Kicking around an idea for Megingjörð, Thor’s strength enhancing belt, for a quasi-norse campaign I’m running.

Kicking around an idea for Megingjörð, Thor’s strength enhancing belt, for a quasi-norse campaign I’m running.

Kicking around an idea for Megingjörð, Thor’s strength enhancing belt, for a quasi-norse campaign I’m running. Any, far wiser, folks see where I can make improvements?

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Megingjörð [2 weight]

When first worn, Megingjörð has 1d4+1 charges. *you may spend a charge at any time, 1 for 1, to: perform one feat of immense strength, like throwing a horse-cart over the horizon, or diverting the course of a river with your bare hands.

When you dip Megingjörð into the blood of a freshly slain Jötunn, add +1 charge. 

Have recently been reading Iron Kingdoms, from Privateer Press.

Have recently been reading Iron Kingdoms, from Privateer Press.

Have recently been reading Iron Kingdoms, from Privateer Press. I thought it would be cool to adjust the hireling rules so that a character could have their own Steamjacks – or, frankly, any sort of automaton.

I’m not sure if anyone has put something like this together, so here it is – advice on refinements or clarifications is welcome and desired. 

All of this is the result of natural outcroppings of the regular hireling rules – I thought they worked far too elegantly for the situation to ignore. This may all be entirely too obvious to take up a post in the community, but i figure, meh, why not? 

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Mechanical (non-sentient) Hirelings are defined by their SKILL (or skills), a COST, and a FUNCTIONALITY score.

“When  a [Mechanical] hireling finds themselves in a dangerous, damaging, or flat out crazy situation due to your orders, roll+FUNCTIONALITY. On a 10+ they stand firm and carry out the order. On a 7-9 they do it, but they are damaged or impeded in some way, reduce FUNCTIONALITY by 1. 

If a [Mechanical] hireling’s FUNCTIONALITY falls below 0, it is damaged beyond operation. Severe abuse or lack of maintenance may eventually lead to its utter destruction.  

A [Mechanical] hireling can be repaired to restore +1 or more FUNCTIONALITY, depending upon the skill of the repairer. The absence of regular maintenance may reduce FUNCTIONALITY by -1.

NEW COST: ‘maintenance and repairs.’ 

A [mechanical] hireling’s starting numbers will be based on where it was acquired or the skill of its inventor, ranging from 2-5, 4-6, 5-8, and 6-10. 

Been quite a while since I last posted, but I am in need of advice.

Been quite a while since I last posted, but I am in need of advice.

Been quite a while since I last posted, but I am in need of advice. The campaign I GM (which passed its year mark in December, yay!) finally includes some hirelings – after many subtle and not-so-subtle hints that my players should take some on. 

They ended up with a pair of Gnomish brothers, one of whom is a fiercely loyal tracker whose cost is the ‘Thrill of Victory’ (by the name of Nutley, his brother was dutifully dubbed ‘Boltington’). Loved how quickly their basic personalities came into focus as a result of the hireling rules. 

Now, apart from the obvious complications that might come from failing to achieve victory in their normal encounters, I was hoping that some GMs might be able to share other ideas they had for this sort of cost – out of all of them, this is the one that causes me the most head–scratching.   

Had our seventh session of DW on Sunday.

Had our seventh session of DW on Sunday.

Had our seventh session of DW on Sunday. Its my first time ever running any game as a GM, and it seems like we are all having a blast. Yesterday was a side story about two ancestors of some of the PCs. 

The pair really seemed to enjoy the one-shot (with ties to the actual story), so I thought I’d share. 

I steal liberally from Eberron, Final Fantasy, Transformers, and just about anything else that strikes m’fancy.   

Always pleased to have thoughts and suggestions from vets. I’m still very new at this entire thing 🙂

Thought I shared this before, but I guess i didn’t.

Thought I shared this before, but I guess i didn’t.

Thought I shared this before, but I guess i didn’t. Was fooling around with the ranger chassis after watching the Game of Thrones premier. Super Duper rough, and I may not ever return to unless I get it in my head to write a GoT playbook set, but an example of what you can build in DW with existing moves as a base. 

