Still not quite finished with my Assassin class, but I have the right moves locked in to do a CC version:

Still not quite finished with my Assassin class, but I have the right moves locked in to do a CC version:

Still not quite finished with my Assassin class, but I have the right moves locked in to do a CC version:

The Assassin (CC edition)

When you have taken a life in exchange for financial reward, you may take the following move when you next level up:

Contract Killer

When you have downtime and put out word that you’re looking to take on a contract, roll +Int. On a hit, someone approaches you with a job – they’ll give you a name and maybe a description. Roll 2d6: that’s what the job is worth to them, in tens of coins; take it or leave it. On a 7-9, the job has strings attached – they want you to kill the target in a specific way or place, by a specific time, etc. If you fail to complete a contract, take -1 ongoing to Contract Killer until you prove your worth again.

Once you’ve taken Contract Killer, 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:

Stakeout

When you spend several hours scoping out a place, person or situation, you can Discern Realities with +Int and add the following question to your list of choices:

– what would be the most opportune moment to strike?

Ill Repute

When you put out word that you’re looking to take on a contract and get offered a job, their offer is double your roll.

Requiescat in Pace

When you fake a death – either yours or someone else’s – roll+Int. On a 10+, the evidence you planted is foolproof – everyone will believe you or the person you’re helping have died, and no one will go looking. On a 7-9, the staged death is sloppy and unconvincing, and won’t stand up to rigorous inspection – although it looks convincing at first.

The Professional

Replaces: Ill Repute

When you put out word that you’re looking to take on a contract and get offered a job, name your price. If they can afford it, they’ll pay.

UK folks:

UK folks:

UK folks:

One of my players just pointed out to me that Leisure Games have physical copies of DW: http://www.leisuregames.com/acatalog/Dungeon-World–Sage-Kobold-.html#a59632

£17’s (+£3.50 shipping) not a bad price and certainly beats what you end up paying if you get it via IPR.

I’ve just ordered two copies myself, but has anyone bought one from them and actually gotten it yet?

http://www.leisuregames.com/acatalog/Dungeon-World–Sage-Kobold-.html#a59632

I’m working on a new class playbook which uses these, but in the meantime I am sufficiently happy with these moves…

I’m working on a new class playbook which uses these, but in the meantime I am sufficiently happy with these moves…

I’m working on a new class playbook which uses these, but in the meantime I am sufficiently happy with these moves and they work well enough as standalones that I figured I’d post them:

Contract Killer

When you have downtime and put out word that you’re looking to take on a contract, roll +Int. On a hit, someone approaches you with a job – they’ll give you a name and maybe a description. Roll 2d6: that’s what the job is worth to them, in tens of coins; take it or leave it. On a 7-9, the job has strings attached – they want you to kill the target in a specific way or place, by a specific time, etc. If you fail to complete a contract, take -1 ongoing to Contract Killer until you prove your worth again.

Ill Repute

When you put out word that you’re looking to take on a contract and get offered a job, their offer is double your roll.

The Professional

Replaces: Ill Repute

When you put out word that you’re looking to take on a contract and get offered a job, name your price. If they can afford it, they’ll pay.

In retrospect, this seemed obvious:

In retrospect, this seemed obvious:

In retrospect, this seemed obvious:

The City Thief

The following changes represent a slightly different type of Thief – one perhaps involved in… darker projects.

Starting moves:

Replace Poisoner with:

Avoid the Light

When you stand in shadows or darkness without talking or moving, NPCs will never notice you as long as they haven’t already spotted you. If you’re more than a few feet away from them, they won’t see you even if you move or attack and even if they know you’re there.

Advanced moves 2-5:

Add: 

Mechanical Eye

You have a mechanical replacement for one of your eyes. You can see without difficulty in total darkness and its increased visual acuity gives you +1 to hit targets at range, but sudden exposure to bright light disorients you.

Replace Brewer with: 

Contortionist

You’re adept at bending your body in ways it was seemingly not designed to bend. You can fit into uncomfortably small places, and when you Defy Danger by dramatically dodging out of the way, take +1.

