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| | Knock Down the Door [Dungeon World] | |
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JazzTap User
Posts : 322 Join date : 2013-08-13
| Subject: Knock Down the Door [Dungeon World] Sun 31 Jan 2016, 3:12 am | |
| A forest, charred black. Collateral damage in a recent mage-skirmish. Look closer.
A woodpecker lands on the sheer face of a naked tree-trunk and plunges in its beak. It snaps up a beetle trying to take up lodging. Beneath, the grass is coming back up. Pyriscent pine cones open at long last, seeding the prime real estate.
Life prevails, as it always has.Welcome to the valley!Your services are in demand, freebooter. Landfall's happening with ever-increasing frequency, and every polity wants to profit. That means being the first (and last) to take secure the artefacts and exploit greet the visitors... But it's your business how the job's carried out. Well, up to not causing a war. Some of those people are actual privateers. Or invited guests. How about the civilized people?Your employers are Important People. They are paying you as little as possible - it is experience that's in short supply, - and putting most of it towards lodging, permits, insurance, and other things which ensure you're supporting the local economy. Alternatively, your employers are yourselves, and you're using someone's seed capital to hunt artefacts and sell them to the highest bidder. Play your enemies against each other, and you might even be the last ones standing. The commoners are kobolds and gnomes, bugbears and orcs, tengu and lizardfolk... if you're not some fallen noble, you must already know a bunch. Maybe not a representative sample, but enough to miss you if you die. Well, maybe. What about the civilization?We'll find that out during play. So far, there's militaristic states, isolationist states, trading states, and so forth. There's states with tyrants, often dragons, and states with democracies. There's slavery, especially of debtors, and inbound colonialism. Incidentally, those colonists are coming from various places of truly varied ecology and society. Opportunities may arise even in such distant places. And what do I do?Think D&D by way of storygames. When you do something difficult, in haste, or amid danger, you roll for it. Full success, you get it done. Partial success, it has strings attached. Miss, you mark XP, and the DM makes a move. You might be one of these freebooters. Arcane Duelist, Barbarian, Immolator, and Thief Merchant Prince are spoken for so far. (Not all of these are core classes. More can be found here. Or we can hack something together.) Pick freely from the 'racial' moves, allocate stats, and tell us a bit about yourself. You'll be prompted about equipment, bonds, and appearance as these things come up. These are the basic moves, which cover melee, ranged, info-gathering, social, and bug-out options. We play to find out what happens. The IC topic will be up soon.
Last edited by JazzTap on Thu 04 Feb 2016, 5:04 pm; edited 1 time in total | |
| | | JazzTap User
Posts : 322 Join date : 2013-08-13
| Subject: Re: Knock Down the Door [Dungeon World] Sun 31 Jan 2016, 3:34 am | |
| Stat(us)block and moves will be copied over soon. Thanks for your patience. Who's here?SnowyShasva, kobold immolator. 16 Con, 15 Str, 13 Wis, 12 Cha, 9 Dex, 8 Int d8 damage, 0 armour, 20/20 hp 1/10 load: [1] adventuring gear (5/5 uses), heal pot x2, coins x10 - Bio:
Exchange a sacrifice, freely given, for a service rendered.
Shasva is a former dragon from a far-off land. He was fairly average as young adolescents went; until, when excavating a new extension to his cave, he discovered a portal to another plane, long sealed in solid rock. Not knowing what it was, he first studied it, then went inside. The powers he found on the other side were beyond his wildest dreams. Where a lesser creature might have been cowed, Shasva saw opportunity. Soon he was dealing with the devil for power over his neighbors and rivals, doing chores for exotic treasure, and generally cozying up to things he shouldn't. Meanwhile, he was being kept around for amusement, though he didn't quite realize it. But then came the time when his amusement ended, by his own doing or no (exactly why his fates turned, he doesn’t know), and he managed to flee back through the portal barely with his life. But as he retreated, his infernal patron gave a parting shot; it wouldn't kill him, but it would give him a fate worse than death.
