New Class: The Daredevil

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New Class: The Daredevil
« on: September 10, 2012, 05:40:49 AM »
First time poster, discovered Dungeon World a few weeks ago and thought it looked great; inspired me to try to put together my own class! Basically a Dex-based fighter with a bit of the D&D monk thrown in; whole thing coalesced into Zorro-meets-Jackie Chan.

Thanks to Antisinecurist, whose great Swashbuckler class on these boards ( http://apocalypse-world.com/forums/index.php?topic=2934.0 ) inspired me to crib the Acrobatics move. Actually, looking over it again, I think a few other moves ended up pretty similar too, but that's the only one I consciously appropriated, honest.


Daredevil

Look
Choose one for each:
Fiery Eyes, Sharp Eyes, or Eager Eyes
Wild Hair, Styled Hair, or Plumed Hat
Finery, Traveling Clothes, or Poor Clothes
Fit Body, Lithe Body, or Built Body

Stats
Assign these scores to your stats:
17 (+2), 15 (+1), 13 (+1), 11 (+0), 9 (+0), 8 (-1)
You start with 8+Constitution HP.
Your base damage is d8.

Starting Moves
Choose a race and gain the corresponding move:
Elf
When you use Acrobatics in the wilderness, no one sees where you are or how you got there, unless you allow them to.
Halfling
When you Hack and Slash from a position a larger person couldn't reach, add +1 piercing to your attack.
Human
Once per battle you may reroll a single Hack and Slash roll (yours or someone else’s).

You start with these moves:
Graceful Movements (CHA)
When someone sees you fight or perform an acrobatic feat for the first time, you receive +1 forward to Parley with them.

Acrobatics
When you are unrestrained, describe a location that you can see and how you get there within no more than a few minutes. You do not have to make any rolls to accomplish this action.

Fighting Art
You have mastered an extraordinary combat art. Your attacks with this art are always +precise.

Choose a base description for your fighting art's weapon(s). The description is purely cosmetic; all weapon choices are 2 weight and require two hands to fight effectively. Some possibilities include:
 Duelist's Rapier
 Rapier and Dagger
 Two Short Swords
 Staff
 Fists (see below)

Choose the range that best fits your art:
 hand
 close

Your art is renowned for these key abilities (choose two):
 Pinpoint strikes. +2 piercing.
 Furious offense. +1 damage.
 Staggering blows. +forceful.
 Flexible stance. Choose an additional range.
 Expert parries. +1 armor.
 Hand-to-hand prowess. Your art's “weapon” is 0 weight, and you may deal your full damage as long as both your hands are empty.
 Deadly feints. +1 to Hack and Slash rolls. This counts as two abilities.
 Unerring precision. +Ignores Armor. This counts as two abilities.

Alignment
Choose an alignment:
Chaotic
Leap into danger without a plan.
Good
Protect those weaker than you.
Neutral
Get out of a tight situation with your acrobatics or charm.

Gear
Your Load is 6+Str. You carry the weapon(s) used in your fighting art (2 weight) and dungeon rations (1 weight, 5 uses). Choose two:
 Leather armor (1 armor, 1 weight)
 Adventuring Gear (1 weight)
 Healing potion (1 weight) and Halfling pipeleaf (1 weight)
 8 Gold

Bonds
Fill in the name of one of your companions in at least one:
_______________ is too cautious and needs to learn how to have some fun.
_______________'s saved my hide on the battlefield, so I'll make sure they don't get conned in the city.
_______________ is probably in love with me. I can't blame them.
_______________ tells good jokes, not always intentionally.

Advanced Moves
When you gain a level from 2-5, choose from these moves.

Flurry of Blows
When you deal damage with your fighting art's weapon(s), deal +1d4 damage.

Extraordinary Dodge
When you make an incredible dodge to avoid an attack, the damage is negated but you take -1 ongoing to your DEX score until you're out of danger and have a few minutes to rest. You may use this ability multiple times without a rest (the penalties stack), but only while your effective DEX score is +1 or higher.

