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Messages - Tollymain

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Backed this. Inverse World is unbelievably kickass.

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Dungeon World / Re: The Stolen
« on: April 29, 2013, 09:58:01 PM »
https://docs.google.com/document/d/1w07GkjT_1--y0WLGumT0PKBW4xwCjPiDg8fBPK_oyDk/edit

New draft, possibly the last one. I'm just unsure about how I want to distribute the options between Agg. Alt., Self-Made, and New Flesh.

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Dungeon World / The Stolen
« on: April 18, 2013, 10:00:09 PM »
I've been working on a playbook idea for the last few days. It's inspired a little bit by NWoD Changeling, a little bit by Oddysee, and a little bit by Spartacus. Any thoughts? Link below.

https://docs.google.com/document/d/1salniTKAlOKkDOomd1N51ig4FI7IEO80345JP3nwmdY/edit

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Dungeon World / Re: New CC Idea: The Fading
« on: April 18, 2013, 09:55:10 PM »
All right, I've taken your advice into account. Here is the revised CC:

Old adventurers never die, they just fade away.

Some of them just do so considerably earlier. Sometimes it’s a punishment, a particularly nasty curse of revenge or of warding. Sometimes it’s a sacrifice; a deal made with powers willing to perform miracles for the cost of your existence. Sometimes it’s just the universe being an arse. Why would something possessing anti-existential venom even exist!?


The Fading

When you begin to fade from existence, you may take the following two moves and one from the three below together when you next level up:

Falling Into Oblivion

When you miss the roll for a Fade move, lose a tie to existence, or gain more than 3-Fade, roll +Fade. You may spend relationships to people or valued possessions 1-for-1 to lower your result. On a 10+, you will disappear forever. On a 7-9, you survive, but the ordeal leaves you in bad condition. Take a debility.

Do Not Go Gentle

When you stave off the void through the use of restorative magics or through creating or building a relationship with another, roll with no modifier. On a 10+, remove 2-Fade. On a 7-9, remove 1-Fade. On a 6-, you’re no better for the attempt.

Afterward, you may take the rest of the following moves one at a time when you level up:

Like I Was Never There

When you fade from awareness into the void, roll +Fade. On a hit, you are functionally invisible for a time. You can pick up objects, open doors, etc without notice. The absence or change of anything you pick up or manipulate will go similarly unremarked, at least until the effect ends. On a 10+, everything works out and you’re fine. You can take 1-Fade if you wish, and you’ll only reappear when and where you want to. On a 7-9, there are a couple consequences. Choose 1:

    You avoid sliding deeper into oblivion. You do not take 1-Fade.

    Nobody important to you will lose their memories of you.

    You come back at a safe place and time.


Nothing Can Get Through That

When you walk through any obstacles or defenses that stand in your way with one foot in the void, roll +Fade. On a 10+, you get exactly where you want, nothing can stop you. You can take 1-Fade if you wish. On a 7-9, choose 1:

    You avoid sliding deeper into oblivion. You do not take 1-Fade.

    You don’t come back earlier than expected.

    You don’t come back while sharing space with anything solid.


Void Aegis

When you step into the void to avoid a blow, roll +Fade. On a 10+ you completely avoid any harm of any sort; take 1-Fade. On a 7-9, you take half of the harm you attempted to avoid (rounded down), from either the void or the original source of damage; as well as 1-Fade.

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Dungeon World / New CC Idea: The Fading
« on: April 16, 2013, 03:18:39 AM »
Old adventurers never die, they just fade away.

Some of them just do so considerably earlier. Sometimes it’s a punishment, a particularly nasty curse of revenge or of warding. Sometimes it’s a sacrifice; a deal made with powers willing to perform miracles for the cost of your existence. Sometimes it’s just the universe being an arse. Why would something possessing anti-existential venom even exist!?


The Fading

When you begin to fade from existence, you may take the following two moves and one from the three below together when you next level up:

Falling Into Oblivion

When you find yourself fading into oblivion, roll +Fade. You may spend relationships to people or valued possessions 1-for-1 to lower your result. On a 10+, you will disappear forever. On a 7-9, you survive, but the ordeal leaves you in bad condition. Take a debility and half of your health as damage.

Do Not Go Gentle

When you stave off the void through the use of restorative magics or through creating and building relationships with others, roll with no modifier. On a 10+, remove 2-Fade. On a 7-9, remove 1-Fade. On a 6-, you’re no better for the attempt.

Afterward, you may take the rest of the following moves one at a time when you level up:

Like I Was Never There

When you fade from awareness, roll +Fade. On a hit, you are functionally invisible for a time. You can pick up objects, open doors, etc without notice. The absence or change of anything you pick up or manipulate will go similarly unremarked, at least until the effect ends. On a 10+, everything works out and you’re fine. You can take 1-Fade if you wish, but you don’t have to; and you’ll only ‘reappear’ when and where you want to. On a 7-9, there are a couple consequences. Choose 2:

    You’re sliding closer to oblivion. Take 1-Fade and 1 damage.

    People are forgetting about you. Somebody important to you won’t recognize you the next time you meet.

    You come ‘back’ in a bad place or at a bad time.


Nothing Can Get Through That

When you walk through any obstacles or defenses that stand in your way, roll +Fade. On a 10+, you get exactly where you want, nothing can stop you. On a 7-9, choose 1:

    You’re sliding closer to the void. Take 1-Fade.

