Air Sailor Discipline: Difference between revisions

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<div class="meta">
<div class="meta">
The Air Sailor is a discipline for ''[[system::Fourth World]]'', a "drift" of ''[[system::Dungeon World]]'' for playing in the setting of ''[[system:Earthdawn]]''. This text is available under the [https://creativecommons.org/licenses/by-sa/4.0/ Creative Commons Attribution-ShareAlike 4.0 International license].
The Air Sailor is a discipline for ''[[system::Fourth World]]'', a "drift" of ''[[system::Dungeon World]]'' for playing in the setting of ''[[system::Earthdawn]]''. This text is available under the [https://creativecommons.org/licenses/by-sa/4.0/ Creative Commons Attribution-ShareAlike 4.0 International license].
 
Several PDF versions of this playbook can be downloaded from the [https://divnull.com/blog/2019/seed-fourth-world-1-5/ Fourth World 1.5] page.
</div>
</div>
==Stats==
'''Damage Die''': d6<br/>
'''Favored Stats''': int, con<br/>
'''Load''': 9<br/>
'''HP''': 10+Constitution
==Look==
'''Gaze''': disciplined, curious, enthusiastic<br/>
'''Appearance''': utilitarian, regimented, polished<br/>
'''Accoutrement''': functional, refined, decorated<br/>
'''Body''': stocky, supple, willowy
==Species==
☐ '''Dwarf''': When you successfully defend using a shield, gain +1 readiness.
☐ '''Elf''': When someone you aided to volley deals damage, they add your INT to the damage they do.
☐ '''Human''': When you aid a parley, you may ask the GM a question from the discern realities list.
☐ '''Ork''': When someone uses your aid to hack and slash, if their target deals damage, reduce it by −1d4.
☐ '''Troll''': When someone uses your aid to discern realities, you may ask a question from the basic list as well.
☐ '''T’Skrang''': When someone defies danger with your aid, you also defy the danger.
☐ '''Windling''' ''(astral sight)'': When you taunt, you may roll + INT instead of + CHA .
==Flags==
Select 2 [[Dungeon World Flags|flags]].
==Starting Moves==
===Many as One===
When '''you aid a member of your crew or bonded group''' , improve your result by one step.
===Unbowed, Unbent, Unbroken===
When '''you prepare yourself to endure some hardship without fighting back,''' roll+ CON . '''On a hit''' , you can either take half damage or completely ignore one other ill effect. '''On a 10+''' , you can also defeat, expose, or frustrate your oppressor with your stubbornness.
===Loyalty===
When '''you bond to an airship''' , in addition to the usual benefits of bonding to a place, while the bond remains, you gain the benefit of your choice from the list below. You may only bond with one airship at a time.
☐ When you successfully aid anyone on board, or who ever served aboard, that ship, take +2 armor forward.<br/>
☐ When you defend anyone on board, or who ever served aboard, that ship, you get +1 readiness, even on a miss.<br/>
☐ When you carouse with anyone who ever served aboard that ship, you may make an additional choice.<br/>
☐ When you parley with anyone who ever served aboard that ship, they will settle for less.<br/>
☐ You are always considered to have a useful reputation when recruiting for your ship.<br/>
☐ When you discern realities about the ship or anyone who ever served aboard her, ask an additional question.<br/>
===May I Be of Assistance?===
When '''you aid someone''' , you may spend karma on their roll just as they could.
===With a Little Help===
When '''someone near you who you are not already aiding needs help''' , after their dice have been rolled, you may add +1 to their result if you are willing to share any consequences of that roll.
===Come About===
Add the following to the hack and slash list:
* You maneuver your target to a nearby spot of your choosing.
* You maneuver yourself to a nearby spot of your choosing.
===Expressions of Unity===
When '''you create art with rune carving or embroidery''' , take +1. If you use the result in a successful greeting ritual, take +1 to aid or hinder the recipient.
==Talents==
You may weave threads into talents, if you meet their requirements:
===☐☐ Eagle-Eyed===
When '''you observe a far-off location''' , you may discern realities using + INT as if much closer. Ask an additional question, even on a miss. You may spend a point of karma to ask an additional question, not limited by the list.
Second thread (requires circle 6): In addition, on a 12+ the questions you ask the GM may be anything, not limited by the list.
===☐ I Cannot Do It, Captain!===
When '''you or your crew proclaim the impossibility of a task''' related to your airship and you are told to do it anyway, hold 1. While performing the task, spend hold to:
* Change the result of a roll by one step (up or down)
