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Messages - Deliverator

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Dungeon World / Re: towards a Barbarian class
« on: August 22, 2011, 03:02:17 AM »
Barbarian keys:
“What is good in life?”: Convince a civilization-dweller to give up their city-bound ways and adopt barbarian culture (2 XP).
The Riddle of Steel: Defeat a worthy foe armed with superior equipment and/or trained in a formal martial art.
Troubled Brow: Make a decision about governance, laws, or justice.
Hearing the Lamentations: A vanquished enemy cringes, pleads for mercy, or otherwise shows utter submission.
Scaling the Tower: Enter into an area that is blocked off, locked, warded, or heavily guarded.
Doom-breaker: Sunder a harmful magic item or sustained spell.
Gigantic Mirth, Gigantic Melancholy: You make a significant decision resulting from a sudden mood-swing.

Half-Orc Keys:
One of the Good Ones: An Elven, Human, or Dwarven authority figure trusts you with an important mission that you complete successfully.
Leader of the Pack: Teach a group of underdogs/misfits to successfully defend themselves against bullies/oppression.
Iconoclast: Bring down a corrupt religious institution.

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Dungeon World / towards a Barbarian class
« on: August 22, 2011, 03:01:10 AM »
Me play barbarian. Hit things, fight stereotypes. Sure, major in "things that go smash" but minor in women's studies.

I received this email from one of my oldest friends the other day; she is going to be playing DW along with me and several others in a campaign beginning tomorrow.  My roommate is going to GM.

Anyway, we're probably going to just go with the Fighter for her, but I was thinking about writing up a Barbarian class just for the hell of it.  Here’s an initial stab (or rather, swing) at it:

Names:
Human: Throndar, Koga, Veleg, Pallavo, Prelkar, Dugdammay, Sandaksatru, Teushpaa, Velinu

Half-Orc: Zivak, Avkosh, Toshmar, Güttar, Sangrock, Prok, Thur, Grivmal

Look:
Eyes: Suspicious Eyes, Sullen Eyes, or Smoldering Eyes
Garb: Worn Leathers, Revealing Leathers, or Smelly Hides
Tattoos: Elaborate Tattoos, Frightening Tattoos, or Mystical Tattoos
Thews: Mighty Thews, Iron Thews, or Lean Thews

Stats: The barbarian’s damage die, is, of course, the d12.  The base HP is 8.

Choose a racial move:

Human: +1 to Defy Danger or Saving Throw against magical effects
Half-Orc: +1 to all rolls to avoid bondage/imprisonment

You start with these moves:
Berserker: When you drive yourself into a frenzy before battle, roll +Con. 
On a 10+, you take +1 ongoing to Hack-and-Slash and damage rolls, -1 ongoing to Defend, and can drop out of berserk state at will (though you cannot reenter it again during the same fight). 
On a 7-9, as above, but you must make a Saving Throw to exit the berserk state (the monster level here being your own level, you brute). 
On a 6-: You gain none of the benefits of a 7+, and (1) You take a -1 to all rolls to Help/Interfere with the party, and they take a -1 as well to Help or Interfere with you while you remain berserk, and (2) you must make a Saving Throw to exit the berserk state, as above.

Totemic Guide: Choose one animal to be your spirit guide.  When you perform the ritual to consult your spirit guide, roll +Wis and consult the appropriate chart.
   Hawk: 10+: Hold 2; at any time either you or the GM may spend your hold to have your character perceive a lurking or otherwise hidden threat.  7-9, Hold 1.
   Bear: 10+: Gain 2+(level times 2) HP for the next fight.  7-9, gain 1+level HP for the next fight.
   Wolf: 10+: Hold 2; at any time you may spend your hold to have your character perform an amazing feat of athleticism involving jumping, climbing, swimming, or running.  7-9, Hold 1.

On a 6-, you have angered your spirit guide in some way; the GM will tell you what you must do to repair the relationship.

At Home in the Wild: You never need to consume rations when traveling through an unpopulated area, so long as it is not an absolute desert.  You take -1 to all Parley rolls to barter or haggle in towns and cities, however.

Alignment:
Chaotic Good: Mark XP when you defy an unjust authority figure.
Chaotic Neutral: Mark XP when you refuse to be bound by society’s laws.
Chaotic Evil: Mark XP when you destroy a work of civilized art or craft.

Gear: You have gifts from your rites of adulthood worth 15 gold plus any one Messy weapon of your choice.  (The Messy tags are missing from the book, but work it out with your group.)  7+Str.

Bonds:
My spirit guide distrusts __________.
__________ is over-reliant on the comforts and habits of civilization.
__________ has been chosen by the gods to assist me in some great task.
I worry about the ability of __________ to act decisively and without hesitation in moments of danger.

Advanced Moves:
Blood-drinker: Regain a hit point whenever you slay a foe.

Lore of the Tribe: +1 to Spout Lore about matters outside the ken of civilized folk.

