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14:49, 24th April 2024 (GMT+0)

Free Kriegsspiel Revolution Dungeon World.

Posted by The GMFor group 0
The GM
GM, 95 posts
Thu 10 Feb 2022
at 16:10
  • msg #1

Free Kriegsspiel Revolution Dungeon World

Pick one or roll 1d6: 1 Strong as an ox; 2 Tough as nails; 3 Nimble hands and
agile body; 4 Brilliant mind; 5 Wise like a Sage; 6 Charming
Then:
Pick one or roll 1d6: 1 Stronger than average; 2 Can take a blow; 3 Dexterous; 4
Intelligent; 5 Attentive; 6 Charismatic
Last:
Pick one or roll 1d6: 1 Weak; 2 Fragile; 3 Clumsy; 4 Dumb; 5 Dull; 6 Repulsive


Arcane Duelist:

 Nimble hands and agile body
Charismatic
Fragile



Before you pick or roll your your Moves; choose three Arcane Fighting
Techniques (3) or roll 1d20 three times:
2. Freezing
9. Burning
11. Torrential

Now, pick two moves (2) or roll 1d12 twice:
1. fight with bladed weapons
2. use magic with your attack

Now, follow these steps to determine your starting gear:
ten coins
leather armor
precise Rapier
Adventuring Gear and Dungeon Rations

When you hit with a one-handed melee weapon, you do above average damage; ranged weapons are nothing you are proficient with.





Barbarian:

Strong as an ox
Dexterous
Dull

12. make opponent lose an item when I attack really successfully, or smash it
13. eye for weakness


Now, follow these steps to determine your starting gear:
You carry: dungeon rations; a dagger; some token of where you’ve
traveled where you’re from.
You start with Leather armor
Axe
You have Adventuring gear and dungeon rations

5. You do huge damage in melee, but ranged weapons are not your forte
________________________________________




3 Bard


Charming
Intelligent
Fragile

1. Healing/confusing/helping song
9. bamboozle

Now, follow these steps to determine your starting gear:
Songbook in a forgotten tongue.
You start with Leather armor.
Dueling rapier
Adventuring gear
5. You’re a lover, not a fighter. You inflict sub-par damage in fights

________________________________________


4 Cleric

 Wise like a Sage
Dexterous
Fragile


Before you pick or roll your Moves, first choose your Deity’s domain or roll 1d6 once:

4. Knowledge and Hidden Things


3. Your religion has important sacrificial rites

3. turn undead
6. heal


Now, follow these steps to determine your starting miracles and gear:
1. You can cast these clerical spells without rolling dice (they’re called “rotes”): Light;
Sanctify; Guidance
________________________________________


11
2. Pick two other clerical spells or roll 1d30 twice:

9. Cure Moderate Wounds
20. Word of Recall


3. You carry dungeon rations and some symbol of the divine; describe it
4. You start with Chainmail.
Mace
6. Roll 1d6: 1-3 Adventuring gear and dungeon rations

7. You inflict above average damage in melee, and your ranged weapons game is not bad, either
________________________________________

5 Druid

 Wise like a Sage
Charismatic
 Fragile



Before you pick or roll your Moves; choose the type of land you’re attuned to,
or roll 1d12 once:
1. The Great Forests


Then choose a tell—a physical attribute that marks you as born of the
soil—that reflects the spirit of your land. It may be an animal feature like
antlers, leopard’s spots or something more general: hair like leaves of glittering
crystal. Your tell remains no matter what shape you take.


Finally; pick two Moves or roll 1d20 twice:
10. elemental spirit helpers
11. I deal damage so I can heal others


________________________________________
13
Now, follow these steps to determine your starting gear:
You carry some token of your land; describe it.
You start with Hide armor.
Shillelagh
1 Adventuring gear

5. The damage you inflict in any fight is below average.


________________________________________

6 Fighter

Nimble hands and agile body
Stronger than average
Dull


5. third signature weapon enhancement (see below)
7. intimidate


Now, follow these steps to determine your starting gear:
1. You carry your signature weapon and dungeon rations.
sword

Now pick two weapon enhancements or roll 1d8 twice:

2 sharp
3 perfectly weighted
7 versatile-- can deliver a blow at the length of a spear (magically).



Choose the look of the weapon unblemished

You start with Chainmail and adventuring gear
Shield
Antitoxin, dungeon rations, poultices and herbs


5. In a melee, you inflict major damage. Ranged weapons are also good.

________________________________________


7 Paladin

Strong as an ox

Attentive

 Dumb

(pick 2 moves or roll 1d12 twice):

5. Divine favor
6. huge damage


Now, follow these steps to determine your starting gear:
1. You start with dungeon rations, scale armor.
2. You start with some mark of faith; describe it.
Long sword
Adventuring gear


5. In a melee, you inflict major damage. Ranged weapons are also good.
________________________________________


8 Ranger

Nimble hands and agile body;
Charismatic
 Fragile



(pick 2 moves or roll 1d12 twice):
2. called shot
3. animal companion trained to fight humanoids ( pick one or roll 1d10 once:

