Quick and completely unplaytested rulesetlet I ran up for the season.

Quick and completely unplaytested rulesetlet I ran up for the season.

Quick and completely unplaytested rulesetlet I ran up for the season.

The intention is to have this act as an overlay for an otherwise standard DW game in which all players are playing vampire characters. Feedback and notes from anyone able to try it at table very welcome!

Dungeon World Vampires

1. Characters can be assumed to be much stronger, faster and tougher than normal humans, see well in the dark and have enhanced senses. This should be reflected in the fiction.

2. While characters may attack with weapons, they may also attack with claws and fangs with no drawbacks other than range.

3. The Make Camp rules work as usual with one exception:

Characters do not regain hit points upon rest. Instead, vampire characters must drink the blood of the living which functions as a Cure Light Wounds(1d8). Unwilling victims require an appropriate Defy Danger roll to feed from and partial successes and failures may endanger the victim if appropriate. (Progressive advanced moves may allow feeding to act as Cure Moderate, and Cure Critical respectively).

4. Being exposed to Sunlight automatically triggers a Last Breath Move.

5. Characters have a natural 2 Armor against all normal attacks, this stacks with additional armor. Magic penetrates this resistance as does all fire which additionally does double normal damage.

6. Characters must also Defy Danger (with Charisma) to abide an uncontained fire or fire wielded as a weapon, or flee as quickly as possible from the source.

7. A character may also be incapacitated by an opponent wielding a wooden stake. This may either be represented by a coup de gras when the character has been reduced to zero hp, or as a hard move in combat when appropriate. While incapacitated the character can perceive everything that goes on around them but is completely paralyzed and unable to communicate so long as they are staked through the heart.

8. A vampire character can only be permanently destroyed through exposure to sunlight, fire, ritual, or beheading. Even if the character is otherwise completely dismembered they will rise again the next night Hungry, at 1 hp. A hungry character must roll Defy Danger (again with Charisma) to resist feeding on the nearest available target.

9. A character may heal others by allowing them to drink their blood, acting as the above move, even for mortals except the character will loose the amount of hp gained by the drinker. Hirelings can be bonded in this way with the new cost: Blood.

Do an Animal Companion’s strengths have a mechanical effect, or are they primarily for fictional positioning?

Do an Animal Companion’s strengths have a mechanical effect, or are they primarily for fictional positioning?

Do an Animal Companion’s strengths have a mechanical effect, or are they primarily for fictional positioning?

Question about the Fighter’s Blacksmith move. Have you let players add non-weapon magic item effects to weapons?

Question about the Fighter’s Blacksmith move. Have you let players add non-weapon magic item effects to weapons?

Question about the Fighter’s Blacksmith move. Have you let players add non-weapon magic item effects to weapons?

I recently started playing a cleric in an extended play campaign and have been eyeballing the advanced move…

I recently started playing a cleric in an extended play campaign and have been eyeballing the advanced move…

I recently started playing a cleric in an extended play campaign and have been eyeballing the advanced move apotheosis. It’s intriguingly vague, have others used this effectively in play? If so I’m excited to hear how. No doubt if you gain wings you can fly, and claws allow an attack bare handed, but how have folks made this move sing?

#rpgkaiju Ray Otus​​ Oh man, folklore is full of gigantic antagonists.

#rpgkaiju Ray Otus​​ Oh man, folklore is full of gigantic antagonists.

#rpgkaiju Ray Otus​​ Oh man, folklore is full of gigantic antagonists. Scale can escalate the severity of the threat quick. I remember someone here suggesting location based moves for fighting really big opposition piece by piece in DW. Also, I know Iron Edda: World hinges on the conceit of fantastic kaiju as well, but I have only skimmed the material. Besides, with the wizard’s Ritual move, and the paladin’s Quest immunities, with some forethought a DW party can come packing some pretty serious giant slaying gear.

I know that there are scads of fan made material for custom settings out there.

I know that there are scads of fan made material for custom settings out there.

I know that there are scads of fan made material for custom settings out there. Has anyone heard about a Bas-Lag, New Crobuzon World conversion?

https://en.wikipedia.org/wiki/Bas-Lag

Watchmakers, Engineers, Practitioners of the Dark Arts!

Watchmakers, Engineers, Practitioners of the Dark Arts!

Watchmakers, Engineers, Practitioners of the Dark Arts! The party is trying to save a town powered by an unexploded magical a bomb (a rift bomb) from centuries past that is breaking down and threatening to explode. Besides being the source of power for the town, it is also too big to move, but might be repaired with the right hard to find, impossible to build parts left deep in the ruins of the civilization which destroyed itself with weapons like these. Help me identify 5 such parts that I can send the party in search of?