Desperate Might: +1 to all damage rolls when at half HP or below.

Caged Ferocity: +1 to armor when surrounded and outnumbered.

Cleave: When you fell a foe using a melee weapon, if there are any other foes within your weapon’s range, you may deal 1d4 damage to one of them.

Your Enemies Driven Before You: When you kill a foe in a particularly gruesome or awe-inspiring manner, take +1 forward to Parley to convince your remaining enemies to surrender or flee.

Wheel of Pain: When you take n damage from a foe’s attack, you deal +n/2 (round up) damage forward against that foe.

The Bigger they Are: When you deal damage to a foe that is ancient and/or huge, do +1d4 damage.

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Dungeon World / Re: Level Up
« on: August 13, 2011, 12:13:30 PM »
Shreyas—sure, that could work, too.  But do all threats have levels?  If we fight 10 level 1 goblins do we get 10 XP?  Do we split them?

Matt

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Dungeon World / Re: Level Up
« on: August 13, 2011, 11:09:47 AM »
Here are my ideas for Keys to replace stat-highlighting.

Class: Of the 7, you choose 1, 1 is chosen by the PC with most +bond, 1 is chosen by the GM (most are worth 1 XP, a few are worth 2)
Race: Of the 3, choose 1 (these are worth 2 XP)

Reset the class ones at level-up and/or at the beginning of each session; the race ones should only be reset once accomplished.  The reason being that the class Keys are things you already are, but the race Keys are things you strive to become.

Fighter
Cunning Distracter: A foe engaged in melee with you is taken out by another member of the party (max 1/fight)

Beast of Burden: Carry an important piece of equipment for another character throughout a Perilous Journey and a dungeon crawl

Reckless: Charge headlong into battle/danger without a plan

Swashbuckler: Use a weapon to inflict a “status effect” (knocked down, disarmed, etc.) on a foe, rather than dealing direct damage

Piñata: 5 or more different enemies take a swing at you during a single fight

Swiss Army Knife: Successfully use 4 or more different weapons in the same fight

Military History Buff: Discover a new piece of information about an important weapon, piece of armor, group of soldiers, or military leader

Cleric
Missionary: Win a convert to your god (only counts once if you convert an entire horde of mooks)

Avenger: Defeat a foe who had insulted/defiled your church/god

Archivist: Uncover an important piece of information about the history of the gods
and/or the church

Martyr: Go without something you need (food, healing spells, sleep, etc.) in order to
help other members of the party

Prophet: Information granted to you by your god helps the party avoid or mitigate danger

Mediator: Help to peaceably resolve an argument between two or more other characters (not necessarily PCs)

Doctor: Cure a party member (including yourself) of a medical condition, such as a poison, disease, or fungus

Thief
Cat Burglar: Enter into a dungeon or encounter by an unusual means or from an unexpected direction

Connoisseur: Forgo a large amount of cash in favor of a single or small number of well-crafted items

Assassin: Kill a target on behalf of someone who is a) paying you to do it and b) not present in the scene where you do the killing.

Fence: Sell an item of great value on the black market

Minesweeper: Face a natural or crafted threat so that the other members of the
party don’t have to.

Blackmailer: Use a piece of embarrassing or harmful information you have about someone to get them to do what you want

Spy: Give important information learned on a quest to a member of your government (2 XP)

Wizard
Evoker: Use magic alone to kill a foe (max 1/fight)

Abjurer: A spell completely negates harm to you or a party member from one attack

Transmuter: Turn one subtance into another or one creature into a different type of creature

Illusionist: Trick or bamboozle an enemy, avoiding direct confrontation

Enchanter: Create a magic item (2 XP)

Diviner: Knowledge you gained through arcane means helps the party either bypass
a danger entirely or be better-prepared to face it

Conjurer: Successfully interact with other planes of existence or their representatives

Human
Diplomat: Turn a potential/likely (non-human) foe into a friend

Colonist: Bring other humans to an area you and the party have explored to set up a
town

Strider: Form a multi-racial coalition in order to hold back a Dark Threat

Elf
Evenstar: Successfully but tragically romance a member of another race

Tree-friend: Destroy some major work of one of the sentient races (including “monster races” like Orcs or lizardmen) that was encroaching on the natural beauty of an area

Star-vault: A doom you foretold comes true

Dwarf
Craftsman: Complete the creation of a great piece of art, be it a weapon, a suit of armor, a stronghold, or something else

Oathkeeper: Avenge or undo a great wrong done to your family or your clan

Miner: Find and exploit a hitherto unknown natural resource deposit

Halfling
Gourmand: Discover and take possession of a treasure trove of creature comforts, such as delicious food, comfy furniture, or of course pipeweed

Scourer: Permanently rid a normally peaceful village or city of a source of oppression and danger

Bullroarer: A new cultural tradition is named after or inspired by one of your exploits

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