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Fenarisk
Oct 27, 2005

Wizard's Are Weird

When you embrace the odd, the strange, and the bizarre aspects of magic's innate chaos to the dismay of others around you you may use INT instead of WIS for Discern Realities.

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Lemon-Lime
Aug 6, 2009
Both of those are much better versions of Logical (although the single stat problem remains).

In other news, I bring you content: https://dl.dropboxusercontent.com/u/15337665/assassin%20wip.pdf

It's still work in progress (gnome, don't add it to the OP) since it's missing both rules for the Backgrounds and the second half of the Gear section. Feel free to suggest anything you want included.

Lemon-Lime fucked around with this message at 17:05 on May 10, 2013

PublicOpinion
Oct 21, 2010

Her style is new but the face is the same as it was so long ago...
Yeah, I should go with just "a divination" instead of "a divination ritual". But in any case, I think the commonality is that the Wizard using INT for DR should find it taking some effort, obvious to observers, or unsuited for polite company.

Heck, there should be a follow-up move where you can take +1 forward the stranger and more unsettling you make your process. Cast some knucklebones? Sure, use INT. Sever a goblin's head with a pen knife, put a votive candle in its mouth and stare into its eyes while chanting a plea to Gerretu, the Strider of the Void? Gotta be some kind of bonus for that.

Overemotional Robot
Mar 16, 2008

Robotor just hasn't been the same since 9/11...
So, I guess I have a dumb question. In the Fae playbook, what is the distinction between being mortal and immortal? As a Fae you have immortal heritage, so is it up to the player and GM to figure out what that means in the fiction, or is there a definite answer to what immortality means (I think there are a couple different kinds of "immortal," right)?

To elaborate, I guess I'm asking if it means they live forever until they are killed, or if they just can't die by normal means, or at all, or what.

Overemotional Robot fucked around with this message at 04:33 on May 10, 2013

ritorix
Jul 22, 2007

Vancian Roulette
I was looking into going to Gen Con this year, maybe running some Dungeon World. If anyone else wants to run it there, they pointed me to http://www.indiegamesexplosion.org/2013/01/29/games-on-demand-gen-con-2013/ http://www.indiegamesexplosion.org/contact-us/

madadric
May 18, 2008

Such a BK.

Overemotional Robot posted:

So, I guess I have a dumb question. In the Fae playbook, what is the distinction between being mortal and immortal? As a Fae you have immortal heritage, so is it up to the player and GM to figure out what that means in the fiction, or is there a definite answer to what immortality means (I think there are a couple different kinds of "immortal," right)?

To elaborate, I guess I'm asking if it means they live forever until they are killed, or if they just can't die by normal means, or at all, or what.

This is a great question, since I'd never really consciously pondered the question. Now that you have asked it, of course Fae calling normal people mortals implies something about the Fae's own lifespan/mortality!

My unconscious intention is that mortal is used to describe mundane everyday people that live in the normal civilised world, grow old, and die. The Fae don't neccessarily play by those rules, but they can be killed as surely as any other character class. Death is a huge part of Dungeon World, and I don't really want to mess with that mechanic too much in any of my playbooks, which will be interesting when I come to write the Highlander-inspired Eternal.

But in your game it can mean whatever you want! Perhaps your Fae is an anthropic representation of an idea, and when it 'dies', it returns as it's core self, but missing patches of it's memory (Read, you go back to level 1) Perhaps it is merely long lived, and doesn't grow old. Perhaps time in the Fae Realm just moves differently than it does in the mortal realm. Since I don't specifically pin it down in the playbook, it's definitely up to the group to answer those questions through play!

Boing
Jul 12, 2005

trapped in custom title factory, send help

Lemon Curdistan posted:

Both of those are much better versions of Logical (although the single stat problem remains).

In other news, I bring you content: https://dl.dropboxusercontent.com/u/15337665/assassin%20wip.pdf

It's still work in progress (gnome, don't add it to the OP) since it's missing both rules for the Backgrounds and the second half of the Gear section. Feel free to suggest anything you want included.

