CHARACTER CREATION.   Posted by The GM.Group: 0
The GM
 GM, 2 posts
Mon 23 Nov 2020
at 19:06
CHARACTER CREATION
Character Creation is just like it is for the regular Dungeon World game.

WITH THE FOLLOWING CHANGES...


ALL: Your alignment may not be Evil.



ARCANE DUELIST: NEW NAME: DUELIST


RACIAL MOVES are replaced by HERITAGE moves.

CHOOSE ONE OF THE FOLLOWING:

--You have been taught about the history of warfare. Gain +1 to spout lore on anything related to warfare.
--Coruscant Heritage: Your fighting style is showy and impressive. Gain +1 forward to Charming rolls with anyone who has seen you fight.
--Coruscant heritage: Jump First, Think Second: If you go straight into danger without hedging your bets, you get +1 armor. If you happen to be leading others, they get +1 armor too.
--Reputation: When you meet someone important (your call), roll with Cool. On a hit,
they’ve heard of you, and you say what they’ve heard; they’ll respond accordingly. On a
10+, take +1 forward with them. On a miss, they’ve heard of you, but the MC will
decide what they’ve heard.
--JEDI: If you are a Jedi, you may choose:Blade Master: When you inflict damage with your light saber, roll an extra damage die and keep the better of the two results.
--JEDI: If you are a Jedi, you may choose: Lightsaber Duelist: When you go into battle with your lightsaber already ignited, spend a force point and roll with FORCEFUL. On a 10+ hold 3, on a 7-9 hold 2. On a miss, hold 1, but take -1 ongoing. Spend your hold during the battle to:
 Name a character attacking you or at someone within your reach. You redirect their attack
back at them, or to a target near you, or to anything around (including nowhere - the ground, a wall, the sky).
 Reduce harm you or someone nearby is about to suffer by 1.
 Name a character on the scene, but outside your reach. You cross the distance to them before they have time to adjust or react.

Arcane Bladework is replaced by Dazzling Bladework:

If you are a Jedi, when you attempt to incorporate The Force into a melee attack, roll +Confident.

✴ On a 10+, deal your damage and apply 1 technique.

✴ On a 7-9, deal your damage and apply 1 technique, and take 1d4 damage.


If you are NOT a Jedi, when you attempt to incorporate Dazzling Technology into a melee attack, roll +Insightful.

✴ On a 10+, deal your damage and apply 1 technique.

✴ On a 7-9, deal your damage and apply 1 technique, and your opponent attacks you.



Some BLADE TECHNIQUES are different if you are a Jedi:

Flowing: DARK SIDE TECHNIQUE-- using it will get you 1 Dark Side point!

Freezing: Your attack chills your opponent. On a 7 or higher, they take -1 forward.

Galvanic: DARK SIDE TECHNIQUE-- using it will get you 1 Dark Side point!

Void-Edged: NO LONGER CHOOSABLE

Mirage: NO LONGER CHOOSABLE

Tethering: Same as before

Elaborate: NO LONGER CHOOSABLE

Earthshaker: Same as before

Burning: DARK SIDE TECHNIQUE-- using it will get you 1 Dark Side point!

Soul-Siphoning: DARK SIDE TECHNIQUE-- using it will get you 1 Dark Side point!

Torrential: Same as before

Burst: Same as before

Quicksilver: NO LONGER CHOOSABLE

Warding: LIGHT SIDE TECHNIQUE! Same as before!

Dust Devil: Same as before




BARBARIAN:
--TATOOINE SAND PEOPLE are perfect for this.
--Ewoks are, too.
--There also might be nomadic bands of Wookies
--A nomadic band of scavengers from Jakku (maybe a droid!) would also be appropriate, or
--a non-evil wanderer from Korriban, or
--Any non-Bogfolk nomads living in Dagobah or Endor or Yavin or Hoth or... could humanoids somehow survive in Alderaan...? (Maybe Droids can...?)

Barbarians can also be Jedi (unless they're droids).


