I thought I'd present a unique take on outsiders for your D&D type game. I've always been interested in the fact that some outsiders were souls of the deceased, namely angels, so why couldn't all outsiders be like that?
Birth of an Outsider
In the land of Terra, once any living creature dies, it's soul departs to grand palace of Elmawt, god of death, where it is to be judged on its life. Elmawt knows all and can read the true nature of a person just by glancing at them. If the soul had remained neutral in life, it is reincarnated back on Terra in a newborn. However, if the soul had favored one of the great Four Virtues, Elmawt transforms the ethereal creature into an outsider.
Those who remained mindful of the law and crusaded for king and country will become the stoic inevitables. Those who believed in random chance and the unexpected become the primal genies. Those who were good and kind souls, charitable to a fault become the wise angels, and those who reveled in evil and wickedness become the vile demodands. These "minor" outsiders usually serve a god of the virtue they hold dear, or as aid for a higher ranked outsider.
Evolution
As an outsider slowly adapts to its form, generally it will start to have interest in another of the Four Virtues, his form will literally change into a final step or "evolution". Some outsiders do stay loyal to their original form and never change, but the number is relatively minute.
Inevitables can either embrace true law and become polyhedroids, they can favor goodness in law and become archons, or they can favor control and exploitation in law and become devils.
Angels can follow true goodness and become kheurbim, they can see the aid of control in helping others and become archons, or they can embrace freedom and love and become celestial fey.
Demodands can follow their evil ways and become daemons, they can revel in chaos and become demons, or they can lust after control and become devils.
Genies can keep chaos in their hearts and become xoac, they can turn to darkness and become devils or they can embrace good and protection and become celestial fey.
Neutrality
The neutral outsiders, the vecra, are an unknown force who dwell in the Veil of Darkness. They are older than time itself, and some believe they are the very essence of time. Vecra seem to be numerous and ever breeding, but souls do not become vecra.
Limitless Worlds
Friday, January 3, 2014
Friday, December 20, 2013
Small But Vicious Dog - Greenskins
Orcs
Orcs are probably the stupidest creatures in the Old World that could still
qualify as sentient. Huge, green and almost eternally angry, Orcs are dangerous
in large numbers. They have Shamans who harness something the orcs call the
"Waaagh," which is a supernatural hive-mind belief that if the orcs think something
is magical, it does become magical. For example, they believe painting a vehicle red
will make it go faster, and their collective will makes it so. Orcs are fairly
harmless by themselves, but many travel in huge packs. They usually carry
terrible war cleavers they call "Choppas." They have nightvision
up to 10 yards
There are other types of orcs, such as the ferocious black orcs and the
tattooed savage orcs. Black orcs are generally just a stat increase. No matter
their type, all orcs are prone to hatred of literally anything (even other orcs)
Orc shamans have the spellcasting abilities of a wizard equal to their W,
but their combat abilities usually take a hit.
Mv - 4
WS - 2
BS - 2
Att - 1
W - 2
AC - 7
SV - F1
Goblins
Goblins are the slaves and sometimes food source of the orcs. Small and
cowardly, their devilish ways still scare a lot of citizens. They do
a lot of the grunt work of the orcs, and any goblin warband squabbles amongst
themselves fairly regularly. Like orcs, they have nightvision to 10 yards.
Goblins are prone to hatred like orcs, but they are also extremely afraid
of elves of all sorts.
Mv - 4
WS - 2
BS - 1
Att - 1
W - 2
AC - 8
SV - NM
Snotlings
Snotlings are the wretches of greenskin society, being even under the goblins.
They are more like loyal dogs than anything, with barely the ability to speak.
They live in filth, are killed constantly and are used as literal cannon fodder.
Like other greenskins, they have nightivision to 10 yards.
Snotlings are too stupid to figure out the hatred greenskins all have, so they
do not suffer from it. However, they usually suffer from stupidity, as well
as fear if they are severely outnumbered or even terror if they are alone.
Mv - 4
WS - 1
BS - 1
Att - 1
W - 1
AC - 9
SV - NM
Hobgoblins
Hobgoblins are similar looking to goblins, though they are almost as large
as orcs. They appear as slightly bestial humans, but they do not often associate
with orcs. Many hobgoblins live to the east under their Khan rulers. Hobgoblins
are vile and cunning, more so than any other greenskin. They have nightvision
up to 10 yards.
Hobgoblins are prone to hatred like all other greenskins. They are also
expert archers.