Looks great, I love the bonds. I was going to ask if the dagger and/or folding sword be precise weapons, instead of the whip sword, but then I realised the class doesn't actually have any DEX moves so it's an INT/STR assassin, which is cool. Huge body as an option made me think of The Witcher 2's Letho and now I have a rad character idea.

Stuff like throwing knives, smoke grenades, grappling hooks, tripwires and other miscellanea could definitely go in that last gear section.

Lemon-Lime
Aug 6, 2009

Boing posted:

Huge body as an option made me think of The Witcher 2's Letho and now I have a rad character idea.

It's meant to let you either do that or be a freakily agile fat dude in expensive clothes if you wanted to.

As an experiment, none of those things are going to be in the gear section. Instead, this is what the second choice is:

quote:

Choose one:
A common doxy's little black book of secrets
A month's stay at a fancy inn, paid in advance
A promisory note for passage on a ship to anywhere you choose

If that doesn't work for people for some reason, I will resort to throwing knives etc.

The Assassin was thought of as a particularly urban class, and if you're playing in a normal dungeon, being out in the middle of nowhere without rations or camping gear raises interesting questions.

And yes, you can be Int/Str or Int/Dex as you want. There is literally no space for me to put the precise tag for the dagger, sadly.

Personally, I've houseruled that all Hand weapons are automatically precise, and it's not broken anything; I recommend doing that since a dagger should definitely be usable off +Dex.

e; in fact, updated the sheet. Ctrl-F5 if you're not seeing the names section. Now I just need to come up with race moves. :argh:

Lemon-Lime fucked around with this message at 13:57 on May 10, 2013

vulgey
Aug 2, 2004

Covered in blood and without any clothes. Where is my mother?

Lemon Curdistan posted:

Choose one:
A common doxy's little black book of secrets
A month's stay at a fancy inn, paid in advance
A promisory note for passage on a ship to anywhere you choose

Keep these! I think it's safe to assume an assassin probably has some throwing knives hidden somewhere and these are MUCH more interesting than throwing knives.

Lemon-Lime
Aug 6, 2009
The Assassin is done.

Especially looking for feedback on the bonds, but other than that it's complete and been peer-reviewed. Enjoy.

Should be typo-free.

e; link for sticking in the OP since the dropbox one won't be up forever: https://docs.google.com/file/d/0B30fzv28XdrYYy1lOFVrZWp1cWM/edit

e2; wasn't typo-free, made a couple of fixes and updated all sources.

Lemon-Lime fucked around with this message at 17:38 on May 10, 2013

The Supreme Court
Feb 25, 2010

Pirate World: Nearly done!

Lemon Curdistan posted:

The Assassin is done.

Especially looking for feedback on the bonds, but other than that it's complete and been peer-reviewed. Enjoy.

Should be typo-free.

This class is brilliant. It feels really complete and the list of moves contains tons of bloody interesting options. I don't think there's a single move I wouldn't consider taking purely for the interest factor, it's very nicely done! My favourite bits:
* the concealed tag
* Adumbrated Weapon (both for the move itself and the name)
* Surgical
Jaunt/ Translocate is also great; the updated version fits the class much better and still seems like a really useful move.

The bonds look good. If you're after more options, how about "____ needs my services, though they may not know it yet"?

In general I quite like the generic "____ is wrong about me" or "there is much I can teach _____", both of which could fit as extra options.

The Supreme Court fucked around with this message at 17:33 on May 10, 2013

Kurieg
Jul 19, 2012

RIP Lutri: 5/19/20-4/2/20
:blizz::gamefreak:

Lemon Curdistan posted:

The Assassin is done.

Especially looking for feedback on the bonds, but other than that it's complete and been peer-reviewed. Enjoy.

Should be typo-free.

Bonds look okay.
The wording on The Creed might work better as "you catch the eye of someone powerful", as it took me a few attempts to figure out that it wasn't "Someone's powerful eye" (like, you literally ripped their eye out and it had magic powers or something).

