Hi You Fine Folks.

Hi You Fine Folks.

Hi You Fine Folks. Long time since I have posted here. A friend of mine wanted a Teenage Mutant Ninja Turtles themed game ran for his birthday so I roughed up some playbooks and moves. Most of the moves are moves from other classes with names more themed to match TMNT. I have starting moves for Leo, Don, Raph, Mike, and Casey Jones. This isn’t remotely complete, and I am just sharing it for fun. Hope someone gets a laugh or inspiration out of this at least.

Have a great day!

https://drive.google.com/drive/folders/0BxMTapYQpw-mVVlPV1IybDlZMTQ?usp=sharing

Sorry for so much posting!

Sorry for so much posting!

Sorry for so much posting! It has been a very long time since I have shared with this community, so I have a bit of a backlog. As part of my upcoming book, First Class Magic, I plan to include Places of Power for use in the Ritual move, or as sites for adventure. These will be one page adventure starters that can give some inspiration for GMs who may be looking for a location to complete a ritual. Here is a rough idea of one of the places:

The Living Rift and That Which Sleeps

At the heart of the world, where the stone flows hot and the veins of the world pulse from the source of all magic lies the Living Rift. A vast canyon where the very plate-bones of the earth come together, rumble against one another, and moan with the quaking of power. Deep beneath the crust of the world, and filled with strange deadly life lies a thriving ecosystem which feeds upon the heat and magic of the very earth and produces strange, wondrous and horrific dangers. Wise ones say there is a great slumbering thing, some say The First Dragon, pulsing with heat and mighty magick at the center of the world. They say an ancient hero bound it there, chained and drained by the ley lines of the world, in order to give magic to mortals. What would happen were it to wake?

Moves are below all this explanation mess

Moves are below all this explanation mess

Moves are below all this explanation mess

After much deliberation, I decided this book wouldn’t be complete without my own take on the NECROMANCER. I may rename it like I did my Illusionist, since there are several existing playbooks out there. Suggestions? Would it still be ok to call it a necromancer given that its going to be in a combined classes book based on the old spell schools?

Here are the two main starting moves! I had envisioned that you pick one of these at character creation, but if you think it would work with both, by all means I am open to ideas. 

◘ That Which is Dead

You’re dead. Well, mostly dead. Your heart has stopped, and you don’t need to breathe anymore. You have a pale sunken look, but otherwise seem alive. When you reach 0 hit points, as long as your body still is mostly intact, you do not die. Missing limbs and other body parts don’t injure you any worse than a bad bruising would hurt a living person, but could still have an effect on your physical capabilities. 

▬ You no longer need to draw breath.

▬ You no longer need to eat. You never have to use rations.

▬ Healing magic does not work on you. 

▬ Magic or effects that work against undead work against you.

▬ When you reach 0 hitpoints, each time you would take damage that would take you below 0 hit points, you instead take one debility of the GM’s choice. Once you have taken all six debilities, your body is destroyed and you make the Last Breath move as appropriate.

▬ You do not heal naturally.

◘ Body Snatcher

When you die, or leave your current body, your spirit can occupy a nearby humanoid body if it is not too rotten. If the body is currently living, you need to roll +WIS to push the other spirit aside. It stays in there with you though, and might cause you trouble. You can communicate telepathically with the spirit with which you share the body. If you occupy a rotted body, the GM may give that body some debilities as appropriate.

Title

Title

Arcane Forensics: When you are in the proximity of magic which has been active within the last week, including currently active magic, roll +WIS or +INT. On a 10+, choose 3. On a 7-9 choose 1.

▬ You can tell what the magic does, its function and purpose.

▬ You detect and remember a magical signature. If you find magic cast by the same spell origin in the future, you can tell if it was the same origin or spellcaster.

▬ You know when the magic was activated, and/or when it stopped working or how long it will continue working.

▬ You catch a fleeting echo of thought from one of the victims of the magic.