Improved Art
Choose one extra ability for your fighting art. You may select an ability that costs two picks if you remove one of your existing abilities.

Escape Artist
When you are restrained, you may roll+DEX to free yourself from your restraints, no matter how implausible this might appear.
On a 10+, you're free.
On a 7-9, you're only partially free or your escape attempt has attracted some unwanted attention (GM's choice).
On a 6-, you take 1d4 harm from your futile attempts to break free.

Drunken Valor
You're an even better fighter when you've had a few too many drinks in you. When you get completely plastered, you take -1 ongoing to all rolls except Hack and Slash, and you gain +1d6 to your Hack and Slash damage.

Nimble Defense
When you are unarmored and wielding your fighting art's weapon(s), you have 2 armor.

Infuriate
When you mercilessly taunt a hostile target, roll+CHA.
On a hit, the target will stop whatever they are doing and try to inflict their damage on you.
On a 7-9, you've made the target TOO angry, and they also inflict +1d4 damage ongoing against you.
On a 6-, the target figures out what you're trying to do, and you take -1 forward against them.

Devilish Charm
You gain the Bard's Charming and Open move.

Duelist's Feint
When you receive a 10+ on a Hack and Slash roll, you can choose to deal your damage or roll+CHA. On a hit, you may choose one of the effects from the Thief's Backstab move. On a 10+, you may choose two effects.

Swift Protector
When you Defend, you may roll+DEX instead of +CON.

People's Champion
When you refuse or give away a reward, you receive +2 forward to your next Carouse roll as long as you're among people who know about your deed.

Fast Talker
You've always got an answer ready to get you out of trouble, or at least buy you some time. When you roll+CHA to Defy Danger, you receive +1 forward against the threat, even on a miss.

When you gain a level from 6-10, choose from these moves or the level 2-5 moves.

Unyielding Assault
Replaces: Flurry of Blows
When you deal damage with your fighting art's weapon(s), deal +1d8 damage.

Agile Defense
Replaces: Nimble Defense
When you are unarmored and wielding your fighting art's weapon(s), you have 3 armor.

Guardian Angel
Requires: Swift Protector
When you roll+DEX to Defend any target other than yourself, you are considered to be standing in defense of this target so long as you can see it. You may continue to move and take additional actions without losing your Holds.

Freedom of Movement
Replaces: Escape Artist
You may use the Acrobatics move even when you are restrained.

Misdirect
When two targets are engaged in melee with you, roll+CHA.
On a hit, the target of your choice deals their damage to the other target.
On a 10+, you also receive +1 forward against both targets.
On a 6-, the target you provoked into attacking deals their damage to you instead.

Loosen Tongues
Requires: Devilish Charm
When you have a moment to exchange words with someone, even when they're actively trying to kill you, roll+CHA to trick them into an expository monologue.
On a 10+, you may ask them a question from the Charming and Open move, and they must answer truthfully.
On a 7-9, you'll have to keep talking before they'll open up. You still get to ask them a question, but their player also gets to ask you a question from the same list, which you must answer truthfully.
On a 6-, they become suspicious of you and you take -1 forward against them.

Infamy
Your reputation precedes you. When you enter a civilized place for the first time since gaining this move, roll+CHA.
On a hit, you receive +1 forward to Carouse, Recruit, or buy special Supplies.
On a 9-, there's also someone here who wants to kill you, and they're skilled enough to have a good chance at succeeding.

Evasion
You gain the Thief's Evasion move.

Multiclass Dabbler
Get one move from another class. Treat your level as one lower for choosing the move.

Re: New Class: The Daredevil
« Reply #1 on: September 11, 2012, 02:04:39 AM »
I like it a lot. It seems well constructed and it seems it would be fun to be a Daredevil, although i don't like that much more moves improving damage or giving you extra dice and the fist choice doesn't fit that well (still i love me some monk-type fighter of gracious moves and unparalleled bravado).
Nice effort :)