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« on: December 24, 2012, 08:37:06 PM »
Hi all. I'm new here and would like any feedback on my first attempt at a race for Dungeon World. I have included some flavour text first so you can get a clear picture of what I want. New racial starting moves follow after the fluff.
Gnomes
Gnomes are the people of knowledge. They are small and agile with quick wits, keen senses and nimble fingers. Gnomes are bright and cheerful. Gnome culture abhors conflict and war and seeks harmony. They prefer to outwit their enemies and generally get along with each other and other good kin. Gnomes are more amicable than dwarfs, and with their mathematical aptitude this combination can produce shrewd merchants.
Gnomes have an affinity for the nature both living things and the land itself. They delight both in wild forests and gardens where the earth produces life but abhor the dull monotony of fields of wheat and other crops. They appreciate natural sites above and below the earth and many a grove, cave or vein of metal is nurtured and protected by gnomes.
Gnomes have aptitudes for mechanisms, fine crafts like jewellery, and scholarly pursuits. While similar to dwarfs, gnome aptitudes tend to be on a smaller scale. Dwarves built huge stone halls and excavate cities within mountains, gnomes dig cosy warrens. Dwarves construct trebuchet and aqueducts, gnomes design intricate locks and telescopes. Dwarves forge steel into armour and axes, gnomes produce excellent jewellers.
Classes
Gnomes can be Bards Druids Wizard or Thieves
Gnome Starting Moves:
Gnome Bards
Your people are shrewd merchants able to drive a hard bargain and still leave those they deal with smiling. When you haggle for gear take +1 as well, i.e. for items where Cha is subtracted also subtract 1 more, for other items subtract one only. This will never drive the cost to below 1 coin. Alternatively, if a roll made to haggle or bargain using Cha you may take +1.
Druids
You have a deep understanding of Nature including animals, plants, minerals and natural terrain. When you spout lore or discern realities about Nature take +1.
Thieves
Since a young age you have been fascinated with mechanisms. When a trap features and intricate mechanism such as clockwork, hydraulics or pressure plates, take +1 for disable traps or discern realities. You also receive take +1 to pick most locks, anything more complex than a simple bolt.
Wizards
Your people are adept at uncovering knowledge or obfusticating it. When you cast a spell with the Divination or Illusion tag take +1.