Mv - 4
WS - 2
BS - 3
Att - 1
W - 2
AC - 7
SV - F1
Monday, December 16, 2013
Small But Vicious Dog - Advanced Careers
So there is a cool game out there called Small But Vicious Dog, which is a hack of Warhammer Fantasy Roleplay for B/X. Like WFRP, the game has careers, but no advance careers. So below I offer a solution! When you reach 8000 XP, you can take one of these careers as well as the additional abilities granted to the player's class. The career you get grants a new career skill as well as trappings.
Academic - Academics get access to an arcane lore of their choice (Chaos, College, Holy, etc.). Your casting die increases to 3. Wounds increase to 6 + 4d4
Roll 1d10 if you feel lucky
1. Alchemist - Chemistry, alchemist tools
2. Artisan - Craft Skill, tools of the trade
3. Cleric - Secret language (classical), holy doctrine
4. Demogogue - Blather, pamphlets
5. Druidic Priest - Animal care, game meat
6. Lawyer - Law, lawyer's wig and gown
7. Merchant - Evaluate, employ of d3 scribes
8. Physician - Medicine, black medicine bag, "crow" gas mask
9. Scholar - Scholarly Lore (Choose astronomy, cartography, etc.), writing equipment
10. Wizard - Secret language (magick), arcane tome
Warrior - Warriors can re-roll a failed attack roll once per battle, though they must keep the new roll even if it's worse. Your WS bonus increases to +4. Wounds increase to 6 + 4d8
Roll 1d8
1. Duellist - Disarm, left-hand dagger
2. Freelancer - Ride Horse, horse and saddle
3. Judicial Champion - Dodge blow, signature weapon
4. Mercenary Captain - Heraldry, flask of alcohol
5. Outlaw Chief - Follow trail, bow or crossbow
6. Sea Captain - Boat building, telescope
7. Templar - Secret signs (templar), religious symbol
8. Witch-hunter - Sixth sense, hand weapon and d4 throwing knives
Ranger - If rangers spend an action aiming, they add +1 to their ranged attack rolls. Your RS bonuse increases to +4. Wounds increase to 6 + 4d6
Roll 1d8
1. Artillerist - Carpentry, Charts and tables
2. Explorer - Cartography, d6 maps
3. Gunner - Engineer, charts and tables
4. Highwayman - Wit, a mask
5. Navigator - Astronomy, compass, sextant, etc.
6. Scout - Ride horse, horse with saddle
7. Slaver - Strike to stun, d4 manacles and 10 yds of rope
8. Targeteer - Marksmanship, bow or crossbow
Marksmanship - Can make called shots with only a -1 penalty.
Rogue - If you spend at least two rounds studying an enemy and make a successful sneak attack, they enemy must make a save or die instantly. Some enemies without easily discernable anatomies can't be affected by this. Your sneak attack bonus becomes x3. Wounds increase to 6 + 4d6
Roll 1d8
1. Assassin - Disguise, garrotte
2. Charlatan - Charm, d6 various fake compounds
3. Counterfeiter - Metallurgy, metalworking tools
4. Fence - Palm object, large overcoat with many pockets
5. Forger - Forgery, engraving tools
6. Racketeer - Dodge blow, broad-brimmed hat and knuckledusters
7. Spy - Shadowing, codebook, d4 homing pigeons
8. Torturer - Torture, d10 knives, whips and irons
Here are some small Lore spell lists, focusing on the 8 winds of magic. Each has about three spells and most of these can be found in B/X. The small amount I think lends itself well to the low magic of the game, and I tried to find spell analogues that best showed what the lore did. Divine Lores may come in the future, probably
Lore of Beasts
Calm the Wild Beast (14) - As Charm Monster, only works on animals
Form of the Wild (14) - As Polymorph Self
The Beast Unleashed (12) - As Animal Growth
Lore of Death
Deathsight (10) - As detect invisible
Wind of Death (18) - As death spell
Final Words (8) - Can speak with the dead
Lore of Fire
Fireball (12) - As fireball
Shield of Aqshy (14) - As wall of fire
Crown of Fire (10) - As bless
Lore of the Heavens
Lightning Bolt (12) - As lightning bolt
Curse (10) - As curse
Omen (14)- Can divine the future in a limited way
Lore of Life
Curse of Thorns (10)- As web
Spring Bloom (14) - As plant growth
Earth Gate (18) - As move earth
Lore of Light
Healing of Hysh (14) - As cure serious wounds
Blinding Light (10) - As continual light
Banish (16)- As turn undead against daemons
Lore of Metal
Armour of Lead (12) - As slow
Curse of Rust (16) - As disintegrate, but only on metal
Law of Logic (14) - As detect lie
Lore of Shadow
Shroud of Invisibility (10)- As invisibility
Bewilder (14) - As confusion
Illusion (10) - As phantasmal force
