Showing posts with label dungeon world. Show all posts
Showing posts with label dungeon world. Show all posts

Tuesday, February 26, 2013

Artillerist Playbook? Wow! [Dungeon World]

Over on the Dungeon World Tavern Google+ community, Patrick Henry Downs took the current version of my Artillerist class and put it into a groovy playbook form. It uses the Apocalypse World format instead of Dungeon World, but it's still wicked cool!

CHECK IT OUT!

Ooh! Also check out the nifty Gunlinger Compendium Class by Brian Engard. It borrows some ideas.

Sunday, February 24, 2013

The Artillerist (first draft) [Dungeon World Class]

I like guns in my fantasy settings. I just do. I'm also a fan of flying boats and crazy dwarf/gnome clockwork devices. There are steam trains in the lower tunnels of my dwarven kingdoms. Anyway, I decided I wanted to add some gunslinging to my Dungeon World game. The Artillerist is a combination of the Hunter from World of Warcraft, a fantasy alchemist, and any given Clint Eastwood character.

This is just a first draft. I'm not 100% solid on some of the advanced moves. I'll repost this in the Dungeon World forums and Google Plus communities. Feedback is more than welcome!

Also on Google Docs!


UPDATE: I've changed some things in the Google Doc after getting some great feedback. The Doc is up-to-date. The text bellow is not.

Artillerist

You gonna skin them smoke wagons or whistle Dixie?
Smoke and fire. Thunder and metal. Lightning and chemicals. You are the next step in the slayer's art. Let the others keep their swords and bows. Your weapon cracks the sky and rains molten lead upon your foes. Wherever you're going, Hell's coming with you.

Can it be mere coincidence that gunpowder smells like brimstone?

Names
Human: Gallows, Clinton, Jayne, Farrel, Sharpe, Grimm, Marsters, Caldera, Ivanna, Janice
Dwarf: Gunnar, Brunhilde, Shernek, Jeager, Grontuun, Jarkell, Gretel, Ysill
Gnome: Pilgrim, Queenie, Duke, Smokey, Flint, Coral, Slim, Glory

Look
Choose your look:
Quick eyes, narrow eyes, or eye patch
Windblown hair, dirty hair, or battered hat
Bent body, rangy body, or narrow body
Expensive clothes, dusty clothes, or military uniform

Stats
HP: 8+CON
Base Damage: 1d10

Starting Moves
Choose a race and gain the corresponding move:
Human
When you parley, and they recognize your name, you can use your reputation as leverage. The GM may ask you to explain how you got this rep.
Dwarf
When you use Powder Keg to craft ammo, you always produce +1 Ammo
Gnome
Your gun has one extra upgrade


You start with these moves:

I've Got a Gun!
You have a gun, perhaps the only one in existence. This ranged weapon uses a mixture of clockwork, alchemy, and low magic to hurl chunks of hot lead at things you want to die.

Your gun starts with these stats:
Weight: 2
Tags: Loud, Reload
Range: Reach, Near

Chose 2 Upgrades:
*Large bore: +1 damage, +1 weight
*Grapeshot: Add +1 damage, messy
*Longarm: Add far, 2-handed, +1 weight
*Repeater: Remove reload
*Bayonet: You can use your gun to Hack-and-Slash at close range. +1 weight
*Compact: -1 weight

Choose a look for your gun:
*clockpunk
*old and battered
*baroque and fancy
*spartan and functional
*organic
*hell-crafted

Powder Keg
When you have access to time and proper materials, you can make ammo for your gun.
Roll +INT
10+: You make Ammo 3
7-9: You make Ammo 2
On a miss you still make Ammo 1, but it the GM might have a surprise for you when you use it.

Tactical Eye
When you Discern Realities add these options to the list of questions:
*What is my best escape route?
*Where is my best cover?
*Which of my allies is the most vulnerable?

