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« on: August 09, 2012, 10:29:15 PM »
I'm working on a DW PBP based on the Hellfrost setting, and one of the things in that setting is that any race can be a cleric, paladin or whatever. Because of this, I've been working on some racial Moves for combos not included in the DW rules. I've tried to keep these Moves as similar as possible to existing ones so as not to be too overpowered or underpowered, and these are what I've come up with so far. I'd be grateful if you could give feedback and comment on them (and please feel free to be brutally honest). I'm also happy to explain my choices or answer any questions you might have as to why I've offered particular ones.
Here they are:
Bard:
Dwarf (Years of Study - choose a second area of expertise for Bardic Lore for free)
Halfling (Merchant Contacts - when making a Supply roll, add +1 to the roll and take 10% off the cost)
Cleric:
Elf (Spirit of the Woods – no matter which god you worship, the forest still claims your soul. Choose a druid spell – you can cast it as if it was a cleric spell)
Halfling (Informal Church – Often on the road, Halflings call any place their church. Sanctuary is a rote spell for you)
Fighter: None
Paladin:
Elf (Elven Blade – your main weapon gets an additional +1 piercing when you are on a quest)
Dwarf (Dwarven Oath – When on a quest, you can choose to get an extra boon in exchange for an extra vow)
Halfling (Where did you come from? - When you defend, gain a +1 to your roll if you use your small size as an advantage)
Ranger:
Dwarf (Cavern Crawler: +1 to Hunt and Track and Discern Realities in the Great Underworld - natural caverns, not dungeons)
Halfling (Well-Travelled - When you enter a new location, ask the GM for one fact about a civilised centre (city, fort, steading etc) in that area.
Thief:
Dwarf (Feigned Dwarven Oath - A dwarf’s word is sacrosanct and you take advantage of this – one lie you tell each day will be completely believed.)
Elf (Sneaky Elf: +1 to defy danger when sneaking or hiding)
Wizard:
Dwarf (Runic Circle: Alarm spell as rote)
Halfling (Application of Psychology: parley with int not cha – sizing up your opponents, knowing how to approach them from study of psychology)
Druid:
Dwarf (At Home Underground: Take the Great Underworld (natural caverns, not dungeons) as a land type in addition to your choice from that list.)
Thanks!