Shasva awoke several weeks later in a different, unknown part of the world, memories fragmented, and worse, as a different species. His more distant memories are bits and pieces, and he barely remembers his name - Shasva is a mere fragment of it. He also doesn't remember the precise location of his lair, among other things. Some details have been gradually coming back to him, but not enough to figure out how to get home or reclaim his old power and wealth.
Reginar will play an important role in the events to come. Ulthameq is a simple brute.
- Moves:
Non-magical heat and fire cannot harm you.
Burning Brand When you conjure a weapon of pure flame, roll+CON.
You may treat your INT as your STR or DEX in regards to making attacks with this weapon. The weapon always begins with the fiery, touch, dangerous, and 3 uses tags. Each attack with the weapon consumes one use.
✴ On a 10+, choose two of the following tags. ✴ On a 7-9, choose one.
hand thrown, near +1 damage remove the dangerous tag
Fighting Fire With Fire When you take damage, and that damage is odd (after armor) the flames within you come to your aid. Roll 1d4 and either add that many uses to your burning brand (if active), take that result forward to summon your burning brand, or reduce the damage by that amount, your choice.
Firebending When you bend a flame to your will, roll+WIS.
✴ On a 10+ it does as you command, taking the shape and movement you desire for as long as it has fuel on which to burn. ✴ On a 7-9 the effect is short-lived, lasting only a moment.
Give Me Fuel, Give me Fire When you gaze intensely into someone eyes, you may ask their player “what fuels the flames of your desire?” they’ll answer with the truth, even if the character does not know or would otherwise keep this hidden.
Hand Crafted You may use your hands in place of tools and fire to craft metal objects. Mundane weapons, armor and metal jewelry can all be formed from their raw components. You may unmake these things, as well, but to do so without time and safety might require that you Defy Danger first.
PatchesMiddle Man, humanoid merchant prince. 16 Int, 15 Cha, 13 Dex, 12 Wis, 9 Str, 8 Con d6 damage, 1 armour (clumsy, impressive), 14/14 hp 5 Capital 3/9 load, [1] dungeon rations (5/5 uses), a finely crafted flintlock pistol (close, near, 3 shots), heavy robes, furs and silks (armor), coins x100 - Bio:
Honor the letter of the deal over its intent.
The Middle Man is not yet known to the world, only to the eyes of beggars and crooks as a figure wrapped in mystery, only in urban legend among the pariahs of society. It speaks of a silver serpentine tongue, striking eyes, and esoteric promises. He acts not upon greed or malice, or even the excitement of crime's own sake. From the ashes of a man left for dead and with nothing left, he started his life anew with nothing in his name, and aspires to control as much of the economic and political processes as he can – whether he has to act under the law, or over it. So the obvious answer is to live two lives. One, that of a regular man to become the figurehead of his operations and entrepreneurship, and the other, a shadow of his persona, doing all the dirty work and under-the-counter transactions.
He trudges on for curiosity's sake. This mysterious figure, shrouded in the underworld's most Machiavellian waters, presses forward through his affairs to see how far he can go and with how much he can get away with before his fall – but before this happens, he doesn't have any intentions of simply letting opposition stop him whenever it should arise. Nay, the Middle Man will continue playing the game he has started until a force stronger than he thwarts him.
Reginar is in dire need of my wealth and taste. Ulthameq owes me his service.
- Moves:
Your cap on experts in your employ is increased by one.
Capitalism, Ho! When you conclude a business deal to your profit, roll +INT. On a 10+, you gain 5 Capital. On a 7-9, you gain 3 Capital. On a six or less, gain 2 Capital. You can accrue a maximum of 10 Capital at any given time.
Money Talks When you spend, invest, or otherwise leverage your assets to gain a good or service, spend Capital and roll +Capital Spent.
✴ On a 10+, you get pretty much what you were shopping for, when you wanted it. ✴ On a 7-9, pick one. On a six or less, pick two.