Academic - Academics get access to an arcane lore of their choice (Chaos, College, Holy, etc.). Your casting die increases to 3. Wounds increase to 6 + 4d4
Roll 1d10 if you feel lucky
1. Alchemist - Chemistry, alchemist tools
2. Artisan - Craft Skill, tools of the trade
3. Cleric - Secret language (classical), holy doctrine
4. Demogogue - Blather, pamphlets
5. Druidic Priest - Animal care, game meat
6. Lawyer - Law, lawyer's wig and gown
7. Merchant - Evaluate, employ of d3 scribes
8. Physician - Medicine, black medicine bag, "crow" gas mask
9. Scholar - Scholarly Lore (Choose astronomy, cartography, etc.), writing equipment
10. Wizard - Secret language (magick), arcane tome
Warrior - Warriors can re-roll a failed attack roll once per battle, though they must keep the new roll even if it's worse. Your WS bonus increases to +4. Wounds increase to 6 + 4d8
Roll 1d8
1. Duellist - Disarm, left-hand dagger
2. Freelancer - Ride Horse, horse and saddle
3. Judicial Champion - Dodge blow, signature weapon
4. Mercenary Captain - Heraldry, flask of alcohol
5. Outlaw Chief - Follow trail, bow or crossbow
6. Sea Captain - Boat building, telescope
7. Templar - Secret signs (templar), religious symbol
8. Witch-hunter - Sixth sense, hand weapon and d4 throwing knives
Ranger - If rangers spend an action aiming, they add +1 to their ranged attack rolls. Your RS bonuse increases to +4. Wounds increase to 6 + 4d6
Roll 1d8
1. Artillerist - Carpentry, Charts and tables
2. Explorer - Cartography, d6 maps
3. Gunner - Engineer, charts and tables
4. Highwayman - Wit, a mask
5. Navigator - Astronomy, compass, sextant, etc.
6. Scout - Ride horse, horse with saddle
7. Slaver - Strike to stun, d4 manacles and 10 yds of rope
8. Targeteer - Marksmanship, bow or crossbow
Marksmanship - Can make called shots with only a -1 penalty.
Rogue - If you spend at least two rounds studying an enemy and make a successful sneak attack, they enemy must make a save or die instantly. Some enemies without easily discernable anatomies can't be affected by this. Your sneak attack bonus becomes x3. Wounds increase to 6 + 4d6
Roll 1d8
1. Assassin - Disguise, garrotte
2. Charlatan - Charm, d6 various fake compounds
3. Counterfeiter - Metallurgy, metalworking tools
4. Fence - Palm object, large overcoat with many pockets
5. Forger - Forgery, engraving tools
6. Racketeer - Dodge blow, broad-brimmed hat and knuckledusters
7. Spy - Shadowing, codebook, d4 homing pigeons
8. Torturer - Torture, d10 knives, whips and irons
Here are some small Lore spell lists, focusing on the 8 winds of magic. Each has about three spells and most of these can be found in B/X. The small amount I think lends itself well to the low magic of the game, and I tried to find spell analogues that best showed what the lore did. Divine Lores may come in the future, probably
Lore of Beasts
Calm the Wild Beast (14) - As Charm Monster, only works on animals
Form of the Wild (14) - As Polymorph Self
The Beast Unleashed (12) - As Animal Growth
Lore of Death
Deathsight (10) - As detect invisible
Wind of Death (18) - As death spell
Final Words (8) - Can speak with the dead
Lore of Fire
Fireball (12) - As fireball
Shield of Aqshy (14) - As wall of fire
Crown of Fire (10) - As bless
Lore of the Heavens
Lightning Bolt (12) - As lightning bolt
Curse (10) - As curse
Omen (14)- Can divine the future in a limited way
Lore of Life
Curse of Thorns (10)- As web
Spring Bloom (14) - As plant growth
Earth Gate (18) - As move earth
Lore of Light
Healing of Hysh (14) - As cure serious wounds
Blinding Light (10) - As continual light
Banish (16)- As turn undead against daemons
Lore of Metal
Armour of Lead (12) - As slow
Curse of Rust (16) - As disintegrate, but only on metal
Law of Logic (14) - As detect lie
Lore of Shadow
Shroud of Invisibility (10)- As invisibility
Bewilder (14) - As confusion
Illusion (10) - As phantasmal force
Sunday, December 15, 2013
Stars Without Number - Warhammer 40k Chambers Militant
My second entry on 40k via SWN, this will focus on the various military organizations that the Inquisition has access to. What's difficult about this is that two of the Chambers Militant, the Grey Knights and the Deathwatch, are both Space Marine chapters, and if you know anything about 40k, you know the Marines are nigh unkillable. So as lame as it may sound, the Marines are going to get dumbed down. This is to put them on the same level as other players, as well as on the level of the last Chamber Militant, the Sisters of Battle.