Contract Killer looks fantastic. Though the advanced moves that trigger off it have passive wording, but I can't think of a better way to put it that wouldn't be twice as long.

Boing
Jul 12, 2005

trapped in custom title factory, send help

The Supreme Court posted:

This class is brilliant. It feels really complete and the list of moves contains tons of bloody interesting options. I don't think there's a single move I wouldn't consider taking purely for the interest factor, it's very nicely done! My favourite bits:
* the concealed tag
* Adumbrated Weapon (both for the move itself and the name)
* Surgical
Jaunt/ Translocate is also great; the updated version fits the class much better and still seems like a really useful move.

The bonds look good. If you're after more options, how about "____ needs my services, though they may not know it yet"?

In general I quite like the generic "____ is wrong about me" or "there is much I can teach _____", both of which could fit as extra options.

Yeah, I really like it - will definitely use it in my games, thanks LC! The Background moves are way cooler than I thought they'd be.

XLVII is a nice touch :3:

Kurieg posted:

The wording on The Creed might work better as "you catch the eye of someone powerful", as it took me a few attempts to figure out that it wasn't "Someone's powerful eye" (like, you literally ripped their eye out and it had magic powers or something).

I see nothing wrong with interpreting it this way

Lemon-Lime
Aug 6, 2009

Kurieg posted:

Bonds look okay.
The wording on The Creed might work better as "you catch the eye of someone powerful", as it took me a few attempts to figure out that it wasn't "Someone's powerful eye"

Used to be that way but the wording bugged me. The fact that I literally ran out of space and had to make things ridiculous cramped doesn't help legibility, but I like the current wording.

Kurieg posted:

Contract Killer looks fantastic. Though the advanced moves that trigger off it have passive wording, but I can't think of a better way to put it that wouldn't be twice as long.

This is what it would be if I had any space at all:

quote:

When you put out word that you’re looking to take on a contract and get offered a job

Cutting it down to what it is now was the only way to fit all the moves on the page.

e; moved some stuff, found a way to fit it in.

e2; Ctrl+F5, everything is updated.

Lemon-Lime fucked around with this message at 18:01 on May 10, 2013

Kurieg
Jul 19, 2012

RIP Lutri: 5/19/20-4/2/20
:blizz::gamefreak:

Lemon Curdistan posted:

Used to be that way but the wording bugged me. The fact that I literally ran out of space and had to make things ridiculous cramped doesn't help legibility, but I like the current wording.
Yeah, I figured it out eventually, it's just the way my brain parses possessives made it confusing (which is why I re-read it a few times). If it's a legibility issue then I can understand. Class still looks great.

Boing posted:

I see nothing wrong with interpreting it this way

When you go on a roaring rampage of revenge Roll +Bond with Bill.

Lemon-Lime
Aug 6, 2009
Bonus round: here's the Compendium Class version all prettied up: https://docs.google.com/file/d/0B30fzv28XdrYZ3lmRlpkaE9NR0U/edit

That Rough Beast
Apr 5, 2006
One day at a time...
So, the Assassin pretty much owns. Did I say it was more Compendium Class-y? I was wrong!

Slight nitpick. In Thieves' Highway, I'd change "the city rooftops" to something like "the secret paths of the urban landscape" or something similar (and less clunky). Gotta let an assassin go through the alleys and sewers, after all.

protomexican
May 1, 2009
I just got back from my first session DMing Dungeon World, and my players and I loved it! We did hit one snag though: How many HP does a ranger's animal companion have? Or do companions not have HP, per se?

djw175
Apr 23, 2012

by zen death robot
I think my group rules it as the companion doesn't take hits normally, and if it takes one, it and its bonuses are out till the next rest.

madadric
May 18, 2008

Such a BK.

protomexican posted:

I just got back from my first session DMing Dungeon World, and my players and I loved it! We did hit one snag though: How many HP does a ranger's animal companion have? Or do companions not have HP, per se?

