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Dungeon World / Re: Mythos Characters ported into Dungeon World
« on: November 20, 2015, 12:06:09 AM »
Ok, heres the Anakitos. It's Mythic patron is the Sun, the Rebel Dawn, who rose up against the Empyrean on the First Day and doomed the Titans to all eternity as the bedrock of the Wheel.
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Name: Kakarot, Nappa, Bardock, Turles, Raditz, Tarble
Look:
Eyes – Vibrant, violent, hypnotic, ethereal
Hair – Flowing, braided, luscious
Aura – Twisting strands, vibrating essence, soft glow
Damage: d8
HP: 8+Constituion
Societal Alignment:
Lawful – Weigh the needs of the group over the needs of the individual
(Caprice: Don’t do something you are asked to do by authority)
Chaotic – Weigh the needs of the individual over the needs of the group
(Anxiety: Avoid making a plan or difficult decision by passing it off to someone else)
Moral Alignment:
Good – Alleviate the suffering of another
(Rage: Lash out in sudden violence against perceived injustice)
Evil – Treat the suffering of another as inconsequential
(Guilt: Avoid violence at any cost)
Bonds:
Starting Moves:
The Sun’s Mythos – Each move is marked with [Purity], [Conviction] or [Courage]. Each is a Fetter, a measure of how the Anakitos can uphold the lofty principles that the Sun’s power rests upon. Each Feature comes in three levels, Shining, Waning, and Broken. If a Fetter is Broken, moves relating to that Fetter cannot be used.
[Purity] is a measure of what lengths the Anakitos goes to maintaining their physical integrity. It is reduced by one rank when you take any debility, are poisoned, take more than one third of your hitpoints in damage in one hit, or spend more than a few moments in magical darkness. Purity is increased by one rank after an hour spent meditating. You cannot restore Purity ranks if you are suffering from poison, disease, or are drunk or otherwise intoxicated.
[Conviction] is a measure of your dedication to a particular set of ethics that you hold sacred. It takes the two-part form of your Societal and Moral alignment. You lose one rank of Conviction whenever you deliberately and directly act against your either part of your alignment, or convince someone else to do so. You regain one lost rank whenever you act in accordance with your beliefs, or convince another to act in accordance with your beliefs when they otherwise wouldn't. Along with losing access to [Conviction] moves, one (or both) of your alignments switches to the alternative alignment for 24 hours, or until your [Conviction] is Shining.
[Courage] is a measure of your willingness to accept challenges and threats, and attempt to overcome them even when it is inconvenient or dangerous. Quite simply, you lose a rank of Courage when you decline a challenge that is not completely impossible, and gain a rank when you complete a challenge.
Rising Sun Glory – Add half your Charisma score to maximum HP, and add the forceful tag to your unarmed attacks.
Advanced Moves:
2-5
Absolute Victory Meditation [Courage] – Each day at dawn, roll 2d6 a number of time equal to your STR. At any time, you may replace a Hack and Slash roll with one of these Arete dice after you roll. You may reroll your entire Arete pool once per day by meditating for 5 minutes.
Bravery-Inspiring Presence [Courage] - When the great calamity, the red beast, the heart of all monsters stood before the Sun, and galactic tides of horror burnt and withered his world, sending his soldiers fleeing to their deaths, he braced against the flood and did not look away. "Pray, little rebel.,” said the monster-heart, "Cast off your chains, so you may make good sport for my master."
The Sun regarded his golden chains, glimmering in the light of a burning sky. "Make no mistake, creature." He said. "My fetters withhold no strength, but weakness. Mine and others." And the monster-heart looked behind the sun, and four stars there shone, each grasping a link of the Sun's courage.
When you are face to face with a threat, with allies by your side, roll+CHA. On a 10+, choose two, on a 7-9, choose one. One a miss, still choose one but you’ve put yourself in harms way.
- Allies take +1 armor ongoing until the threat is removed
- Allies take +2 on Defy Danger rolls to avoid fear
Corruption-Denying Integrity [Purity] – When you Defy Danger to avoid an ongoing affect, on a 10+ choose one.
- You become immune to that effect
- Take +1 forward against the source of the effect
- You impress, dismay or frighten on looking enemies
Unblemished Unity Of Mind And Spirit [Purity] – When you have any penalty to a roll from an enemy effect, take +1 to that roll
Sun-Bronzed God King Physique [Conviction] – Your damage dice increases to d10. When you spend a day in sunlight, your Strength score increases by 1 to a maximum of 18. You can also never sunburn.