The Deathwatch
The Chamber Militant of the Ordos Xeno, the Deathwatch stands unique amongst other Space Marine Chapters. Every member of a Deathwatch Killteam used to be one of the most exemplary squad members in a different chapter. The Deathwatch is composed of powerful warriors from all over the Thousand Chapters, and they have been tasked with hunting down to the Xeno threat. Clad in all black, except for one should that retains the colors of their old chapter, the Deathwatch are experienced and dangerous.
A Deathwatch member, like all Space Marines, must start with a Strength and Constitution of 14+. They are immune to poison and they start with an assault suit. They also have training in Exosuits. Deathwatch members also get a +1 skill bonus depending on what Chapter they hail from. What follows are the major chapters of the Imperium, but it is very easy to create your own.
Dark Angels - Stealth
White Scars - Navigation
Space Wolves - Survival
Imperial Fists - Tactics
Blood Angels - Combat (Any)
Iron Hands - Tech (Any)
Ultramarines - Leadership
Salamanders - Perception
Raven Guard - Athletics
Grey Knights
The Chamber Militant of the Ordos Malleus, the Grey Knights are a Space Marine chapter whose duty it is to hunt down and destroy the daemonic forces of Chaos threatening the Imperium. The Grey Knights are secretive, powerful and noble; though the Grey Knights do have Librarians, every Knight has at least some marginal psychic ability. Their gleaming halberds and grey armor can leave any daemon trembling.
A Grey Knight, like all Space Marines, must start with a Strength and Constitution of 14+. They are immune to poison and they start with an assault suit. They also have training in Exosuits. Every Grey Knight has mastery of one level 1 psychic power, with the Discipline chosen by the player.
Sisters of Battle
Known as the Daughters of the Emperor, the Sisters of Battle are the Chamber Militant of the Ordos Hereticus and a branch of the Adepta Sororitas. Powerful female warriors who have undying faith in the God-Emperor. Sometimes called "female Space Marines," the Sisters do not undergo the painful genetic modifications that their Brothers do. Regardless, each is as powerful and deadly as any Astartes, and their desire to purge heretics is unfaltering.
Sisters of Battle must have a Wisdom of 14+. They too start with an assualt suit, as well as training in Exosuits. Sisters are also highly intelligent on many matters, making them automatically trained in Culture/Traveller, Languages and Tech/Medical.
Tell me what you think! Too powerful? Too limiting? Let me know.
The Deathwatch
The Chamber Militant of the Ordos Xeno, the Deathwatch stands unique amongst other Space Marine Chapters. Every member of a Deathwatch Killteam used to be one of the most exemplary squad members in a different chapter. The Deathwatch is composed of powerful warriors from all over the Thousand Chapters, and they have been tasked with hunting down to the Xeno threat. Clad in all black, except for one should that retains the colors of their old chapter, the Deathwatch are experienced and dangerous.
A Deathwatch member, like all Space Marines, must start with a Strength and Constitution of 14+. They are immune to poison and they start with an assault suit. They also have training in Exosuits. Deathwatch members also get a +1 skill bonus depending on what Chapter they hail from. What follows are the major chapters of the Imperium, but it is very easy to create your own.
Dark Angels - Stealth
White Scars - Navigation
Space Wolves - Survival
Imperial Fists - Tactics
Blood Angels - Combat (Any)
Iron Hands - Tech (Any)
Ultramarines - Leadership
Salamanders - Perception
Raven Guard - Athletics
Grey Knights
The Chamber Militant of the Ordos Malleus, the Grey Knights are a Space Marine chapter whose duty it is to hunt down and destroy the daemonic forces of Chaos threatening the Imperium. The Grey Knights are secretive, powerful and noble; though the Grey Knights do have Librarians, every Knight has at least some marginal psychic ability. Their gleaming halberds and grey armor can leave any daemon trembling.