6 hawk


Then, pick 1d4 strengths of your companion or roll 1d20 for 1d4 times:
6 quick reflexes
11 keen senses
12 stealthy
17 fight monsters


________________________________________

Then pick 1d3 weaknesses or roll 1d8 for 1d3 times:
1 flighty
6 forgetful
7 stubborn


7. in ranged combat, increase number of targets





Now, follow these steps to determine your starting gear:
1. You start with dungeon rations, leather armor .
2. You start with a bundle of arrows
Hunter’s bow and short sword
 Adventuring gear and a bundle of arrows

5. You tend to avoid melees because you can only inflict average damage there (if you’re lucky), but when you use ranged weapons, BAM!

________________________________________


9 Thief

Nimble hands and agile body

Intelligent

Fragile



(pick 2 moves or roll 1d20 twice):

2. pick locks/pockets

12. evasion



Now, follow these steps to determine your starting gear:

1. You start with dungeon rations, leather armor.

2. You start with three uses of your chosen poison and ten coins.

Oil of Tagit (applied): The target falls into a light sleep

precise Rapier
 1-3 three throwing daggers
 1-3 Adventuring gear
6. You do average damage both in melee and ranged combat


________________________________________

10 Villager


Nimble hands and agile body
 Stronger than average
 Dumb



(Pick 2 moves or roll 1d20 twice):

11. Luck is with the Dumb Ones
16. Smithy


Now, follow these steps to determine your starting gear:

Dagger

 You start with linen clothes

 Lantern

4. You start with a pack lunch (1 ration; half a potato and gravy) and an unopened bottle of Bearhugger’s Whiskey

5. When you hit with any melee or ranged weapon, you do average damage; when you are drunk, you have a better chance to hit


________________________________________

Warlock

Chose two, or roll 1d12:
1. Magical weapon
2. Magical spells
3. Patron gives you quests
4. Patron gives you advice
5. Summon magical minion
6. Spell deflection
7. Immune to fear/intimidation (unless it's from your patron)
8. Hard to kill (permanently)
9. A powerful temptation you hope you resist as often as possible
10. Something about you makes your opponents angry
11. Something about you makes people want to tell you secrets
12. You can make your enemies unlucky


Choose one weapon (any kind of weapon you want). If you picked "Magical Weapon" above, it's a magical weapon that does average damage, and then does more damage of a type associated with your patron (your GM will explain).

Choose your defenses:
--Leather armor (1 armor, 1 weight)
OR
--Light robes (0 armor, 0 weight) and 2 healing potions

And choose one of these:
3 antitoxins (0 weight)
7 coins (0 weight)


--When you hit with any melee or ranged weapon, you do below-average damage, unless your weapon is magical or you're otherwise using magic to enhance it.




________________________________________


 Wizard
 Brilliant mind
 Charismatic
 Fragile



6. fount of knowledge

9. arcane armor



You can cast the following spells without rolling dice (they’re called “cantrips”):
Light; Unseen Servant; Prestidigitation.
________________________________________

Pick two spells or roll 1d30 twice and write them into your spellbook (you have
to roll dice to see if they work):

6. Magic Missile

27. Perfect Summons



Now, follow these steps to determine your starting gear:
1. You start with your spellbook and dungeon rations
 Bag of books (armor 1) and three healing potions
 Dagger
three antitoxins

5. In regular melee or ranged combat, you do little damage. Fighting ain’t your thing.
This message was last edited by the GM at 17:40, Sat 12 Feb 2022.
The GM
GM, 96 posts
Thu 10 Feb 2022
at 16:27
  • msg #2

Free Kriegsspiel Revolution Dungeon World

little = 1 dam
sub-par: 1-2
not your forte 1-3
below average 1-4
average: 2d3
not bad 2d3+1
Above average damage: 2d3+2
good dam: 3d3
Major dam: 3d3+1
Bam/Huge dam: 3d3+2

Fragile: 1
Average: 2
can take a blow: 3
Tough as nails: 4


NO ARMOR: +0 hits
HIDE/LEATHER/ARCANE ARMOR +1 hit
CHAINMAIL ARMOR +2 hit
SCALE ARMOR +3 hit
PLATE ARMOR +4 hit


Monsters: who knows
This message was last edited by the GM at 19:11, Thu 10 Feb 2022.
The GM
GM, 97 posts
Thu 10 Feb 2022
at 19:05
  • msg #3