That Which is Not the Light [Purity] – Pick an enemy type, take +1 ongoing against them. When dealing with your Favored Enemy, betraying a Good, Chaotic, or Lawful tenet of your Conviction never causes your Conviction to diminish. Respecting the dignity of sentient life is all well and good... unless it's them. We file those atrocities under 'The Greater Good'.
Thousand Sunbeam Array [Courage] – When you Hack and Slash with a manufactured weapon, you can Hack and Slash another enemy with an unarmed attack.
6-10
Immaculate Sun-Soul Radiance [Purity] - Your soul begins to radiate a kind of pure cosmic energy; too much to be contained in your physical form. The energy leaks out of you in a brilliant nimbus of light - almost always golden in hue, with rare exception. This light shines out to near range, and can be seen from far range, and is natural sunlight in every way. You can suppress this effect through a minute of meditation, but take -1 ongoing and cannot use any abilities with this move as a requirement. You can release your aura in an instant, which always happens if you fall unconscious. You are immune to blindness.
Infinite Supernova Strength [Courage] – When you Hack and Slash, on a 10+ the enemy is knocked to the ground. You never suffer a penalty for attacking an enemy that is larger than you.
Sky-Illuminating Sunfire Projection [Purity] (Requires Immaculate Sun-Soul Radiance) – You can use your aura to fly.
Arms-Of-Heaven Anima Mandala [Purity] (Requires Immaculate Sun-Soul Radiance) – You gain extra set of glowing spectral arms that emerge from your aura. Attacks made with these arms gain the reach tag, and when Hack and Slash an enemy, on a 10+ you deal bonus damage equal to your CHA. If you attack an enemy with both your natural arms and your aura arms, your damage becomes b[1d8], or b[1d10] with Sun-Bronzed God King Physique. When you Hack and Slash an enemy, on a 10+ you deal bonus damage equal to your CHA
Rote Protagonism Strike [Courage] (Requires Absolute Victory Meditation) – You ready your weapon and address your posture towards a particular foe. They understand your intent to harm them, and their body responds as it always does to danger, doing what it can to prevent harm to itself. But then, within the passing of instants, they realize something utterly horrific; today, they woke up believing, as all do, that they were the central character of their own story, the protagonist whose actions were always justified, whose life was interesting and worthwhile simply because they were at the center of it, and they believed themselves to not just be some collection of particles drifting in a vast universe, living in the background of some greater being's tale - and they were wrong. You are the protagonist, not them. This is your story, and the hero always wins. It's what the audience wants, its what the writers churn out by the pounds and tons, its what sells. There was never any choice, never any possibility that your attack would fail, that they would manage to dodge it, that they could withstand it by any herculean feat of endurance, because that would mean that they matter.
Lose an Arete dice and make an attack. Don’t roll, you hit as if you rolled a 12+.
Self-Made Miracle Authority [Purity] – You gain the commune and cast a spell cleric moves. When you select this move, treat yourself as a cleric of level 1 for using spells. Every time you gain a level thereafter, increase your effective cleric level by 1.
11-15
Fiery Daystar Incarnation [Purity] (Requires Immaculate Sun-Soul Radiance) – The cosmic energy flowing from your soul is strengthened and stratified into four layers, the first extending to near range, the second to far range, the third to distant range and the fourth to extreme range. You are immune to all the effects.
Anything in the first layer must Defy Danger or be set alight and blinded if it has eyes. To avoid being blinded, a layer of material or something similar must be in place. Closed eyes will not suffice.
Anything with eyes in the second layer must Defy Danger if it looks directly at you.
Although the heat of the third layer is not enough to deal damage or blind, it does raise the temperature to uncomfortable levels, evaporating moisture into the air, and not allowing it to cool, preventing the formation of natural precipitation. If you stay in the same region for long enough without setting, crops will begin to wither, aquifers will begin to dry up, soil will dry and crack, and animals will be highly confused, possibly deserting the area.
To creatures in the forth layer, you appear as an indistinct light, like an oddly persistent sunrise or sunset.
It now takes you an hour to contain your aura, though it still takes only a moment to release it.