A Grey Knight, like all Space Marines, must start with a Strength and Constitution of 14+. They are immune to poison and they start with an assault suit. They also have training in Exosuits. Every Grey Knight has mastery of one level 1 psychic power, with the Discipline chosen by the player.
Sisters of Battle
Known as the Daughters of the Emperor, the Sisters of Battle are the Chamber Militant of the Ordos Hereticus and a branch of the Adepta Sororitas. Powerful female warriors who have undying faith in the God-Emperor. Sometimes called "female Space Marines," the Sisters do not undergo the painful genetic modifications that their Brothers do. Regardless, each is as powerful and deadly as any Astartes, and their desire to purge heretics is unfaltering.
Sisters of Battle must have a Wisdom of 14+. They too start with an assualt suit, as well as training in Exosuits. Sisters are also highly intelligent on many matters, making them automatically trained in Culture/Traveller, Languages and Tech/Medical.
Tell me what you think! Too powerful? Too limiting? Let me know.
Saturday, December 14, 2013
Stars Without Number - Warhammer 40k Abhumans
If you didn't know, The Retired Adventurer has some lovely rules changes to Stars Without Number to play in the grim-dark-grimness of the Imperium of Man. The rules as is are tailored kind of towards Dark Heresy play, which is low-level inquistors out exploring the universe, which I find is a perfect level for SWN and the best way for Warhammer players to really "get into the shit."
However, for the next few posts I'm gonna elaborate on the character options to make the options a bit more inquisition, and Imperium, inclusive. This means I'll cover the mutated Abhumans, Space Marines (Grey Knights and the Death Watch, specifically) and the Adeptus Sororitas. But first, the Abhumans!
Ogryns
Ogryns are huge abhumans, often employed in the Imperial Guard as heavy weapons troops. Groomed on numerous death and hell worlds, an ogryn is designed for only one thing: survival. They rarely win any debates, but rumors tell of ogryn easily besting some Space Marines in unarmed combat.
Ogryns must have Strength 14+. Ogryns can literally eat anything for survival, though poisons still affect them. They are automatically trained in Survival.
Ratlings
Ratlings are small, loud and annoying creatures with hairy feet and bad attitudes. Despite this, the Imperial Guard can rarely find a better pathfinder or sniper than a ratling. Entire companies of ratling snipers have single-handedly won campaigns, only to later go off and get piss-drunk. Despite this, they are useful allies.
Ratlings must have a Dexterity of 14+. Ratlings have almost preternatural aim; they don't suffer the normal -2 penalty to shoot beyond normal range.
Beastmen
Fairly rare abhumans, beastmen have features of, well, beasts. The most common features are goat-like, with the beastmen often looking like satyrs with goatish heads. Beastmen are fairly maligned, more than any other race, as many believe them to be straddling the lines of chaos. Ironically, beastmen are some of the best at tracking down corruption.
Beastmen can not have a Charisma of 9+. Beastmen can actually sniff out Chaos on a successful Perception roll, being able to smell the evil taint. Beastmen also can head-butt with their horns, dealing 1d6 damage.
Squats
Squats are a nearly dead branch of abhumans, nearly completely wiped out by the Tyranids. Those that remain are usually in the Imperial Guard serving as mechanics, pilots and so on due to the squat's natural affinity to technology. Short due to their lives on high gravity worlds, they appear much like humans save for their stature and general harriness.
Squats must have a Constitution of 14+. Squats are trained in Tech/Any and Vehicle/Any.
However, for the next few posts I'm gonna elaborate on the character options to make the options a bit more inquisition, and Imperium, inclusive. This means I'll cover the mutated Abhumans, Space Marines (Grey Knights and the Death Watch, specifically) and the Adeptus Sororitas. But first, the Abhumans!
Ogryns
Ogryns are huge abhumans, often employed in the Imperial Guard as heavy weapons troops. Groomed on numerous death and hell worlds, an ogryn is designed for only one thing: survival. They rarely win any debates, but rumors tell of ogryn easily besting some Space Marines in unarmed combat.
Ogryns must have Strength 14+. Ogryns can literally eat anything for survival, though poisons still affect them. They are automatically trained in Survival.
Ratlings
Ratlings are small, loud and annoying creatures with hairy feet and bad attitudes. Despite this, the Imperial Guard can rarely find a better pathfinder or sniper than a ratling. Entire companies of ratling snipers have single-handedly won campaigns, only to later go off and get piss-drunk. Despite this, they are useful allies.
