#BardWeek Hangout with Kasper Brohus and Joe Banner talking all about the Bard Class.
We had great discussions from both the players and the GM perspective.
Watch this and be ready for #BardWeek !
#BardWeek Hangout with Kasper Brohus and Joe Banner talking all about the Bard Class.
#BardWeek Hangout with Kasper Brohus and Joe Banner talking all about the Bard Class.
We had great discussions from both the players and the GM perspective.
Watch this and be ready for #BardWeek !
Join us. Ask Questions.
Join us. Ask Questions.
Next week is Bard Week and we kick it off with a hangout!
Originally shared by T. Franzke
#hangoutsonairJoe Banner and Kasper Brohus
Did anyone ever do something with Auras in Dungeon World?
Did anyone ever do something with Auras in Dungeon World?
Bluff and parley:
Bluff and parley:
If your leverage is a bluff you have a neat situation. On a 10+ It’s all okay but you need to come back to it later, creating potential problems in the future. If you roll a 7-9 they need assurance right now, probarbly exposing your bluff. On a6- well, you know who that ends…
So in a way bluffing is a really cool way to parley but also more dangerous.
What would you people like to see for Bard Week? (It starts next week)
What would you people like to see for Bard Week? (It starts next week)
#MundaneItemAlmostMonday
Originally shared by T. Franzke
#MundaneItemAlmostMonday
Spiked Armor
This is armor covered in lots and lots of spikes!
worn, 2 armor, clumsy, hand, dangerous
(To repeat what the dangerous tag does:
It’s easy to get in trouble with it. If you interact with it without proper precautions the GM may freely invoke the consequences of your foolish actions. )
It comes with this move:
Porcupine Charge!
When you charge into an enemy while wearing Spiked Armor, roll+STR
On a hit you deal your damage
10+ choose 1
– You knock the thing you tackled down
– You shred their protection with your spikes, reduce their armor by 1 until they can repear it
– The charge stuns or disorients them
On a 7-9 choose 1:
– The power of the charge knocks you down too
– The charge will cost you something or expose you to extra danger
– You have to take what you can get, deal -1d6 damage
On a hit you may choose an extra option from the 7-9 list to choose an extra option from the 10+ list.
Extra Spiked Armor Moves:
My armor is my weapon and my weapon is my armor
When you deal damage with your spiked armor, deal +armor damage.
Hedgehog Grapple
When you grapple a foe while wearing spiked armor, roll+CON.
On a hit you have them grabbed and your spikes press into them. Deal a d6 of damage to them.
On a 7-9 choose 1
– You have grabbed them in an awkward position, making it easy for them to expose you to their revenge
– Your grip isn’t good and it will be easy for them to attempt escape you again
– You can’t get them with your spikes, deal no damage
Spike things up
When you Porcupine Charge, choose 1 additional option from the 10+ list on a hit.
Still better then Stilts!
You have rigged your spiked armor with enchantements or gadgetry to include extendable spikes. You can Hack and Slash at Reach range but ones you did the extended spikes stay that way and need to be put back in per hand. With the spikes extended the armor gets even more awkward to use and even experienced armor wearers will have problems with it.
Mantiquore Upgrade
Requires: Still better then Stilts!
You can volley with the spikes of your spiked armor after the upgrade you did. You can unleash a burst of spikes at near range. When you would spend ammo, spend a point of armor instead.
http://www.geeknative.com/wp-content/uploads/2012/10/bear-armour.jpg
Finally found a way to make this move work!
Originally shared by T. Franzke
Finally found a way to make this move work!
Old:
IRE STRIKE
When you strike an enemy in melee and still hold psi your anger flows over to your allies.
Choose one ally and one effect.
– They take +1d4 damage forward to their next attack
– They take +1 forward to an act of aggression or reckless impulse
Should they take defensive action, or any action that requires them to remain calm, they lose this bonus
New:
You gain an extra psi-connection bond:
_____ and I are fueled by the same rage!
When you strike an enemy while holding Psi, some of your anger flows over to the character named in that psi-connection bond.
Choose 1 effect:
– They take +1d4 damage forward to their next attack
– They take +1 forward to an act of aggression or reckless impulse
You can spend 1 psi to grant this bonus to someone not named in that bond instead.
Should they take defensive action, or any action that requires them to remain calm, they lose this bonus
Ha!
#PaladinWeek
#PaladinWeek
join me or ask me questions!
Originally shared by T. Franzke
#hangoutsonair
I will go Online in 5 minutes or so with a Hangout On-Air about Paladins. Feel free to join me or ask questions!
I will go Online in 5 minutes or so with a Hangout On-Air about Paladins. Feel free to join me or ask questions!
#PaladinWeek
#PaladinWeek
Divine Mounts and Bestow
One part of the Paladins mechanical identity in previous games was the ability to summon a divine steed to ride on. This alone is a cool idea but it’s utility is kind of hit and miss.
Magic the Gathering just introduced a mechanic called bestow wherein you could cast creatures that are made by the gods. Not only as creatures mind you but also as boosting, aura effects.
Combining these two ideas how about this:
Create a new move that allows the Paladin to summon a divine companion based on their god. However, ones they have been bestowed with such a creature they can bind the creature to themselves to get some kind of boon.
The companion, when summoned, would use Andri Erlingsson s Mount rules or can be used as a boon. I am not sure if the boon should be an active move they could use or a passive fiction thing but it is something that could work right?