So my friends and I (who have played mountains and mountains of this game, which I will write about later) decided that Dungeon World really is the perfect system for running a superhero themed game, because of the amount of disregard for physics and opportunity for creative and interesting characters and mechanics. I decided none of the classes feel like they could really support a Superman/Green Lantern/Magneto-type character, so I decided to create:
Look: Flashy Outfit, Utilitarian Look, Iconic Suit
Glowing Eyes, Caring Eyes, Hard Eyes
Uplifting Symbol, Terrifying Symbol, Mysterious Symbol
Chiseled Body, Hulking Body, Lithe Body
HP- 10 + CON
Damage – d10
Bring someone responsible for their actions.
Punish someone who has wronged someone or something you care about.
Showboat at the expense of a good opportunity
You or your family have experienced a terrible tragedy that has motivated you or unlocked your hidden talent.
Take +1 when acting on the behalf of someone you empathize with
A scientific or supernatural (choose one) event caused you to gain your powers.
Take +1 to Spout Lore about the mystical workings of the universe (<--- WIP, need suggestions)
You were born this way. (I could use a suggestion as for what to put here )
You have a superhuman power, describe it _____________________________________________________________
Pick at least two of the following drawbacks
Your control of your power is reckless and unstable
You must take a moment to transform yourself before using them
Your power is weakened by a specific substance ____(Gm’s choice)
You have a moral boundary. Describe it ________________________
Your power must be recharged by some source or artifact. Describe it ____________
An outside authority has influence and control over your powers.
Your powers must be channeled through an item (a ring, a sword, etc.)
Your base +Power roll is always +1.
When you use your power to help resolve a situation roll+Power.
On a 10+, it clearly helps in a significant way. On a 7-9, pick one from the following. On a 6- it backfires horribly.
You open yourself up in a moment of glaring weakness
Your allies are put in catastrophic Danger
Both you and your target are affected negatively.
When you lecture your enemy on the error of their ways, roll+CHA. On a 10+, pick one. On a 7-9, they laugh at your ways and continue. On a 6-, they interrupt your speech mid-sentence with some sort of action.
Your enemy’s resolve falters, take +1 forward against them.
They seriously question their beliefs for a few moments.
You distract your enemy from an ally.
When you make a signature entrance in a suitably impressive way, describe it, then take +1 foward.
Gear Your load is 8+STR
You have your iconic costume, describe it. (Armor 1, weight 1)
Pick one of the following
-Armored suit (Costume is 2 armor)
-A weapon you carry everywhere, describe it. (+1 damage, 2 weight)
Pick two of the following
-A huge fanbase
-A utility belt (5 uses, 2 weight)
-A large amount of money and influence
-A friend in a high place (2 uses)
-A magical artifact of unknown use and origin.
I haven’t currently got any advanced moves written up, and this class is definitely rough around the edges, but is playable at the moment. I would REALLY REALLY appreciate some feedback and suggestions, as this is the first class I’ve decided to write up. The biggest flaw I’ve found is the +power mechanic. Originally it was “pick an appropriate attribute”, but my players pointed out that it would almost always be at +2, which makes me uneasy, because although that gives me the ability to make harder moves when they fail, I am afraid it’s not exactly balanced.
Any suggestions and criticism appreciated!