Sometimes I listen to audiobooks while I write.

Sometimes I listen to audiobooks while I write.

Sometimes I listen to audiobooks while I write. I was listening to the Dune sequels and I got this idea for a DW class. Dunno what kind of setting it would go with though, because it doesn’t match what I’m writing.

http://redboxvancouver.files.wordpress.com/2014/05/dw_interpreter.pdf

For each of my DW adventures, I’ve written a new character class, so I’ve decided to release them all together as a…

For each of my DW adventures, I’ve written a new character class, so I’ve decided to release them all together as a…

For each of my DW adventures, I’ve written a new character class, so I’ve decided to release them all together as a pay what you want product. The character classes, I mean, not the adventures.

http://rpg.drivethrustuff.com/product/129989/Johnstones-Dungeon-World-Character-Classes

http://rpg.drivethrustuff.com/product/129989/Johnstones-Dungeon-World-Character-Classes

So let’s say you have a DW character with Dune-style prescience (I just finished Children of Dune).

So let’s say you have a DW character with Dune-style prescience (I just finished Children of Dune).

So let’s say you have a DW character with Dune-style prescience (I just finished Children of Dune). You can see threads of possible futures, which probably means you can force the GM to reveal grim portents and stakes questions, as well as asking your own stakes questions and getting the GM to weigh in on them. Lots of opportunities for making players pony up what they are interested in, etc etc, but hella boring if that’s your only power.

What else would you want to be able to do if this was your character?

So, like, if you look like a normal person, but this exterior is just a thin mask covering your true form, which is…

So, like, if you look like a normal person, but this exterior is just a thin mask covering your true form, which is…

So, like, if you look like a normal person, but this exterior is just a thin mask covering your true form, which is a nightmare, what would your signature move be?

I found some old notes I wrote inspired by somebody somewhere who started a dream thief type class (but I don’t…

I found some old notes I wrote inspired by somebody somewhere who started a dream thief type class (but I don’t…

I found some old notes I wrote inspired by somebody somewhere who started a dream thief type class (but I don’t remember now) and so I tightened them up a bit. I like it, but I don’t have anywhere to put it. Nothing I’m working on currently fits a class like this.

DREAMWEAVER Starting Moves

 

Burglar of Dreams

When you steal a dream from someone, roll+INT. On a 10+, their dream is now in your possession and, at your option, they don’t know you took it. On a 7-9, you still take it, but they know. On a miss, you take the wrong dream. You can only have a number of dreams equal to your INT+1 in your possession at any one time.

 

Dreamer of Dreams

When you lie next to someone while they are sleeping, you can see into their dreams. If you look through their dreams for something specific, roll+INT. On a 10+, ask two questions from the list below. On a 7-9, ask one:

·        What are you worried about right now?

·        What are your secret pains?

·        What do you long for?

·        What was the worst time in your life?

·        When were you happiest?

Their dreams will change to answer your questions. Any dreams you can see are dreams you can steal, of course.

 

Merchant of Dreams

When you show someone a dream that you possess, they get a fleeting impression of it, and it stays in your possession. If someone wants the dream—or wants to escape from it—you can decide to parley with them about it and maybe they will give you what you want. When you give one of your dreams to someone, they get to experience it fully, in all it’s wonder, terror, or joy, but you also lose possession of it.

 

Unleash a Dream

When you unleash a dream into the real world, you create an illusion of it, or a single element contained within it, that everyone can see and hear. This removes it from your possession. If you do this in order to deceive, roll+INT. On a 10+, choose two. On a 7-9, choose one:

·        It appears fully lifelike.

·        It can move around (at your command).

·        It feels solid to the touch (but cannot cause damage).

·        It lasts for more than a few moments.

I played the Wizard in a one-shot Sunday afternoon.

I played the Wizard in a one-shot Sunday afternoon.

I played the Wizard in a one-shot Sunday afternoon. It’s funny how you can look at a gear list so many times and still not quite realize what’s on it until you play it. Why would anyone ever choose leather armour when you can have three healing potions? I rolled lots of 7-9s in the battle and the GM kept saying “you can take half damage or…” I was like “hit me bro” every time and it didn’t faze me at all. I felt like I was fucking invincible.

I wouldn’t mind getting some opinions on this base class:

I wouldn’t mind getting some opinions on this base class:

I wouldn’t mind getting some opinions on this base class:

LOOK

Absurd Life, Escape from the Mechanism, or The Sky Reflecting.

After-Dream, Halo of Nembutals, or Protoplasmic Bubbles.

Autumn, Summer, or Winter.

Human Body, Humanoid Body, or Inhuman Shape.

STATS

Your base damage is d6.

Your load is 8+STR.

Your maximum HP is 6+Constitution.