* Accomplish the task in half the time.
===☐ Taunt===
When '''you mock, tease or otherwise provoke''' an NPC , roll+ CHA . '''On a hit''' , they become more aggressive towards you and your crew or bonded group, possibly attacking. '''On a 10+''' , you also take +1 forward against them. '''On a miss''' , they do as they please and you take −1 forward against them.
===☐☐ Ægis===
When '''you defend while wielding a shield''' , you may also spend readiness on the following:
* Knock the attacker down or back.
* If it is mobile, the thing you defend may move or be moved somewhere safe from the attacker.
* Take −1 forward and negate the attack’s effect or damage.
Second thread (requires circle 6): You also gain +1 hold, even on a miss. You may also spend one karma to gain +1 hold.
===☐☐ Damage Party===
When '''you work with your crew to jury rig an airship''' , make an additional choice, even on a miss.
Second thread (requires circle 6):  '''On a 12+''' , if you repair something caused by gaining stress, remove that point of Stress.
===☐ Ear to the Wind===
When '''you discern realities or spout lore''' about the history, crew, location, destination, condition, or cargo of any airship, take +1. '''On a 12+''' , in addition to the normal effects, you get to ask the GM any one question about the subject.
===☐☐ Got Your Back===
When '''you fight next to a member of your crew or bonded group''' , gain +1 armor.
Second thread (requires circle 6): Gain +2 armor instead.
===☐☐ Merchant Marine===
When '''you use the supply move''' , before you roll choose one:
* Roll+ INT instead of roll+ CHA .
* If the cost of the item includes “-Charisma”, you may subtract your Intelligence score from the price instead of your Charisma score.
*  '''On a 12+''' , you will find what you are looking for at a bargain price.
*  '''On a 12+''' , you will find what you are looking for at a fair price and find something else unexpected and useful at a fair price.
Second thread (requires circle 6): Choose two instead.
===☐ That’s the Spot===
When '''you volley with a vehicle-mounted weapon''' , you may use + INT instead of + DEX .
===☐ Ward of Protection===
You know a short incantation and hand gesture which acts as proof against magic. When you use the protection to thwart a magical effect (actively or passively), roll+ CON . '''On a 10+''' , you are unaffected by the magic. '''On a 7–9''' , choose one:
* You suffer the effect to a lesser degree.
* You are unaffected, but the effort takes its toll: mark a debility of your choice.
* You are unaffected, but your gesture will no longer work until you next make camp.
===☐ Spurn the Earth===
When '''you leap or fall from a very great height''' , roll+ CON . '''On a hit''' just before impact, you conjure a reaction between earth and air, settling gently to the ground. '''On a 10+''' , at your option, you may use this reaction to carry you back to where you started falling (the deck of the airship you were on, for example).
===☐ What’s Mine is Mine===
When '''you give someone an item you’d rather keep''' , roll+ INT . '''On a hit''' , it returns to you in good time but on a 7-9, there are strings attached. '''On a miss''' , it may cause more trouble than it's worth or lost forever.
===☐ And Take That===
When '''someone you are aiding hacks and slashes on 10+''' , deal your damage to their target as well.
===☐ Camaraderie===
When '''you make camp with your crew or bonded group''' , you heal +1d8.
===☐ Leaf on the Wind===
When '''you pilot an airship''' , you may automatically take the 10+ results of any control vehicle rolls.
===☐ Love, Spit and Duct Tape===
A vehicle you are occupying or piloting may continue moving even if it has no stress left. No one may use any pilot or passenger moves while it is in this state. The vehicle will not run again once you come to a stop. One more mark of stress will halt the vehicle.
==Gear==
appropriate artisan tools (''1 weight'')<br/>
dungeon rations (''uses: 5, ration, 1 weight'')<br/>
ragged bow (''near, 2 weight'')<br/>
bundle of arrows (''ammo: 3, 1 weight'')<br/>
shield (''+1 armor, 2 weight'')
Choose your defenses:
☐ leather armor (''1 armor, worn, 1 weight'')<br/>
☐ chainmail (''1 armor, worn, 1 weight'')
Choose your armament:
☐ short sword, axe, or warhammer (''close, 1 weight'')<br/>
☐ cutlass (''close, +1 damage, 2 weight'')<br/>
☐ rapier (''close, precise, 1 weight'')<br/>
☐ spear (''reach, thrown, near, 1 weight'')<br/>
☐ throwing knives (''thrown, near, ammo: 3'')
Choose two:
☐ 2 healing potions<br/>
☐ adventuring gear (''uses: 5, 2 weight'')<br/>
☐ antitoxin, poultices and herbs (''uses: 2, slow, 1 weight'')☐ repair kit (''uses: 6, slow, 1 weight'')<br/>
☐ 22 coins


