Extraordinary Arsenal Revision

We’ve gotten in a couple playtests on the Wonder Wielder and it’s working well.  In the last session, they used Fortunate Packing with an animated weapon to keep track of a fleeing thief while they chased them on an alchemically fueled vehicle.

That said, we have done some tweaking, mostly to the extraordinary arsenal.  The first change was deciding what happens if someone counter attacks a hack and slash made by an animated weapon.  From there, I’ve mostly tried to trim things down and use more general guidelines.  It’s a bit of a shift given the more precisely defined mentality of games like D&D and Pathfinder, but a welcome on.

In any event, here are the revisions for the arsenal, as well as Reliable Armament.

Extraordinary Arsenal

Your collection has grown to include some items that aid your attacks. You start with 2 weapon enhancer items.  For each, roll 1d8 twice to determine which two enhancements it provides.  If you roll the same number twice, you may choose the second enhancement.

  1. Versatile: Add a range tag of your choice to the target weapon.
  2. Animated: The weapon can be released to fly as you direct it.  Treat it as having a +1 Str and Dex modifier while doing so.  If struck while flying, it will only move toward you until tended to.
  3. Puissant: Raise your stat modifier for this attack to +2 or deal +1 damage.
  4. Explosive: Attacks with this armament affect everyone in reach of the initial target.  If the weapon does not have near or far tags, you are not affected by the attack.
  5. Lingering: The attack leaves behind dangerous residue that deals 1d4 damage to any who come in contact with it if they don’t take immediate action to protect themselves.
  6. Concussive: Add stun and forceful.
  7. Vicious: Add messy and +1 damage.
  8. Spectral: Add ignores armor.

Choose the form each enhancer takes.

  • An item you could draw from your adventuring gear without needing to roll.
  • A portable mundane item worth 2 coins or less.
  • A pack of ammo.

Choose what attacks each enhancer can be used on.  Only one enhancer can be used per attack.

  • Attacks made with the enhancer.
  • Attacks made with an item or body part the enhancer has been applied to.

Each enhancer has 3 uses.  If the enhancer is a weapon, you can make unenhanced attacks with it without expending a use.  When an enhancer is lost or out of uses, you can spend a few minutes rummaging through your belongings and expend a use of adventuring gear to replace that item.  Reroll and reselect all features for each such replacement.

 

Reliable Armament

You’ve acquired an item you can fall back on when your armory runs dry.  Add an enhancer with unlimited used to your Exceptional Armory. You can choose one of that item’s enhancements instead of rolling for it.

Published in: on February 19, 2016 at 3:49 am  Leave a Comment  
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Wielding Wonders in Dungeon World

I’ve recently been tinkering with a class inspired by a combination of magic item wielding  heroes of folks tales and The Dying Earth, tinkers with packs full of useful items, and the occasional oddball walking armory character.

Seeing as it’s a light and flexible system, I’ve tried my hand at adapting the idea to Dungeon World first.  So far it’s been working pretty well as my oldest likes coming up with new devices the character can pull out of her pack.  Here’s what the start of the class looks like.  Advanced moves are still in progress, but I suspect a pet based move will catch her interest.

Wonder Wielder

There are so many fascinating things in the world.  So much knowledge scattered to the winds to be gathered, so many secrets known by so few.  A fair portion of that is lost or may soon be.  But perhaps by studying what others left behind you might recover some of those secrets.  Even after all these years many of those forgotten relics hold up remarkably well.

Let others horde their coins.  You’ll simply claim a trinket here, an apparently broken device there, and before they know it you’ll be in command of powers rarely seen, much less understood.

Names

Halfling: Lansley, Brigby, Kallia, Nani

Human: Roderig, Colwin, Ignatius, Elsa, Winfrey, Catalina

Look

Inquisitive Eyes, Distracted Eyes, or Astute Eyes

Unkempt Hair, Styled Hair, or Bound Hair

Pocketed Clothes, Colorful Clothes, or Common Clothes

Lean Body, Stout Body, or Flabby Body

Stats

Your maximum HP is 6+Constitution.

Your base damage is d8.

Starting Moves

Choose a race and gain the corresponding move:

Halfling

When you offer one of your own belongings in trade take a +1 to parley or supply.

Human

When you assemble a makeshift item from odds and ends, you may ignore 1 tag or take a +1 forward to the first use of that item.

