Finished the first draft of my new ghost playbook, the Shadowjack.
https://drive.google.com/open?id=0BwF75bfO6_4LNGFaV3VmOFZZQ2c
Finished the first draft of my new ghost playbook, the Shadowjack.
Finished the first draft of my new ghost playbook, the Shadowjack.
https://drive.google.com/open?id=0BwF75bfO6_4LNGFaV3VmOFZZQ2c
So I’m working on a ghost-type class called the Shadowjack. Here’s my first pass at its starting moves.
So I’m working on a ghost-type class called the Shadowjack. Here’s my first pass at its starting moves.
UNQUIET
You died. But you didn’t cross over. If you remember how or know why, describe it. You exist in a spectral form that can, with effort, be seen and heard, but cannot harm or be harmed. Your spirit is still bound by the laws of the world—you cannot pass through objects, and gravity affects you more or less the same as if you were alive.
HIJACK
When you possess a living being, roll+WIS and make a puppet of whatever flesh you covet. If the person or creature is unconscious or incapacitated, roll as normal. If they are willing to accept the joining, roll b3d6. If they are unwilling, roll w3d6.
On a 10+, pick 3. On a 7-9, pick 2:
It’s easy. Your new host’s mind is not too foreign or doesn’t put up too much of a fight.
It’s quick. Like a whispered secret.
It’s impermanent. Through force of will, you can abandon your host whenever you wish.
On a 6-, pick none. The takeover is brutal and to the bone; for better or worse, two are now one.
When you are possessing somebody, their body is incapable of healing on its own or through mundane means. You’ll have to find another way to keep your host alive.
DISEMBARK
When you cut the puppet strings, roll+WIS. On a 10+, you’re a ghost. Leave behind only a faint itch. On a 7-9, the GM will offer you a choice: leave something behind or take something with you. On a 6-, you’re trapped, with no way out as long as your host still lives.
If your puppet dies while you’re in control, you must take their Last Breath for them—and are bound by the results.
That’s all I’ve got so far, but I was curious what other people thought. I wanted the class to still have opportunities for big failure, to prevent it being too overpowered (hence the chance to get stuck in a body on two different moves).
Some of the other moves I have in mind:
-healing by consuming (player chooses flesh/blood/spirit) of foes
-possess corpses
-the ability to draw or summon spirits
-the ability to pass through walls and doors or become invisible while in spectral form
-invade the minds of others to plant suggestions or give commands (without actually possessing them or while already possessing a host)
-the ability to leap from one body to another without having to disembark
-when you haunt somebody, you gain hold: spend hold to avoid detection, to harm them, or other effects
When you spend 36 of the last 48 hours working on a new playbook, roll+CON and hand the thing over.
When you spend 36 of the last 48 hours working on a new playbook, roll+CON and hand the thing over.
Meet the Arcane Warrior playbook, compatible with regular DW. My table really likes the minimalist playbooks, and so when I set out to create my own spellblade type character, I sought to ape that look — but then I saw things I wanted to add or change, so this was born.
It’s hardly perfect, but with some tweaks I may even be compelled to do the other base classes. Eventually. Print it out, fold in half, and staple together into a four page booklet — it’s cute and fits right in your hand.
As for the class itself, I probably won’t have a chance to give it a test drive until after the holidays — but what does everybody think? I wanted a spellblade type character who felt like they were really dabbling more in the arcane, with more chances for uncertainty. The others I’ve seen (and, admittedly, borrowed from) were mechanically oriented, and bordered on overpowered.
The result is something that feels like a cross between Final Fantasy XV’s Noctis and Dragon Age Inquisition’s Vivienne. Which I’m digging, but I’m biased. And exhausted.
I purposefully chose against multiclass moves because I wanted this class to feel like they were really dabbling in their own version of the arcane arts — and because I didn’t want them outshining core classes (so they can’t hit as hard as a fighter nor cast as powerfully as a mage, but their moves still allow plenty of customization and versatility).
Thoughts?
https://drive.google.com/open?id=0BwF75bfO6_4LMnlINVFhN3VwVlU
Dungeon World hack for Dragon Age
Dungeon World hack for Dragon Age
Hey all. New to this community. I have run DW before, a few (amazing) test sessions, and now I’ve been tapped to run a Dragon Age tabletop. I jumped at the chance to port the setting of the games to DW. We don’t play our first game for another couple of weeks, but I’m pretty excited about it.
I had to make a few major changes (namely, magic, and also specializations replacing additional classes), but for the most part it all felt surprisingly comfortable. We’ll see how it pans out after the first couple sessions (two DA and tabletop vets, and two total newcomers, none of whom have ever played DW).
https://drive.google.com/folderview?id=0BwF75bfO6_4LdXBfM2VYUzR5VFU&usp=sharing
https://drive.google.com/folderview?id=0BwF75bfO6_4LdXBfM2VYUzR5VFU&usp=sharing