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    The ArcanistA Dungeon World Compendium Class

    When youve learned the basics of arcane spellcasting and castat least one spell of each arcane school, you can take themove Apprentice Arcanist. When youve written and distributedyour own unique tome of spells, you can take themove Journeyman Arcanist. When youve developed your owngeneral spell and parlayed with masters of each school, you cantake the moveMaster Arcanist.

    Arcanist Moves

    Apprentice Arcanist: You prepare general spells (those with noschool associated) as though they were one level lower.

    Journeyman Arcanist (Requires:Apprentice Arcanist): You addthree of the new general spells below to your spellbook and canprepare them normally.

    Master Arcanist (Requires: Journeyman Arcanist): When youspend a moment in intense focus and concentration, you canswap a general spell youve prepared for another spell of 1 levellower or less.

    New General SpellsLevel 1 - Arcane Study:Whenever you encounter a magicalcreature, object, or place of power, you can cast this spell andhold 1. You can spend 1 hold gained through this spell to add +1

    to cast a spell. You can also spend 3 hold gained through thisspell; if you do, the DM will describe a new spell for you and youcan add it to your spell book.Level 3 - Spell Duplication: Cast this spell whenever youencounter a magical effect or see a spell cast; you can duplicatethat magical effect or spell one time, and the DM will tell you thedetails.Level 5 - Abjuration: When you cast this spell, hold 3. Spendhold to prevent a magical effect from affecting you.Level 7 - Arcane Sanctum: When you cast this spell, you cantemporarily create a place of power. The DM will ask you somequestions about the place and determine the exact magicaleffects. If you instead cast this spell while already in a place ofpower, you can mark it as your personal sanctum. You can onlyhave one such sanctum at a time; when you prepare spells in it,you can prepare extra levels of spells equal to your int, and whenyou cast spells in it, you roll an extra d6.Level 9 - Perfect Recall: When you cast this spell, you caninstantly remember the details of every spell in your spellbook.You hold equal to your level. Spend X hold to cast a spell of thatlevel from your spellbook; you cant cast level 9 spells this way.

    Arcanist - Related ContentNew Spells

    Level 1 [Divination] - Elfsight: When you cast this spell, yougain the ability to see exceptionally well; you can see up to twiceas far as you normally could, and youre also better at noticingand making out distant details. Furthermore, you can see in thedark as well as the light (but only in black and white). This spelllasts one hour.

    Level 3 [Evocation] - Static: You can cast this spell almostinstantly, when someone touches you. When cast, everyonewithin arms reach of you and everyone whos either touching youdirectly or with a metal implement takes 2d6+2 damage, noarmor.Level 5 [Enchantment] - Allure: When you cast this spell, youexude an intense magical attraction. You hold 3. Spend your holdto:

    - Re-roll a failed parley check- Gain someones attention and hold it until something more

    noticeable or dangerous comes along- Make someone intensely desire you

    Level 7 [Illusion] - Call Nightmares: When you cast this spell,choose targets up to your charisma. They become distracted byvisions of their worst nightmares; you and your allies take +1-ongoing against them as long as you maintain t he spell. The spelllasts as long as you concentrate on it; if you spend time focusingon a particular person, they can do nothing but writhe around onthe ground in terror.Level 9 [Summoning] - Call Angel / Demon: When this spell iscast, you conjure a powerful angel (if youre good) or demon (ifyoure evil) to aid you. If youre neither good nor evil, you canchoose one. When you cast this spell, hold equal t o half yourlevel+cha. Spend your hold to:

    - Have the angel or demon strike out at someone (dealing1d6+level damage)

    - Have the angel or demon absorb an attack youd suffer- Have the angel or demon give a single command to NPCs

    of the same alignment- Have the angel or demon answer one question within its

    knowledgeOnce all hold is spent, the angel or demon vanishes and the

    spell is ended.

    The DivinerA Dungeon World Compendium Class

    When youve learned the basics of spellcasting and takenlessons from an accomplished seer, you can take themove Apprentice Diviner.When youve crafted your own crystalball, scrying pool, or dowsing rod, you can take themove Journeyman Diviner. When youve developed your owndivination spell and taken on an apprentice, you can take themove Master Diviner.

    Diviner MovesApprentice Diviner: As long as you have a divination spellprepared, you take +1 to discern realities.

    Journeyman Diviner(Requires:Apprentice Diviner): You addthree of the new divination spells below to your spellbook and canprepare them normally.

    Master Diviner(Requires: Journeyman Diviner): When youprepare spells, hold 1 per intelligence. You can spend that hold to

    have foreseen the need for a specific spell in your spellbook;when you do, swap one of your prepared spells of the same levelfor the chosen spell.

    New Divination SpellsLevel 1 - Glimpse:When you cast this spell, lay your hands on adoor, wall, or similar object. As long as you maintain contact withthat surface, you can see through to the other side.Level 3 - Things Speak: When you cast this spell and handle anitem, ask up to three:

    - who handled this last before me?- who made this?- what strong emotions have been most recently nearby

    this?- what words have been said most recently nearby

    this?- what has been done most recently with this, or to

    this?- whats wrong with this, and how might I fix it?

    Level 5 - Insight: Cast this spell when you fail a spout lore roll.Re-roll the spout lore, then take +1-forward three times to spoutlore (in other words, add +1 to your next three spout lore rolls).Level 7 - Mindreading: The next time you touch or make directeye contact with someone after casting this spell, you can askone question about their thoughts or memory and they mustanswer truthfully.Level 9 - Mark of Senses: When you cast this spell, mark aperson, place, or object with your arcane mark. As long as themark remains, you can close your eyes, focus, and...

    - if its a person, you can see, hear, smell, taste, and feeleverything they do

    - if its a place, see and hear everything there as though youwere standing where your mark is

    - if its an object, see and hear everything that whoever isholding it is; if no ones holding it, see and hear everything asthough you were standing where it is

    You can only have one mark of senses at a time, and eachlasts until you dismiss it.

    Diviner - Related ContentNew Equipment

    Crystal ball: When you hold a crystal ball in your hands whilecasting a divination, on a miss, you can have the ball shatter andtreat the result as a 10+.Scrying pool: A pool of enchanted water housed in a place of

    power. When you stare into it long enough while focusing on aparticular person, roll+wis. On a hit, you can see them and theirimmediate surroundings. On a 10+, its crystal clear; on a 7-9, itsfuzzy and uncertain.Dowsing rod [substance]: When a dowsing rod is crafted, itsattuned to a particular substance (such as water, gold, or magicalenergy). When you hold a dowsing rod aloft, roll+wis. On a hit,the DM will tell you where the nearest example of that substanceis. On a 10+, hell also tell you how much is there.

    Rituals

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    When you try to craft a crystal ball, it takes two or three weeksand requires a finely crafted sphere of crystal worth at least 100gold.When you try to craft a scrying pool, it takes a few months,materials worth at least 250 gold, and first you must gather tearsfrom a supernatural creature.When you try to craft a dowsing rod, it takes a few days andrequires a large amount of the substance you wish to ky thedowsing rod to. It will also cause you to risk danger fromsomeone or something interested in that substance.