IN ADDITION TO THE BARBARIAN'S STARTING MOVE, YOU MAY ALSO CHOOSE ONE OF THE FOLLOWING IF THEY APPLY:
--Natural Leader: When you give another player’s character an order that puts them at risk
and they follow it, they mark experience.
--EWOK ONLY: You know how to fight in a pack. When you fight alongside an ally, they may use your base damage die to do damage, or you may use theirs.
--IF you are a Jedi, you may choose: Blade Master: When you inflict damage with your light saber, roll an extra damage die and keep the better of the two results.
--IF you are a Jedi, you may choose: Untapped Fury: When you use the Force as a weapon, take +1 to your roll and inflict +1 harm.




BARD: NEW NAME: PERFORMER

Bards can also be Jedi.

Starting moves-- CHOOSE ONE:

--When you enter an important location (your call) you can ask the GM for one fact from the history of that location.
--When you first enter a settlement, someone who respects the custom of hospitality to bards will take you in as their guest.
--CORUSCANT HERITAGE: When you are able to find a high perch (about 20 feet or higher) and use Discern Realities, you may ask one additional question on a 7+ roll.
--CORUSCANT HERITAGE: Smuggler: You can attempt to hide things in plain sight. In addition, once per day, even after getting thoroughly searched, you can produce a small, inexpensive and useful item from your person.
--IF you are a Jedi, you may choose: Guardian: When you have your lightsaber ignited, your protective techniques help keep you safe from you incoming damage, granting +1 Armor.


When you choose an area of expertise:
--Spells and Magicks:
--Grand Histories of the Known World
--A Bestiary of Creatures Unusual
--Tales of Magic
--Legends of Heroes Past
--Magical Beings






CLERIC: NEW NAME: CRUSADER

Clerics can be Jedi, but they don't have to be.

Clerics can either get their magic from The Force, or from Technology, but not both. You must choose which at character creation.

Starting Moves:

--Coruscant heritage: Jump First, Think Second: If you go straight into danger without hedging your bets, you get +1 armor. If you happen to be leading others, they get +1 armor too.
--IF you are a Wookie, Ewok, or Bogfolk: When you pray to The Force for guidance, even for a moment, and ask “What here offends nature?” the GM will tell you, honestly.
--IF you are a Jedi, you may choose: Defense: +1 to all rolls made to defend yourself from a Force-based attack.
--IF you are a Jedi, you may choose: Clarity: While you hold force points, you are able to understand and speak any spoken language.
--IF you are a Jedi, you may choose: Guardian: When you have your light saber out, your protective techniques help keep you safe from you incoming damage, granting +1 Armor.
--IF you are a Jedi, you may choose: Sentinel: You are particularly sensitive to the presence of the dark side, and can hone in on the location of dark side activity with speed and accuracy. Also, with some concentration, you can mask your presence from other force-sensitive beings.


DEITY: THE FORCE

Choose the emphasis of your service to The Force:

Healing and Restoration
Civilization
Knowledge and Hidden Things
The Downtrodden and Forgotten
What Lies Beneath


Choose one precept of your devotion:

Your practice honors suffering, add Petition: Suffering
Your practice values knowledge and understanding, add Petition: Gaining Secrets
Your practice has important sacrificial rites, add Petition: Offering
Your practice believes in resolving conflict through bravery: add Petition: Personal Victory


CLERIC SPELLS:
--Cause Fear is a DARK SIDE spell.
--Animate Dead is a DARK SIDE spell.
--Contagion is a DARK SIDE spell.
--Trap Soul is a DARK SIDE spell.
--Harm is a DARK SIDE spell.
--Sever is a DARK SIDE spell.
--Mark of Death is a DARK SIDE spell.
--Storm of Vengeance is a DARK SIDE spell.
--Consume Unlife is a DARK SIDE spell.
--Plague is a DARK SIDE spell.

If you are not a Jedi, then all Cleric spells are done with technology. Examples: Casting Cure Light Wounds just means you inject the target with a medkit syringe.

NOTE: Some spells can only be done by Jedi, such as Speak With Dead.





DRUIDS: Not allowed in this game, sorry.




FIGHTERS: No new name, still called Fighters

Fighters can be Jedi, but they don't have to be.