Sol Invictus [Conviction] – You cannot die, and damage never decreases you below 1 hit point.
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It's not finished, and a bunch of the moves are still in development. Can I get some feedback on the Teramach and Anakitos?
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Name: Kakarot, Nappa, Bardock, Turles, Raditz, Tarble
Look:
Eyes – Vibrant, violent, hypnotic, ethereal
Hair – Flowing, braided, luscious
Aura – Twisting strands, vibrating essence, soft glow
Damage: d8
HP: 8+Constituion
Societal Alignment:
Lawful – Weigh the needs of the group over the needs of the individual
(Caprice: Don’t do something you are asked to do by authority)
Chaotic – Weigh the needs of the individual over the needs of the group
(Anxiety: Avoid making a plan or difficult decision by passing it off to someone else)
Moral Alignment:
Good – Alleviate the suffering of another
(Rage: Lash out in sudden violence against perceived injustice)
Evil – Treat the suffering of another as inconsequential
(Guilt: Avoid violence at any cost)
Bonds:
Starting Moves:
The Sun’s Mythos – Each move is marked with [Purity], [Conviction] or [Courage]. Each is a Fetter, a measure of how the Anakitos can uphold the lofty principles that the Sun’s power rests upon. Each Feature comes in three levels, Shining, Waning, and Broken. If a Fetter is Broken, moves relating to that Fetter cannot be used.
[Purity] is a measure of what lengths the Anakitos goes to maintaining their physical integrity. It is reduced by one rank when you take any debility, are poisoned, take more than one third of your hitpoints in damage in one hit, or spend more than a few moments in magical darkness. Purity is increased by one rank after an hour spent meditating. You cannot restore Purity ranks if you are suffering from poison, disease, or are drunk or otherwise intoxicated.
[Conviction] is a measure of your dedication to a particular set of ethics that you hold sacred. It takes the two-part form of your Societal and Moral alignment. You lose one rank of Conviction whenever you deliberately and directly act against your either part of your alignment, or convince someone else to do so. You regain one lost rank whenever you act in accordance with your beliefs, or convince another to act in accordance with your beliefs when they otherwise wouldn't. Along with losing access to [Conviction] moves, one (or both) of your alignments switches to the alternative alignment for 24 hours, or until your [Conviction] is Shining.
[Courage] is a measure of your willingness to accept challenges and threats, and attempt to overcome them even when it is inconvenient or dangerous. Quite simply, you lose a rank of Courage when you decline a challenge that is not completely impossible, and gain a rank when you complete a challenge.
Rising Sun Glory – Add half your Charisma score to maximum HP, and add the forceful tag to your unarmed attacks.
Advanced Moves:
2-5
Absolute Victory Meditation [Courage] – Each day at dawn, roll 2d6 a number of time equal to your STR. At any time, you may replace a Hack and Slash roll with one of these Arete dice after you roll. You may reroll your entire Arete pool once per day by meditating for 5 minutes.
Bravery-Inspiring Presence [Courage] - When the great calamity, the red beast, the heart of all monsters stood before the Sun, and galactic tides of horror burnt and withered his world, sending his soldiers fleeing to their deaths, he braced against the flood and did not look away. "Pray, little rebel.,” said the monster-heart, "Cast off your chains, so you may make good sport for my master."
The Sun regarded his golden chains, glimmering in the light of a burning sky. "Make no mistake, creature." He said. "My fetters withhold no strength, but weakness. Mine and others." And the monster-heart looked behind the sun, and four stars there shone, each grasping a link of the Sun's courage.
When you are face to face with a threat, with allies by your side, roll+CHA. On a 10+, choose two, on a 7-9, choose one. One a miss, still choose one but you’ve put yourself in harms way.
- Allies take +1 armor ongoing until the threat is removed
- Allies take +2 on Defy Danger rolls to avoid fear
Corruption-Denying Integrity [Purity] – When you Defy Danger to avoid an ongoing affect, on a 10+ choose one.
- You become immune to that effect
- Take +1 forward against the source of the effect
- You impress, dismay or frighten on looking enemies
Unblemished Unity Of Mind And Spirit [Purity] – When you have any penalty to a roll from an enemy effect, take +1 to that roll
Sun-Bronzed God King Physique [Conviction] – Your damage dice increases to d10. When you spend a day in sunlight, your Strength score increases by 1 to a maximum of 18. You can also never sunburn.
