Okay so…

Okay so…

Okay so…

my #FighterWeek  contribution.

https://docs.google.com/document/d/1WP2IgGl7f12etnEMA_XKE2KTE1-_wU_eCWnbTIIlFlM/edit

I’m putting it in the Compendium Classes section because, well, it has compendium classes in it. It is, however, a campaign supplement with more than just CCs.

It’s not complete, but I figured I might as well put up something to show and say I participated.

There’s a write-up of a main city and its steading tags (as best as I could grok the rules), and three of the six CCs I have ready to go. There will be a brief writeup for the town and keep that are mentioned with their steading tags, as well as (potentially) a new Agenda and Principles (which it was suggested I put in).

Anyhow, here it goes.

#FighterWeek Slayer compendium class

#FighterWeek Slayer compendium class

#FighterWeek Slayer compendium class

Murder at your every footstep. Blood’s cheap, it’s everywhere.

 

You start with this move:

 

Spill the Blood

When you deal damage to an enemy, gain 1 blood. When you have a moment to rest, you can spend all your blood on yourself or feed it to someone else, healing 1d4+blood damage. If you go a day without dealing damage, lose all the blood you have gained.

 

When you gain a level from 2-5, you may choose from these moves:

 

Blood Red

Requires: Spill the Blood or Reign in Blood

In combat, you can spend your blood, 1-for-1 to:

·        Block a blow meant for someone else. You take the damage instead.

·        Disarm a foe.

·        Free yourself from constraints or bonds.

·        Increase the damage of one attack by +1.

 

Die by the Sword

When you either take your last breath and miss or refuse Death’s bargain, you can still come back to life, but Death will take you during the next combat you participate in, somehow, some way, no matter what.

 

South of Heaven

When you have less than half your maximum hit points left, your attacks gain the forceful and messy tags and you deal +1d6 damage.

 

When you gain a level from 6-10, you may choose from these moves as well as the level 2-5 moves:

 

Angel of Death

Requires: Spill the Blood or Reign in Blood

When you hack and slash or volley you may spend blood before rolling. For each blood you spend choose an extra target. Roll once and apply damage to all targets, but gain no blood for this attack.

 

Reign in Blood

Replaces: Spill the Blood

When you deal damage to an enemy, take 1 blood. When you have a moment to rest, you can spend all your blood on yourself or feed it to someone else, healing 1d4 damage per blood. If you go a day without dealing damage, lose all the blood you have gained.

#FighterWeek Compendium Class for turning your enemies thoughts into a ressource to use against them

#FighterWeek Compendium Class for turning your enemies thoughts into a ressource to use against them

#FighterWeek Compendium Class for turning your enemies thoughts into a ressource to use against them

It could use a “mental duel” Move

#FighterWeek Races

#FighterWeek Races

#FighterWeek Races

Some Fighter racial moves i did already write and  completly forgot about yesterday

Half-Orc: When you roll a 10+ on Hack&Slash and you choose to deal extra Damage, deal an additional +1d4 damage

Warforged: You signature weapon is imbedded into your arm and loses 2 weight.

To disarm you, someone would have to dis-arm you.

Silurian: The warrior caste was breed to endure every battle. Take +4 Hitpoints

Kobold : When you Defy Danger by running away or fakeing weakness,, take+1 forward to the roll

And here are some by Jonathan Reiter

Oni: When you slay a living being, you may ask the GM who will grieve their death.

Statue: You can turn other animated statues as per The Cleric’s Turn Undead. Roll plus Charisma.

Tengu: You can shapeshift as per The Druid’s Shapeshifter. Roll plus Dex, and you can only become canines or birds.

Hobgoblin: Add the hold option to your Defend move, “Deal damage equal to damage received ” Whenever you take damage while Defending, it ignores armor. 

Minotaur: When you sacrifice something living to Baphomet, gain a Quest to slay someone that has sleighted you. Take two boons and a vow from The Paladin’s Quest list.

Pixie: You have a horse Companion. It is fast and calm and it is trained to travel and scout. Choose one of the weaknesses from The Ranger’s Animal Instinct list. You cannot use Command unless you can find a way to communicate with them as an equal.

Kobold: Add “Poisoned” to your options for Signature Weapon enhancements. Poisoned: Signature weapon constantly has poison applied to it. Choose one among The Thief’s Poisoner choices. Poison cannot otherwise be applied to your signature weapon.

Clockwork: You can draw on a place of power to create a magical effect on yourself. The GM will choose from The Wizard’s Ritual list to give you conditions.