STARTING MOVES:

CHOOSE ONE:
--When you share a drink with someone, you may parley with them using FORCEFUL instead of CHARMING.
--Once per battle you may reroll a single damage roll (yours or someone else’s).
--Natural Leader: When you give another player’s character an order that puts them at risk
and they follow it, they mark experience.
--EWOK or SMALL DROID ONLY: When you defy danger and use your small size to your advantage, take +1 forward.
--Coruscant heritage: Jump First, Think Second: If you go straight into danger without hedging your bets, you get +1 armor. If you happen to be leading others, they get +1 armor too.
--IF you are a Jedi, you may choose: Lightsaber Duelist: When you go into battle with your lightsaber ignited, spend a Force point and roll with Forceful. On a 10+ hold 3, on a 7-9 hold 2. On a miss, hold 1, but take -1 ongoing. Spend your hold during the battle to:
 Name a character attacking you or at someone within your reach. You redirect their attack
back at them, or to a target near you, or to anything around (including nowhere - the ground, a wall, the sky).
 Reduce harm you or someone nearby is about to suffer by 1.
 Name a character on the scene, but outside your reach. You cross the distance to them before they have time to adjust or react.
--IF you are a Jedi, you may choose: Untapped Fury: When you use the Force as a weapon, take +1 to your roll and inflict +1 harm.
--EWOK ONLY: You know how to fight in a pack. When you fight alongside an ally, they may use your base damage die to do damage, or you may use theirs.
--IF you are a Jedi, you may choose: Blade Master: When you inflict damage with your light saber, roll an extra damage die and keep the better of the two results.
--Guardian: When you have your light saber out, your protective techniques help keep you safe from you incoming damage, granting +1 Armor.
--IF you are NOT a Jedi: HERITAGE: TATOOINE/JAKKU FIGHTER: Your Signature Weapon is made of Purified Metal, taken from a shipwreck and ritually purified. Tell your GM what sort of opponent fears your Purified weapon--
--magical beings?
--spellcasters?
--Force-sensitives?
--droids?
--Other?


IF you are a Jedi, and your signature weapon is therefore a lightsaber...

Signature Weapon
This is your weapon. There are many like it, but this one is yours. Your weapon is your best friend. It is your life. You master it as you master your life. Your weapon, without you, is useless. Without your weapon, you are useless. You must wield your weapon true.


Lightsaber: close; +1 damage, precise, ignores armor, weight 0

Choose an appropriate color, and then choose a look for the hilt: Ancient, Unblemished, Ornate, Polished, Beautiful, Expensive, Cheap




Immolator: Immolators are all of the Dark Side, so your PC may not be an Immolator.




PALADIN: no new name, still called Paladins

Paladins can be Jedi, but they don't have to be.

STARTING MOVES: Choose ONE of these:

--IF you are a Jedi: Lightsaber Duelist: When you go into battle with your lightsaber ignited, spend a force point and roll with Forceful. On a 10+ hold 3, on a 7-9 hold 2. On a miss, hold 1, but take -1 ongoing. Spend your hold during the battle to:
 Name a character attacking you or at someone within your reach. You redirect their attack
back at them, or to a target near you, or to anything around (including nowhere - the ground, a wall, the sky).
 Reduce harm you or someone nearby is about to suffer by 1.
 Name a character on the scene, but outside your reach. You cross the distance to them before they have time to adjust or react.

--Natural Leader: When you give another player’s character an order that puts them at risk
and they follow it, they mark experience.

--Reputation: When you meet someone important (your call), roll with Charming. On a hit,
they’ve heard of you, and you say what they’ve heard; they’ll respond accordingly. On a
10+, take +1 forward with them. On a miss, they’ve heard of you, but the GM will
decide what they’ve heard.

--Force Healer: When you touch a wounded person, you may heal them using force points, 1-for-1 as if you were spending stock from a med-kit. When you enter a healing trance, you can spend force hold 1-for-1 to heal wounds you’ve suffered; each wound healed requires a couple hours of time.

--WOOKIE PALADIN, EWOK PALADIN, or BOGFOLK PALADIN: You were chosen by Nature to protect her. When you pray for guidance, even for a moment, and ask “what here offends nature?” the GM will tell you, honestly.

