Oreni 13th Age and Ptolus Dungeon World: Difference between pages

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{{13thAgeCharacter
This page details how we converted some of the basics from the 3.5-based ''Ptolus'' to the ''Dungeon World'' system. It is colored by having done this to support an existing campaign, switching to ''Dungeon World'' after the characters had already reached the upper-mid levels. At these levels, 3.5 tends to be about "you saved the city!", whereas ''Dungeon World'' is designed more towards a "you might starve while hiding from the rat men" sort of aesthetic. ''Ptolus'' is a bit more high energy and optimistic than the default of ''Dungeon World''. Still, ''Dungeon World'' works very nicely in a big urban setting with lots of factions and obligation, but where dungeon crawling is still the focus of play.
|name=Oreni
 
|intro=Oreni's concept has mutated over time, and some versions fit ''13th Age'' better than others. Sorcerers are a bit different in ''13th Age'' in ways that dovetail nicely with notions of fighting with energy attacks.
== Characters ==
|gender=Male
 
|race=Shoal Elf
We opted to use the alternative character creation system spelled out in ''Class Warfare'', as this allowed creation of characters that more readily matched the PCs from our existing campaign. But, even had we started with new first level characters, we still would have done this. The playbooks in ''Dungeon World'' were built with an "old school" feel, and that feel isn't a great match to the more cosmopolitan Ptolus. For characters we converted, we adapted them from 3.5's 20-level system to ''Dungeon World'''s 10-level system by cutting their 3.5 levels in half.
|class=Sorcerer 6
 
|uniquething=
Some characters required custom moves or even custom specialties (in ''Class Warfare'' terms), some of which are detailed below. Most received one or two faction moves (see below), though most starting characters probably would not.
|backgrounds=Blue Dragon Blood +3 (+5), House Erthuo +5
 
|icons=The King's Stone +2, The Horn of Blood ±1, The Lion-Guarded Throne ±1
== Special Moves ==
|level=6
 
|strength=16
The basic moves remain as is, as do most of the special moves from the book. While in Ptolus, some additional special moves are available.
|constitution=20
 
|dexterity=18
''some setting wide, generic moves''
|intelligence=14
 
|wisdom=14
== Faction Moves ==
|charisma=22
 
|str=3
While Ptolus, as written, contains factions and politics and such, it still remains largely about dungeon-delving, with the factions probably influencing the hows and whys of such exploration. And, while you could set a game entirely about political intrigue in Ptolus, that game wouldn't be ''Dungeon World'', which is significantly more focused on dungeon-delving than politics. Even importing more political tech from other Powered-by-Apocalypse games (such as replacing Bonds with Strings from ''Monsterhearts'') strays too far. So, how to mine the rich factions and politics of the setting in a way that plays to ''Dungeon World'''s strengths? We went with adding "faction moves" to the game.
|con=5
 
|dex=4
You you get involved with some faction within the city, the GM may decide to represent your membership in or associate with that faction with a '''faction move''' reflecting the advantages and costs of dealing with that faction. The term "faction" casts an intentionally wide net, and might represent a particular guild, noble house, political affiliation, neighbourhood, organisation, society, or even race. Generally, faction moves involve a roll that exchanges possible obligation or other cost for assistance, information, matériel, bonuses or some other advantage. Most such moves will be tailored to the character. Some might be available to any character willing to pay membership dues, such as this one:
|int=2
 
|wis=2
=== Delver's Guildsman ===
|cha=6
 
|ac=24
When '''you research an expedition under the city in the Delver's Guild maproom''', roll+INT. '''On a 10+''', hold 3. '''On a 7-9''', hold 2, but other guildsmen get wind of your expedition. '''On a miss''', hold 1, but some of the information you find will turn out to be dangerously misleading (the GM will tell you when). Spend hold while on the expedition to choose one of the following:
|pd=21
* Take +1 to spout lore, discern realities or undertake a perilous journey.
|md=18
* Recognise a landmark when lost.
|hp=110
* Find a guild waystation.
|recoveries=8
 
|recoveryroll=6d6+10
== Ptolus ==
|armor=None, no shield
 
|basicmelee=+9 vs AC
''rich, growing, legion, safe, religion (Church of Lothian, others), exotic (technology, magic items, slaves, drugs), oath (Empire of Tarsis), trade (every steading nearby, most major cities), market, history, arcane, divine, guild (all varieties), craft (metalwork), power (political, divine)''
|basicmeleedmg=6[W]+6(+2)
 
|basicmeleemiss=6
Like all settlements in ''Dungeon World'', Ptolus is a steading, an extremely large and prosperous one. Most locations in the city make available at least one custom move. Some examples:
|basicmeleeweapon=sword
 
|basicmeleedie=[W]
''when you worship at the...''
|basicmeleeavg=29
 
|basicranged=+10 vs AC
''when you enter the Necropolis at night...''
|basicrangeddmg=6[W]+8
 
|basicrangedmiss=0
''when you use the observatory...''
|basicrangedweapon=
 
|basicrangeddie=[W]
and so on.
|basicrangedavg=29
 
|racialpower=''Elven Grace<sup>c</sup>'': At start of each turn roll die. If result equal or lower than Esc Die receive extra standard action. Start with d4. Each success increase die size. d4&rarr;d6&rarr;d8&rarr;d10&rarr;d12&rarr;d20&rarr;auto fail
== Specialties ==
|classfeatures=*''Access to Wizardry'': You can take a wizard spell in place of a sorcerer spell two levels higher than it.
 