    The EnchanterA Dungeon World Compendium Class

    When youve learned the basics of spellcasting and gainedsomething useful through charming someone, you can take themove Apprentice Enchanter.When youve enchanted an itemwith a useful magical function, you can take themove Journeyman Enchanter. When youve developed yourown enchantment spell and tested it thoroughly, you can take themove Master Enchanter.

    Enchanter MovesApprentice Enchanter: You can expend a preparedenchantment spell to magically enhance a weapon or piece ofarmor. The holder of the weapon or armor holds 1 per level of thespell expended; they can spend the hold to...

    - if its a weapon, add +1 to damage dealt- if its armor, reduce an attack by an additional point ofdamage

    Journeyman Enchanter(Requires: Apprentice Enchanter): Youadd three of the new enchantment spells below to your spellbookand can prepare them normally.

    Master Enchanter(Requires: Journeyman Enchanter): Whenyou cast an enchantment spell that affects another persons will,also take +1-forward against them.

    New Enchantment SpellsLevel 1 - Enhance Tool:When you cast this spell while holding atool (not a weapon or armor), anyone who uses it for its intendedpurpose gets +1 to relevant rolls. The spell lasts until you dismissit; until you do, you take -1-ongoing to cast a spell.Level 3 - Blade Arms: You transfigure a willing targets arms intolong, wicked blades. As long as the enchantment lasts, they deal+level (yours) damage at close range, but cannot use items, castspells, or use their arms for normal function. Either you or theycan end the spell at any time.Level 5 - Suggestion: When you cast this spell, choose a targetand give them a single command. They must immediately complywith your command unless it directly contradicts their instinct orwould put them in immediate danger of death.Level 7 - Improved Charm: As per charm person, but you canchoose one of the following when you cast this spell:

    - it affects every person (not a beast or monster) that canhear you

    - it affects a beast or monster, not just a person- as long as the charm lasts, you take +1-forward on any roll

    against them and, if they assist you with something, you take +1to a relevant rollLevel 9 - Guise of the Dragon : You reshape yourself into theform of a terrible dragon. You can fly, have 4-armor, and treat allof your stats as +3. You cant manipulate tools or do anythingelse requiring fine motor skills; you also cannot cast spells. Youhave the following weapons available:

    - claws (reach +1d6 damage messy)- teeth (close ignores-armor messy)- fire breath (near area messy)The dragon form lasts one hour. After, the DM will tell you

    how its cost you, such as the examples below. He may also listtwo or three choices; in that case, pick one.

    - Youve aged considerably- Youve lost parts of your memory- Youve suffered damage to an ability score, reducing

    it by 2 permanently- Youre dying

    - Youve permanently lost 1d4 hit pointsEnchanter - Related Content

    New Bard AdvancementArcane Trickster:You can cast the three wizard cantrips withoutpreparation and without rolling; you always succeed with t hesecantrips.

    Mystical Charmer(Requires:Ability to prepare enchantmentspells):When you parley, add +1 if you have at least oneenchantment spell prepared.

    New Thief AdvancementMagic Con: You can spend 1-preparation to cast a singleenchantment spell that manipulates or controls another personsmood, thoughts, or actions. You cant choose to forget the spellon a 7-9, since you only get one casting anyway.Memory Fog (Requires: Ability to prepare enchantment spells):When someones seen you and you dont want them to, you canexpend a prepared spell to make a number of people forgetseeing you equal to the spells level.

    New Wizard AdvancementsSerpents Tongue:When you parley, roll+enchantment spellsprepared (max +3).Wizards Blessing:When you prepare spells, choose three tools

    or weapons. Their wielders take +1-forward to use them for theirintended purpose.

    The EvokerA Dungeon World Compendium Class

    When youve learned the basics of spellcasting and studied theTome of Elements & Energy, you can take the move ApprenticeEvoker.When youve suffered from your evocations and learnedfrom your dangerous mistakes, you can take themove Journeyman Evoker. When youve developed your own

    evocation spell and earned a reputation as a powerful evoker,you can take the move Master Evoker.

    Evoker MovesApprentice Evoker: When you cast an evocation spell that dealsdamage, you can employ risky evocation techniques. Decide todo this before you roll to cast the spell; on a hit, deal +1d6damage. On a miss or 7-9, the DM chooses another target to beaffected by your evocation and they take 2d6 damage (this mightbe you, an ally, or some NPC).

    Journeyman Evoker(Requires:Apprentice Evoker): You addthree of the new evocation spells below to your spellbook andcan prepare them normally.

    Master Evoker(Requires: Journeyman Evoker): When youprepare at least one evocation spell, also choose a spell of 5thlevel or lower and store it as though youd cast Contingency(even if you dont have that spell). If you cast Contingency, youcan prepare an additional held spell.

    New Evocation SpellsLevel 1 - Sudden Gust:When you cast this spell, a powerfulwind explodes outward from you as you gesture. Its strongenough to knock over human-sized creatures and blow aroundloose objects.Level 3 - Arcane Shield: When you cast this spell, a smallsphere of arcane energy begins to float around you. Whenever

    youd suffer an attack, you may have the sphere absorb theattack. Then, choose one:

    - The arcane shield is dismissed- The shield will release the attack sometime later, DMs

    discretion- The recoil tests your connection to the arcane forces; you

    take -1-forward to cast spells until you prepare spells- You take 1d4+1 damage, no armor

    Level 5 - Arc Lightning: When you cast this spell, a bolt oflightning reaches out from your hands, dealing 2d6+level damage(no armor) to a target of your choice. Then, the electricity arcs toanother nearby target, dealing the previous damage. Continuearcing the spell until you reach an additional number of targetsequal to your spellcasting stat.Level 7 - Improved Arcane Shield: When you cast this spell,powerful arcane defensive energy swirls around you. This acts

    like an arcane shield, but whenever the shield protects you froman attack, you can store it and later release it at a t arget of yourchoice.Level 9 - Arcane Storm: When you cast this spell, tell the GMwhat or who you want to destroy (a person, people, a location,etc...). Based on how far away it is and how well-defended, theGM will tell you one or more of the following:

    - youll need to maintain the spell for _ m inutes, hours, ordays

    - therell be collateral damage, such as... - itll sap or damage you as well...

    Evoker - Related Content

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    New SpellbooksThe Tome of Elements & Energy: This rough tome, well-regarded by evokers, holds the following spells: fiery missile (avariant of magic missile that exudes flames), frost ray (a variationof magic missile that uses a painfully icy beam), sudden gust,fireball, and arc lightning.The Book of The Dragon: This ancient and rare book, bound indragonhide, contains the following spells: charm person, fireball,dominate, true seeing, and guise of the dragon.The Seers Guide: This simple-looking book, often seen with acrystal ball, holds the basics of divination. It contains all 1st and3rd level divination spells (detect magic, telepathy, visionsthrough time, glimpse, and things speak).The Scroll of War: This grand and ornate scroll contains famouswar-mage spells such as blade arms, conjure item, storm ofblades, guardian, arcane shield, arc lightning, magic missile,alarm, fireball, and cloudkill. When you prepare spells from thisspellbook, you may reduce your levels of spells prepared by 2 totake +1-ongoing to hack and slash OR volley (choose one) untilyou again prepare spells.