Alignment
Choose an alignment:
Good
When you use your gun to bring justice to the unjust, mark experience.
Neutral
When you use your gun to gain financial reward, mark experience.
Evil
When you use your gun to prove your superiority to others, mark experience.

Gear
Your load is 10+STR. You start your with your gun, dungeon rations (5 uses, 1 weight), leather armor (1 armor, 1 weight), and a bandolier of powder and shot (3 ammo, 1 weight), toolkit (1 weight).

Choose your back-up weapons:
Shortsword (close, 1 weight)
Pistol Crossbow (near, reload, 1 weight)

Choose one:
Dungeon Gear (5 uses, 1 weight)
2 Healing Potions (0 weight)

Bonds
________ has helped me tinker with my gun. They're smarter than they look.
________ has seen through to the inner me.
________ has made themselves a target.
________ needs to be taken down a peg.

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

Panzermench
You ignore the clumsy tag on armor

Gunslinger
When you Volley and deal damage, deal +1d4 damage.
When you Hack and Slash and deal damage, deal -1d4 damage.

Cover Fire
When you defend, you can roll +DEX instead of +CON

Da' Bomb
You can use your alchemical skills to create explosive Bombs.
When you have access to time and materials roll +INT
10+: You make 2 bombs
7-9: you make 1 bomb
On a miss... BOOM?

Bombs have a range of near and the loud tag. Each bomb has 1 weight. Volley to hit your target. The bomb inflicts b[2d10] damage to the target and anyone around them.

Rain of Lead
When shooting a monster with the horde tag, if you kill it, any left over damage rolls over to another monster with the horde tag. With a high enough roll, this damage can continue to roll-over to new monsters.

Gun Katas
You can protect yourself from harm with pattern of coordinated gunfire
When you Defy Danger with DEX, STR, or CON, spend 1 Ammo to take +1 forward to the roll.

Eastwood Eyes
When you lock eyes with some one, roll +CHA
On a hit, take +1 forward against them.
On a 10+, you've also learned something about their true nature. Ask, and the player will tell you truthfully.

Bad Company
You do not have to return triumphant to carouse. You can celebrate your failures or wallow in misery and gain the same benefits.

Mechanical Improvements
Give your gun another upgrade.


Called Shot
When you attack a defenseless or surprised enemy at range, you can choose to deal your damage or name your target and roll+DEX.

Head: 10+: As 7–9, plus your damage; 7-9: They do nothing but stand and drool for a few moments.
Arms: 10+: As 7-9, plus your damage; 7-9: They drop anything they’re holding.
Legs: 10+: As 7-9, plus your damage; 7-9: They’re hobbled and slow moving.




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

Gunsmith
When you have access to a lab and workshop, you can graft the magical powers of a weapon onto your gun. This process destroys the magical weapon. Your gun gains the magical powers of the destroyed weapon.

Big Badda Boom
Requires: Da' Bomb
Your bombs now do +1d6 damage and ignore armor.

Armor Piercing Rounds
When you deal damage with you gun, spend 1 Ammo. Your damage for this attack ignores armor.

Soul Reaper
Name your target. If you kill them, take +2 on your next Last Breath roll. If unused, this benefit fades at high-noon. You can only name one target per day.

Dedicated Gunslinger
Replaces: Gunfighter
When you Volley and deal damage, deal +1d6 damage.
When you Hack and Slash and deal damage, deal -1d6 damage.

Constant Innovation
Requires: Mechanical Improvements
Give your gun yet another upgrade

Tinkerer
When you have significant downtime, you can swap out the upgrades on your gun for new ones.


Demolitionist
Requires: Da' Bomb
When you use one of your bombs to destroy an inanimate obstacle, roll+INT.
On a 10+, choose 2.
On a 7-9 choose 1

*It doesn’t take a very long time.
*Nothing of value is damaged.
*You can recover debris and explosive residue equal to 1 Ammo.


Wednesday, February 13, 2013

Sludge Dwarves [Dungeon World]

Allow me to present to you the masters of this Monday's mini-map, the foul Sludge Dwarves, all statted out for Dungeon World!