#FighterWeek  Training

#FighterWeek  Training

#FighterWeek  Training 

Training works as an alternative for Race Moves. Just like it’s used in Inverse World or on the Mage Class. This allows you to play a Fighter of any race, while still beeing different from other Fighters. 

Military Training: You were trained in an army or other (semi)organised fighting force. Due to this you learned how to work with your comrades in battle. When you Aid an ally that is attacking an enemy, on a succesful move they take +1d4 damage forward to that attack 

Trained under a Master: You studied in one of the great schools of battle under a seasoned master of your style. Because of this you got great insight into the working of combat styles and manuveurs. When you take a moment to study someones fighting style, you can ask “What is the weakness of their style” and the GM will answer you truthfully 

Self Trained: You are a savant with the blade, a natural fighter, a child prodigy and worked it all out yourself. Because of that you got to develop a way of fighting that is truely unique to you. When you recruit hirelings, they will accept training in your style as payment. 

(that one still needs work but i wanted to present the idea)

#FighterWeek Post your own fightery bonds! I prepared a dozen to start with.

#FighterWeek Post your own fightery bonds! I prepared a dozen to start with.

#FighterWeek Post your own fightery bonds! I prepared a dozen to start with.

My people and _____‘s people are mortal enemies.

_____‘s trying to get me into a joy ride.

I’ve been paid to kill _____.

We serviced together with _____, but we never talk about it.

I knew the owner of a weapon that _____ currently wields.

Not long ago _____ tried to make me a strange gift.

_____ killed my first demon.

I knew _____ in his days of glory.

Friend of _____ is my friend too.

_____ is not my master anymore.

_____ is not worth their ancestors, I knew one of them.

_____ saved my from myself.

Sharing as repost as it’s related to magic item creation in the #FighterWeek discussion.

Sharing as repost as it’s related to magic item creation in the #FighterWeek discussion.

Sharing as repost as it’s related to magic item creation in the #FighterWeek discussion.

Originally shared by Craig “Tezrak” Hatler

In the Level Up move, it says that if you have a number of XP equal to your level + 7, you can Level Up. Was the +7 intentional, as in some formula was looking to be achieved, or was there some other motivation involved?

#FighterWeek

#FighterWeek

#FighterWeek  

The shield of the lost soldier 

This shield will only accept the most patriotic and noble wielder. Once you have removed all the ice from it you find it to be incredibly light but able to deflect the strongest of blows and magic. Even more interesting are it’s flight capabilities.

When you throw it at an enemy, say how you do it. If you do it

o by bluntly hurling it, roll+STR

o by being graceful and acurate roll+DEX

o by carefully calculating it’s flight roll+INT

On a hit you deal Stun damage to an enemy and on a 10+ you choose 3, on a 7-9 you choose 1

o You hit an additional enemy (you can choose this option multiple times)

o You deal an additional 1d6 normal damage

o It returns to your hand 

#FighterWeek Signature Weapon

#FighterWeek Signature Weapon

#FighterWeek Signature Weapon

I think this move is weak. You compare the Fighter to the Paladin and you wonder why one guy has so much more stuff, and it feels like if you don’t want to break things, there’s no real point, because your weapon is supposed to be special but all it does is +1 damage.

But what if instead of 2 enhancements, you get 1 enhancement… and one of these?

·Bane: Kills one specific type of monster (your choice) with but a single wound.

·Blessed by the Gods: This weapon is divine.

·Boomerang: It always returns to your hand.

·Flaming: +1d4 damage when on fire.

·Protector: Two-handed, gives you +1 armour while you wield it in melee.

·Sentient: This weapon is intelligent and can communicate.

·Stonecutter: Cuts through stone like butter.

·Vorpal blade: Ignores armour.

·Choose two more enhancements instead of a special power.

And then I can play Thor if I want to.

#FighterWeek  Signature Weapon Question

#FighterWeek  Signature Weapon Question

#FighterWeek  Signature Weapon Question 

The Fighter says this about her Signature Weapon. Since narrative truth is a thing in DW, especially in the first session, how do you deal with this?

 

“The dragon sword, a perfectly made katana with a dragonhead as a hilt. Legend says that if you can unlock the secrets of the blade you can use the dragon to throw fire at your enemies.” 

You could do this by just adding the Reach range to the weapon but that wouldn’t really be throwing fire. At least you are missing the tag (is this a problem?) and what move would that be? 

That beeing the following example: 

“The orc charges you with his two sabres ready to slash you in an X-Cut” 

“I channel the power of my blade and point the hilt at him, the mouth opens and it spews fire at him in a blast. just like a young dragon would”