Treat the Ranger's pet as his stuff, endanger it, threaten it, and if the warnings go unneeded, take it out of action until it can be helped.

Countblanc
Apr 20, 2005

Help a hero out!
They (can) have armor, so it seems like they'd have a definitive health number.

djw175
Apr 23, 2012

by zen death robot

Countblanc posted:

They (can) have armor, so it seems like they'd have a definitive health number.

Their armor is your armor isn't it?

sentrygun
Dec 29, 2009

i say~
hey start:nya-sh
Yeah, the armor is just for Command for adding to your own armor. Companions are entirely fictional, just like Hirelings. Giving them definite HP values would mean more stuff to track, and the things would probably have enough health to stomach two hits if they're lucky anyways. Make it dramatic and based in the fiction instead of mechanical. If your hawk just got swiped out of the air by a golem it's not going to take d8 damage, it's going to be broken and maybe even be dead.

That said, don't just smash the companion outright like it's nothing. Half of the Ranger's starting moves are that poor thing, and losing those just because of one small scale move would suck. This is another big part of why there's no HP value for them, as well as not having to make a weird distinction between a cat's HP and a bear's HP.

sentrygun fucked around with this message at 06:17 on May 11, 2013

Lemon-Lime
Aug 6, 2009
The armour also helps determine whether it's narratively appropriate for the companion to be wounded - a companion with +0 armour is a lot more vulnerable than one "wearing" the equivalent of scale armour (+2).

e; I've updated the Assassin again to change the Thieves' Highway trigger to "the city's secret paths." Unless inspiration strikes and I can think of a way to better phrase the Riches drive, that should be the last ever time it is changed.

Lemon-Lime fucked around with this message at 11:25 on May 11, 2013

ritorix
Jul 22, 2007

Vancian Roulette
The warlock playbook has this rule if their minion dies: 'If it dies or is otherwise unavailable,
it summons itself to your side on the next sunset, alive and unharmed'. Something along those lines would work for the ranger as well. The companion could literally die and another shows up, or it just recovers. Depends on the fiction. If the ranger literally sacrifices his animal so the party can escape something nasty, yeah, it's dead. Other than an exceptional circumstance like that, I wouldn't just outright kill it.

Boing
Jul 12, 2005

trapped in custom title factory, send help
I've been inspired. Here's a thing:

quote:

The Slayer

You follow trouble wherever it goes. Or maybe it follows you. Whichever it is, you’ve gotten pretty good at dealing with it. If you’re lucky, some folk even respect that. After all, it’s not just you that has a problem with the monsters that lurk in the dark. And if some of those monsters happen to walk and talk like you, well, that’s just part of the job.

Name: Alistair, Angel, Anita, Blade, Buffy, Callahan, Dante, Faith, Geralt, Helsing, Illidan, Lincoln, Nero, Rayne, Solomon, Vesemir

Look:
Hard Eyes, Dark Eyes, or Burning Eyes
Wild Hair, Bald Head, or Stylish Hat
Lean Body, Scarred Body, or Massive Body
Worn Clothing, Heavy Clothing, or Cloaked and Hooded

Damage: d10
Your max HP is 8+constitution.

Drive:
What drives you to adventure? Choose one:

Make a Living
Claim a bounty for your work.

Protect the Innocent
Slay an enemy purely for the good of others.

It’s Personal
Destroy a foe that has harmed you or those close to you.


Background:
Choose a race, then choose how you came to the path:

Alchemy
Your body has been subjected to harsh alchemical modification. You are immune to poisons, diseases, and other forms of physical corruption.

Curse
The taint festers inside you; you are closer to the monsters you hunt than you care to admit. ???

Prophecy
You were chosen from birth, and fate does not easily change its mind. When you take your last breath, take +2 to the roll.