    The IllusionistA Dungeon World Compendium ClassWhen youve learned the basics of spellcasting and trained at theCollege of Illusions, you can take the move ApprenticeIllusionist. When youve proven your mastery of the basicillusions to the College, you can take the move JourneymanIllusionist. When youve developed your own illusion spell andsurvived the test of a thousand living shadows, you can take themove Master Illusionist.

    Illusionist MovesApprentice Illusionist: When youve spent your leisure time instudy of illusion magic, you can spend preparation to improveyour casting of illusion spells. When you roll to cast an illusionspell, you can spend 1 preparation to turn a miss into a 7-9 or a7-9 into a 10+.

    Journeyman Illusionist (Requires: Apprentice Illusionist): Youadd three of the new illusion spells below to your spellbook andcan prepare them normally.

    Master Illusionist (Requires: Journeyman Illusionist): When youprepare an illusion spell, treat it as one level lower.

    New Illusion SpellsLevel 1 - Minor Illusion: When you cast this spell, choose asingle object, creature, or person (no larger than a horse or bear)or a small area (10*10*10, maybe) and make it seem likesomething else of the same type (object, creature, person, orlocation). Choose two to fool (sight, hearing, taste, touch, smell);the illusion lasts as long as you focus on it, and you cant castanother spell until you release this one.Level 3 - Dancing Shadows: When you cast this spell, theshadows around you appear to flicker, dance, and jump. Hold

    equal to your int, wis, or cha (whichever you use to cast spells!).Spend your hold to:

    - Hide someone or something from visual notice momentarily- Distract or confuse an NPC- Frighten or intimidate an NPC- Increase someones armor by +2 against a single attack- Recast this spell at +1

    Level 5 - Greater Mirror Image: As per mirror image, but create1d4+1 illusionary copies of yourself. Each vanishes after taking asingle attack instead of you.Level 7 - Major Illusion: As per minor illusion, but choose one:

    - Affect a greater number of objects, creatures, or people (upto your level)

    - Affect a larger object, creature, or person (up to the size ofa small house)

    - Affect a larger area (say 10 square feet per level)- Affect four senses instead of two

    Level 9 - Illusion Trap: When you cast this spell, walk a widecircle and choose one:

    - A blissful paradise- A hellish prison- Foul memories- Pleasant memories- A perplexing dreamworldThe next intelligent creature to enter the circle will fall

    unconscious, their mind trapped in an illusion of the chosenenvironment. PCs trapped this way cannot at all discern realities,but they can try to escape the trap by defying danger with mental

    fortitude. The DM might ask you what happens if they fail a roll inthe trap. NPCs might eventually break out, but its not likely;strong magic can be used to free a trapped person, PC or NPC.

    Illusionist - Related ContentThe College of Illusions

    The college of illusions is a secretive group of bards, thieves,rogues, conmen, and (of course!) wizards skilled in arcane andmundane illusions, tricks, and mindbending. They focus on theschool of illusion, of course, but also study enchantment andgeneral magic. Theyve bound two mighty spirits deep in theearth and use them to power magical effects; these areSomnabutia, a living shadow, and Karas, an illusion elemental.The college is lead by Draio, the shadowmaster, and Kitsamona,a beautiful and deceptive sorceress. Both are powerful,manipulative, and ambitious.

    For DMsThe college acts as an ambitious organization: thieves guild if youuse it in your fronts. Some of the major players can also act asthreats, such as:

    - the college building itself, a cursed place: shadow land- Somnabutia, an arcane enemy: lord of the undead- Karas, a planar force: force of chaos- Draio, a planar force: demon prince- Kitsamona, an arcane enemy: power-mad wizard

    The SummonerA Dungeon World Compendium Class

    When youve learned the basics of spellcasting and bound an impor familiar through ritual, you can take the move ApprenticeSummoner.When youve fought a monster of your own conjuring,you can take the move Journeyman Summoner. When youvedeveloped your own summoning spell and visited another plane,you can take the move Master Summoner.

    Summoner MovesApprentice Summoner: You add the spell Lesser Summon

    Monster to your spellbook.

    Journeyman Summoner(Requires:Apprentice Summoner):You add the rest of the new summoning spells below to yourspellbook and can prepare them normally.

    Master Summoner(Requires: Journeyman Summoner):Whenever you cast a summoning spell, on a 12+, you may alsoinstantly cast another summoning spell of lower level that youhave prepared.

    New Summoning SpellsLevel 1 - Lesser Summon Monster:As per summon monster,but the creature has +0 for all stats by default and you chooseonly 1d4 options.Level 3 - Conjure Item: When you cast this spell, name a singlenon-magical item you can hold in your hands; you summon it toyour hands.Level 5 - Storm of Blades: When you cast this spell, a hail ofswords, knives, axes, and other blades flies from your hands,dealing 3d6 damage to everyone directly in front of you.Level 7 - Guardian: When you cast this spell, you conjure aprotector from a distant plane. Its about 10 feet tall and around 3feet wide, solid and sturdy. It has 10+level+int HP and willintercept attacks directed at you as best it can, but it has no otherfunction.Level 9 - Call Abomination: When you cast this spell, yousummon a manifestation of a mind-rending horror from a plane ofterror, madness, or damnation. It appears as a gaping, acid-dripping, tooth-filled maw from which countless tentacles extend.It lasts as long as you focus, and you can control it and make thefollowing moves:

    - grasp a nearby person, creature, or object- swallow everything its grasped, destroying them (or else

    banishing them to the horrors stomach, which is just as bad)- drive someone who can see or hear it insane- exude pain, dealing 1d6 damage to everyone nearby (no

    armor)- barf forth lesser horrors (these arent under your control,

    but wont attack you)Other player characters can avoid these moves, usually by

    defying danger, but NPCs are automatically affected.

    Summoner - Related ContentSpirits to Contact

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    Illthreen, lesser angel of holy war; Katamai, demon of secretdesires; Maku, the spirit of the kings tomb; Anthalius, an ancientwizards ghost; Entreri, the faery-kings footservant; The Lion ofDreams, who eats mens nightmares; Ansalon, t he embodimentof the grey forest; Oknai, the watcher of the town bazaar; yourstaffs spirit, held by many wizards before you; Mitsuni, whowatches travellers; Mordred, the grave-spirit; the spirit of youruncles uncle, who died many years before your birth

    Monsters to SummonA fire-imp; a trickster demon; a construct of blades; an angelicsphere; an iron tiger; a water elemental; a dire whale; anightmare steed; a flock of knives; a giant bear; a living shadow;a demonic serpent; a book golem; a winged cat; a man made ofice; a hulk of walking stone; a sentient tornado; a miniaturesphynx; a panther; a venomous mouse; a flying eyeball withmagic rays; a pegasus; a giant burrowing worm; a storm-cloudgoblin; an ogre with one eye, one horn, and one tooth; a deviousturtle; an undulating ooze

    Necromancer

    If you are a Wizard and you willing dedicate yourself to the studyof death and all of its secrets by completing The Binding you can

    take the following move when you level up.

