-year-olds at a FLGS.

I GM Dungeon World for ten-year-olds at a FLGS. Most of their characters have leveled past 10 and retired, and they’ve demanded some more … offbeat … character choices for their next round. One of them wants a waterbender, so I wrote this compendium class …

When you awaken your elemental nature, the next time you level up you may take this move:

☐ [Element]bending

Choose a classical element: wood (STR), air (DEX), earth (CON), metal (INT), water (WIS), or fire (CHA). That element replaces the corresponding stat: so any move for which you used to roll+CHA, now you’ll roll+FIR. When you call on your nature to control that element, roll+the appropriate element. On a hit, the element does as you want; used as a weapon, it’s messy, reload, reach, two-handed. On a 7-9, choose 1:

• The effect is uncontrollable, causing collateral damage to your allies or the environment

• You focus so hard you become vulnerable: the next attack on you does +1d4 damage

• You use up the available stores of the element in your area: you can’t bend again until you get more

• You draw unwanted attention—the GM will tell you how

Once you’re a bender, these count as class moves for you; you can choose from them when you level up:

☐ Creative Destruction

When you use your element as a weapon, add or subtract one tag from the usual stat line.

☐ Motion Capture

Choose a basic move which requires you to roll+your element. When you roll that move, you may simultaneously roll [Element]bending, using the same roll for both moves. Note that even if you fail, you only mark experience once. (You may take this move multiple times.)

☐ Phase Shift

You expand your elemental paradigm to control trace or modified versions of your element: lightning as well as fire, or blood as well as water, for example. You can also use bending to modify the element: rotting wood, rusting metal, freezing or evaporating water, etc.

☐ Real Recognize Real

Spirits tied to the primal essence of your element, including ancestor spirits who bent the same element, count you as a friend; take +1 forward to recruit or parley with them.

GOOD NEWS! (backgrounds attached)

GOOD NEWS! (backgrounds attached)

GOOD NEWS! (backgrounds attached)

#pirateworld got a backup printing quote, and it’s cheaper than I had hoped! £25 UK/ $40 US/ €29.50 in EU.

That’s a hardback, 180 page with colour a4 (letter size) book delivered through your front door 🙂

Even better, I’ll be printing all the books in UK and distributing it myself, so I can offer a reward where I customise the books for people too! I’m so happy. As I’m feeling awesome, here’s a sneak preview of a few Backgrounds with a temporary layout!  NB the cultist is my favourite, as it has a clear fictional progression that I’m looking to make in ALL the backgrounds.

Kickstarter goes live in 18 hours, ten minutes: at 12.01 pm British Time tomorrow!

I collected all the Compendium Classes I made during #bardweek  on my blog for easy reference.

I collected all the Compendium Classes I made during #bardweek  on my blog for easy reference.

I collected all the Compendium Classes I made during #bardweek  on my blog for easy reference.

Thanks for giving me the inspiration. It was really fun for me to make these! I hope people get some joy out of them 🙂

http://partialsuccess.wordpress.com/2013/10/29/aftermath-of-bard-week/

#bardweek

#bardweek

#bardweek  

EDIT: Added the Axe as a magic item below the CC.

This is the last CC in the Bardic Compendium Class Contest. James Hawthorne was so kind to provide me with a concept, which was Hair Metal. I think I’m going for some artistic freedom here and go all in for Heavy Metal…

The Headbanger

When you have acquired the fabled Six Stringed Axe of Metalocalypse and it considers you strong and worthy you may take the following move the next time you level:

Headbanging

When you head bang violently while playing a raging solo on the Axe as a part of your Arcane Performance, all bonus damage dice granted to the ally is increased to d6’s.

Once you’ve taken “Headbanger,” the following moves count as class moves for you. In addition to your normal list of moves, you may choose from this list when you gain a level.

Thunderstruck

When you play an electrifying riff on the Axe choose an enemy in near range and roll+STR. On a hit lightning jolts forth from the Axe. On a 7-9 you and the enemy is stunned. On a 10+ you aren’t stunned and you deal your damage ignoring armor.

Painkiller

When you heal someone while playing on the Axe, you roll the healing dice twice and take the higher result.

Dawn of Victory

When you  _play a Song of Victory on the Axe after emerging victorious after a violent battle_ roll+STR. On a hit the Gods of Metal are pleased by your slaughter. On a 7-9 you and your allies are reinvigorated and heals 1d8 hit points. On a 10+ you and your allies also take +1 forward to Hack & Slash.

—-

The Six Stringed Axe of Metalocalypse

This axe was a gift from the Gods of Metal to mortalkind at the dawn of the Age of Metal. It is said that when it descended from the heavens, demons fled in terror and the skies where filled with lightning and the music of angels. Badass angels of demonslaying.

In the hands of a normal person, it is just an regular axe with the close tag, although it can be played as a lute due to its strings. In the hand of a Bard however, it measures his worth. If it deems him worthy and strong, it will reveal it’s true power and teach him songs of Metal. It also grows in size and gains the reach and two-handed tags as well.

—-

Bonus: Who can find the most metal references in the above?