Hey, everyone!

Hey, everyone!

Hey, everyone! I’m working on a DW KristaCon event for Dreamation next year. The way this is going to work I’m going to need six playbooks in each of four categories:

Fighter

Cleric

Wizard

Rogue

I can sort the basic classes pretty easily, but what suggestions do people have for the best third-party or additional playbooks to use? I haven’t had a lot of experience with playbooks outside the basic ones. I played a Namer once and I was not entirely satisfied with the book.

So, this is a Compendium Class I whipped up really quickly for a campaign that’s currently on hiatus.

So, this is a Compendium Class I whipped up really quickly for a campaign that’s currently on hiatus.

So, this is a Compendium Class I whipped up really quickly for a campaign that’s currently on hiatus. The players encountered a magical item which housed an arcane construct called an “Astral Guardian”. (In the game, Astral Guardians take names/inspiration from constellations. Star Pulses are their evil equivalent, being eldritch entities in the service of the cultists of the Elder Gods.)

It’s very heavily-inspired by JoJo’s Bizarre Adventure: Stardust Crusaders; Astral Guardians and Star Pulses are invisible to normal people, but their wielders can see them. They give special powers and abilities to their user.

https://drive.google.com/open?id=0B5aACMJOXiR-Z1RYNml5Qmh1OTg

Hello all!

Hello all!

Hello all! I’m working on trying to recreate the concept of a Cohort, from Pathfinder and old D&D editions, in DW. Here’s what I’ve been thinking of, suggestions and fixes are welcomed. I should note, this is intended to be part of a PDF I’ll be offering through DriveThruRPG, and credit will be given to this group as a whole.

New Compendium Class: Custody of a Cohort

When you gain the service of a person who’s willing to accept your directions for the foreseeable future, take this move. Do not gain a move the next time you level up.

A cohort requires a lot of your time, resources and attention; it’s unlikely you’ll have more than one cohort at a time.

A Cohort’s Service

You are followed by a person who’s willing to do as you bid them. Write down a Commitment, the reason the cohort is willing to follow you. A few example Commitments:

• Gar wants to understand how I was able to defeat him in combat.

• Helga was told by her superiors to help me get the Chalice.

• Vince is connected to me in some mysterious way, and trusts me to get us out of this alive.

The cohort has Loyalty similar to a hireling, except that it’s much harder to raise or lower. Your cohort starts with a Loyalty of 2. When taking the End of Session move, if you’re supposed to mark any XP you can choose to instead gain +1 Loyalty. Then ask yourself this question: Did your cohort had a reason to doubt their Commitment? If so, take -1 Loyalty.

Your cohort has 4 points to distribute between hireling skills of your choice.

Choose a type of service:

• Fight alongside you

• Do your errands

• Scout and search

• Take care of you

Your cohort will always agree to act according to your commands that relate to this type of service. Otherwise, the cohort will do what you tell them to, so long as it isn’t obviously dangerous, degrading, or stupid. When the cohort finds themselves in a dangerous, degrading, or just flat-out crazy situation due to your orders roll+Loyalty. On a 10+ they stand firm and carry out the order. On a 7–9 they do it for now, but come back with serious demands later. Meet them or the cohort takes -1 Loyalty.

If Loyalty ever reaches 0, your cohort loses all confidence in the Commitment. They’ll act upon this decision as they see fit. If Loyalty reaches 5, reset it to 2 and gain an enhancement from the following list.

When your cohort leaves your service, for whatever reason, choose either to gain a new cohort if a willing person is available, or replace this move with an Advanced Move of your class.

Enhancements

Skilled: Gain 2 more points to distribute between the cohort’s skills.

Know-how: Gain a new hireling skill with 1 point.

Flexible: Choose another type of service.

New Development: Rewrite the cohort’s Commitment. This enhancement can only be chosen after the two of you underwent a major event together, and had some time to talk.

Assassin of Justice (Dungeon World Compendium Class) 1.0b

Assassin of Justice (Dungeon World Compendium Class) 1.0b

Assassin of Justice (Dungeon World Compendium Class) 1.0b

If you vow revenge against a powerful evildoer you may take the following move when you next level up:

You are an Assassin of Justice. Once an evildoer has blooded your blade you may choose to track that villain forever. The creature’s hateful blood calls out to you in your dreams; and shades of the creatures murdered victims point the way at night. In the day footprints only you can see shadow your vision. You can only have one such target at a given time.