That Which is Not the Light [Purity] – Pick an enemy type, take +1 ongoing against them. When dealing with your Favored Enemy, betraying a Good, Chaotic, or Lawful tenet of your Conviction never causes your Conviction to diminish. Respecting the dignity of sentient life is all well and good... unless it's them. We file those atrocities under 'The Greater Good'.
Thousand Sunbeam Array [Courage] – When you Hack and Slash with a manufactured weapon, you can Hack and Slash another enemy with an unarmed attack.
6-10
Immaculate Sun-Soul Radiance [Purity] - Your soul begins to radiate a kind of pure cosmic energy; too much to be contained in your physical form. The energy leaks out of you in a brilliant nimbus of light - almost always golden in hue, with rare exception. This light shines out to near range, and can be seen from far range, and is natural sunlight in every way. You can suppress this effect through a minute of meditation, but take -1 ongoing and cannot use any abilities with this move as a requirement. You can release your aura in an instant, which always happens if you fall unconscious. You are immune to blindness.
Infinite Supernova Strength [Courage] – When you Hack and Slash, on a 10+ the enemy is knocked to the ground. You never suffer a penalty for attacking an enemy that is larger than you.
Sky-Illuminating Sunfire Projection [Purity] (Requires Immaculate Sun-Soul Radiance) – You can use your aura to fly.
Arms-Of-Heaven Anima Mandala [Purity] (Requires Immaculate Sun-Soul Radiance) – You gain extra set of glowing spectral arms that emerge from your aura. Attacks made with these arms gain the reach tag, and when Hack and Slash an enemy, on a 10+ you deal bonus damage equal to your CHA. If you attack an enemy with both your natural arms and your aura arms, your damage becomes b[1d8], or b[1d10] with Sun-Bronzed God King Physique. When you Hack and Slash an enemy, on a 10+ you deal bonus damage equal to your CHA
Rote Protagonism Strike [Courage] (Requires Absolute Victory Meditation) – You ready your weapon and address your posture towards a particular foe. They understand your intent to harm them, and their body responds as it always does to danger, doing what it can to prevent harm to itself. But then, within the passing of instants, they realize something utterly horrific; today, they woke up believing, as all do, that they were the central character of their own story, the protagonist whose actions were always justified, whose life was interesting and worthwhile simply because they were at the center of it, and they believed themselves to not just be some collection of particles drifting in a vast universe, living in the background of some greater being's tale - and they were wrong. You are the protagonist, not them. This is your story, and the hero always wins. It's what the audience wants, its what the writers churn out by the pounds and tons, its what sells. There was never any choice, never any possibility that your attack would fail, that they would manage to dodge it, that they could withstand it by any herculean feat of endurance, because that would mean that they matter.
Lose an Arete dice and make an attack. Don’t roll, you hit as if you rolled a 12+.
Self-Made Miracle Authority [Purity] – You gain the commune and cast a spell cleric moves. When you select this move, treat yourself as a cleric of level 1 for using spells. Every time you gain a level thereafter, increase your effective cleric level by 1.
11-15
Fiery Daystar Incarnation [Purity] (Requires Immaculate Sun-Soul Radiance) – The cosmic energy flowing from your soul is strengthened and stratified into four layers, the first extending to near range, the second to far range, the third to distant range and the fourth to extreme range. You are immune to all the effects.
Anything in the first layer must Defy Danger or be set alight and blinded if it has eyes. To avoid being blinded, a layer of material or something similar must be in place. Closed eyes will not suffice.
Anything with eyes in the second layer must Defy Danger if it looks directly at you.
Although the heat of the third layer is not enough to deal damage or blind, it does raise the temperature to uncomfortable levels, evaporating moisture into the air, and not allowing it to cool, preventing the formation of natural precipitation. If you stay in the same region for long enough without setting, crops will begin to wither, aquifers will begin to dry up, soil will dry and crack, and animals will be highly confused, possibly deserting the area.
To creatures in the forth layer, you appear as an indistinct light, like an oddly persistent sunrise or sunset.
It now takes you an hour to contain your aura, though it still takes only a moment to release it.
Sol Invictus [Conviction] – You cannot die, and damage never decreases you below 1 hit point.
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It's not finished, and a bunch of the moves are still in development. Can I get some feedback on the Teramach and Anakitos?