The Cultist

  • 1 Replies
  • 3067 Views
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.



Re: The Cultist
« Reply #1 on: April 04, 2013, 11:56:11 PM »
http://www.mediafire.com/view/?0rjn6acspc0hshl

I have created a preview for this class, so you can look before you buy. Woo.