Starting Moves:

Monster Hunter
You’re a professional. When you spend downtime researching or preparing against a particular kind of enemy, roll +Int. On a 10+, gain 3 Readiness. On a 7-9, gain 2. On a 6-, gain 1.
When engaged in battle against that enemy, you may spend Readiness, one-for-one, on the following:
• Attack its weak point – instead of dealing class damage, roll two and choose highest.
• Predict its movements – treat a single Defy Danger roll as if you rolled 10+.
• Lead it into a trap – disable or disorient it, opening it to attack.

Battle Ready
When you Hack & Slash versus an enemy you’ve prepared against, you may roll +Readiness instead of +Str.

Tools of the Trade
You carry an arsenal of specialist monster-hunting tools – silver bolts, wooden stakes, lamp oil, highly specific poisons, and so on. When you search your arsenal for a way to capitalise on an enemy’s weakness, roll +Readiness. On a hit, you have just the thing. On a 10+, you also take +1 forward while acting on that weakness.
On a 6-, you know what you need, but you’ll have to improvise.
When you act on that weakness by using your arsenal to deal damage, you may maximise a single damage roll.

Expert Knowledge
???




Advance Moves:
When you gain a level from 2–5, choose from these moves:

Grisly Trophy
When you slay a dangerous creature, you may impart some of its power into a trophy – a horn, a claw, a severed body part, a vial of its blood. For each trophy you take, choose one of the following:
• The creature was particularly fierce – gain +1d4 damage.
• The creature was particularly tough – gain +1 armour.
• The creature was particularly agile – take +1 ongoing to DEX.
• The creature was resistant to some type of attack – you benefit from that resistance.
You gain the effects of the trophy for as long as you wear it, but only one can benefit you at a time.

I’ve Seen These Before
When you successfully Spout Lore about an unnatural enemy, gain 1 Readiness against that enemy.

Better Safe Than Sorry
You ignore the clumsy tag on armour that you wear.

Well-Prepared
Gain 1 additional Readiness whenever you use Monster Hunter.

Take it or Leave It
When you offer your monster hunting services as leverage to Parley, treat any 7-9 roll as a 10+ instead.

Alchemist
Sometimes you need an edge. When you brew a potion to strengthen, augment, or restore, describe what it does and roll +Int.
On a hit, it works mostly as intended. On a 10+, also choose one. On a 7-9, choose two or let the GM choose one:
• The concoction is toxic – its imbiber takes -1 ongoing while under its effects.
• It requires ingredients from some kind of dangerous creature.
• ???

Sixth Sense
You have some way of detecting unnatural threats around you (a magical medallion, an innate danger sense, a glowing weapon, or something similar). Neither magic nor monsters can take you by surprise – you always feel their presence before they come upon you.


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

Arcane Trophy
Requires: Grisly Trophy
When you slay a powerful creature, you may add one of its moves or special qualities to the list for Grisly Trophy if it is remotely plausible (a freezing touch, shapechanging, fire breath, you name it)

Mutagenic Therapy
Requires: Alchemist
You have altered your blood to be toxic to others. Consuming more than a few drops is sure to be fatal against all but the toughest of creatures.

I hope GimpInBlack doesn't mind me taking inspiration from his Gladiator for this. Still working on it. I would appreciate any feedback and ideas!

The Supreme Court
Feb 25, 2010

Pirate World: Nearly done!
I love the idea, but I'm in two minds about the readiness mechanic. I get that it's meant to represent dwindling supplies/ increasing risk and it works well as this, but the problem with using it as both a cashable resource and as +rolls means that players are likely to be conservative in spending it to keep the bonus to rolling (especially as it's to Hack and Slash, the main offensive move in this game!). The reason a spending points system works with the Gladiator is because it's quickly spent and quickly replenished.

I'd separate readiness out; either have the Monster Hunter cash-in effects rely on it or use Tools of the Trade and Battle Ready based on a normal stat. I'd keep it for cashing in with Monster Hunter effects as that's thematically cool, works mechanically well as a move and is completely ripe for adding stuff to.