    Whispers from Beyond: This move functions exactly like thespell Speak with Dead.

    One you have taken Whispers from Beyond, the following movescount as class moves for you. You may also choose from this list

    whenever you level up.

    Create Undead: You force a spirit to reanimate a recently deadbody or a pile of bones. This Move functions like the Animate

    Dead spell except that you can create skeletons or zombies andwhen the created dead are active, the Wizard ignores the -1 to

    cast a spell.

    Grave Magic: You can choose to learn spells from the Cleric listthat are related to death or other negative effects in addition to

    your access to the Wizard spells.

    Mastery of Death: Death holds no mysteries for you, when youmake your Last Breath Move, make it at a +2.

    Dark Touch: Your channel dark energy from beyond the Blackgate into your touch or through your weapon. You deal d6

    damage that ignores armor instead of your class damage whenmaking a Hack and Slash move.

    Here is a rough thrown together idea. I am still writing up thebinding ritual thing.

    advanced moves 2-5chosen one (animate dead), serenity, scales of life and death,

    empower

    advanced moves 6-10apotheosis (bones or whatever), providence, greater empower,reaper.

    significant spells1 cause fear, speak with dead2 animate dead (with chosen one)3 darkness, resurrection5 contagion, trap soul7 harm, sever, mark of death9 consume unlife, plague

    The Artificer

    HP: 6+ConDamage: d6

    Core Moves

    Gadget Belt: You have a gadget belt that contains various arcanegadgets. When you use an arcane gadget, roll +INT. On a hit, thegadget works as expected. On a 7-9, you must also choose:You expend 1-charge.Your gadget is damaged and must be repaired.

    You draw unwelcome attention or are placed in a spot.Start with three arcane gadgets in your gadget belt.

    Elemental Charge: When you spend an hour manipulatingelemental fields and ley lines, hold 3-charge.

    Disable Device: When you attempt to disable a lock, trap, or otherdevice, roll +DEX. On a 10+, you disable it easily. On a 7-9, youcan disable it, but the GM will offer you a choice based onsuspicion, danger, or cost.

    Jury-Rig: When you quickly fix a device without the propersupplies, tools, or time, roll +INT. On a 10+, it works just fine. Ona 7-9, choose one:Itll work, but only for one more use / a short amount of time.You need to cannibalize one of your gadgets.

    Engineering: When you spend an hour or so in your workshopcontemplating an engineering challenge, tell the DM what youretrying to achieve. The DM will tell you yes, you can do that,but... and then 1 to 4 of the following: Its going to take days/weeks/months First you must Youll need help from It will require a lot of money You and your allies will risk danger from Youll have to add X to your workshop first. The best you can do is a lesser version. You'll need detailed instructions from

    Advanced Moves

    2-5

    Increased Voltage: When you charge up, gain 4-charge, and yourmax charge held is 4-charge.

    Ambaric Charge: When you are involuntarily subjected to amagical effect, gain +1-charge that you can immediately invest ina gadget.

    Reverse Polarity: When you use a gadget, you can take -1 toyour roll to have it produce the opposite effect.

    Etheric Field: As long as you hold at least 1-charge, you have 2-armour.

    My Precious: Choose one of your arcane gadgets, you take +1 toall rolls using that gadget.

    Collapsible Gadgets: Add two extra gadgets to your gadget belt,without adding any extra weight.

    6-10

    -need advice-

    Arcane Gadgets

    Spark Glove: Inflict 1d8 damage to one target, ignoring armour.You can spend additional charges to increase the damage by 1d8per charge spent.

    Ambaric Light: Illuminates any items or creatures in the regionthat have unusual amounts of elemental or magical energy.

    Sonic Screwdriver: Instantly open a locked door or container.

    Hypnotic Watch: A single target is transfixed by this watch. Aslong as no hostile action is taken against them, they will not moveor remember anything that occurs while the hypnotic watch iskept in their field of vision.

    Magnetic Grip: Levitate a small metal object for a few minutes, orinstantly disarm a target wielding a metal weapon.

    Trans-Etheric Goggles: See through up to five feet of solidmaterial, or see into the spirit plane.

    Ectoplasmic Flask: When activated, a ghost or spirit will besucked towards the flask. They will either suffer 2d6 damage orbe trapped in the flask, their choice.

    Spring-Heeled Jackboots: Make an impossible leap.

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    Gadget Girdle: You have a gadget belt that contains variousarcane gadgets. When you use one of your arcane devices to getout of a tight spot, tell us what it does and roll +INT.

    On a hit, choose 3On a 7-9, choose 1* the gadget works as expected* You don't expend 1-charge.* Your gadget is undamaged* You avoid unwelcome attention

    So, I have been working on some magic items that my players

    are going to find during their first dungeon crawl. I just want to getfeedback on the power levels and all of that. They are beingconverted from Crown of the Kobold King.

    > Lightning Arrows (Using these deal class damage but ignorearmor)

    > Mithril Plate Armor (Armor 3, no clumsy tag)

    > Glintaxe: An beautifully engraved and made axe. It bears theinscription Glintaxe. (Sheds a ghostly blue light like a torch, Whenused to Hack and Slash that moves becomes b[class damage].

    > Boots of Elvenkind: A pair of finely made leather travelingboots. (Wearer takes a +1 forward on all moves requiring stealthor sneaking around)

    > Grasp of Droskar: A left handed black iron gauntlet thatchanges size to fit any humanoid person. Placing the gauntlet onyour left hand causes excruciating pain as you forearm and handis transformed into a dense black stone. You take a -3 forward toattempting any fine motor skills with the left hand and you cannotcarry a shield or use a secondary weapon in you let hand. It issaid only powerful magics or blessings can remove it once it hasbeen donned. (Increased the characters Strength by 2, dealsclass damage +1d4 when using their left hand to hack and slashbut takes a -1 forward when using other weapons).

    > Soul Chain: This chain was left but the Forge Spurned and ifleft unclaimed the Forge Spurned will respawn some time later. Ifclaimed, the chain has twenty links and it wraps around the bodyof the wearer. Once claimed, the chain wraps around the users

    body and turns them into an hungry undead. They automaticallygain these moves;

    * In Death Sustained: You dont need to eat or drink and are notaffected by poison. If a move tells you to mark off a ration justignore it.

    * Turned from Life: You must Defy Danger to enter consecratedground or resist being pushed back by a strongly presented holysymbol.

    The chain is a powerful item and for every ten links it grants a +1bonus to class damage, provides 1 point of armor, and doespiercing 1. This specific chain has 20 links for a total of +2 toclass damage, 2 piercing, and provides 2 armor. When you usethe chain in battle Roll + CHA;

    On a 10+: You can resist the Soul Chains need to aquire anotherto soul to forge another think but take -1 ongoing to this move.The penalties stack until a new soul link is added to the chain.

