It’s been a while since I’ve put together anything for DW, but I was inspired by a new campaign that’s in the works.
It’s been a while since I’ve put together anything for DW, but I was inspired by a new campaign that’s in the works. I wanted to see played an imp that was once a familiar to a great but evil wizard. Here is “The Familiar” base class. It’s like a mash-up of the Wizard and Druid, with a little more magical flexibility than a Vancian playbook. I also suspect it would only work in slightly silly campaigns.
Our fighter has a quiver (1 ammo) of the Arrows of Acheron and asked if he could notch two arrows in his bow, since…
Our fighter has a quiver (1 ammo) of the Arrows of Acheron and asked if he could notch two arrows in his bow, since the arrows never miss. Not wanting to say no, I wrote up a custom move.
Trick Bow Shot
When you notch two arrows in your bow, take aim and shoot at one or two targets within range, spend one ammo and roll+DEX. On a 10+, you have a clear shot. You may choose to either deal your damage -1d6 to two targets or deal your damage to one target +1d6. On a 7-9, you still hit, but choose 1.
– You have to move to get the shot placing you in danger as described by the GM.
– One of your arrows goes astray and hits an unintended target determined by the GM. Deal your damage -1d6 to both targets.
– Your bow is damaged. You’ll need to spend time repairing it before you can use it again.
If you use this move, your GM may ask you where you learned to shoot like that.
I wrote this a while ago for someone who wanted to play a witch for one of our games.
I wrote this a while ago for someone who wanted to play a witch for one of our games. That never panned out, so this hasn’t been playtested. Still, here’s an early Halloween treat: the Pagan. Brew potions, curse people, and ride a broom. Let me know if you have a chance to try it out or have any feedback.
Carved from the horn of an ritually slaughtered elk, this simple musical instrument is set with glyphs that represent bound locations. When played properly, Aestele’s Aerophone may be used to command the environment to perform the wielder’s bidding. A newly created aerophone holds 3 charges.
When you issue a simple command to the environment in a place to which your whistle is attuned, play a note, spend a charge, and roll+CHA. The land will always respond to your command, but not always in the way you expect. On a 10+ choose 1. On a 7-9, choose 2.
* The effect is either smaller or larger than you intended.
* Something valuable is destroyed or lost. Your GM will tell you what.
* A dangerous spirit or creature of the land is disturbed by your actions.
Our gaming group tried something new for a one-shot last week: opening moves.
Our gaming group tried something new for a one-shot last week: opening moves. I wanted a quick way to introduce some clues, flavor and possible hooks for the players. I wrote up 6 custom moves, each with a focus on a different stat. The players picked a move they liked the most and included it during character introduction.
I was a bit rushed at the end when writing these, so.not all of the choices are that well-considered. I still thought they would be worth posting, though, mostly as food-for-thought.
I put together an Illusionist compendium class + some new Illusion spells for my nephew, who wasn’t too happy about…
I put together an Illusionist compendium class + some new Illusion spells for my nephew, who wasn’t too happy about trading in his D&D gnome illusionist for a DW gnome wizard. I’d love any feedback you have on this.
I have a feeling it may be overpowered, but it was hard to strike a balance here. I think when it comes to illusions, the power comes mostly from creative ideas rather than the spells themselves, so it makes it tricky to balance things out. I’d rather err on the side of being too strong, though, as long as it makes for a good story.
A bunch of lizardfolk took over a village and separated the party.
A bunch of lizardfolk took over a village and separated the party. While the group was apart, one of the players took on the role of “The Reptilian,” one of the tribe of lizardfolk who missed out on the raid. Seeing him (valiantly) attempt a lizard accent was alone worth the price of putting together the class.
Here’s the sheet in case anyone is interested.
I think The Psychic is one of the first base classes I tried to write up.
I think The Psychic is one of the first base classes I tried to write up. I’ve come back to it a few times to try to polish it up. You all are so brilliant, though, so I figured I post it here for any feedback you may like to provide.
I tried to make this class differ a little from the other awesome classes with similar ideas, like the Mentalist, Fortune Teller and the Psion. This is more of what I’d think of as a television-celebrity style character, with the possibility for paths to either focus on mind reading and control, psychokinesis, or reading omens.
We’ve got a monthly rpg group running where I work, and next session we’re planning to switch over from D&D Next to…
We’ve got a monthly rpg group running where I work, and next session we’re planning to switch over from D&D Next to DW. One of the players is a Barbarian right now and I’m looking some options for a replacement class for him. Options on the table right now are The Brute and The Barbarian. I both are pretty awesome.
But I was hoping for something with the idea of “raging” as central to the character’s story, so I put together “The Savage.” The savage has a little monster blood in its family tree that tends to cause some anger issues.
Any feedback positive or negative you could provide would be much appreciated.
Happy holidays everyone!
Inspired by Stephanie Bryant’s Krampus in Dungeon World adventure, I wrote up a little present — a base class for The Krampus. It’s a sort of mash-up of the Santa and Krampus archetypes, with the starting moves:
* The Naughty List
* Down Through the Chimney
* I Look Good Without a Shirt
* Kidnap Sack
* Snicker Snatch