Replace Poison Master with:

Thieves’ Highway

When you use the city’s secret paths to travel to your destination or escape pursuit, roll+Dex. On a 10+, choose 2; on a 7-9, choose 1:

– you get there unseen or lose your pursuers

– you get there in half the time it would normally take 

– you leave nothing that could be traced back to you or your friends

(This is actually from my Assassin playbook, but, well, the only reason it’s there is because it wasn’t in the Thief playbook already.)

Advanced moves 6-10:

Add:

Without Being Heard

You’re preternaturally silent, and will never make any noise unless you want to. You never need to Defy Danger to move about quietly.

Replace Alchemist with:

Thief-Acrobat

You never lose your balance, and you always land on your feet. When you fall from any height, as long as you can find a way to break or cushion your fall, you take no damage. 

New equipment:

Blackjack (hand, nonlethal, 10 coins, 1 weight): this small club has a lead-filled leather pouch for a head. It is specially designed to knock victims out, as thieves have generally found it easier to rob people when they aren’t able to protest.

Flash bombs (3 uses, 20 coins, 1 weight): these glass bulbs contain two carefully-separated alchemical substance which, when they come in contact with each other (when the glass is thrown with enough force to break it, for example), emit a very bright flash of light. Anyone who was looking in towards a flash bomb at the moment of impact will end up blinded by the flash for a few seconds – good for making a quick getaway.

Moss arrow (1 use, 20 coins, 0 weight): this arrow’s glass tip contains fast-growing moss spores. When fired against a hard surface, the tip shatters and releases the spores. Over a few seconds, these will grow into enough moss to cover a couple of square feet. The moss is so thick that walking on it won’t make any noise, no matter the underlying surface.

Water arrow (1 use, 5 coins, 0 weight): this arrow’s glass tip contains an alchemical payload designed to snuff out your average torch, lantern or camp fire (despite the name, do not try drinking it). Just shoot it at a hard surface close to the open fire you’re trying to extinguish and gravity will do the rest.

Fire arrow (1 use, dangerous, 50 coins, 0 weight): this arrow’s glass tip contains two highly volatile chemical substances kept carefully separated, much like flash bombs. Unlike flash bombs, when the glass breaks and the two substances mix, the resulting reaction is somewhat… explosive. Anyone within a few feet of a fire arrow’s impact point takes 2d8 damage (forceful, messy, ignores armour).

Gas arrow (1 use, nonlethal, 50 coins, 0 weight): this arrow is tipped with a carefully-designed slow-release mechanism for varenech seed gas. When the tip of the arrow hits something solid, the mechanism starts pumping gas into the surrounding area. Anyone who breathes in even a little bit of this gas takes 4d6 nonlethal damage.

New weapon tag:

Nonlethal: it’s designed to knock people unconscious, not deal real damage. If you reduce them to 0 HP with this, they just get knocked out for a few hours.

New starting gear section:

Your load is 9+Str. You start with adventuring gear (5 uses, 1 weight), leather armor (1 armour, 1 weight), flash bombs (3 uses, 1 weight) and 10 coins.

Choose your arms:

– Blackjack (hand, nonlethal, 1 weight) and short sword (close, 1 weight)

– Dagger (hand, 1 weight) and rapier (close, precise, 1 weight)

Choose a ranged weapon:

– Shortbow (near, 1 weight) and quiver of arrows (3 ammo, 1 weight)

– Throwing knives (thrown, near, 3 ammo, 1 weight)

Choose one:

– Dungeon rations (5 uses, 1 weight) and one healing potion (0 weight)

– 2 water arrows (0 weight) and 2 moss arrows (0 weight)

Andri Erlingsson is a doof and keeps forgetting to share these.

Andri Erlingsson is a doof and keeps forgetting to share these.

Andri Erlingsson is a doof and keeps forgetting to share these.

Originally shared by Andri Erlingsson

#dungeonworld  I’m renewed and doing work for Dungeon World Mounts again. Today, tags.

Space: put “Space” in front of this mount’s name (such as Space Whale). It now exists in and can travel through space. It is up to the DM to decide how they subsist, how fast they can go and whether they can land on planets, as well as whether the characters can breathe in space and how.