    On a 7-9 Choose one;* The battle puts you in a worse spot you were in before or you

    end up harming something or someone that is important to you* The chain spurns you on to take a soul for another link, end thelife of a surrendered opponent or lose half of you hit pointsrounded up.* The chain draws upon your life force, reducing a stat point(GM's choice) by 1 until you use the chain in battle again.

    On a 6-, the chain f orces to you take a hostage to use their soulto add another think to the chain. You will fight defensively ifanyone tried to stop you but will do everything in your power toadd another link to the chain.

    > Crown of the Kobold King: This burnished bronze crown is setwith various spikes and knotted wire. (+2 bonus to Charisma,grant the wearer Armor 2, makes the wearer immune to any typeof fear effects, and spell casters take +1 forward when casting

    spells).

    > Heartripper Dagger (+1 bonus to class damage, if the dagger isused against a completely helpless (tied up, completelyunawares, etc) the Heartripper dagger pulls the heart from itsvictim and you can use the heart for one of these benefits;

    * Consume the heart and regain all lost HP or get rid of anyailment.

    * Utter a command word and the heart bursts into flame andcrumbles into ash and causes the dagger to do +1d4 fire damagethat ignores armor for the next month.

    * You may speak another command word and the heart bubblesand smokes. Breathing in the smoke allows glimpses of far off

    places or of the future.

    The Dashing Hero

    There are monsters afoot in Dungeon World. Dragons about,demons a-lurking, and giants a-smashing. Alas! What brave herodares to challenge such impossible beasts? Who would dare tofight evil and also look absolutely fabulous doing it? You would, ofcourse. Be it atop a noble steed or hanging from a rope orchandelier, you always charge into battle to save the day. That'swhat a hero does, right?

    When hard times fall upon the world, you're always there, with asword in one hand and a lover in the other. When the demonscome a-knocking, you answer the door. When the dragons burndown the city, you're right there to nip at his heels. When thegiant is smashing down the town walls and everyone else isrunning for cover, you're jumping on top of him from the parapets.

    You are the Dashing Hero, and you're always there to save theday.

    --------------------------------------

    The Dashing Hero is a charismatic and daring hero, along thelines of the Three Musketeers, the Legend of Zorro, or the dreadpirate in Princess Bride. The core of the class is based on theSwashbuckler compendium class, found here. The final resulthas been expanded upon significantly.

    For your consideration, some moves from the class:

    Parry (DEX)When you parry an enemy's attack with your blade, roll+DEX. Ona 10+, choose 2. On a 7-9, choose 1: You take no damage. You deal damage equal to your level to your opponent. You lock blades with them, keeping their full attention.

    Plan of ActionThere is always a chandelier, rope, window, cart, easily-spookedherd of livestock, or similar unusual environmental hazard handyin any situation in which it would beconvenient for you and remotely plausible.

    FamousAll but the most under-a-rock hermit have heard of you and yourdeeds. When dealing with an NPC who respects you, you canoffer your autograph as leverage for Parley. When you also givethem something valuable from your adventures (a weapon you'veused, a noteworthy treasure you've found, or a memento of apast love or victory), they will do anything you ask of them withoutquestion or needing to roll Parley.

    Now I Have The Upper Hand

    Add the following options to Parry: Disarm your opponent, sending their weapon flying across theroom. Steal a visible item off of their person. They don't notice it'sgone until you inevitably flaunt the fact you have it.

    A Knight in Shining Armor AppearsWhen you dramatically appear in the middle of a tense situation,deliver a quick speech and roll +CHA. On a 10+, all three. On a7-9, choose two: You defuse or intensify the situation, your choice You draw attention away from any number of your allies

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    Your speech isn't interrupted, by word or violence

    Loyal FansRequires: FamousWhen you speak to a group of your fans, roll +CHA. On a 10+,hold 3. On a 7-9, hold 1. On a miss, they give you the paparazzitreatment. Spend your hold 1-for-1 on the following: bring people forward and deliver them to you. bring forward all their precious things. unite and fight for you. fall into a frenzy of emotion: joy, sorrow, or rage, as you choose. go quietly back to their lives.

    Daring Devil (DEX)When you laugh confidently before performing a crazy acrobaticfeat, describe itand roll +DEX. On a 10+, choose three. On a 7-9, choose two: You end up exactly where you want to be You don't attract unwanted attention You grab someone nearby and bring them along with you You show off and feel fantastic about it - take +1 forward

    True Love and High AdventureWhen you attempt to enact a daring plan OR defend the honor ofa friend or lover,gain 3 hold. You can spend 1-hold to take +1 t o any Parry, DefyDanger, or DaringDevil roll made to advance your daring plan or defend their honor.

    You lose all of thishold after successfully defending their honor or finishing yourplan.

    Anything You Can Do...You are a quick student, and a bit of a showboat. When youMake Camp,choose one move another player knows and gain hold equal t othe numberof bonds you have with that player. You can spend 1-hold to usethat move.When you Make Camp, lose any remaining hold from this move.

    NobleThey say you'll be no use in a dungeon. You're sure you're notafraid to get your hands dirty. Prove it, noble.

    LookStats

    4+constitution HPd6 damage

    GearYou begin play with 50 gold, any mundane gear you desire, and

    two or three hirelings that the GM will detail for you.

    Bonds

    Alignment

    RacesDwarf: The kings and craft-princes of the dwarves were prized

    for their hardiness. You have +2 hit points.

    Elven: You've learned to be wary of hidden dangers andstalking assassins. When you'd suffer damage from a source youwere unaware of, reduce that damage by 2.

    Human: You were born for the lure of civilization. Whenever youmake a steading move, take +1.

    MovesConnections: When you need access to something or

    someone, spread the word and roll+cha. On a 10+, someone haswhat you need for a reasonable price. On a 7-9, choose one.

    - it's exorbitantly expensive, even for you- it's dangerous to obtain- it'll cost you in non-monetary ways, like favors or tasks

    Esoteric Training: You grew up in a lavish and luxuriousmanner; no cost was spared in your pleasure or education. Picktwo subjects from the following; when they apply to a roll youmake, take +1.

    - dueling

    - horsemanship- ancient history- courtship and seduction- warfare and strategy- geography and politics- languages and cultures- sailing

    Hired Assistant: You've got a hired assistant of above-averageskill and capability. Choose a class not occupied by another oneof the players; your assistant has one move from that class (forthe purposes of this move, preparing and casting spells counts asa single move) that they will use on your behalf and appropriategear. Choose a name and look from that class. The assistant hashit points and damage as per that class, but uses your stats forrolls. Your hired assistant desires one of the following and will

    serve you as long as you provide it.- riches- justice- thrills- love- reknown

    Person of Lordly Caliber: When you aid or interfere with anotherPC, increase the bonus or penalty by 1. When you orderhirelings, take +1.

    Adv Moves

    Bargain: When you go to buy something, reduce the price incoins by your charisma (if this drops the price to 0 coins, theygive it to you in good will or a token of admiration or something).

    Goad: When you insult and threaten an intelligent creature,roll+cha. On a hit, they're angry at you and all their focus is onyou. On a 10+, take +1-ongoing against them as long as they'remad.