[[Category:Discipline]]
[[Category:Discipline]]

Latest revision as of 01:59, 9 March 2022

The Air Sailor is a discipline for Fourth World, a "drift" of Dungeon World for playing in the setting of Earthdawn. This text is available under the Creative Commons Attribution-ShareAlike 4.0 International license.

Several PDF versions of this playbook can be downloaded from the Fourth World 1.5 page.

Stats

Damage Die: d6
Favored Stats: int, con
Load: 9
HP: 10+Constitution

Look

Gaze: disciplined, curious, enthusiastic
Appearance: utilitarian, regimented, polished
Accoutrement: functional, refined, decorated
Body: stocky, supple, willowy

Species

Dwarf: When you successfully defend using a shield, gain +1 readiness.

Elf: When someone you aided to volley deals damage, they add your INT to the damage they do.

Human: When you aid a parley, you may ask the GM a question from the discern realities list.

Ork: When someone uses your aid to hack and slash, if their target deals damage, reduce it by −1d4.

Troll: When someone uses your aid to discern realities, you may ask a question from the basic list as well.

T’Skrang: When someone defies danger with your aid, you also defy the danger.

Windling (astral sight): When you taunt, you may roll + INT instead of + CHA .

Flags

Select 2 flags.

Starting Moves

Many as One

When you aid a member of your crew or bonded group , improve your result by one step.

Unbowed, Unbent, Unbroken

When you prepare yourself to endure some hardship without fighting back, roll+ CON . On a hit , you can either take half damage or completely ignore one other ill effect. On a 10+ , you can also defeat, expose, or frustrate your oppressor with your stubbornness.

Loyalty

When you bond to an airship , in addition to the usual benefits of bonding to a place, while the bond remains, you gain the benefit of your choice from the list below. You may only bond with one airship at a time.

☐ When you successfully aid anyone on board, or who ever served aboard, that ship, take +2 armor forward.
☐ When you defend anyone on board, or who ever served aboard, that ship, you get +1 readiness, even on a miss.
☐ When you carouse with anyone who ever served aboard that ship, you may make an additional choice.
☐ When you parley with anyone who ever served aboard that ship, they will settle for less.
☐ You are always considered to have a useful reputation when recruiting for your ship.
☐ When you discern realities about the ship or anyone who ever served aboard her, ask an additional question.

May I Be of Assistance?

When you aid someone , you may spend karma on their roll just as they could.

With a Little Help

When someone near you who you are not already aiding needs help , after their dice have been rolled, you may add +1 to their result if you are willing to share any consequences of that roll.

Come About

Add the following to the hack and slash list:

  • You maneuver your target to a nearby spot of your choosing.
  • You maneuver yourself to a nearby spot of your choosing.

Expressions of Unity

When you create art with rune carving or embroidery , take +1. If you use the result in a successful greeting ritual, take +1 to aid or hinder the recipient.

Talents

You may weave threads into talents, if you meet their requirements:

☐☐ Eagle-Eyed

When you observe a far-off location , you may discern realities using + INT as if much closer. Ask an additional question, even on a miss. You may spend a point of karma to ask an additional question, not limited by the list.

Second thread (requires circle 6): In addition, on a 12+ the questions you ask the GM may be anything, not limited by the list.

☐ I Cannot Do It, Captain!

When you or your crew proclaim the impossibility of a task related to your airship and you are told to do it anyway, hold 1. While performing the task, spend hold to:

  • Change the result of a roll by one step (up or down)
  • Accomplish the task in half the time.