▬ You catch a fleeting echo of thought from the caster of the magic.

▬ You can follow the direction of the caster and can track left behind magical residue.

Hey Folks! Long time no post. I just started getting back into finishing up my caster playbooks, and I plan to expand that book to include not only the caster classes but also some new advanced moves, locations, items, and other magicky magic magicalness

I was hoping I could get some feedback on this move from you fine folks. Note that this move has way too many choices currently but I wanted to include my current ideas to get some feedback. Thank you so very much for your time. 

Hello fine folks.

Hello fine folks.

Hello fine folks. So a friend of mine is having a birthday soon, and for his birthday we want to run a Teenage Mutant Ninja Turtles themed *World game since hes a big fan. To that end, I am trying to brainstorm some ideas for the different moves.

My basic thinking is that each of the named turtles has a specific move list that makes up their “class” so for example Leonardo would have moves that help via leadership, Raphael would have moves that make him the tough guy, Don the smart guy, Mikey some  party buffs etc.

I am thinking of also giving each of them a weapon specific move since that is sort of a big part of their overall identity.

I think they could all share a racial move called “I love being a turtle” that works something like this:

When you behave like a turtle in some way, using your shell for protection, swimming, or generally doing turtle like things. make a statement or joke about being a turtle and ROLL +CON. 

So I am wondering if anyone has done anything like this previously, or if you have any ideas and suggestions.

Thank you much!

EDIT: Updated version now available!

EDIT: Updated version now available!

EDIT: Updated version now available!

The Abjurer is now available on DriveThruRpg.com http://rpg.drivethrustuff.com/product/140184/The-Abjurer–A-Dungeon-World-Playbook  

This is the first in my series of specialist wizard playbooks. A big thank you to the fine folks here who helped me get it right. Chris St Aubin did an amazing job on the cover art.

http://rpg.drivethrustuff.com/product/140184/The-Abjurer–A-Dungeon-World-Playbook

#3 of 8 specialist wizard playbooks I am currently working on is now available for your perusal and feedback.

#3 of 8 specialist wizard playbooks I am currently working on is now available for your perusal and feedback.

#3 of 8 specialist wizard playbooks I am currently working on is now available for your perusal and feedback.

I present to you, a draft for The Abjurer

https://drive.google.com/file/d/0BxMTapYQpw-mNUZSeG9RcVMwaFU/edit?usp=sharing 

Thanks for taking the time to look. Feedback is welcome!

https://drive.google.com/file/d/0BxMTapYQpw-mNUZSeG9RcVMwaFU/edit?usp=sharing

Hi fellow Dungeon World-ers.

Hi fellow Dungeon World-ers.

Hi fellow Dungeon World-ers. I have been hard at work creating drafts for the specialist casters based on the old Dungeons and Dragons spell schools. I present to you the draft of The Conjuror https://drive.google.com/file/d/0BxMTapYQpw-meFF6cFg1dmpQVjA/edit?usp=sharing 

Please let me know your thoughts and feedback. Thank you very much.  Stay tuned for the others! And if you missed it, here is the post of the Spectrumancer (Illusion School): 

https://plus.google.com/110641367856269006029/posts/c35zY3zdoKW 

https://drive.google.com/file/d/0BxMTapYQpw-meFF6cFg1dmpQVjA/edit?usp=sharing

Anyone ever thought of doing away with hit points and going with using debilities as a core damage system instead?

Anyone ever thought of doing away with hit points and going with using debilities as a core damage system instead?

Anyone ever thought of doing away with hit points and going with using debilities as a core damage system instead? Something like:

“When you take damage, choose a debility. The GM describes the effects of the attack as it relates to the debility. If you currently have all 6 debilities and would take a 7th debility, you instead make the Last Breath move.”

You could adjust healing spells to cure a debility. Alternately healing spells could give you a bonus to roll to heal your ability when you Make Camp.  I think this would make the game considerably more deadly though and would likely change the overall tone.