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Eric Herwaldt
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Need some fresh ideas from people I don't know. My players through some unexpected shenanigans has acquired a talking Orc Head in a Jar. Without much time to think I had the Orc say and convince the party he was older than time itself and works at a place called the "tower of souls".

So whats the deal with the talking Orc head thats really old and works at some strange place that the players have never heard of or even a bit of context about it.

Any clever ideas? any ideas really will help get the brain power flowing.

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Recently in our Sci fi campaign we switched to Scum & Villainy. 2nd session after the system change and loving it. Here's a look at yesterdays session. Some fury road themed inspiration for you.
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Back with the plague doctor and some move ideas. Any Advice?

1. Autopsia Cadaverum
When you spend an hour or so performing an autopsy on a recent corpse, you gain Understanding equal to your level +2. You can spend Understanding on creating various concoctions, during combat to exploit your knowledge of anatomy and when mending the wounds of those around you. (requires your Instruments)

- Inflict Wounds (Hand)
Spend 1 Understanding when using the move Hack & Slash to add 1d4 damage. (requires your Instruments)


-Field Surgeon
Spend 1 Understanding when mending your companions wounds and injuries. Heal for 1d8. (requires your Instruments)


2. Alkimie
When you have access to your Instruments, necessary materials and have some time you may spend 1 Understanding to create various concoctions in relation to biology & Thanatology. Describe what you are trying to create and roll +INT.

On a 10+ the GM will choose one
What you will need
How long it will take

In addition, on a 7-9, chose one.
The mixture is unstable. (gains the Dangerous tag)
The result is inconclusive. (potential risk and reward)
It is a crummy mixture, results in weak potency. (example healing potion only heals 1d4 instead of 1d8)


3. The Bold and the Blight.
If when performing the move Autopsia Cadaverum the corpse is ridden with plague, gain 1 bonus Understanding.

Spend 2 understanding to add the Pestilence tag to your Alkimie concoctions.



Plague Doctor type character? Was listening to a 5e podcast with a plague doctor character and sounded dark and interesting. Any good homebrews floating around for Dungeon World?

Back with my 'Time Mage' idea, looking for feedback. Thanks to class warfare and other hacks online and my own ideas as well the feedback I got last time I posted here, I've come up with this so far. Also note that in the world I'm setting up for some friends this class would be a noble.


Move ideas.

1. On Borrowed Time

⦁ You have visited The Black Gate. You've returned, the reason(s) known only to you. You did not however come back empty handed. In your possession is what appears to be a simple pocket watch...you know it is much more than that. When you have some uninterrupted time and a safe place to examine your pocket watch, roll + INT. On a 10+ you hold 3 Moments In Time. On a 7-9 you hold 2 Moments and on a 6- you hold 1 moment. You may spend moments on the following, but remember nothing is free.

1. Move to a nearby location instantly.
2. Confuse a nearby foe by rewinding them a moment in time.
3. Reveal a danger lurking in the near future.
4. Complete mundane tasks rather briskly.

2. Tick-Tock

⦁ During battle, as you watch the action unfold and focus on the precise ticking of the pocket watch, roll+INT. On a 10+ you see the perfect shot and take it, +1d4 damage. On a 7-9, as a 10+ but something goes wrong. Choose one.

1. You draw unwelcome attention or put yourself in a spot.
2. You feel your connection to the pocket watch slipping, take -1 forward on INT rolls.
3. The pocket watch demands payment, take 1d4 damage.


3. Visions Through Time

⦁ If you study the pocket watch and lose yourself as you gaze in to its precise mechanisms. The GM will reveal the details of a grim portent to you-a bleak event that will come to pass without your intervention. They'll tell you something useful about how you can interfere with the grim portent's dark outcomes.

4. Old Blood

⦁ You are a member of a well respected noble family with a long lineage. Take +1 in any dealings with other nobles, government or military officials.

5. From the Black Gate Returned
⦁ You Bear a mark of your time in the realm of the dead. Choose a part of your body that takes on the visble aspects of death while remaining fully functional:

Arm: Any weapon you grasp flows into the other world. It gains +2 piercing against living creatures.
Eye: When you touch a corpse you see what it saw in its last moments.
Legs: Your passing leaves no mark or scent as a living person would.
Ear: You hear the whispers of the dead.

or Come up with your own ___.

Any feedback welcomed. Thanks.

I was watching Rollplay's Blades in the Dark and they have a real nice Roll Template for roll20.net. Any thing like this for Dungeon World on Roll20? My quick searches haven't come up with anything.

I'm trying to come up with a support caster that is based on Time mechanics. took some ideas from Class Warfare and reworked them, and come up with some stuff myself.

Starting Move ideas...

1. Tick-Tock

You have visited The Black Gate. You've returned, the reason(s) known only to you. You did not however come back empty handed. In your possession is what appears to be a simple pocket watch...you know it is much more than that. When you spend exactly 1 hour of uninterrupted time examining the pocket watch Roll +INT

On a 10+ you steal 3 Moments In Time to be paid back later.
On a 7-9 you steal 2 Moments in Time to be paid back later.
On a 6- You steal 1 Moment in Time, but there are complications.


2. Event Horizon

You may spend one Moment in Time to instantly move within Near range. Make sure the space is clear of obstacles. Roll+INT

On a 10+ Works just as you thought it would.
On a 7-9 As a 10+ but there are complications.


3. Deja Vu

Choose a target you can see(near). You can spend one Moment in Time to place that target in the exact time and place they were a moment ago causing confusion momentarily. The next attack made on that target takes +1. Attempting to pull the dead back through the strands of time has proven to be inconclusive at best, catastrophic at worst.

4. 4. Visions Through Time

If you study the pocket watch and lose yourself as you gaze in to its precise mechanisms. The GM will reveal the details of a grim portent to you-a bleak event that will come to pass without your intervention. They'll tell you something useful about how you can interfere with the grim portent's dark outcomes.




I would love to here people's ideas or any advice.
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