--BOGFOLK PALADIN: When you spend hold while Defending someone, in addition to whatever you choose, also reduce the attacker's damage by 1.

--IF you are a Jedi: Blade Master: When you inflict damage with your light saber, roll an extra damage die and keep the better of the two results.
--IF you are a Jedi: Guardian: When you have your light saber out, your protective techniques help keep you safe from you incoming damage, granting +1 Armor.
--IF you are a Jedi: Sentinel: You are particularly sensitive to the presence of the dark side, and can hone in on the location of dark side activity with speed and accuracy. Also, with some concentration, you can mask your presence from other force-sensitive beings.


(The LAY ON HANDS move is no longer available, since healing is covered by The Force.)

(The QUEST move is no longer available, because it's stupid and OP.)

--THE FORCE WILL BE WITH YOU
When you publicly try to impress a group of people, by words or deeds, roll+CHA.
*On a 10+ the GM chooses two NPCs present that you have impressed and a reaction from below.
*On a 7-9, the GM chooses one.
*On a 6-, you’ve attracted some unwanted attention.

Reactions:
• The person or persons chosen back you up, stand by your side, or support your cause.
• The person or persons chosen come to you with something they think you want, need or could use.
• The person or persons chosen come to you with valuable information.





RANGER: no new name, still called Rangers

Rangers can be Jedi, but they don't have to be.

Starting Moves:

You may choose ONE of the following:

--Natural Leader: When you give another player’s character an order that puts them at risk
and they follow it, they mark experience.
--EWOK ONLY: You know how to fight in a pack. When you fight alongside an ally, they may use your base damage die to do damage, or you may use theirs.
--BOGFOLK RANGER: When you consult your knowledge of a plant, ask the GM, “What happens when you eat it?” you'll get an honest answer.
--IF you are a Jedi: Sentinel: You are particularly sensitive to the presence of the dark side, and can hone in on the location of dark side activity with speed and accuracy. Also, with some concentration, you can mask your presence from other force-sensitive beings.

Animal Companion: Same, but pick a Star Wars animal (NOT a Wampa).


You also get a move similar to the Druid's Born of the Soil:

Choose a terrain with which your Ranger is particularly familiar:

The Great Forests
The Whispering Plains
The Vast Deserts
The Treacherous Bogs
The Depths of the Earth
The Open Sea and its Islands
The Towering Mountains
The Frozen North
The Blasted Wasteland

When you are in your chosen terrain and you must make a non-combat Agile, Insightful, or Confident roll (or Charming, if the target or the roll is one or more animals), you may add an extra +1.





THIEF: New Name: SCOUNDREL

Thieves can be Jedi, but they don't have to be.

Starting Moves:

--When you attack with a ranged weapon, deal +2 damage.
--You are a professional. When you spout lore or discern realities about criminal activities, take +1.
--Coruscant heritage: Jump First, Think Second: If you go straight into danger without hedging your bets, you get +1 armor. If you happen to be leading others, they get +1 armor too.
--Technical Savant: You have an inherent knowledge of machines and tech. When you
spend some time studying a piece of equipment, roll with Insightful. On a 10+, ask 2. On
a 7-9, ask 1:
 For what purpose was this created?
 How can I safely dismantle or replicate this?
 Who or what created this?
 Is something wrong with this? If so, how can I fix or exploit it?
 What is this, really?
 What is its true worth?
On a miss, something unexpected goes wrong with your study or the equipment.

--Friends In Low Places: When you visit a new place, you can declare you have friends there, and roll with Charming. On a hit, your friends are well-positioned to help you out with something. On a 10+, their help comes cheap. On a 7-9, their help will cost you something big. On a miss, your old friends have become new enemies, or have sold you out (perhaps against their will, but still).

--Reputation: When you meet someone important (your call), roll with Charming. On a hit,
they’ve heard of you, and you say what they’ve heard; they’ll respond accordingly. On a
10+, take +1 forward with them. On a miss, they’ve heard of you, but the GM will
decide what they’ve heard.

--Underworld Contacts: When you hit up a contact to get what you need, name who
you’re going to and roll with Charming. On a hit, they’re available and have the stuff. On a
7-9, choose 1:
 Whoever you’re going to is juggling their own problems
 Whatever you need is more costly than anticipated
On a miss, they’ve set you up, they’re in serious danger, or what they have for you is
highly troublesome, GM's choice.