    Gold Magnet: Whenever you enter a steading and spend a littletime there, roll+cha. On a 10+, gain 1d6*10 coin. On a 7-9, gain1d6*5 coin. Either way, the GM'll probably ask how you got it. On

    a miss, you find you've been robbed!

    Gossip: When you go out in a steading and spread rumorsabout a person, place, or thing, roll+cha. On a hit, some people inthe steading believe you, but not everyone. On a 7-9, chooseone. On a 10+, choose two.

    - most everyone in the steading believes you- it travels to nearby steadings as fast as is reasonable- nobody can trace the rumors to you

    Hardened: You've been hardened by your nights on the roadand days deep underground. Gain +2 hit points.

    Life of the Party: When you carouse, on a 12+ choose as manyoptions as you'd like. Everyone had a blast and people will talkabout this for years to come; you're a minor celebrity in this

    steading now.

    Lucky: When you make camp or visit a steading, hold 3 luck.Whenever you roll a miss, spend 1 luck and re-roll. On a hit,explain how you succeed by sheer fortune and good luck. Whenyou spend your last luck, well, your luck has run out... t ake -1-forward until you gain more.

    Student: You've learned well from your companions. Whoeveryou have the most bonds with, choose and learn one of theirclass moves.

    Talented Assistant: Your assistant has all the starting moves ofhis class.

    Word of Command: When you give an NPC or collected group

    of NPCs an order, roll+cha. On a 10+, select two and the GM willpick one. On a 7-9, the GM picks one.

    - they angrily attack- they back of slowly- they grovel and beg- they do it- they offer you something else they think you want

    Worldly: You pick up new skills easily; choose a playbook notcurrently in use by another player and gain a move from it.

    (6-10)

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    Jack of All Trades (Requires: Worldly): You pick up new skillseasily; choose a playbook not currently in use by another playerand gain a move from it.

    Keen Learner (Requires: Student): You've learned well f romyour companions. Whoever you have the most bonds with,choose and learn one of their class moves.

    Master Assistant (Requires: Talented Assistant): Your assistantis considered to be one level lower than you and gainsadvancements as appropriate.

    Supremely Lucky (Requires: Lucky): You may also spend yourluck to:

    - avoid all damage from a single att ack- find or have on hand a single mundane item you need- run into someone helpful to you right now

    The BattlemindYou start with these moves:

    OnenessWhen you have time and t ranquility to center your mind and body

    lose any Focus you had and gain 3 Focus. You cannot havemore than 3 Focus at any time.

    StanceWhen you set your mind and body to combat choose a stance

    available to you and roll+Wis. Choose three of these stances tobe available to you to start with:

    Serpents Coil: While in this stance you use Focus toHack and Slash.

    Trolls Strength: While in this stance your damage diceis d10+Focus.

    Dragon Turtles Shell: While in this stance your Armoris equal to your Focus.

    Dragons Foresight: While in this stance you use Focusto Defy Danger.

    Unending Life: While in this stance you cannot die.Dont make the Last Breath move even if you reach 0

    HP. As soon as you leave this stance, if youre still at 0HP, you make the Last Breath move as normal.

    Giants Reach: While in this stance your body is aweapon with these tags: Hand, Close, Reach, +1damage, messy, forceful.

    On a hit you assume your chosen stance until your concentrationlapses. On a 7-9 you must also choose: spend one Focus or beput in some danger (the GM will describe it).

    BattlebodyWhile you wear no armor, have Focus remaining, and carry lessthan your Load, you have 2 armor.

    Fists of PowerYour body itself is a weapon with Hand range.

    Damage dice is probably d8 (but see the Stances). HP is likelyConstitution+8. Load is probably on the low end.

    Focus is the main thing that the classs moves revolve on. Thecore moves already demonstrate a lot of the core things movescan do with Focus: Spend it, count it, use it as a bonus. Theres awhole lot of advanced moves that fall straight out of that:

    Focused DefenseWhen youre in a stance and take damage you may spend 1Focus and leave that stance to negate t he damage.

    Expanded MindWhen you use Oneness you gain 4 Focus. Your maximum Focusis 4.

    Combat FlowWhen you kill an enemy while in a stance you may changestances immediately, without rolling. Just choose a new stance.

    MasteryChoose a new stance to add to your list.

    Crouching Tiger

    When you concentrate on movement and speed you may spend1 Focus to defy gravity: for a few moments, so long as you keepmoving, you may run up and across any vertical surface.

    Restored FocusWhen an ally successfully Aids you you may choose to gain 1Focus instead of taking +1.

    Dragonborn Compendium Class

    When you are revealed to be the one and only Dragonborn of thisage, a mortal with the soul of a dragon, you can take this moveinstead of one of your class moves the next time you level up.

    Dragon ShoutWhen you shout a Thu'um you know at least a syllabe of, roll+thenumber of its syllabes you shouted. On a hit you unleash theshout and apply its effects based on the syllabes you shouted.On a 7-9, choose a number of options equal to the syllabes youshouted: you can't use Dragon Shout again until you catch your breath fora few minutes; you draw unwelcomed attention, even from very afar; the shout has a side effect chosen by the GM.Usually, to learn any one syllabe you must do these two things, inany order: read it from a place of power;

    channel into it and consume the soul you absorbed from arecently-dead dragon.For each shout, you have to learn the weaker syllabes before thestronger ones.

    If you have the Dragon Shout move, you can select those movesinstead of your class ones when you level up.

    High TrainedYou learn 3 extra syllabes.

    Dragon Trained

    You learn 3 extra syllabes.

    Dragon AllyWhen you defeat a dragon and have mercy on its life, take +1 torolls to learn its true name and gain his loyalty.

    Dragon MeditationChoose a shout you know and create an extra effect that takesplace when you roll a 12+ on that shout.

    THU'UMS AND SYLLAB ESEffects are either stacking or an improved version of the previousones.

    Animal Allegiance

    RAAN: nearby animals fight for you in the next minutes. Treatthem like a hireling with a total of 5 points between the Warrior,Protector, Tracker, Expert and Loyalty skills;MIR: 10 points;TAH: 20 points.

    Aura WhisperLAAS: you detect the location of animated beings in this place.YAH: you know their alignment.NIR: the shout is instead a whisper; you can't draw unwelcomedattention and on a 7-9 you just suffer both other options.

    Become EtherealFEIM: you and your possessions enter phasing for a bunch ofseconds or until you dismiss the effect. During phasing, youassume a spectral appearace, can't touch nor can be t ouched by

    the physical world and can pass through solid objects;ZII: you can phase for up to a bunch of minutes;GRON: as long a you wish.

    Call DragonEvery dragon has a three-syllabes true name that, only if shoutedall together, can be heard by that dragon no matter where it is. Italso instantly knows who shouted them. It usually is not happy atall of this and will fly as fast as it can to punish the dragonborn.

    DisarmZUN: every creature within your shout drops any mundane

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    weapon it's weilding.HAAL: weapons are instead utterly tossed away.VIIK: the shout works even on non-mundane weapons, anddisarmed creatures are staggered for a bunch of seconds.

