Dungeon World Sorcerer [PDF]

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Human: Gabriel, Foley, Kirk, Sera, Estelle, Fleur, Ragnar, Simeon, Lom Dwarf: Ragnar, Dunbull, Gimma, Lofta, Eskrip, Feor, Magra, Gullip Merrow: Esherfin, Limnastor, Premarinder, Nolin-Nolin, Waerishill, Lattimer Ifrit: Ur-Tarn, Ur-Jaga, Simyr, Vol-Ir, Ix-Nara, Saden, Ur-Malk, Tel-Daro

Flickering Eyes, Deep Eyes, Sleepless Eyes, Wondering Eyes Unkempt Hair, Flowing Hair, Wild Mane, Night-Black Locks Servant’s Uniform, Torn Gown, Ill-Fitting Tunic, Stained Robe Lanky Body, Pudgy Body, Towering Body, Hunched Body

6

Alignment/Drive  Neutral

It’s a Beautiful World

Seek out an elemental font and draw power from it.

Your magic is wild, untamed, and inspired by the world around you. Choose a signature element. When you first approach a font of that element in its primal form, choose one:  It flares outward, spreading traces of itself and affecting those around it.  It whispers its secrets; ask one question from the discern realities list.  It awakens as a familiar with cost (freedom), loyalty 1, and a skill of rank 3.  It gives up its essence, dissipating to heal you 10 damage.

 Chaotic Help an elemental font erupt in the heart of civilization.

Race/Background  Human You were cast out, but befriended a small elemental creature in the wilds. Describe it. It counts as a trace of your element.

Danger Zone

 Dwarf

When your magic overcharges, hold 1 danger. If you’re already holding 1 danger, lose all your danger and suffer the spell’s overcharge effect. When you sit in meditation for a while, lose all your danger.

Your power burns low like embers waiting to be stoked. You are invisible to magic until you cast a spell or lose your temper.

Signature Spell (CHA)

 Merrow

When you channel your power into an elemental blast, roll+CHA.  On a 10+, deal 1d10 damage to someone caught in the blast.  On a 7-9, you deal damage but the spell overcharges.

You can exchange your aquatic shape for a humanoid one, and deep water transforms into an elemental font for you.

In Your Element (DEX)  Ifrit

You gain 2+DEX armor against your element.

You perceive the currents of magic flowing through the world. When you discern realities, use CHA instead of WIS.

Misunderstood You’re always considered to be trouble for purposes of the Outstanding Warrants move.

Tantrum Fill in the names of your companions in at least one: ____________ is afraid of me. I’ll give them a reason to be! I could learn how to control my temper from ____________. I lost control and hurt ____________; I must make amends before it happens again.

When you lose control of your emotions, your hair, eyes, and voice take on aspects of your signature element. Take +1 ongoing to CHA and -1 ongoing to everything else until you calm down.

THE SORCERER

V1.0

Your load is 4+STR. You start with dungeon rations (5 uses, 1 weight) and cloth robes (0 weight). Choose two:  2 Healing potions (0 weight)  2 Dungeon rations (2 weight)  Compass (+1 ongoing to trailblazer, 0 weight)  Adventuring gear (5 uses, 1 weight)

Choose a memento (0 weight):  A tarnished locket  A lock of hair tied with silk  A cracked gemstone  A silver brooch with an inscription  A pair of broken glasses  The charred hilt of a sword

When you gain a level from 2-5, choose from these moves.

When you gain a level from 6-10, choose from these moves or the level 25 moves.

 Raw Talent When you deal elemental damage, deal +2 damage.

 Pure Talent

 Power Overwhelming

Replaces: Raw Talent When you deal elemental damage, deal +4 damage.

When you transform yourself into an incarnation of elemental power, levitate a few feet off the ground and roll+CHA. * On a 10+, hold 2. * On a 7-9, hold 1. Spend hold 1-for-1 to choose from the following options:  Create a font of your element which also serves as a barrier.  Inflict your overcharge effect on someone you can reach.  Use energy to shield yourself completely from an attack. On a 6- or when you run out of hold, your form overcharges and ends.

 Go Big or Go Home When you tell someone exactly how you’re about to beat them, take +2 forward against them but treat a roll of 7-9 as a 6-.

 Blink When you teleport and emerge from a trace of your element, roll+DEX. On a 7-9, the trace overcharges on you.

 Tough

 Archon Requires: Power Incarnate When you incarnate, you can fly and you always get +1 hold, even on a 6-.

 BORN AGAIN When you take this move, choose a second signature element. The GM will tell you when your new power awakens and what tragedy occurs as a result.

 MULTICLASS Knack Get one move from another class. Treat your level as one lower for choosing the move.

 Spellslinger When you cast your signature spell you may choose DEX targets. Roll once and apply damage to all targets. On a 7-9, the GM may change one target.

You get +1 armor.

 Unwavering

 FREE-SPIRITED

Replaces: Tough You get +1 armor and an additional +1 armor against your element.

When you ignore good advice and try it your own way, take +1 forward.

 My Old Friend

 Gemini

Your elemental familiars awaken with loyalty 3 and two skills of rank 3.

Requires: My Old Friend When you awaken an elemental font, two familiars appear instead of one.

 Inner Compass

 Homing Beacon

When you close your eyes and concentrate on the currents of magic around you, roll+CHA. The GM will tell you the nature and location of the nearest magical power source.  On a 10+, the source is also a font of your element.  On a 6-, the power overwhelms you. Suffer a debility of your choice until you locate it.

Requires: Inner Compass On a hit the GM will tell you the nearest two sources, and one is guaranteed to be a font of your element. On a 10+, both are.

 Drink the Rain When you consume a trace of your element, heal 1d4 damage. You may do this instead of marking off a ration.