* You get what you want, but it's going to cost extra. * You get what you want, but it's going to take more time. * You get what you want, but it's going to be substandard.
The Price of Success When you burn lots of money to tip the odds in your favor, spend Capital. You can take +Capital Spent ongoing to all rolls related to one move for the duration of the scene.
I've Got People For That No merchant prince is without someone to do the actual work. You have three active members of your retinue. Pick their areas of expertise from the list below.
* Accountancy * Social Butterfly * Mercenarial Arts * Doctor of Medicine * Doctor of Natural Philosophy * Chef * Ne'er do well
When you tap the skills, abilities or equipment of your employee, spend 1 Capital and roll +INT.
✴ On a 10+, the expert accomplishes a task for which you would not otherwise be prepared to handle. ✴ On a 7-9, they accomplish their task, but money isn't enough - they want a favor in return, they get caught, they're wounded, etc. - your DM will tell you what else you have to do. ✴ On a six or less, they leave your service and their task is unfinished, whether due to retirement, lack of skill, death of your employee, or other factors. Mark the expert off your list. Experts are replaced using Money Talks.
JiReginar, naga arcane duelist. 16 Str, 15 Int, 13 Cha, 12 Con, 9 Dex, 8 Wis d8 damage, 2 armour, 20/20 hp 6/10 load, [1] duelist's leathers (1 armor, equipped), [2] dagger + parrying dagger (hand, +1 armor), [1] adventuring gear (5/5 uses), [2] dungeon rations (10/10 uses) - Bio:
Defeat a worthy opponent.
Reginar was granted by right of birth, an excellent education from a variety tutors both martial and mental. His father, trusted second hand to a city-state's king, clearly favored him over his far less ambitious brother. His brother, of course, thought much differently. As they grew to adults, Reginar increasingly offered his services to his liege on the fields of battle as a valiant commander like his father, while his brother sat around court, and talked, a weak, meaningless disappointment.
Of course, Reginar had not considered the strength of his brother's ability, to talk. Disaster struck as his father, in the course of his duties, fell to the steel he lived by. His intended heir unnamed, the decision would fall to the king, or whichever noble held his ear best. Reginar had little chance to discover the true outcome of the proceedings, however. Called away for a brief excursion by a general he trusted, Reginar found the roads significantly less safe than normal. Soldiers, armed, ready, and lead by the general who'd called him. Steel flashed too late to even defend himself, as Reginar's world turned to black.
Eventually, with vengeance in his heart, Reginar awoke in a much different place, having been tended to by a holy man, or at least in as much as Reginar assumed he was holy, speaking prayers in a tongue he didn't know, to a god he'd never heard of, but he was healed none the less, a scar may have been formed too close to his heart for comfort, but life was within him. Gathering what things he had, and offering token thanks to a still chanting... friend(?) who did nothing to stop him, Reginar set out. His first goal: Civilization, after that... he had to return the favors dealt, with interest.
I may have killed a relative of Shasva at some point in the past.
_______________ broke up a fight I was involved in. I was probably going to lose, but they don’t need to know that part. _______________ and I are regular training partners. _______________ seems like they would fold at the first sign of trouble. I don’t trust them.
- Moves:
Your fighting style is showy and impressive. Gain +1 forward to parley with anyone who has seen you fight.
Arcane Bladework When you weave magic into the swing of your blade, roll +INT.
✴ On a 10+, deal your damage and apply 1 technique. ✴ On a 7-9, deal your damage and apply 1 technique, and your opponent attacks you.
Throw Down The Gauntlet When you challenge someone to a duel, roll +CHA.
✴ On a 10+, they choose 2 if they do not accept. ✴ On a 7-9, they choose 1 if they do not accept.
* You take +1 ongoing against them until they defeat you * They lose the respect of their peers and underlings * They retreat
The Riddle of Steel When you cross swords with a humanoid opponent, gain +1 forward to discern realities about them. In addition, you may add the following to the list of questions you can ask:
* What is this person about to do? * What emotion drives this person? * What is this person trying to hide?