Robot: put “Robot” in front of this mount’s name (such as Robot Unicorn). It is now a mechanical mount which requires no food but may need maintenance and fuel. It does not heal naturally, but it also does not tire.

Undead: put “Undead” in front of this mount’s name (such as Undead Raptor). It is now undead, which means it does not tire, needs no food and is fearless. It may cause some people to recoil from you in fear due to its unnatural state, making them distrust you. It does not heal naturally, and if it has flesh it probably smells bad.

Giant: put “Giant” in front of this mount’s name (such as Giant Spider). This tag is only appropriate for mounts of Medium size or below. It is now an exceptionally large variant of its species or make. Choose a size from Large, Huge, Gigantic or Gargantuan and apply it to the mount.

The tags are not exclusive by the way. You can have lots of them.

As promised a couple of weeks ago, here’s the character-sheeted version of the Shaman, with a few final tweaks.

As promised a couple of weeks ago, here’s the character-sheeted version of the Shaman, with a few final tweaks.

As promised a couple of weeks ago, here’s the character-sheeted version of the Shaman, with a few final tweaks.

Layout is courtesy of Jacob Randolph (http://rpg.drivethrustuff.com/index.php?manufacturers_id=4996, he did the Mage and other things), so thanks to him. 

colin roald: I couldn’t change All Things Past to a move requiring a roll due to space constraints on the sheet, but I made it more interesting anyway.

Any feedback is welcome, as usual. I’ll be sending out an email with the update to people who bought it on DTRPG later this weekend. 

Remember to download it for best viewing, as Google Docs really doesn’t like the sheets for some reason. 

edit: just had it pointed out to me that I should probably link to the DTRPG version as well (I’m terrible at self-promotion): http://rpg.drivethrustuff.com/product/108593/The-Shaman—A-Dungeon-World-compatible-class

The Shaman is and Ghost Warrior are CC-BY-SA.

I’ve been doing some thinking about multiclassing in DW (spurred by a couple of questions about it that I see asked…

I’ve been doing some thinking about multiclassing in DW (spurred by a couple of questions about it that I see asked…

I’ve been doing some thinking about multiclassing in DW (spurred by a couple of questions about it that I see asked frequently):

1) when you take a MC move and grab a starting move that requires other moves to function (e.g. Cast A Spell), you’re meant to get the other moves as well. This is sort of tucked away in the main rulebook rather than made explicit, so for clarity’s sake a lot of custom playbooks have to write “when you take X via an MC move, you also get Y and Z” somewhere in them. 

2) you are specifically supposed to be able to take MC moves with MC moves. This means that being able to MC to Fighter (or any class with MC Dabbler) means being able to MC to any class at all. This isn’t mentioned in the rules and was clarified by Sage and Adam.

3) sometimes, imposing some restrictions on MCing is flavourful and thematic, and can help define the class’ fiction and identity. The Druid can only MC to Ranger, for example, or the v1 Shaman can only MC to the Ranger or Druid – this is because all three are “primal”/nature archetype classes.

4) some classes just plain can’t MC, or can’t MC outside of a couple of specific classes. A lot of times this is just a very arbitrary restriction and doesn’t actually serve flavour particularly well. Why can’t my Thief also be able to cast illusion spells, or have a pet ape, or be charming and open? All of these things are cool ideas that make for fun and memorable characters.

5) MCing is fun! Yes, niche protection is fairly important, but that’s already enforced via limiting play to a single copy of each class. Letting players pick moves from other classes to make their character mechanics fit their character fiction doesn’t significantly impact niche protection in most cases.

6) MCing restrictions make existing classes incompatible with newer ones. To take the example of my v1 Shaman again, although it can MC to the Druid or Ranger, the Druid or Ranger can’t MC to the Shaman. The intent of the restriction is obviously thematic, so it’s weird that it doesn’t work both ways RAW. Of course, the only reason it doesn’t work both ways RAW is that the Druid and Ranger are official classes published in the main book and the Shaman came out afterwards.