 Unforgettable

 Dominion When you encounter a spell that exhibits your element, you can dismiss or take control of the spell.

 Better to Ask Forgiveness When you make it up to someone you harmed during your tragic awakening, take +1 ongoing to parley with their community and you’re no longer misunderstood there.

When you revisit a town, the GM chooses 1 option from the Carouse list.

 Simmer Down

 Too Hot to Handle

When you roll a 12+, lose 1 danger.

Requires: Simmer Down It takes 1 additional danger to trigger your spells’ overcharge effects.

 As the World is My Witness

 The Calm Before the Storm

When someone swears a vow to you in the presence of your element, you immediately know when that vow is broken or fulfilled and take +1 forward when it is.

When you enter a tantrum, nearby spells and projectiles freeze in midair.

Signature Elements The Components of a Signature Element You didn’t learn magic – you were born with it. Power floods you with every indrawn breath. You are inspired and fueled by the element which first awakened your power... and which first caused you to lose control. Each signature element is made up of several components, detailed below.

Element

Nature

This raw element is the inspiration for all your magic. It occurs in nature and it lives within you. You harness it to fuel your spells.

Your Nature reflects your element’s in a variety ways. When you act against your nature, take -1 forward.

Signature Tags

Tragedy

Your signature element inspires the behavior of your magic. Spells you cast gain all of the Signature tags listed for your element.

When your power manifested, you were too young to control it. Each element has a set of Tragedies which describe your magical awakening, and what you lost in the process. Choose one from the list.

Primal Fonts Traces of an element occur throughout the world, but fonts of the element in its primal form are rare and powerful. Example fonts are listed for each element. Always work together with the GM to determine if you’re near an elemental font or just an ordinary trace of your element.

Overcharge Power overwhelms you. Whenever you roll a 7-9 on your signature spell, lose control of a spell, or otherwise suffer consequences from your element, you or the GM may choose the Overcharged effect instead of damage.

List of Signature Elements  Fire (reach, near, messy, dangerous, elemental (fire)) Primal Fonts: Wildfire, Lava Flow, Uncontrolled Blaze Nature: Short-Tempered, Impulsive, Hot-Headed Tragedy: When your power awoke, choose one:  Your family were trapped in the blaze.  You were horribly scarred by your awakening spell.  You caused a wildfire which consumed a neighboring village. Overcharge: Your spell deals 5 damage to you and everyone nearby.  Earth (hand, forceful, 2 piercing, elemental (earth)) Primal Fonts: Unbroken Stone, Mountain Cliff, Mudslide Nature: Patient, Steady, Lethargic Tragedy: When your power awoke, choose one:  You accidentally turned your family to stone.  Your empowered shout brought down a terrible landslide.  Your footsteps shattered the ground, swallowing your town in a sinkhole. Overcharge: Your defenses shatter, losing the benefits of all armor against the next damage you’re dealt.  Lightning (far, precise, messy, reload, elemental (lightning)) Primal Fonts: Thunderstorm, Lightning-Struck Tree, Thunderclap Nature: Fickle, Short-Sighted, Rush to Judgment Tragedy: When your power awoke, choose one:  A powerful bolt of lightning struck you, incinerating everyone nearby.  A year-long storm plagued your footsteps, driving you from civilization.  You electrocuted anyone you touched, until you swore off human contact. Overcharge: The spell caroms off you and deals 1d10 damage to an ally.  Shadow (close, hand, thrown, elemental (shadow)) Primal Fonts: Vast Shadow, Unlit Depths, Dark Ruins Nature: Secretive, Untrusting, Evasive Tragedy: When your power awoke, choose one:  You were dragged into an ancient shadow and lost for years.  Able to see in darkness, you witnessed something you shouldn’t have and have been fleeing the consequences ever since.  The touch of the sun became unbearable on your skin. Overcharge: You are swallowed by darkness; the GM will tell you where you reappear.

 Ice (hand, close, stun, elemental (cold)) Primal Fonts: Glacier, Fresh Snow, Frozen River Nature: Harsh, Unsympathetic, Stubborn Tragedy: When your power awoke, choose one:  Your town was locked in eternal winter.  You froze the blood in someone’s veins.  You awakened during a sea voyage, summoning a massive iceberg which sank the ship and served as your raft for months. Overcharge: You are partially frozen and put in a spot.  Wind (near, far, awkward, +1 forward to DEX, elemental (air)) Primal Fonts: Tornado, Howling Gale, Eerie Silence Nature: Flighty, Unconcerned, Distant Tragedy: When your power awoke, choose one:  A whirlwind swept you up and abandoned you far from home.  Your voice became a hurricane, until you resolved yourself to silence.  You drained all the air out of a village, suffocating it and being charged with murder. Overcharge: Your spell turns into a vortex, trapping you and your targets in the center.  Water (close, reach, near, forceful, elemental (water)) Primal Fonts: Raging River, Torrential Downpour, Tidal Wave Nature: Compassionate, Soothing, Calm Tragedy: When your power awoke, choose one:  You saved a sibling from drowning, but were blamed for their danger.  You drove back the tide, starving your fishing village.  A tsunami destroyed the coastline for hundreds of miles around you. Overcharge: You are swept off your feet by a tidal wave; the GM will tell you what you lose.  Starlight (reach, near, piercing 1, elemental (cold)) Primal Fonts: North Star, Aurora, Shooting Star Nature: Wistful, Yearning, Helpful Tragedy: When your power awoke, choose one:  The stars went dark, and you were considered an ill omen.  A beam of cold starlight struck down an enemy against your will.  The North Star burned bright even by day, so that you could not sleep or rest, until at last you followed it into the wilderness. Overcharge: Your spell saps your power; take -5 damage forward.