Student of the Blade Begin play with 4 techniques.
* Freezing * Mirage * Tethering * Soul Siphoning
- Techniques:
Freezing Your attack freezes and shatters a portion of your opponent’s armor. After you deal your damage, reduce their armor by 1 until they repair it.
Mirage You create illusions of yourself that strike additional enemies near your target. Illusions deal your damage but do not apply any techniques.
Tethering Your attack pins your target’s shadow to the ground, preventing them from moving more than a few feet from their current location.
Soul-Siphoning Your attack heals you for 1d4. Heal 1d8 instead if this attack kills your target.
Flowing If your attack kills a target, you may immediately attack a new target as if you had gotten a 7-9 on the move you initially used.
Galvanic Electricity courses through your blade, numbing one of your target’s limbs.
Void-Edged The edge of your weapon hums with an unearthly light. You may slice through inanimate objects with ease and add the ‘messy’ tag to your attack.
Elaborate When you apply this technique, roll +DEX.
✴ On a 10+, deal an additional 1d8 damage. ✴ On a 7-9, this technique has no effect, but it looks really cool! ✴ On a miss, your showboating costs you in some substantial way - the GM will tell you how.
Earthshaker Your attack concludes with an eruption of stone and earth from the ground, launching your target into the air.
Burning Your attack deals an extra 1d4 damage and lights anything flammable.
Torrential Your attack ends with a flurry of strikes that your opponent must dedicate effort to blocking or avoiding. If they instead attack you in response to your attack, deal your damage again (this does not apply techniques).
Burst Your attack deals an additional 1d4 damage and gains the ‘forceful’ tag.
Quicksilver Your blade cuts faster than the eye can see, preventing your opponent from mounting a proper defense. Gain 2 piercing on your attack.
Warding Your attack creates a ring of light around you and your target that other creatures (and their projectiles) cannot cross.
Dust Devil Your attack kicks up a small tornado of dust and grit at your target’s feet, obscuring visibility.
GrandEnderUlthameq, skrae barbarian. 16 Con, 15 Str, 13 Dex, 12 Wis, 9 Cha, 8 Int d10 damage, 1 armour, 24/24 hp -/9 load - Bio:
Achieve greater martial prowess.
In every Skrae’s heart burns the desire for the mastery of battle. It is woven in their souls and throughout their culture. They believe that their lives are the sum total of many wars; against hunger and thirst, against tooth and claw, against sword and shield. It is what defines them, and what drives them. They grapple with weakness and cast it onto the snow-coated rocks, pounce upon it and slit its throat, coat themselves in its blood and beat its young to death against the glaciers. To become strong is an act of both the immaterial will and the physical body. Victory over your enemies, and over yourself, is all that matters.
Ulthameq is a Skrae, and he believes this. But, he does not believe that he can accomplish this goal amidst the ice. He is one of the Lutalikh – the Wanderers.
The Skrae do not live easy lives. The arctic tundra is harsh, and sustenance scarce. It is every Skrae’s duty to their village and their families that they contribute; clothing, food, housing, or even their lives. This is necessary to preserve the people, so that the pursuit of mastery might be carried on in future generations. The spoils of victory cannot be enjoyed without those to enjoy them.
Ulthameq believes the Skrae are trapped. He thinks that as his people are now, they do not have the resources or knowledge to pursue mastery. They must look to outside sources, beyond the arctic and beyond their selves, to reach that goal. But, by abandoning his village and choosing to leave the snows, he has voluntarily given up his duty, and so is considered Lutalikh – a wanderer, who may never again return to his home.
However, there is yet hope. If Ulthameq can acquire mastery, and show his people that they can find greatness rather than build it, he believes that he will be forgiven.
Middle Man has made himself more than an amusement. Shasva’s ways are strange and confusing. Reginar shares my hunger for glory; the earth will tremble at our passing!