    DismayFAAS: cowardly creatures within your shout flee from you untilyou are out of sight;RU: everyone that's not totally reckless flees;MAAR: only the bravest and most powerful resist.

    Dragonrend

    JOOR: you counterattack anything a dragon within your shoutmight have throwed at you;ZAH: the dragon is also staggered for a bunch of seconds and, ifflying, loses altitude;FRUUL: the dragon is totally paralyzed for a bunch of secondsand if flying it crash-lands and suffers 1d10 damage that ignoresarmor and any other protection it might have.

    Elemental FurySU: take +1d6 damage forward when you Hack & Slash;GRAH: roll twice and take the better result next time you dealdamage through Hack & Slash;DUN: take +1 forward to Hack & Slash.

    Fire BreathYOL: flames burst from your mouth, dealing 1d4 damage that

    ignores armor to each creature within your shout, staggering andsetting them afire;TOOR: 2d4 damage;SHUL: 2d6 damage.

    Frost BreathFO: frozen winds burst from your mouth, dealing 1d4 damagethat ignores armor to each creature within your shout, slowingthem down for a bunch of seconds;KRAH: 2d4 damage;DIIN: 2d6 damage.

    Ice FormIISS: creatures within your shout are frozen solid for a bunch ofseconds or until someone attacks them;SLEN: for a bunch of minutes;

    NUS: for as long as you wish.Large creatures suffer the effects of a one-less syllabe shout.Huge creatures suffer the effects of a two-less syllabes shout.Small creatures suffer the effects of a one-more syllabe shout, upto three. Tiny creatures are always frozen solid for as long as youwish.

    Marked for DeathKRII: creatures within your shout suffer -1 armor;LUN: -2 armor;AUS: -4 armor.

    Slow TimeTIID: time stands still around you for a bunch of seconds;KLO: half a minute;UL: there's always enough time.

    Throw VoiceZUL: creative insults coming out of nowhere distract creatureswithin your shout;MEY: you may choose just one single option on a roll of 7-9.GUT: you don't have to choose any option on a roll of 7-9.

    Unrelenting Force

    FUS: creatures within your shout are staggered for a bunch ofseconds;RO: and they are knocked a few paces back;DAH: they are utterly tossed away, also suffering 1d6 damagethat ignores armor.Large creatures suffer the effects of a one-less syllabe shout.Huge creatures suffer the effects of a two-less syllabes shout.Small creatures suffer the effects of a one-more syllabe shout, upto three. Tiny creatures are always tossed away and suffer 1d10damage that ignores armor.

    Whirlwind SprintWULD: you instantly rush forward within reach range.NAH: within near range.KEST: within far range.

    W.I.P.: Shouts not includedStorm Call [STRUN-BAH-QO]Kyne's Peace [KAAN-DREM-OV]Clear Skies [LOK-VAH-KOOR]Call of Valor [HUN-KAAL-ZOOR]

    Not availble to player charactersResurrect Dragon [SLEN-TIID-VO]Summon Spectral Clone [FIIK-LO-SAH]Summon Fog [VEN-MUL-RIIK]Dragon Storm Call [???]Return to Nirn [NAHL-DAAL-VUS]Summon Spectral Clone [FIIK-LO-SAH]

    Dawnguard Expansion

    Drain Vitality [GAAN-LAH-HAAS]Soul Tear [RII-VAAZ-ZOL]Summon Durnehviir [DUR-NEH-VIIR]

    The Warlock

    I was seized by a bit of inspiration and decided to throw thistogether. It's unfinished, obviously, and I'd be curious about whatpeople think about what's here and what it might need:

    There are many reasons to seek out power greater than yourown. Some do it for glory, some for wealth, some forvengeance. When you made the decision, it felt right, like it wasthe only choice. Now, the claws of something dark and evilclutching your heart, you feel you might have chosen wrongly.

    A Warlock used to be normal. Now they're not. A piece of a darkand terrible power has been placed into their heart, replacing partof their soul. Many regret their decision, but the contract is made,their fates already sealed. What remains now is only thequestion: what will you do about it?

    The only way to find out t he end of your story is to live it.

    Look:Weary Eyes, Fierce Eyes, Eerie EyesNo Hair, Short Hair, Beautiful HairTravelling Gear, Arcane Gear, Fetish WearWell-fed Body, Fit Body, Elegant Body

    Stats:17 (+2), 15 (+1), 13 (+1), 11 (+0), 9 (+0), 8 (-1)You start with 6 + Con HPYour base damage die is d6

    Starting Moves:

    Racial Move:Elf: Gain a +1 to Demon Binder and when Ordering demonHirelingsHuman: Gain a +1 to Black Lord

    You Start with These Moves:Black Lord: When you call on your patron's power, roll +Cha. On a 7-9, choose 1. On a 10-12, choose 2.*Take 3 Forward on your next roll*Gain a d4 Damage on your next attack*Your next attack gains the Messy and Forceful tags*Gain Armor +2 against the next attack against you*Heal 1d4 Damage

    Your GM chooses one of the following*You take 1d4 Damage, ignoring armor

    *You lose something important to you, such as an possession ormemory*You suffer a debility*Your patron gains Hold 2 over you, and may spend 1 Hold togive you -1 on a roll.

    Fire and Brimstone:You have been granted power from your patron with which todefend yourself. You are always considered armed with a Weight0 weapon:

    Choose a description:

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    LightningFireShadowTelekinesis

    Choose a range:CloseReachNear

    Choose two enhancements:*Potent: Add the Forceful tag and +1 Damage

    *Vile: Add the Messy tag and +1 Damage*Subtle: Add the Precise tag, and you may choose to apply theStun tag*Versatile: Choose another range

    Demon BinderWhen you have time and materials, you may call on yourknowledge of lore and your patron's power to Recruit demonsinstead of normal hirelings. Gain +1 each for:*Using a rare magical ingredient (+1 per ingredient)*Taking a debility that lasts as long as the demon is in yourservice*If you make a vow, the breaking of which will free the demon (+1per vow) (No combination will grant you more than +3). On a10+, you summon the demon you want. On a 7-9, you have totake what you can get. Bound demons are built as City

    hirelings.

    Advanced Moves:2-5:*Terrifying: When you Parley using a threat as your leverage, get+2*Improved Hellfire and Brimstone: Add an enhancement to yourwarlock weapon*Clever Bargaining: When you roll a 10-12 on Black Lord, youmay reject your GM's first choice and make him choose again.*Skilled Binder: When you use Demon Binder, add +1 t o yourdemon's primary skill

    6-10:*Master Bargaining (Must have taken Clever Bargaining): Whenyour roll a 13+ on Black Lord, your GM does not choose one.

    *Master Binder (Must have taken Skilled Binder): When you useDemon Binder, add +1 to your demon's secondary skill.

