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Messages - Nox!ous

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Dungeon World / Re: Rope User Compedium Class
« on: March 20, 2013, 03:39:13 PM »
He he the rope as a weapons was a sticking point I wasn't sure if I should define it's damage or simply use class damage, class damage won mostly as if you are limited by what damage you could do by class. I mean a fighter and a wizard can both use a dagger but one does 1d10 the other 1d4.

As for rope trick I just put it there cause it was cool, of course maybe i should make another move so people could ignore it but I'm tapped out about what else I could do.

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Dungeon World / Rope User Compedium Class
« on: March 20, 2013, 04:52:54 AM »
Here is something I made on a whim. I'm a bit worried that there are not enough other moves to chose or if the first 3 are too boring or the last move too much, so let me know if anythings needs some reworking.

The Rope User

When you successfully use rope in an inspired or unusual manner you may take the following move when you next level up.

Forget Me Knot

You now have 20 feet of sturdy rope  (1 weight) at all times, should you lose this rope during the course of the adventure it will be restored to you when you next visit civilization or if you have the necessary materials on hand to make one anew  the next time you set camp.

Once you have taken Forget Me Knot you may take the following moves as class moves when leveling up.

Spelunking Warrior

You may treat your rope as a weapon that deals class damage with the Close and Reach tags.

Master Rope User

You take +1 ongoing when using rope in any way. Your knots are always secured only yielding to your own hand or sharpened blade.

Rope Trick

When you look out the corner of your eye and try to lasso what you see up in the air roll +Int, on a Hit you catch and anchor an invisible pocket dimension for a day, on a 10+ choose two, 7-9 choose one.

*You can bring the rope up with you and not end the move.

*The pocket dimension can’t be spied upon by magic.

*The pocket dimension is not already occupied.

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