Free Kriegsspiel Revolution Dungeon World

Name & Title List
Dwarf: Durga, Aelfar, Gerda, Rurgosh, Bjorn, Drummond, Helga, Siggrun,
Freya, Ozruk, Surtur, Brunhilda, Annika, Janos, Greta, Dim, Rundrig, Jarl,
Xotoq
Elf: Elohiir, Sharaseth, Hasrith, Shevaral, Cadeus, Eldar, Kithracet, Thelian,
Elf: Astrafel, Daelwyn, Feliana, Damarra, Sistranalle, Pendrell, Melliandre,
Dagoliir, Hycorax, Ethanwe, Sinathel, Demanor, Menoliir, Mithralan, Taeros,
Aegor, Elohiir, Sharaseth, Hasrith, Shevaral, Cadeus, Eldar, Kithracet, Thelian,
Throndir, Elrosine, Aranwe, Celion, Dambrath, Lanethe, Galadiir, Fenfaril,
Lilliastre, Phirosalle, Enkirash, Halwyr
Halfling: Tanner, Dunstan, Rose, Ivy, Robard, Mab, Thistle, Puck, Anne,
Serah, Finnegan, Olive, Randolph, Bartleby, Aubrey, Baldwin, Becca, Felix,
Rook, Mouse, Sketch, Trixie, Robin, Omar, Brynn, Bug
Human: Baldric, Leena, Dunwick, Willem, Edwyn, Florian, Seraphine, Quorra,
Charlotte, Lily, Ramonde, Cassandra, Yang, Garm, Caleb, Maximillian,
Alexander, La Croix, Rodriguez, Scyld, Gorm, Si-Yi, Priscilla, Sen, Xia,
Anneira, Haepha, Lur, Shar, Korrin, Nkosi, Fafnir, Qua, Sacer, Vercin’geto,
Barbozar, Clovis, Frael, Thra raxes, Sillius, Sha Sheena, Khamisi, Wesley,
Brinton, Jon, Sara, Hawthorn, Elise, Clarke, Lenore, Piotr, Dahlia, Carmine,
Elana, Obelis, Herran, Syla, Andanna, Siobhan, Aziz, Pelin, Sibel, Nils, Wei,
Hawke, Rudiger, Gregor, Brianne, Walton, Castor, Shanna, Ajax, Hob,
Solomon, Timothy, Kalil, Omen, Yohn, Hiko, Agasha, Elizabeth, Harald,
Fatia, Khalwa, Adur, Ignis, Yajna, Umlilo, Thaddeus, Augustine, Lux, Cassius,
Hadrian, Lucia, Octavia, Regulus, Valeria, Sanguinus, Titanius, Jonah, Halek,
Brandon, Emory, Shrike, Nora, Diana, Sparrow, Shank, Jack, Marlow, Dodge,
Rat, Pox, Humble, Farley, Avon, Morgan, Rath, Ysolde, Ovid, Vitus, Aldara,
Xeno, Uri
Salamander: Sulfurheart, Flamewalker, Emberlash, Cinderclaw, Charfiend,
Bittertallow, Barrowblaze, Singescale, Candlewick, Coalfang
Titles: the Glorious, the Hungry, the Irascible, the Undefeated, the Gluttonous,
Foesmasher, Bonebreaker, the Mirthful, the Melancholic, All Mighty, the
Giant, the Triumphant
________________________________________
25
Looks
Eyes
1. Animal
2. Black
3. Blind
4. Burning
5. Cold
6. Crazy
7. Criminal
8. Dead
9. Eager
10. Fiery
11. Glowing
12. Hard
13. Haunted
14. Haunting
15. Joyous
16. Kind
17. Knowing
18. Sad
19. Searing
20. Sharp
21. Shifty
22. Shrouded
23. Smoldering
24. Tormented
25. Two-colored
26. Unusually colored
27. Warm
28. Weary
29. Wild
30. Wise
________________________________________
26
Hair
1. Bald
2. Braided
3. Dyed
4. Cropped
5. Flowing
6. Greasy
7. Messy
8. Shorn
9. Styled
10. Helmet, Hat or Cap
11. Tonsure
12. Wild
Clothes
1. Aristocratic
2. Camouflage
3. Cape
4. Ceremonial Garb
5. Common
6. Dark
7. Fancy
8. Holy Symbol, Finery or Jewelry
9. Flowing Robes
10. Habit
11. Practical Leathers
12. Scavenger’s outfit
13. Scraps
14. Silks
15. Strange (1-3) or worn (4-6) Robes
16. Stylish Robes
17. Threadbare
18. Training
19. Traveling
20. Weathered Hides
________________________________________
27
Body
1. Bulky
2. Calloused Skin
3. Creepy
4. Fit
5. Flabby
6. Knobby
7. Lithe
8. Mighty thews
9. Pudgy
10. Ravaged
11. Ritual scars
12. Scarred
13. Scrawny
14. Strange brands
15. Tattoos
16. Supple
17. Tanned Skin
18. Thin
19. Unmarred by decoration
20. Well-fed



Roll dice when:
--the outcome is uncertain
--or when something is risky
--or when a result would be pleasantly surprising.

The referee rolls 2d6 vs. the player’s 2d6.

(Or roll 1d20 vs. 1d20 for chaotic and swingy combat)

Apply pluses or minuses if appropriate.

Higher sum wins.

Always let in-world logic prevail.
This message was last edited by the GM at 19:11, Thu 10 Feb 2022.
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