ORIGINS

You came here from somewhere else. Choose your origins and your Otherworld:

Created

You are an artificial being, made by someone or something—a mad scientist, a sentient ocean, or the best minds of a manufacturing planet, for example. When you defend someone else, you may use Isolation instead of CON. Your Otherworld could be your creators, a secret laboratory, the stuff your were created from, or the void of uncreation.

 

Outsider Summoned

You come from a place far away. When you’re in your element, you may defy danger with Isolation instead of another stat. Your Otherworld could be the astral plane, Dimension X, hyperspace, a completely unknown galaxy, or something equally strange.

Slave Enslaved

You are part of an oppressed underclass. When someone else has possession of your heart, you may hack and slash or volley with Isolation instead of STR or DEX. Your Otherworld could be a real place, an underground organization of slaves, or a fantasy world of hopes and dreams.

STARTING MOVES

You get these four moves:

Familiar Element

You find this world strange and unfamiliar, but there is one place where you feel at home. You’re in your element only when you’re… (choose one):

○    engaged in battle.

○    immersed in liquid.

○    in a tightly confined space.

○    in the bitter cold.

○    in total darkness.

○    in warm, direct sunlight.

○    making love.

When you enter your element, if someone else is with you, you also have the option of losing 1 Isolation.

While you’re in your element, take +1 ongoing. If you stay longer than a few hours, it counts as being attended by a healer, you can make camp without expending a ration, and you gain

+1 preparation.

Homesick

When you ask your Otherworld to provide you with something useful, roll+Isolation. On a hit, your home brings you something similar, either from itself or by seizing something from this galaxy. Either way, it is always marked by its Otherworldly-ness. On a 7-9, trouble comes with it also. On a miss, gain 1 Isolation.

Outsider

You are not from this place and you do not understand. Sometimes people here treat you like an outsider, and this only increases your sense of Isolation. In addition to how other moves affect your Isolation, the following is also true:

When someone makes you leave a location, group, or event against your will, gain 1 Isolation.

When someone rewards you for participating in a group event or endeavour, or for being a member of an organization, lose

1 Isolation.

When you lash out at someone who has treated you like an outsider and they fight you, lose 1 Isolation.

Your maximum Isolation is 3. When at your maximum Isolation, you take -1 ongoing. When at your maximum Isolation and you gain Isolation, instead choose one:

·You attack someone you care about, then lose 1 Isolation.

·You destroy or ruin a thing that someone else cares about, then lose 1 Isolation.

Tell-Tale Heart

Your heart fell into this galaxy and you came with it. appeared in this galaxy when you did. This heart of yours is small enough to be held in a person’s hands, and anyone can take possession of it. It cannot be destroyed. Describe it.

When someone gains possession of your heart, they dictate at least one change in your appearance. Your physical form in this galaxy is malleable, except for your tell, which is something related to your familiar element that is present and obvious no matter what you look like. Choose one or two visible signifiers that will make your identity obvious. The person who has possession of your heart, whether that’s you or someone else, can change any other aspect of your appearance whenever they want.

As long as someone else has possession of your heart, the following holds true as well:

When they tell you to do something, you take +1 forward to accomplish the task, and you can roll+Isolation if you must defy danger while doing so. If you do it and they don’t give you back your heart, gain 1 Isolation.

When you act directly against the person who has possession of your heart, lose 1 Isolation but if you make any moves while doing so you can’t add more than your Isolation to your roll, even if your stat is higher.

If someone gives you back your heart, lose all your Isolation.

ALIGNMENT

Chaotic: Get involved in a situation you don’t understand.

Good: Show someone that good can also come from your Otherworld.

Lawful: Learn something new about this galaxy.

GEAR

Your load is 8+STR.

Choose your armament:

·Bag of books (5 uses, 2 weight).

·Laser pistol (near, 1 weight) and radiation crystals (3 ammo, 1 weight).

·Ornate staff (reach, two-handed, 1 weight).

·Otherwordly gems (1 weight).

Choose your defences:

Adventuring gear Food from your home (5 uses, 1 weight).

·Personal vehicle.

·Towel.

BONDS

I found myself in trouble here, but ________ saved me.

I learned something important about this galaxy because of ________.

________ has caught a glimpse of my Otherworld.

________ held my heart in their hands, then gave it back to me.

________ reminds me of home, and I want to get closer.

Ghostwood Haunts in print at DriveThruRPG

Ghostwood Haunts in print at DriveThruRPG

Ghostwood Haunts in print at DriveThruRPG

I received the proof from DTRPG for DW3 Ghostwood Haunts today and it looks correct, so I’ve enabled it for sale. You can still buy it from Lulu, but it doesn’t come with the pdf (and so it is cheaper).

http://rpg.drivethrustuff.com/product/123773/DW3-Ghostwood-Haunts

http://rpg.drivethrustuff.com/product/123773/DW3-Ghostwood-Haunts