Comments or derision are equally welcome, go nuts

Another attempt at something interesting.

Another attempt at something interesting.

Another attempt at something interesting. I wanted to do more than a simple bonus, so  added a second power, hoping it would spur some world-building. Further suggestions for alternative powers are appreciated 🙂

Filgarde’s Shrunken head  

You grew up hearing Filgarde Davenport stories; heck, everyone did. He was an explorer famous for undertaking perilous journeys and usually losing a bit of himself along the way. No, seriously – an actual bit of himself. Filgarde’s left hand was taken by a group of cannibal pirates in the South Sea. He lost several toes to a particularly large vulture while scaling the Dragon’s Teeth. Eventually, poor Filgarde got his head lopped off and shrunken by some witchdoctor in The Reaches. Yep, that head you’re holding. Earned him the nickname ‘Deadenport,’ but clearly hasn’t stopped him from traveling. Or talking, for that matter.  

When you call Filgarde’s attention to an exotic location or a dangerous creature, he’ll remind you of one of his many famous expeditions involving it. Take +1 forward when you spout lore about that creature or location.   

If you remember the story of that expedition, and tell everyone about it, Filgarde will also remember the location of something useful or valuable he left behind [like the gem in that thing’s belly, or the key to that locked door.]

Spring-heeled Jackboots

Spring-heeled Jackboots

Spring-heeled Jackboots 

The first recorded set of these were quite literally slapped together by an industrious Goblin cobbler. They’ve  since found use among lover’s of the eccentric and, in at least one instance, a Gnome with an overwhelming desire to possess sweets held by unsuspecting newborns.   

When you defy danger with the assistance of the Spring-heeled Jackboots, describe how they assist you and roll +int. *On a 10+ the jackboots help you bound away, take +1 to defy danger. *On a 7-9 pick one:

– The jackboots have a minor malfunction. You will need to take some time  

  (and 1 use of adventuring gear) to fix them before they can be used again.

– The jackboots work, (take +1 to defy the danger) but you place an ally into

  a spot as a result.

  

On a miss, something’s gone terribly wrong and take -1 to your defy danger roll. 

Hey guys – I’m looking for a fill-able .pdf character sheet, so that I can try my hand at filling one in with all…

Hey guys – I’m looking for a fill-able .pdf character sheet, so that I can try my hand at filling one in with all…

Hey guys – I’m looking for a fill-able .pdf character sheet, so that I can try my hand at filling one in with all the homebrew bells and whistles. I thought I saw one floating around not terribly long ago. 

Anyone happen to have? 

Here is what a free lunch hour and a borderline obsession with the ‘Supernatural’ television series hath wrought.

Here is what a free lunch hour and a borderline obsession with the ‘Supernatural’ television series hath wrought.

Here is what a free lunch hour and a borderline obsession with the ‘Supernatural’ television series hath wrought.    I strayed from the source material, for whimsy’s sake. Thoughts warmly appreciated, as usual.

 

Just read over the “Concept Elemental” monster and had an idea for a magic item.

Just read over the “Concept Elemental” monster and had an idea for a magic item.

Just read over the “Concept Elemental” monster and had an idea for a magic item. Thought I’d take a crack at it and see what everyone thinks:

Mind Seed: There are places far stranger and far more removed from our realm than the astral plane. Infinitesimal realities born and destroyed in the faint thoughts and vague emotions of all sentient life. Mental energy crashing violently in locations unknowable, giving rise to life unobservable. Only recently have scholars begun to categorize the beings formed within these ephemeral micro-verses. Creatures known as ‘Concept Elementals.’

The brilliant point of light which now hovers gently in your palm is the unborn progeny of such a creature. Pure embryonic concept. Crush it between your fingers to infect those around you with an idea of your choosing. All it will cost is the life of a single un-had thought.   

When you destroy the mind seed and make a single sentence statement roll + CHA *on 10+ sentient creatures within the immediate area will accept the statement as a truth, and will act on it to the best of their ability. *on 7-9 those affected by the mind seed immediately recognize that their will is not their own and may trace the alien thought to you. * On a miss, you’ve lost control of the nascent concept, and your statement mutates uncontrollably before infecting those around you like a virus.