- Moves:
You may be elf, dwarf, halfling, or human, but you and your people are not from around here. At the beginning of each session, the GM will ask you something about your homeland, why you left, or what you left behind. If you answer them, mark XP.
Herculean Appetites Others may content themselves with just a taste of wine, or dominion over a servant or two, but you want more. Choose two appetites. While pursuing one of your appetites, if you would roll for a move, instead of rolling 2d6 you roll 1d6+1d8. If the d6 is the higher die of the pair, the GM will also introduce a complication or danger that comes about due to your heedless pursuits.
* Pure destruction * Power over others * Mortal pleasures * Conquest * Riches and property * Fame and glory
The Upper Hand You take +1 ongoing to last breath rolls. When you take your last breath, on a 7–9 you make an offer to Death in return for your life. If Death refuses, you die.
Musclebound While you wield a weapon, it gains the forceful and messy tags.
What Are You Waiting For? When you cry out a challenge to your enemies, roll+CON.
✴ On a 10+, they treat you as the most obvious threat to be dealt with and ignore your companions, take +2 damage ongoing against them. ✴ On a 7–9, only a few (the weakest or most foolhardy among them) fall prey to your taunting.
Unencumbered, Unharmed So long as you are below your Load and neither wear armor nor carry a shield, take +1 armor.
BondsFill in the blank with a fellow PC, with their assent. At Snowy's suggestion, freely replace class bonds one-for-one, including from the suggestions below. - Generic:
__________ does not understand me or my culture. I will explain myself to them, no matter how long it takes. __________ doesn’t think I’m cut out for this life. I’ll show them! __________ got me involved in a dubious adventure, and now I’m having second thoughts. __________ has been through hardships that would break me. They can stand against the darkness I see looming over the world. __________ has seen the lands of my home, more recently than me. __________ is a friend of a friend, so if they don’t get me out of this mess, they’re going to be in trouble! __________ knows I have a secret map. __________ owes me a favour. __________ talked me into it. I am in love with __________.
__________ does not understand my faith and devotion. I will help them understand, no matter how long it takes. __________ has insulted my devotion. I do not trust them. __________ is a good and faithful person. I trust them implicitly. __________ showed me true insights into the path I must follow. I am working on getting __________ to share my ideals. I have heard of __________’s exploits and am suitably impressed. I have shared the secrets of my devotion with __________.
__________ does not trust me, and for good reason. __________ has supplied me with forbidden tomes. __________ seems suitably impressed by my powers and I just can’t help showing off in front of them. __________ will play an important role in the events to come. I have foreseen it! I have used my magic on behalf of __________ before. This is not my first adventure with __________.
__________ and I have a con running. __________ has my back when things go wrong. __________ helped me make some important contacts. I owe them. __________ is my lover, or was, or would have been, or… it’s complicated. __________ knows incriminating details about me. __________ left me in a pinch when they were supposed to come through for me. __________ still owes me for some stuff they were supposed to fence for me. Me and __________ are the only survivors of a dubious adventure.
__________ gave me food and shelter when I had nothing. __________ is a brave soul, I have much to learn from them. __________ is always getting into trouble—I must protect them from themselves. __________ owes me their life, whether they admit it or not. __________ was once my enemy, but we’ve since reconciled. I have sworn to protect __________. I worry about the ability of __________ to survive in the dungeon.
Last edited by JazzTap on Tue 16 Feb 2016, 5:01 am; edited 13 times in total | |
| | | Szemetlada Contributor
Posts : 2334 Join date : 2011-09-29 Age : 28 Location : Where the wind comes crashing down the plaaains
| Subject: Re: Knock Down the Door [Dungeon World] Sun 31 Jan 2016, 4:27 pm | |
| Looks interesting! So basically we're privateers trying to suck as much adventure and wealth out of this world as we can, while at the same time developing it for our empires...? o: | |
| | | JazzTap User
Posts : 322 Join date : 2013-08-13
| Subject: Re: Knock Down the Door [Dungeon World] Sun 31 Jan 2016, 6:59 pm | |
| If you achieve official sanction, you'll be privateers, but yes. Find something really good, and you might even alter the course of empire. Really, that's what everyone in this business dreams of. Well, besides personal power.
