Somebody mentioned wanting class-specific adventure starters a while back and I don’t remember who, but it got me…

Somebody mentioned wanting class-specific adventure starters a while back and I don’t remember who, but it got me…

Somebody mentioned wanting class-specific adventure starters a while back and I don’t remember who, but it got me thinking.

For the Fighter and the Thief: You start the game in jail. You’re in a cell in the guard house in the slums. How did you get there?

Then the adventure hooks happen:

– A sorceress shows up and purchases some other prisoners, who are never seen again! The watch captain is corrupt!

– The watch bring a merchant in and throw him in your cell. They are obviously trying to intimidate him. if you are nice to him, he tells you that a rich merchant has bribed the watch captain to do this so he can steal the man’s wife! the watch captain is corrupt! This immoral merchant has expensive things in his mansion!

– You overhear the watch guards discussing the gladiatorial combat that prisoners will have to engage in! They are taking out bets on you!

Save the thief stuff for thiefweek, let’s revisit fighterweek. What are some other good Fighter-specific starting situations?

Outline for an Elementalist class. Thoughts?

Outline for an Elementalist class. Thoughts?

Outline for an Elementalist class. Thoughts?

 

Your base damage is d4.

Your maximum HP is 4+Constitution.

 

POWER SOURCE

 

Divine Blessing

Choose an additional element to master: this element is sacred to your religion and can never cause you harm. You must also choose two elements that are opposed to your religion: you can never master them, and they will deal +1d4 damage to you if they harm you.

 

A Gift from the Spirits

You can interact (and parley) with elemental spirits as if they were people.

 

Magical Knowledge

There are no spirits, only words of power and the will to use them. You may roll with INT instead of WIS for Master of the Elements and Touching the Firmament, and a 10+ for Eye of the Storm always purifies you.

 

STARTING MOVES

 

Eye of the Storm

When you exert your will to calm the elements around you, roll+CON. On a hit, the world calms around you (the earth below your feet stops breaking apart, fires you touch go out, storms break around you, etc), but on a 7-9, this calmness affects only what you touch, and only as long as you are touching it. This affects all the natural elements, not just those you have mastered.

 

Master of the Elements

When you command the elements, roll+WIS. You may only issue commands you have mastered upon elements you have mastered. On a 10+, you may command what is generally considered a large amount of this element. On a 7-9, the same but choose one:

·The elements you command also run wild, out of your control.

·You can only affect what is generally considered a small amount of this element.

·You take an additional -1 ongoing to command the elements until you purify yourself.

If you maintain an unnatural effect, take -1 ongoing to command the elements until you release those still in your power.

 

The Roots of Creation

You start with mastery over one command, one element, and one additional mastery from either list. Each time you level up, choose either another command or another element to master.

Commands: Banish, Create, Destroy, Enhance, Move, Shape, Summon, Transmute.

Elements: Air, Crystals, Darkness, Fire, Ice, Light, Magic, Metal, Plants, Stone, Storms, and Water.

 

Touching the Firmament

When you examine an element you have mastery over, roll+WIS. On a 10+, you learn something interesting and useful. On a 7-9, you learn something interesting, but it’s on you to make it useful. On a miss, you have disturbed the elements with your meddling.

The GM may also tell you something this element wants. If you give it what it wants, it will answer one question you ask of it, to the best of its abilities.

 

ADVANCED MOVES 2-5

 

Born of Fire

You are no longer harmed by the touch of fire, nor are you vulnerable to heat.

 

Gift of Power

When you purify yourself amongst the elements, you gain one use of a command or element you have not mastered. Also, choose one that you have mastered: you cannot use this one until you use your new gift.

 

Nature’s Fury

When you use an element you have mastered to deal damage, your damage die is d10 instead of d4.

 

Shield of Thorns

When you use the elements to defend, on a hit, you may also deal your damage die, in addition to spending hold. You only deal your damage once, even if you have more than one hold.

 

ADVANCED MOVES 6-10

 

The Breadth of Creation

When you command the elements, on a 10-11, you may choose one option from the 7-9 list in order to command a huge amount of this element. On a 12+, you can command a huge amount with no consequences.

 

Spirit Friend

Choose two elements you have mastered: spirits of those elements will always recognize you as a friend and try to help you, until you prove yourself to be an enemy.