Tools of the Trade is good enough mechanically for several moves! Here's the current benefits:
* know the enemies weakness
* have the right weapon/ tool for it
* take +1 against them
* maximise damage roll
I'd be quite tempted to split this up into a couple of moves. Something like
Monster Knowledge
When you first meet an enemy monster you can ask what is this creature weak to? The GM will answer truthfully (or ask you to answer instead), but may ask you how you know this/ if you've ever encountered it before.
Tools of the Trade
You carry an arsenal of specialist monster-hunting tools – silver bolts, wooden stakes, lamp oil, highly specific poisons, and so on. When you rummage in your rucksack for the right weapon, roll 2d6+stat. On a 10+ you have exactly the right tool for the job. On a 7-9 you will have to improvise; describe your solution.

You've got really cool ideas, but a lot of the moves are pure mechanical bonuses, which I'm not really a fan of. For example:

quote:

Take it or Leave It
When you offer your monster hunting services as leverage to Parley, treat any 7-9 roll as a 10+ instead.
Instead of removing the 7-9 result (which is often more fun), you could add:
When you roll 7-9 on parley, they insist you deal with a monster first/ the monster is really nasty/ they require some of your arsenal to fight the beast /they demand a grisly trophy of an equally dangerous animal as proof of your prowess.

Grisly Trophy is a great idea. I'd move it as one of the basic moves!
For advanced moves on this theme, you could have moves around fashioning weapons and armour from creature corpses? Grisly trophies could also be useful in moves involving reputation, intimidation, strange medicine ingredients.

I've been scribbling ideas for a Predator class over the last few days (think insane witch doctor mixed with a mutative eating beast) and there's a bit of overlap; some of these rough moves may be useful, feel free to nab/ change!

quote:

Absorb Monster
When you ritualistically devour a creature, roll 2d6+Wis. 10+ gain three essences of the creature that nestle in your intestinal juices. A 7-9 you only gain one. On a 6- it dissolves painfully in your gut.
Instincts
When you regurgitate an essence up from your gut and taste it with your tongue, you gain a measure of the animal's senses; they will lead you to a safe path, prey or water, or something that doesn't belong in this land.
Unleash
When you fuel an essence into your bloodstream, you can make a single move from the consumed creature's move list.
Entrails
When you examine the guts of a ritually killed creature, add this question to discern realities:
* what is the next dire portent?

The Supreme Court fucked around with this message at 18:25 on May 11, 2013

The Supreme Court
Feb 25, 2010

Pirate World: Nearly done!
I've been doing scribbling to my brute class. It's based around the idea that throwing enemies around sounds like crazy fun, so it's not exactly delicate. I'd really like some feedback!

quote:

Behemoth

Names: Yarghhh!, Oh god its got my leg, scarface,



Core Moves:
Armed and Dangerous
When you pick up an enemy and swing them around, treat them as a weapon with the awkward, reach and forceful tags.

Juggernaut
When you use your bulk against a group of enemies (e.g. charging into them, sweeping at them with a tree trunk), roll+STR. On a 10+ several are forced back. On a 7-9 you also leave yourself open to their attacks.

Hurl
When you pick up and throw something less bulky than you, roll 2d6+Str. On a 10+ choose two, on a 7-9 choose one:
* you're not left vulnerable while throwing
* it lands where you want it to
* it lands how you want it to (heavily, lightly)

"Is that all you've got?"
When you deliberately take the brunt of an attack, roll 2d6+Con. On a hit, choose one. On a 10+ you also only take half damage.
* your enemy is intimidated, and stands gasping for a second
* their weapon is lodged in your flesh, disarming them

KillerQueen
Jul 13, 2010

The Supreme Court posted:

I've been doing scribbling to my brute class. It's based around the idea that throwing enemies around sounds like crazy fun, so it's not exactly delicate. I'd really like some feedback!

I like it, though I feel like having the awkward tag when beating a dude with another dude is a little against the point.
Also, if you wanna make the typing very slightly easier on yourself, just write "Roll +(stat)" instead of "Roll 2d6+(stat)".

