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Topics - gnome7

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And the Inverse World Kickstarter is live!

We've got your digital tier, your physical book tier, a physical book tier that comes with cool stuff (all the ones after this also come with cool stuff), your tier where Mikan doodles words in your book before sending it to you, your tier where I doodle pictures and words in your book before sending it to you, your international tier because international shipping has gotten really rude lately, and those expensive tiers where we work with you to make something cool and unique.

Wait, cool stuff, you ask? What could that possibly be? How about...



...postcards from select cool locations from the Inverse World setting? Featured above is the Cloud Seas, and there's plenty of other cool places besides. There will be five in total, and we'll reveal more as I finish more concept art/our awesome artists get them done.

Also, as promised before the kickstarter even ran, all backers will immediately receive the full Inverse World playbooks, completely up and ready to run! And if you don't feel like backing without a sample, there is a link to the playbook previews buried in there too. Check it out!

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Dungeon World / Dungeon World Playbook Bundle 2
« on: April 26, 2013, 01:08:37 AM »
A bunch of playbooks from myself and Adrian Thoen have been bundled together on DTRPG! This package deal is almost half off the price of buying each playbook individually.

http://rpg.drivethrustuff.com/product/113201/Dungeon-World-Class-Bundle-2-%5BBUNDLE%5D



The first playbook bundle can be found here: http://rpg.drivethrustuff.com/product/108806/Dungeon-World-Playbook-Collection-%5BBUNDLE%5D

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Dungeon World / The Dashing Hero (new playbook)
« on: March 05, 2013, 11:29:31 PM »
The Dashing Hero (click here for link)

There are monsters afoot in Dungeon World. Dragons about, demons a-lurking, and giants a-smashing. Alas! What brave hero dares to challenge such impossible beasts? Who would dare to fight evil and also look absolutely fabulous doing it? You would, of course. Be it atop a noble steed or hanging from a rope or chandelier, you always charge into battle to save the day. That's what a hero does, right?

When hard times fall upon the world, you're always there, with a sword in one hand and a lover in the other. When the demons come a-knocking, you answer the door. When the dragons burn down the city, you're right there to nip at his heels. When the giant is smashing down the town walls and everyone else is running for cover, you're jumping on top of him from the parapets.

You are the Dashing Hero, and you're always there to save the day.

--------------------------------------

The Dashing Hero is a charismatic and daring hero, along the lines of the Three Musketeers, the Legend of Zorro, or the dread pirate in Princess Bride. The core of the class is based on the Swashbuckler compendium class, found here. The final result has been expanded upon significantly.

For your consideration, some moves from the class:

Parry (DEX)
When you parry an enemy's attack with your blade,
roll+DEX. On a 10+, choose 2. On a 7-9, choose 1:
• You take no damage.
• You deal damage equal to your level to your opponent.
• You lock blades with them, keeping their full attention.

Plan of Action
There is always a chandelier, rope, window, cart, easily-spooked herd of livestock, or similar unusual environmental hazard handy in any situation in which it would be
convenient for you and remotely plausible.

Famous
All but the most under-a-rock hermit have heard of you and your deeds. When dealing with an NPC who respects you, you can offer your autograph as leverage for Parley. When you also give them something valuable from your adventures (a weapon you've used, a noteworthy treasure you've found, or a memento of a past love or victory), they will do anything you ask of them without question or needing to roll Parley.

Now I Have The Upper Hand
Add the following options to Parry:
• Disarm your opponent, sending their weapon flying across the room.
• Steal a visible item off of their person. They don't notice it's gone until you inevitably flaunt the fact you have it.

A Knight in Shining Armor Appears
When you dramatically appear in the middle of a tense situation, deliver a quick speech and roll +CHA. On a 10+, all three. On a 7-9, choose two:
• You defuse or intensify the situation, your choice
• You draw attention away from any number of your allies
• Your speech isn't interrupted, by word or violence

Loyal Fans
Requires: Famous
When you speak to a group of your fans, roll +CHA. On a 10+, hold 3. On a 7-9, hold 1. On a miss, they give you the paparazzi treatment. Spend your hold 1-for-1 on the following:
• bring people forward and deliver them to you.
• bring forward all their precious things.
• unite and fight for you.
• fall into a frenzy of emotion: joy, sorrow, or rage, as you choose.
• go quietly back to their lives.

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Dungeon World / The Cultist
« on: February 03, 2013, 07:45:45 PM »
Hello, Dungeon World fans. I'm here with The Cultist, a new playbook for sale on Drivethru RPG. The Cultist is a leader-type class, which has fanatically loyal, entirely disposable minions to boss around and help perform dark magic rituals. A few moves, to give you a preview of what it is like:

STARTING MOVES

The Chosen Ones: You begin the game with 3-cult. Each 1-cult you hold represents a Chosen One, a fanatical believer who will do anything you ask. They have no skills and do not follow the Hireling rules. When you give a command to a Chosen One, they will follow it without question. Do not make a roll - their fate is in the GM's hands. When you mark 1-ration, your Chosen Ones are also fed.