Two possible moves to make an Elementalist-type wizard:

Two possible moves to make an Elementalist-type wizard:

Two possible moves to make an Elementalist-type wizard:

(because DW needs more Ars Magica)

Master of the Elements

When you command the elements, roll+WIS. You may only issue commands you have mastered upon elements you have mastered. On a 10+, you may command what is generally considered a large amount of this element. On a 7-9, the same but choose one:

·        The elements you command also run wild, out of your control.

·        You can only affect what is generally considered a small amount of this element.

·        You take an additional -1 ongoing to command the elements until you purify yourself.

If you maintain an unnatural effect, take -1 ongoing to command the elements until you release those still in your power.

 

The Roots of Creation

You start with mastery over one command, one element, and one additional mastery from either list. Each time you level up, choose either another command or another element to master.

Commands: Banish, Create, Destroy, Enhance, Move, Shape, Summon, Transmute.

Elements: Air, Crystals, Darkness, Fire, Ice, Light, Magic, Metal, Plants, Stone, Storms, and Water.

The commands kind of require explanation, unfortunately, and I tried to make the elements list all roughly equal to “fire” (although specific campaigns could add stuff like acid, bone, or plastic, etc).

Hey Sage LaTorra and/or Adam Koebel can we get a category up in here for “adventures” (or “adventure modules”)?

Hey Sage LaTorra and/or Adam Koebel can we get a category up in here for “adventures” (or “adventure modules”)?

Hey Sage LaTorra and/or Adam Koebel can we get a category up in here for “adventures” (or “adventure modules”)? Because I’m dropping two of them this month and it would feel weird to promote them under any of the categories we have right now.

In case you ever need to compare DW with D&D using movie analogies, this is the best one:

In case you ever need to compare DW with D&D using movie analogies, this is the best one:

In case you ever need to compare DW with D&D using movie analogies, this is the best one:

Apocalypse Now is an old-school D&D hexcrawl, so that’s what you play when you want to play Apocalypse Now, but if you want to play Indiana Jones and the Raiders of the Lost Ark, right down to a player inventing the macguffin, you play Dungeon World.

You’re welcome.

Dungeon Planet Adventure Scenario

Dungeon Planet Adventure Scenario

Dungeon Planet Adventure Scenario

So, in case you aren’t aware, Jackson Tegu is running a kickstarter for new Monsterhearts skins (those are playbooks/classes). If it reaches $10,000, there are a whole bunch of stretch goals that will get done, like a larp and a Harry Potter supplement.

One of those things is Space Wurm vs. Moonicorn, a Dungeon World adventure scenario set in space, Dungeon Planet style. You won’t need Adventures on Dungeon Planet to play it, though, just Dungeon World.

This scenario revolves around two new custom DW classes: Space Wurm, who is a space tyrant and collector of all things valuable, and Moonicorn, an interstellar revolutionary and magical friend. The other PCs are caught between their rivalry and the unknown threats the GM brings to the galaxy.

That means it will include:

– At least two new classes, but probably more. There are more than 2 second skins, after all, but I only know for a certainty that the Wyrm and the Unicorn will transfer effectively.

– One of those classes gets to rule the galaxy.

– Nice art which may also be in colour.

– Rules and procedures for functional PvP rivalries and playing with large groups.

– Fronts and dangers for the GM to play with.

– And more science fantasy stuff that didn’t make it into Adventures on Dungeon Planet.

I’m also open to suggestions for additional material, like if enough people want to play it as medieval fantasy intrigue with a king and some rebels instead of sci-fi, I’ll include conversion notes for that, too.

Personally, I think I’ve got something here that will end up being worth $15 just by itself (perhaps even better than Dungeon Planet, too), never mind all the other stuff. I’m biased of course, but still.

http://www.kickstarter.com/projects/1571708637/monsterhearts-second-skins

http://www.kickstarter.com/projects/1571708637/monsterhearts-second-skins

#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.

This is an idea I had, not sure about it.

This is an idea I had, not sure about it.

This is an idea I had, not sure about it.

Oath

When someone asks you to do something important for them and you do it, if you hold no debt, roll+CHA. On a 10+, hold 2 debt against them. On a 7-9, hold 1 debt against them. When you ask them to do something for you and they do it, reduce their debt by 1. If they refuse you, spend a debt to have the GM make one of these hard moves against them, your choice:

·        Deal damage.

·        Separate them.

·        Turn their move back on them.

·        Use up their resources.

Only one person can be in debt to you at a time because of oaths.

#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.