Sludge Dwarves
Cautious, Intelligent, Organized
Sludge Thrower: (1d8 damage) close, near
6 HP
3 Armor

The Sludge Dwarves plumb the poisonous depths of the Deep Down Bellow, mining, collecting, and refining the most noxious and dangerous of alchemical substances under the earth. They sell these chemicals to the various factions of the Deep Down Bellow as well as evil wizards and alchemists on the surface world.

Sludge Dwarves are thinner and more wiry than other dwarves, with greasy green-black beards and hair. Their gray skin is mottled with scaly patches and unhealthy purple lumps. Gritty brown slime perpetually coats their clothing and gear. The sludge thrower is disgusting hand-held weapon connected by a hose to a tank full of caustic ooze worn on the user's back.

Instinct: To spread foulness
  • Cause debilitating infection.
  • Resist poisons completely.
  • Present an organized front. 


Wednesday, February 6, 2013

The Skull Witch! [Dungeon World]

The Lair of the Crimson Necromancer was pretty well received, and it got some people asking for more information about the Skull Witch. When I initially drew up the map, I didn't have any solid idea about who the Skull Witch was, I just thought the name was evocative. Of course, it's up to individual GMs to develop her as they see fit, but here's the Skull Witch as I envision her. Stats for Dungeon World!

The Skull Witch
Intelligent, Magical, Solitary
Evil Eye: (1d10 damage, ignores armor) close, near, far
16 HP
4 Armor

The Skull Witch (her true name is lost to history) was a foul sorceress in Times of Old. Upon her death she was rejected from Death's kingdom for being too unpleasant. She eventaully became mentor and lover to Radmanthus the Crimson Necromancer. When the necromancer was destroyed in his failed attampt at lichdom, the Skull Witch was heart-broken. Now she resides Radmanthus's former sanctum, lamenting her lost love and lashing out at interlopers. 

The skull witch is always attended by her collection of flying skulls. 

Instinct:  To bring misery.
  • Bind nether-spirits to her will.
  • Curse with a word.
  • Tear your skull right out of your head!

Flying Skulls
 Horde, Tiny
Gnasty Gnawing Teeth: (1d6 damage) hand, messy
7 HP
0 Armor
Special Qualities: Flying

After the Skull Witch removes the skull of a victim, she binds into it a foul spirit from the Darkest Nether. The skull gains an evil cunning and vicious temperament  Flying skulls will swarm the Witch's enemies, biting, gnawing, and tearing at them with sharp, hungry teeth.  

Instinct:  To protect the Skull Witch.
  • Gibber horrendous blasphemies.
  • Dart through the air at dizzying speeds.
  • Gnaw your face off!

Friday, February 1, 2013

The Flumph for Dungeon World [Flumph Friday]

To kick off Flumph Friday February, I proudly present the Flumph as adapted for Sage Latorra's Dungeon World!

Flumph
Group, Small, Organized, Intelligent
Acid-Laced Spikes: (w[2d8] damage, +3 piercing) ; Hand, Close
8 HP
1 Armor
Special Qualities: Floating


While the strange flumphs originated on a bizarre and distant world, they have since made a home for themselves on Dungeon World. These quiet, peaceful creatures resemble floating jellyfish with rubbery yellow-green hide, dexterous tentacles, and inquisitive eye stalks. They speak the language of men and elves in airy, sing-song whispers.


Flumphs have a contemplative, monastic lifestyle. Small groups will congregate in remote grottos or alien spires to contemplate their weird alien gods. If assaulted, flumphs will try to blind or repel attackers with a steam of strong, noxious ichor. If pressed, they will call upon the magic of their gods for defense. Only as a last resort will they attack with the needle-sharp, acid-laced spikes hidden within their tentacles.

Instinct: To contemplate the wisdom of the High Ones


  • Disable with noxious chemicals.
  • Float in absolute silence.
  • Call upon the blessings of the High Ones.