All an obtuse way of saying 'the world revolves around something, but it's not you.' And we'll see something of how that conceit works out in a character-driven narrative.
Also, I imagine you'll all find ways to break the academic stiltedness of this description, which will help me out.
Also! Something I floated on the Discord. I want to see if this could be a prequel to Earthheart - like, ending with the rise of Huginn. I think it's vague enough to not be railroad-y. Do I have its contributors' blessing for this? And your permission to adapt the map, Mata? | |
| | | Szemetlada Contributor
Posts : 2334 Join date : 2011-09-29 Age : 28 Location : Where the wind comes crashing down the plaaains
| Subject: Re: Knock Down the Door [Dungeon World] Sun 31 Jan 2016, 7:47 pm | |
| Ooooh you have my blessing and the map :3
I'm also curious about making characters. It looks like you just pick a class, see how that affects your stats and what actions you can take, and write a bio, right? | |
| | | JazzTap User
Posts : 322 Join date : 2013-08-13
| Subject: Re: Knock Down the Door [Dungeon World] Mon 01 Feb 2016, 9:20 am | |
| Thanks, sweet.
Pretty much. The short written bio substitutes for tacit knowledge established at the table. Your alignment condition (in italics) yields XP if satisfied during the session.
We're also writing down bonds (between PCs), and your playbook will have prompts for those. | |
| | | Szemetlada Contributor
Posts : 2334 Join date : 2011-09-29 Age : 28 Location : Where the wind comes crashing down the plaaains
| Subject: Re: Knock Down the Door [Dungeon World] Mon 01 Feb 2016, 10:04 am | |
| Don't call me sweet, Shirley.
Ok! I might whip something up in the next few days! (might be this weekend though :P Gonna be a busy week~) | |
| | | JazzTap User
Posts : 322 Join date : 2013-08-13
| Subject: Re: Knock Down the Door [Dungeon World] Mon 01 Feb 2016, 10:25 pm | |
| :p
Understood. I am hoping, perhaps foolishly, that other academic and social obligations will not obliterate all my free time every day.
Character listings updated. Please submit your bonds and equipment choices, while I work on a spot to put you all in. | |
| | | Diamondback Frequent Poster
Posts : 1958 Join date : 2011-09-29 Age : 25 Location : Hecka gone
| Subject: Re: Knock Down the Door [Dungeon World] Thu 11 Feb 2016, 5:17 pm | |
| Does this continue to be open? This seems a very fun concept!! | |
| | | JazzTap User
Posts : 322 Join date : 2013-08-13
| Subject: Re: Knock Down the Door [Dungeon World] Thu 11 Feb 2016, 7:06 pm | |
| Yup, yup, pull up a chair and grab a playbook. We can start another party, and/or shuffle people between them now that Reginar might've been kidnapped.
Meanwhile, I'll sort out whom exactly it is whose off-duty cops are being an impediment. | |
| | | Diamondback Frequent Poster
Posts : 1958 Join date : 2011-09-29 Age : 25 Location : Hecka gone
| Subject: Re: Knock Down the Door [Dungeon World] Thu 11 Feb 2016, 7:10 pm | |
| How much does the rulebook typically cost? | |
| | | JazzTap User
Posts : 322 Join date : 2013-08-13
| Subject: Re: Knock Down the Door [Dungeon World] Thu 11 Feb 2016, 7:25 pm | |
| The text is CC-licensed and hence free online. In addition to the SRD linked in the OP, the Gazeteer has the same text with less wiki flotsam. The original devs ask $10 for the PDF, or there's a truncated PDF that I prefer (but unlike the web-ver, is not comprehensive). | |
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