Golden Bee
Dec 24, 2009

I came here to chew bubblegum and quote 'They Live', and I'm... at an impasse.
Not all enemies CAN be intimidated/use weapons, though!

Consider:
A dragon's flame,
an ooze's protoplasm,
A trap,
A fear god who attacks your soul.

Overemotional Robot
Mar 16, 2008

Robotor just hasn't been the same since 9/11...
Seriously not trying to poo poo all over the concept, because it is cool, but doesn't The Giant class do pretty much the same stuff?

Mr. Maltose
Feb 16, 2011

The Guffless Girlverine
I think it's the difference between playing a dude that's huge, and a dude that's XYBER HUGE.

Benly
Aug 2, 2011

20% of the time, it works every time.

Overemotional Robot posted:

Seriously not trying to poo poo all over the concept, because it is cool, but doesn't The Giant class do pretty much the same stuff?

The impression I have is that this guy is like Andre the Giant and the Giant class is a literal fee-fi-fo-fum type.

madadric
May 18, 2008

Such a BK.
There's plenty of room for both types. The Giant is sort of a folk tale thing that's got a little magic, and the drawbacks of being big in a smallfolk world. The Behemoth feels more about being a big burly brawler throwing his (and everyone else's) weight around.

Also I'd just like to mention that The Supreme Court came up with Hurl first and offered to let me use it, and the move was so great I couldn't pass it up. Here's a move you might like in return Supreme Court!

I'm gonna wreck it!
When you take your rage and frustration out on a structure or object, roll+Str. *On a 10+, it is obliterated before your wrath. *On a 7-9, you wrecked it pretty good! choose 1:
-Your allies need to watch out for flying fists and debris.
-You also wrecked something you shouldn't have.

(BTW Wreck it Ralph is a really fun movie where the behemoth rolls a lot of 7-9's just walking around.)

Benly
Aug 2, 2011

20% of the time, it works every time.
Actually, looking it over, shouldn't the 10+ for Juggernaut just say "on a hit, several are forced back" since they're forced back on a 7-9 as well?

sentrygun
Dec 29, 2009

i say~
hey start:nya-sh
More importantly, why are enemies that you've forced back able to hit you? You're busting through a wall like the Kool-Aid man and sending them all on their asses, but they can hit you back?

Benly
Aug 2, 2011

20% of the time, it works every time.

sentrygun posted:

More importantly, why are enemies that you've forced back able to hit you? You're busting through a wall like the Kool-Aid man and sending them all on their asses, but they can hit you back?

Also a good point, yeah. Maybe a 7-9 should also knock over or break something you'd rather not instead of leaving you open.

Overemotional Robot
Mar 16, 2008

Robotor just hasn't been the same since 9/11...

Benly posted:

The impression I have is that this guy is like Andre the Giant and the Giant class is a literal fee-fi-fo-fum type.

Ah, gotcha, more the Hulk or Thing than a giant giant. Actually, that may be a good place to draw inspiration for some moves.

Kurieg
Jul 19, 2012

RIP Lutri: 5/19/20-4/2/20
:blizz::gamefreak:

Overemotional Robot posted:

Ah, gotcha, more the Hulk or Thing than a giant giant. Actually, that may be a good place to draw inspiration for some moves.

You Wouldn't Like Me When I'm Angry
When you use Indimidation to get your way you may use +Str to parley.

I'm Always Angry
Requires: You Wouldn't Like Me When I'm Angry
You can use "My willingness to leave" as leverage to parley.

I am not good at Dungeon World moves

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Glazius
Jul 22, 2007

Hail all those who are able,
any mouse can,
any mouse will,
but the Guard prevail.

Clapping Larry

sentrygun posted:

More importantly, why are enemies that you've forced back able to hit you? You're busting through a wall like the Kool-Aid man and sending them all on their asses, but they can hit you back?

The more generic "you put yourself in a spot" would work well here. Maybe they've got archer backup. Maybe you get too close to the edge of the cliff you just pushed them off. Maybe some smartass was hiding in the rafters and jumped onto your back with a dagger.

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