Once you’ve taken the moves above 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 level up:

Assassin of Evil: You gain the ability to inflict double damage when attacking your “target”.

Immune Mind: You are immune to magic directed at your mind. You will still have problems with illusionary spells cast before your arrival.

Poison Immune: You are immune to ingested poisons. You may choose not to become intoxicated by alcohol.

World-walker: You gain the ability to pursue your “target” with your party to any alternate dimension or plane they may flee and also return from this place to your world of origin.

Orc Slayer (Dungeon World Compendium Class) 1.0b

Orc Slayer (Dungeon World Compendium Class) 1.0b

Orc Slayer (Dungeon World Compendium Class) 1.0b

If you survive an encounter with a lethal band of orcs and vow revenge you may take the following move when you next level up:

You are an Orc Slayer. Once an orc has blooded your blade you may track that creature forever. The creature’s hateful blood calls out to you in your dreams; and shades of the creatures murdered victims point the way at night. In the day footprints only you can see shadow your vision. You can only have one such target at a given time.

Once you’ve taken the moves above 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 level up:

Orc Assassin. You deal double damage to orcs.

Foul Disguise: You may disguise yourself as an orc roughly your size.

Backstab: You may backstab as if you were a Thief.

Cavern Sight: You have Infravision.

Title

Title

Ghost Killer (Dungeon World Compendium Class) 1.0d

Special Thanks to Eric Lochstampfor!

If you survive an encounter with a powerful form of incorporeal undead you may take the following move when you next level up:

You are a Ghost Killer. You may attack incorporeal creatures as if they had a solid form. You also gain the ability to cast all the clerical rotes.

Once you’ve taken the moves above 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 level up:

Mind Immunity: You are immune to any undead mental “special attacks” or abilities such as paralysis, mind control, vampiric charm or possession.

Scholar of Unlife: You may turn undead as if you were a cleric.

Ghost Slayer: All attacks against incorporeal monsters do double damage.

Graveyard Sight: You can detect invisible creatures and have Infravision.

Corpse Robber 1.0b (Thanks to Andrea Parducci & Jeremy Strandberg)

Corpse Robber 1.0b (Thanks to Andrea Parducci & Jeremy Strandberg)

Corpse Robber 1.0b (Thanks to Andrea Parducci & Jeremy Strandberg)

If you inducted into the secret and ancient order of the Corpse Robbers” Guild and anointed with the oil from a burning Hand of Glory:

You are a Corpse Robber. Your anointed eyes can see spirits of the dead, even when they would otherwise go invisible; when you ask the GM “What spirits of the dead or undead are present here?” and you’ll always get an honest answer

Once you’ve taken the moves above 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 level up:

Cloak of Gravedust: You may assume the form of a zombie or other low level corporeal undead creature. In this form any “Gravedigger’s Mark” is concealed and the undead will not generally attack. You may not use this move in daylight.

Treasure Seeker: You can cause tombs, crypts, graves or other burial sites with valuable treasure to light with St. Elmo’s fire.You may not use this move in daylight.

Zombie Servant: You may animate a single Zombie Servant to help you in your work.You may not use this move in daylight. It will fall to rotting pieces at sunrise.

Zombie Servant (Construct, Terrifying)

Punch and gnaw (d4 damage) 6 HP

Close

Special Qualities: Undead, Smells of Decay

A common or garden corpse reanimated with basic necromancy. Braindead servitor with little to offer in combat except its refusal to die.

Instinct: To serve its creator

Gravedigger’s Mark: Intelligent Undead will speak with you respectfully with fear and may offer information or aid in exchange for being left in peace at the GM’s discretion. The “mark” usually takes the form of a glyph or symbol on your forehead visible only to the undead.

Ghost Killer (Dungeon World Compendium Class) 1.0b

Ghost Killer (Dungeon World Compendium Class) 1.0b

Ghost Killer (Dungeon World Compendium Class) 1.0b

If you survive an encounter with a powerful form of incorporeal undead you may take the following move when you next level up:

You are a Ghost Killer. You may attack incorporeal creatures as if they had a solid form. You also gain the ability to cast all the clerical rotes.

Once you’ve taken the moves above 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 level up:

Undeath Immunity: You are immune to any “special attacks” or abilities beyond physical simple harm that an undead creature may cause. You can never be changed into or arise after death as such a creature.

Scholar of Unlife: You may turn undead as if you were a cleric.

Ghost Slayer: All attacks against incorporeal undead do double damage.

Graveyard Sight: You can detect invisible creatures and have Infravision.