☐ Taunt

When you mock, tease or otherwise provoke an NPC , roll+ CHA . On a hit , they become more aggressive towards you and your crew or bonded group, possibly attacking. On a 10+ , you also take +1 forward against them. On a miss , they do as they please and you take −1 forward against them.

☐☐ Ægis

When you defend while wielding a shield , you may also spend readiness on the following:

  • Knock the attacker down or back.
  • If it is mobile, the thing you defend may move or be moved somewhere safe from the attacker.
  • Take −1 forward and negate the attack’s effect or damage.

Second thread (requires circle 6): You also gain +1 hold, even on a miss. You may also spend one karma to gain +1 hold.

☐☐ Damage Party

When you work with your crew to jury rig an airship , make an additional choice, even on a miss.

Second thread (requires circle 6): On a 12+ , if you repair something caused by gaining stress, remove that point of Stress.

☐ Ear to the Wind

When you discern realities or spout lore about the history, crew, location, destination, condition, or cargo of any airship, take +1. On a 12+ , in addition to the normal effects, you get to ask the GM any one question about the subject.

☐☐ Got Your Back

When you fight next to a member of your crew or bonded group , gain +1 armor.

Second thread (requires circle 6): Gain +2 armor instead.

☐☐ Merchant Marine

When you use the supply move , before you roll choose one:

  • Roll+ INT instead of roll+ CHA .
  • If the cost of the item includes “-Charisma”, you may subtract your Intelligence score from the price instead of your Charisma score.
  • On a 12+ , you will find what you are looking for at a bargain price.
  • On a 12+ , you will find what you are looking for at a fair price and find something else unexpected and useful at a fair price.

Second thread (requires circle 6): Choose two instead.

☐ That’s the Spot

When you volley with a vehicle-mounted weapon , you may use + INT instead of + DEX .

☐ Ward of Protection

You know a short incantation and hand gesture which acts as proof against magic. When you use the protection to thwart a magical effect (actively or passively), roll+ CON . On a 10+ , you are unaffected by the magic. On a 7–9 , choose one:

  • You suffer the effect to a lesser degree.
  • You are unaffected, but the effort takes its toll: mark a debility of your choice.
  • You are unaffected, but your gesture will no longer work until you next make camp.

☐ Spurn the Earth

When you leap or fall from a very great height , roll+ CON . On a hit just before impact, you conjure a reaction between earth and air, settling gently to the ground. On a 10+ , at your option, you may use this reaction to carry you back to where you started falling (the deck of the airship you were on, for example).

☐ What’s Mine is Mine

When you give someone an item you’d rather keep , roll+ INT . On a hit , it returns to you in good time but on a 7-9, there are strings attached. On a miss , it may cause more trouble than it's worth or lost forever.

☐ And Take That

When someone you are aiding hacks and slashes on 10+ , deal your damage to their target as well.

☐ Camaraderie

When you make camp with your crew or bonded group , you heal +1d8.

☐ Leaf on the Wind

When you pilot an airship , you may automatically take the 10+ results of any control vehicle rolls.

☐ Love, Spit and Duct Tape

A vehicle you are occupying or piloting may continue moving even if it has no stress left. No one may use any pilot or passenger moves while it is in this state. The vehicle will not run again once you come to a stop. One more mark of stress will halt the vehicle.

Gear

appropriate artisan tools (1 weight)
dungeon rations (uses: 5, ration, 1 weight)
ragged bow (near, 2 weight)
bundle of arrows (ammo: 3, 1 weight)
shield (+1 armor, 2 weight)

Choose your defenses:

☐ leather armor (1 armor, worn, 1 weight)
☐ chainmail (1 armor, worn, 1 weight)

Choose your armament:

☐ short sword, axe, or warhammer (close, 1 weight)
☐ cutlass (close, +1 damage, 2 weight)
☐ rapier (close, precise, 1 weight)
☐ spear (reach, thrown, near, 1 weight)
☐ throwing knives (thrown, near, ammo: 3)

Choose two:

☐ 2 healing potions
☐ adventuring gear (uses: 5, 2 weight)
☐ antitoxin, poultices and herbs (uses: 2, slow, 1 weight)☐ repair kit (uses: 6, slow, 1 weight)
☐ 22 coins