You start with these moves:

Collector of Oddities

You’ve taken in keen interest in certain items.  Choose a look:

  • Ancient
  • Alchemical
  • Mechanical
  • Inscribed
  • Otherworldly
  • Ceremonial
  • Unassuming

You start with adventuring gear with that look. All such gear functions normally though it may have an unusual form or means of operation.

When a piece of gear granted by this move is lost or becomes unusable, hold 1. When you search an area or container with unknown contents you can restock your adventuring gear, regaining 1 use per hold spent.

Fortunate Packing

When you rummage through your adventuring gear for a useful item, state what you want the item to help you achieve and roll+Int:

  • On 10+, expend a use of adventuring gear.  The GM will tell you what item you find.  The item will always bring you one step closer to your goal, but the GM may declare the item has limited uses, limited duration, or is difficult to move after use.
  • On a 7-9, you gain the item, but choose two:
    • It’s not immediately obvious how this item can help.
    • The item is unreliable and may malfunction  if precautions are not taken.
    • You need more than one person to operate it.
    • The item is slow, dangerous, or must be applied.
  • On a miss, no gear is expended, but you can not use this move for that goal again until you restock your adventuring gear.

Extraordinary Arsenal

Your collection has grown to include some items that prove useful in combat. You start with 2 armaments that match the look of your Collection of Oddities, each with 3 uses and a 1 weight. For each item, roll 1d8 twice to determine the enhancements it provides.  If you roll the same number twice, you may choose an enhancement instead.

  1. Versatile: Add a range tag of your choice to the target weapon.
  2. Animated: The weapon can move and even fly under it’s own power.  You can use your action to make it attack while doing so.  Treat it’s stat modifier as +1 for such attacks.  While holding or attached to the weapon, you can invoke this enhancement for a +1 attempts that involve running fast and jumping far.
  3. Puissant: Raise your stat modifier for this attack to +2 or deal +1 damage.
  4. Explosive: Attacks with this armament affect everyone in reach of the initial target.  If the weapon does not have near or far tags, you are not affected by the attack.
  5. Lingering: The attack leaves behind dangerous residue that deals 1d4 damage.  On a hit, the damage is dealt at the end of the target’s next turn if not removed.  On a miss, the residue clings to nearest surface and damages the next creature to touch or step on it.
  6. Concussive: Add stun and forceful.
  7. Vicious: Add messy and +1 damage.
  8. Spectral: Add ignores armor.

Once the enhancements are determined, choose how the armament operates. Regardless of the method chosen, only one set of enhancements can be applied to a given attack.

  • The armament is a weapon (choose the hand, close, or near tag) or ammo and enhances attacks made with it.
  • The armament is a pack of thrown weapons, where each use destroys the thrown item to release the enhanced attack.
  • The armament is a worn item that creates a weapon with the enhancements.
  • The armament is an applied item that enhances the weapon it’s attached to, be it manufactured or part of the user’s body.

If at any time one of your armaments is lost or out of uses, you can spend a few minutes rummaging through your belongings to expend a use of your Collection of Oddities and gain a new armament.

Reliable Armament

You’ve acquired an item you can fall back on when your armory runs dry.  Add an item to your Exceptional Armory. You can choose one of this item’s enhancements instead of rolling for it.  So long as perform routine maintenance on the item, it does not have limited uses.

Alignment

Choose an alignment:

Good

Use a questionable device to improve the lives of others.

Neutral

Uncover information on the origins of an unusual item or a forgotten people.

Evil

Give yourself over to the use of cruel or questionable device.

Gear

Your load is 12+Str.  You carry your collection of oddities, 3 items in your exceptional arsenal, and dungeon rations (5 uses, 1 weight).  Choose your clothing:

  • Leather armor (1 armor, 1 weight)
  • stylish clothes that match the look of your collection

Choose one:

  • Bag of books (5 uses, 2 weight)
  • Poultices and Herbs (2 uses, 1 weight)
  • Halfling pipeleaf (0 weight) and Bandages (3 uses, weight 1)

Bonds

Fill in the name of one of your companions in at least one:

__________ has shown an interest in some of the things I carry.

__________ recognizes something I’ve found but refuses to speak about it.

I’m sure I can convince __________ of the safety and efficacy of my inventory.

__________ has something I’d love to study.

Published in: on February 15, 2016 at 10:49 pm  Leave a Comment  
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