7) it’s just confusing, as evidenced by the fact that not everyone finds the relevant section on getting prerequisite moves and that we had to ask for authorial clarification on MCing into MC moves!

Basically, the way MC rules work in Dungeon World is fairly pants.

As such, I think multiclassing would work much better if instead of being a per-playbook move, it were part and parcel of the Level Up move, like such:

Level Up

When you have downtime (hours or days) and XP equal to (or greater than) your current level+7, you can reflect on your experiences and hone your skills.

• Subtract your current level+7 from your XP.

• Increase your level by 1.

• Either choose a new advanced move from one of your playbook’s favoured classes, or choose a new move from any other class as if you were one level lower. If you pick a starting move that requires another starting move to function (like the Cleric’s Cast A Spell move, which requires Commune) you get that move too.

• If you are the wizard, you also get to add a new spell to your spellbook.

• Choose one of your stats and increase it by 1 (this may change your modifier). Changing your Constitution increases your maximum and current HP. Ability scores can’t go higher than 18.

You then pair this with a favoured class system: each playbook lists the classes which are most thematically appropriate to MC into. The Druid’s list would read “Ranger or any other class with a strong connection to nature,” for example; the Fighter’s might read “any class with a strong martial bent” which would let it treat, say, the Barbarian or a future Warlord playbook as favoured classes.

The end result of this is that:

A) you can have thematic restriction that creates a stronger fictional identity without stopping your players from going for character concepts that you, the class author, didn’t think of. Illusionist Thief and warrior-Shaman are now possible RAW.

B) every class, official or third party, can now MC into every class, past and present.

C) no more confusion about MCing into an MC move (or about prerequisite moves).

D) you’ve freed up space for additional flavourful advanced moves in any class that previously had MC moves!

Obviously, RAW isn’t everything, yada yada yada, but that doesn’t mean RAW shouldn’t be designed to avoid the necessity for houserules as much as possible. 🙂

So I totally forgot to post this; sorry!

So I totally forgot to post this; sorry!

So I totally forgot to post this; sorry!

After some player feedback pointing out that my writing wasn’t entirely clear in places and that +1 bonuses are pretty boring, I rewrote the Shaman. Here’s the Shaman 2.0. Any feedback is appreciated, especially suggestions for move names (I’m shit at coming up with interesting ones).

One thing I’m sort of worried about is that there’s a lot of the moves that don’t require a roll because they have an HP cost. This is partly because I don’t want to have a tonne of advanced moves that require rolling, but I’m slightly worried it might mess with the XP gain curve (Sage LaTorra, Adam Koebel: I know you guys are busy right now, but any feedback/in-depth mathing on this and on the idea of HP costs would be very welcome).

The other thing is that I have way too many words, but oh, well!

I want to share a base class I came up with and hopefully get some feedback (also, it’s apparently pretty good, so…

I want to share a base class I came up with and hopefully get some feedback (also, it’s apparently pretty good, so…

I want to share a base class I came up with and hopefully get some feedback (also, it’s apparently pretty good, so I’m hopefully giving you something to use in your next campaign).

This is already published through Brandon Schmelz’s Funhaver Games/Industries so I don’t know if I’ll be able to do major alterations, but all criticism is definitely welcome. Please let me know what you think!

(Also, not sure what’s up with the floating dots on the first page or the white border around the class image, and Google Docs has issues with the fonts – I’d recommend downloading it for best effect.)

Okay, I have a super dumb question and this might not be the best place to ask it, so feel free to shout at me if I…

Okay, I have a super dumb question and this might not be the best place to ask it, so feel free to shout at me if I…

Okay, I have a super dumb question and this might not be the best place to ask it, so feel free to shout at me if I did it wrong. The question is, specifically, regarding the Fighter’s Signature Weapon:

The Fists option is meant to represent something like a cestus or punching dagger, right?

The bare-handed Fighter who punches with +messy and +forceful is awesome, but it seems a little odd that you can never be separated from those weapons short of having your hands cut off, whereas you could be disarmed of or give away your signature weapon otherwise.

This has been bugging me for a while, so I figured I’d ask.