    The Corrupter

    Long ago, when you were just a boy, your father's brothersdelved deep deep beneath the mountain. They cracked a greatrift deep beneath the earth, found treasures and richesinnumerable. But something else lay buried there - they delvedtoo deep! Now, the corruption spreads like a sickness, bringingthe breath and touch of the ruinous ones. Now, you - and others

    like you - bear the mark of the gods outside reality, the greatterrible mad ones who seek to warp this world to their own image.What will you do with this power, corrupter? How will you survive?

    NameLooks

    Tired eyes, mad eyes, evil eyes, hopeful eyesWasted body, diseased body, gluttenous body, lanky bodyBooming voice, whispering voice, quivering voice, eager voiceTattered clothes, rich clothes, rune-inscribed clothes, plain

    clothes

    RacesDwarf: When you go deep beneath the earth and listen to the

    howl of the ruinous ones, roll+wis. On a hit, ask a question (any!)and the GM will answer. On a 7-9, you're also harried by visionsof doom and terror - the GM will detail. Maybe these visions aretrue, maybe not.

    AlignmentEvil: Corrupt or pervert something sacred.

    GearBonds____ has caught a glimpse of the darkness beneath; I will show

    them the truth____ follows the old gods; I will prove the might of the ruinous

    ones

    ____ hopes to redeem me. Perhaps it is too late____ gives me hope for the world. I will protect them as best I

    can

    MovesCorrupted: You're tainted by dark powers beyond mortal ken.

    You have a new score, corruption, which can vary from -3 to +3; itstarts at +1. When you'd defy danger and fail, you may increaseyour corruption to reroll (if your corruption has reached it'smaximum value, you automatically re-roll failed defy danger rollsthe first time). See corruption for other ways to gain and losecorruption.

    Corrupting Touch: When you lay hands on someone and speakdark words, they take damage equal to your class+corruption(ignores armor). If you try to use this in battle, roll+dex. On a 10+,

    you manage to touch them. On a 7-9, choose one:- you've got to maneuver to touch them, putting you in danger- you unbalance yourself and take -1-forward

    Dark Armor: When you'd take damage, you can conjure darkforces to repel the attack. If you do, roll+corruption and lose 1corruption. On a 10+, you repel the attack. On a 7-9, you repelthe attack if you still have positive corruption. On a miss, yourepel the attack, lose another corruption, and gain a debility asyour soul's darkness manifests in your body.

    Lure of Death: When you take your last breath, roll-corruption.

    Spreading Darkness: When you spend time in a steading (atleast a few days), roll+corruption. The GM will ask you to rollagain for every few weeks you stay there. On a 7-9, the GM willchoose one. On a 10+, he'll choose two. In either case, he'll detailwhat happened.

    - something living in the steading gets seriously sick- people leave the steading- the steading loses food or prosperity- the steading attracts unwelcome attention

    Temptations & Madness: When the dark forces you serve

    prompt you to do something you'd really rather not,roll+corruption. On a hit, choose one. On a 10+, both. Either way,it's defying danger to act contrary to the dark forces' intentions.

    - if you do it, increase or reduce corruption by 1 (your call)- if you do it, mark XP

    Advancements6+

    CorruptionYou can gain corruption in the following ways

    - kill a defenseless person- blaspheme a god and harm their followers- engage in dark rituals- make sacrifices to the ruinous ones- spend time in a dark, corrupted place

    You can reduce corruption in the following ways- sacrifice something of yourself for a greater good- offer blessings and worship in a house of a god- spend time and effort in contemplation of the world, away

    from the corruption- heal or repair corruption of the world- solidify your sanity through study, meditation, and exercise

    The Doomblade

    Long ago, the great emperor ruled half the world and sought torule the other half. A great war raged, the legions of humanwarriors led by the mighty doomblades - the elites of t heemperor's army - against the elves and dwarves in theirstrongholds. That was over a hundred years ago; many lifetimesfor a human. But the elves remember - and the dwarves! Theylook down upon you, grim soldier, dark knight. They look down onyou in anger and fear. Can you be something more than thehistory of your order? Can you reclaim the grandeur thedoomblades once stood for, before the great war and the mademperor?

    NameLook

    Scarred face, grim face, tanned face, gaunt faceMuscular body, lean body, crippled body, fat body

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    Dark eyes, wild eyes, beautiful eyes, old eyesA mark of your regiment - a tattoo, a charm, a patch, a ring

    RaceHuman: When you enter a non-human steading, roll+cha. On a

    10+, choose one. On a 7-9, the GM chooses one.- they fear you- they forgive you

    When you enter a human steading, roll+cha. On a 10+,choose two. On a 7-9, choose one. They shower you with...

    - coin

    - adoration- respect- women or men as you prefer- gear and tools- gossip and info

    AlignmentGood: Break down stereotypes.Chaotic: Lash out in anger.Lawful Evil: Enslave or entrap others.Neutral Evil: Corrupt or blaspheme something sacred or good.

    Bonds____ remembers well the lessons of war, and for this they trust

    me not____ has seen the darkness in my soul, but I can prove myself

    to them____ and I were in academy together and had many youthful

    adventures together____ trusted me when none other would, and I owe them for it

    Gear

    MovesCurse: When you speak an enemy's name aloud and curse

    them, or else stare into the eyes of a foe and ignite your hatredfor them, roll+cha. By default, on a hit, they're filled with rage andanger at you and take +1d4 damage forward against you. On a10+, choose three. On a 7-9, choose two.

    - they instantly take 1d4 damage- they instantly take 1d4 damage- you take +1-ongoing against them until they strike you

    - they don't take +1d4 damage forward

    Fighting Style: You've trained extensively - exhaustively! - in theart of combat. Choose two fighting styles. When you assume astyle for the first time in a fight, no roll. If you assume a fightingstyle more than once in a fight, each time, roll+con. On a 10+,you're fine and dandy. On a 7-9, choose one.

    - you're distracted and off guard; the next time you'd takedamage, take +1d4 damage

    - you're distracted and unbalanced; take -1-forward- you strain and push yourself; take a moment to catch your

    breath

    Regiment: When you call on your regiment for help, choose oneyou need, then the GM will choose one or two they need.

    - information- muscle- gold- connections- magic

    Staredown: When you glare at someone and put the force ofyour will behind, roll+cha. On a 10+, pick two and the GM willchoose one. On a 7-9, the GM will choose one.

    - they attack you- they offer you something they think you want- they retreat or pull inward- they stand down- they want your services as a warrior

    Advancements6+

    EDIT: Forgot to include the fighting styles!

    Fighting StylesBack to Back: When you fight back-to-back or side-by-side with

    an ally and you or they hack and slash, you add your bond t odamage dealt.

    Hardened Warrior: When you'd take damage from a weapon

    attack, you may instead take -1-ongoing until you rest (makecamp or sleep in a steading).

    Loyal Guard: When you defend an ally, add your bond withthem to their armor while you have hold.

    Reach Fighting: As long as you've got a range advantageagainst someone in melee, you deal +1 damage.

    Second Rank: When you volley while someone's defendingyou, take +1 to the roll.

    Staunch Defender: When you defend someone, apply yourshield bonus to their armor instead of yours as long as you havehold.

    Sword & Board: When you're using a shield and your armorprevents all damage from an attack, you may inflict your damageon the enemy.