    You come ‘back’ earlier than expected or hoped.

    Ouch! Should have been more careful about where you came ‘back’. Take 1d6 damage, and you leave traces of yourself in the surroundings.


Void Aegis

When blows meant for you hit nothing instead, roll +Fade. On a 10+ you completely avoid any harm of any sort; take 1-Fade. On a 7-9, you take half of the harm you attempted to avoid, from either the void or the original source of damage; as well as 1-Fade.


GM NOTE: Falling Into Oblivion is intended to be triggered by a hard move from the GM. Trigger it when the fiction is appropriate.


Any ideas or feedback?

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Dungeon World / The Genre-Savvy Hero (Final name not yet determined)
« on: March 25, 2013, 01:10:55 AM »
When you realize that stories have real power in your world, or that you’re actually a fictional character, or something along that spectrum, you may take this move when you next level up:

All The World’s A Stage

You know a lot about stories. After all, you’re in one! Choose what sort of story you’re in:
A comic tale bouncing from one hilarious mishap to the next.
A dashing tale of death-defying exploits and daring-do.
A sordid tale of revenge and passion.
A twisted tale of conspiracies and secrets.
When you act on this knowledge in a way that complicates your life and the lives of those around you, you gain 1-Plot. You may have a maximum of 3-Plot. You may expend Plot to gain +1 forward to an action, or to declare something true that otherwise might not be.


Afterward, you may take the following moves when you level up:


Pulpy Dialogue
Good stories need good dialogue. Bad stories need great dialogue. When you make a terrible pun/fire off a snappy line as appropriate to your tale, you may expend 1-Plot to maximize your damage die or automatically succeed on a Defy Danger roll.



The Story’s Not Over Yet
When you are about to die before your time, you may expend all of your Plot before rolling Last Breath. If you do, the following changes apply. If you roll 7-9 on Last Breath, instead of making a bargain with Death, you find that he’s been following your story. He’s willing to let you go because he wants to see how it ends. If you roll 6-, he’s got his own ideas about where the story should go, and will only let you return if you agree to his demands.



A Million To One
When you purposefully choose the most dangerous path available to you, trusting in your plot-relevance to pull you through odds that anybody else would think truly impossible, you may expend 1-Plot for one of the following effects:
You and another person or object come out the other end completely unscathed.
Despite what happens to you, your mission is utterly successful; nothing can take this away or reverse it.

Wording is clunky and I'm not sure about the mechanics still. Thoughts?

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Dungeon World / Re: Compendium Class: The Leviathan's Master
« on: February 21, 2013, 10:42:14 AM »
Meh, I can't think of any other way to make this better.

Thanks for the mechanical input, Aaron!

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Dungeon World / Re: Compendium Class: The Leviathan's Master
« on: February 18, 2013, 12:07:50 PM »
Hmm...

That's an interesting change. It definitely changes the nature of the leviathan, making it definitely a living or "living" creature instead of possibly being an inanimate object.

Still, that makes it much easier to trigger the first move. And I probably did swing too far in the negative direction the first time.

Working from there, what would be good options for the third move I've overlooked? Maybe a fourth move adding more options from the third?

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Dungeon World / Compendium Class: The Leviathan's Master
« on: February 17, 2013, 09:36:06 PM »
So I've got an idea for a CC. It's for those times when a party member manages to get his or her hands on something huge and useful. I approached it in a way that tries to make it genuinely cool and uniquely useful without stealing the other party members' thunder. This panel from Unsounded was a major influence, but this is really meant to work for anything that's on a whole different scale from the party, whether it's a pet dragon or a magical hovertank or what have you.

---

The Leviathan's Master (I really need a better, more concise name, haven't come up with one yet)

When a creature or mechanism of great magnitude passes into your hands, you may take this move when you next level up.

Elephant in the Room:
When you escalate an already charged situation by calling on your leviathan, roll with no modifier. On a 10+, choose two. On a 7-9, choose one. On a 6-, the GM chooses one, and the situation just got far, far worse.
- Your foes are shocked by the sudden appearance of your enormous friend. Anything bad that was about to happen is disrupted, at least for a moment.
- Your party is plucked from the situation, albeit not without any complications.
- You do not cause a great deal of collateral damage to your surroundings.
- Your leviathan does not sustain serious damage.

After, you may take the two following moves when leveling up, after discovering the potential within your leviathan or modifying it in some way.

Beast of War:
When you use Elephant in the Room, you may choose from two additional options.
- You may use your leviathan as a weapon with the tags (near OR far, messy, forceful) and twice your damage die. If you do, your roll is treated as one tier of success lower.
- Many of your foes flee in terror.

(Move needs a good title)
Your party can comfortably ride on or within your leviathan, using it as a mode of long-term transportation. Choose two:
- Your leviathan can fly.
- Your leviathan can burrow beneath the surface of the earth.
- Your leviathan is amphibious, and can safely take your party into the murky depths.
- Your leviathan can travel large distances very quickly and without horrendous complication..
- Your leviathan can shrug off extreme environments as though they were a balmy spring evening.

---

So, any feedback? Any additional ideas for moves? This is my first homebrewing attempt in DW, and I'm a little anxious I'm stepping on somebody else's idea already; has somebody already done this better?

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