Ratlings must have a Dexterity of 14+. Ratlings have almost preternatural aim; they don't suffer the normal -2 penalty to shoot beyond normal range.
Beastmen
Fairly rare abhumans, beastmen have features of, well, beasts. The most common features are goat-like, with the beastmen often looking like satyrs with goatish heads. Beastmen are fairly maligned, more than any other race, as many believe them to be straddling the lines of chaos. Ironically, beastmen are some of the best at tracking down corruption.
Beastmen can not have a Charisma of 9+. Beastmen can actually sniff out Chaos on a successful Perception roll, being able to smell the evil taint. Beastmen also can head-butt with their horns, dealing 1d6 damage.
Squats
Squats are a nearly dead branch of abhumans, nearly completely wiped out by the Tyranids. Those that remain are usually in the Imperial Guard serving as mechanics, pilots and so on due to the squat's natural affinity to technology. Short due to their lives on high gravity worlds, they appear much like humans save for their stature and general harriness.
Squats must have a Constitution of 14+. Squats are trained in Tech/Any and Vehicle/Any.
Thursday, December 5, 2013
Beer & Tequila - Drinking Rules for B&T
I thought for a fun distraction when you don't want to take a game night too seriously, I would find a way to make B&T (or really any fantasy RPG) into a drinking game. The rules are fairly easy. The rules are designed to be played with beer, but hard liquor can also be used at your own caution
The Players Drink:
When they use a class ability (casting a spell, bardic knowledge, shapeshift, etc.)
They use/activate a magic item
They rest for the night
They find a loot stash (All players drink)
When they purchase items
They fail a saving throw or heroic task
The GM Drinks:
When a group of your monsters dies (all skeletons in a fight, all goblins, etc.)
When the player's avoid a trap
When you use "DM intervention" ("The lich didn't really die")
When the player's ignore something obvious
You fudge a roll
You make an NPC go against their personality/alignment
Everyone Drinks
When a quest/objective is completed
When a new town/NPC/dungeon is introduced
Someone rolls a fumble
Someone rolls a critical
An inside joke is told (You know your group has some)
The game gets sidetracked
Finish Your Drink
A character falls unconscious (Player of dead character finishes)
A character acts against their alignment
Someone acts like a mary-sue or power gamer
The boss is killed (GM drinks)
You get poisoned/diseased
You have to scramble to adapt to the player's decision (GM drinks)
That's all for now. Give it a try and tell me if you get smashed, either by alcohol or a goblin! Drink and quest responsibly.
The Players Drink:
When they use a class ability (casting a spell, bardic knowledge, shapeshift, etc.)
They use/activate a magic item
They rest for the night
They find a loot stash (All players drink)
When they purchase items
They fail a saving throw or heroic task
The GM Drinks:
When a group of your monsters dies (all skeletons in a fight, all goblins, etc.)
When the player's avoid a trap
When you use "DM intervention" ("The lich didn't really die")
When the player's ignore something obvious
You fudge a roll
You make an NPC go against their personality/alignment
Everyone Drinks
When a quest/objective is completed
When a new town/NPC/dungeon is introduced
Someone rolls a fumble
Someone rolls a critical
An inside joke is told (You know your group has some)
The game gets sidetracked
Finish Your Drink
A character falls unconscious (Player of dead character finishes)
A character acts against their alignment
Someone acts like a mary-sue or power gamer
The boss is killed (GM drinks)
You get poisoned/diseased
You have to scramble to adapt to the player's decision (GM drinks)
That's all for now. Give it a try and tell me if you get smashed, either by alcohol or a goblin! Drink and quest responsibly.
Wednesday, December 4, 2013
Dungeon World - Alignments/Races for Monk and Barbarian
| Blackfoot, Orc Monk |
Barbarian Alignments
Lawful - Uphold an ancient law of your tribe
Good - Help those faced with destruction
Evil - Destroy for the sake of destruction
Barbarian Races
No need, as any race can be a Barbarian.
Monk Alignments
Chaotic - Fight someone for the smallest indiscretion
Monk Races
Halfling - You manage to get out of the stickiest of situations in a rather stylish manner. When you use your grace to avoid harm, you can spend 1 ki to take +1 forward to Defy Danger.
Elf - You always offer sage wisdom behind your strength. When you spend a minute to focus your mind, ask "How can we avoid violence?" and the GM will answer you, honestly.
Orc - You can focus your people's fury into martial grace. Your unarmed attacks always have the forceful tag
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