--EWOK ONLY: You know how to fight in a pack. When you fight alongside an ally, they may use your base damage die to do damage, or you may use theirs.

--CORUSCANT HERITAGE: When you are able to find a high perch (about 20 feet or higher) and use Discern Realities, you may ask one additional question on a 7+ roll.

--CORUSCANT HERITAGE: Smuggler: You can attempt to hide things in plain sight. In addition, once per day, even after getting thoroughly searched, you can produce a small, inexpensive and useful item from your person.


Also:
--The Goldenroot poison is no longer available. Replace with: Porgweed Essence: dangerous, touch: Except for magical melee weapons, target gets -2 when trying to use any sort of magical items for an hour.






Wizard: NEW NAME: TECH WIZARD

Tech Wizards cannot be Jedi.

STARTING MOVES: Choose ONE:

--Forest Heritage: If you were raised in Dagobah, Kashyyyk, Endor, or Yavin, magic is as natural as breath to you. Detect Magic is a cantrip item for you.

--Technical Savant: You have an inherent knowledge of machines and tech. When you
spend some time studying a piece of equipment, roll with Insightful. On a 10+, ask 2. On
a 7-9, ask 1:
 For what purpose was this created?
 How can I safely dismantle or replicate this?
 Who or what created this?
 Is something wrong with this? If so, how can I fix or exploit it?
 What is this, really?
 What is its true worth?
On a miss, something unexpected goes wrong with your study or the equipment.

--Friends In Low Places: When you visit a new place, you can declare you have friends there, and roll with Charming. On a hit, your friends are well-positioned to help you out with something. On a 10+, their help comes cheap. On a 7-9, their help will cost you something big. On a miss, your old friends have become new enemies, or have sold you out (perhaps against their will, but still).

--Reputation: When you meet someone important (your call), roll with Charming. On a hit,
they’ve heard of you, and you say what they’ve heard; they’ll respond accordingly. On a
10+, take +1 forward with them. On a miss, they’ve heard of you, but the GM will
decide what they’ve heard.


"Spellbook" is replaced by: PACK STUFFED WITH GEAR: You have mastered the use of several magical items. You start out with prepared magical items that let you cast three first level spells, as well as the cantrips. Whenever you gain a level, you add a new item of your level or lower to your pack. Your pack is 1 weight.

"Prepare Spells" is replaced by PREPARE ITEMS:
When you spend uninterrupted time (an hour or so) in quiet peace, you may do all of these:
--Lose the charge on any items you already have prepared
--Prepare new magic items of your choice from your pack whose total levels don’t exceed your own level+1.
--Prepare your cantrips magic items, which never count against your limit.

"Cast a Spell" is replaced by USE AN ITEM FROM YOUR PACK:

When you use a magic item you’ve prepared, roll+Insightful.

✴ On a 10+, the spell is successfully cast, and you may cast it again later.

✴ On a 7-9, the spell is cast, but choose one:

--You draw unwelcome attention or put yourself in a spot. The GM will tell you how.
--The spell disturbs the fabric of reality as it is cast: take -1 ongoing to cast a spell until the next time you Prepare Items.
--After it is cast, the item loses its charge. You cannot cast the spell again until you prepare items.

Note that maintaining spells with ongoing effects will sometimes cause a penalty to your roll to use an item.

Spell Defense becomes Item Defense:
You may end any ongoing spell effect immediately and deflect an oncoming attack. The spell effect ends, and you subtract its level from the damage done to you.

Ritual
When you draw on a place of power to create a magical effect, tell the GM what you’re trying to achieve. Ritual effects are always possible, but the GM will give you one to four of the following conditions:

It’s going to take days/weeks/months.
First you must  ________________  .
You’ll need help from  ________________ .
It will require a lot of money
The best you can do is a lesser version, unreliable and limited
You and your allies will risk danger from  ________________ .
You’ll have to disenchant ________________ to do it.

This message was last edited by the GM at 03:13, Sun 29 Nov 2020.