Your cult may have any number of followers at a time, but you only have as many Chosen Ones as you hold cult. When one of your Chosen Ones dies, you lose 1-cult. When a move tells you to sacrifice 1-cult, one of your Chosen Ones leaves you - either dead or feeling lost and betrayed, the GM will tell you which.

Words of Honey: Lost followers are easily replaced. When you spend some downtime in a populated area, set your cult at 3. You qualify for the Outstanding Warrants move in any area you have used this move in.

Dark Ritual: When you draw on a place of power to create a magical effect, tell the GM what you’re trying to achieve. Ritual effects are always possible, but the GM will give you one to four of the following conditions:
• It can only be performed at a certain time on a certain date
• It will require extensive setup
• It will require a sacrifice of 1-cult.
• The ritual will forward a Dark Portent
• The ritual's methods are twisted and cruel
• The best you can do is a twisted version, unreliable and strange
• Something will use the ritual as a gateway


RACIAL MOVE (Races are Elf, Horror, and Human)

Horror: You are some kind of bizarre, alien being, wearing the skin of a human - perhaps a mind flayer, a cursed pendant, or something far stranger. Your cult exists to draw upon the life force of these lesser mortals. When a Chosen One dies, you heal 1d4+1 damage.


ADVANCED MOVES

Forgotten Tongues: You can always speak to and understand the language of monstrous beings. When you deal with such things, you may sacrifice 1-cult as leverage for Parley.

Which Can Eternal Lie: When you roll a 7-9 on your Last Breath, you may sacrifice 1-cult to cheat death and take the 10+ result. Your old body is dead, and you come back to life as the sacrificed Chosen One. Your moves and stats do not change between bodies, and the new body will slowly take on the characteristics of your old one.

Demand Obedience: When you issue a command to an NPC, roll +CHA. On a 10+, they find themselves unable to disobey you. On a 7-9, they will obey you if you can guarantee that they will not come to harm, or if you have leverage over them. On a 6-, they deny your command and act however they wish. When you use this move on a follower of your Cult, take +1.



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Dungeon World / Alternative Playbooks
« on: December 03, 2012, 05:29:23 PM »
I have put up Alternative Playbooks for sale on Drive Thru RPG.

As mentioned in the product description, The Mage is being offered for free.

Not mentioned in the product description, so is The Artificer.

I've done a test printing, and they print off extremely well. These classes are ready to print and play as soon as you have them.



The Mage
Dungeon World holds many secrets. You know, because you've found one of them. You found the font of power that is magic, and you have held it close. It is yours, and with it you can work wonders. Whether you found power in The Dragon or The Mask or something else entirely, all those secrets were tucked away into that little wand you found. And now those secrets are yours to command.

You've found your power. You've only begun to see the heights to which you can rise. But you've also begun to find your limits. As much as you wish it was, your magic is not absolute. You can't do everything. You need your pitiful companions to win the day. But you know they could never do it without you.

For you are Magus, and none compare to your might.


The Priest
The lands of Dungeon World have been forsaken. No gods walk these lands, not anymore. Now these lands are a battleground between their followers, their remnants, their men of the cloth. It is not a battle that is always fought with blades, and that is why this battleground needs you.

With simple words, you spread the faith of your deity to those who would not believe. With humble words, you beseech your deity for a miracle, and it listens. Where you walk, so too walks your god, and it is through your faith that this power is made manifest. Wherever you go, the heavens follow. Your deity watches your every move, and through him, your success is guaranteed.

Spread the faith, Priest, and know that none shall dare lay a hand on you.


The Templar
Heretics. Heretics all. Everywhere you look in Dungeon World, you find blasphemy. Everyone pretends to be goodly, but you don't buy it. It's just different degrees of heresy. In the face of evil, you do not back down. You do not surrender, and you make sure none of those weaker types do either. You are here to do a job, and no man, no beast will stop you.

These men and women you travel with, they're better than most, but they're still mortal. They're still fallible. You're not. You're pure. Your cause is absolute. If there is an ends you must reach, you will take any means necessary to achieve them.

For you are Templar, and failure is not an option.


The Artificer
Dungeon World’s old technology is quite the mess, but you can fix it. No one else could, but that’s just because no one else is you. Pull some power from the leylines, run a little ambaric interference through the steam valve, tighten the sprockets, and it’s as good as new. Well, better than new, really. So maybe it’s a little more complicated than it was before, and maybe it didn’t need quite so many dials and whirlygigs. In your capable hands, every extra whirlygig is just another backup plan.

What do you mean, what’s it do? It should be obvious, shouldn’t it? It’s just an etheric matrix wand. It's not like you were building an ambaric compensator mechanism! None of them appreciate the intricacies of science, mark your words, not like you do! But you’ll show them. You’re the greatest scientific mind you’ve ever met! Okay okay, so maybe you don’t actually know what the etheric matrix wand does, per se, but you have a solid hypothesis! All it needs is some field testing.

If you knew what you were doing, you wouldn’t call it research.

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