*''Breath Weapon'': When you cast a spell with the breath weapon keyword, you can re-use it later in the battle if you make a roll at the beginning of each turn (usually you need a 16+). You may have only one breath weapon active at a time.
The following are some additional specialties for use with the ''Class Warfare'' character creation concept. Most of these exist to better match some d20 or ''Pathfinder'' concepts.
*''Chain'': When you attack with a chain spell and get a natural even roll, you can roll another attack against a different enemy in range.
 
*''Dancing Lights'': You can cast the ''dancing lights'' spell as a standard action.
=== Spontaneous Caster ===
*''Gather Power'': You may spend a standard action gathering power, allowing you to cast a double-strength spell with your next standard action. When you do this, you also gain a random benefit (roll d6):
 
**1-2: Gain +1 to AC and PD until start of next turn.
You have an innate connection to magic that manifests as an ability to cast a limited selection of spells. The spells you know reflect your nature and personality, your psyche made real.
**3-4: Deal damage equal to CHA+Level to all nearby staggered enemies.
 
**5-6: Deal damage equal to CHA+Level to one nearby enemy.
==== Compendium Class ====
*''Random Energy'': Some spells deal random energy damage (cold, fire, lightning, thunder).
 
|classtalents=* ''Spell Fist<sup>ac</sup>'': Your sorcery favors close-range fighting. Gain +2 to AC (dragon scales). You can use ranged attacks while engaged with enemies without taking opportunity attacks. You add CON instead of CHA to damage from sorcerer spells. When you miss with a sorcerer spell against an enemy with whom you are engaged, add twice your CHA to the damage you deal. Once per battle, you can include one enemy engaged with you as an additional target of an attack spell you cast that targets other enemies.
Barring some extremely unusual magical accident or event, this specialty should only be taken at character creation.
*''Arcane Heritage<sup>a</sup>'': You have blue dragon blood in your veins, gaining +2 bonus to a background. You may also use one sorcerer spell slot for a wizard spell of the same level.
 
* ''Metallic Protector Heritage'': Your rolls to re-use breath weapon spells gain a +2 bonus.
==== Stats ====
|specialtitle=Spells
If you choose the spontaneous caster specialty, you get +1 load, and lower your maximum HP by 2, but not lower than 4+Constitution.
|specialtext=*''shocking grasp<sup>a</sup>'' (5th level, at-will, close-quarters, quick action (1/round)): Attack with CHA+Level vs. PD against a target engaged with you. On a hit, deal 2d6 and the target pops free from you. On a miss, you take damage equal to the target's level from feedback.
 
*''echoing thunder'' (5th level, at-will, ranged): Attack one nearby enemy with CHA+Level vs. PD. On a hit, deal 5d6+CON thunder damage, and the first enemy that hist you with a melee attack before the start of your next turn takes 2d6 thunder damage.
==== Starting Moves ====
*''breath of the black'' (5th level, daily, close-quarters, breath weapon 16+): Attack one nearby enemy with CHA+Level vs. MD, dealing 10d6+CON acid damage, plus 20 ongoing acid damage on a hit. On a miss, deal 10 ongoing acid damage.
You start with all three of these moves:
*''the queen's shadows'' (5th level, daily, ranged): Attack one nearby enemy with CHA+Level vs. MD, dealing 8d6+CON psychic damage on a hit, and if the natural attack roll is even, telepport to a nearby location you can see. On a miss, deal damage equal to your level. Once you cast this spell in a battle, you can cast it at-will for the rest of that battle.
 
*''lightning fork'': (5th level, recharge 16+, ranged, chain): Attack one nearby enemy with CHA+Level vs. PD, dealing 6d10+CON lightning damage on a hit, and half that on a miss.
=====Arcane Potential=====
*''resist rnergy'': (5th level, recharge 16+, ranged): Until end of battle, you or nearby ally gains ''resist damage 16+'' to two energy types of your choice (cold, fire, lightning, thunder).
 
*''scorching ray'': (5th level, at-will, ranged): Attack one nearby enemy with CHA+Level vs. PD, dealing 4d6+CON fire damage on a hit and, if the natural attack roll is even, 1d8 ongoing fire damage. On a miss, damage equal to level.
Magic courses through your veins, which you can manifest as a repertoire of ingrained spells. Your repertoire starts with three cantrips. When you gain a level, add a new magic spell of your level or lower to your repertoire.
|feats=* ''Adventurer'': Arcane Heritage, Heritage of the Sword (can use swords, gaining +2 damage), Shocking Grasp, Spell Fist
 
*''Champion'': Elven Grace, Spell Fist
=====Gather Mojo=====
|magicitemmax=7
 
|magicitems=*''sword of truth'' (weapon chakra): +2 to hit and damage. You may not have a positive icon relationship with the Inverted Pyramid.
When you spend uninterrupted time (an hour or so) in quiet contemplation of your inner nature, hold mojo equal to twice your level, minus 2. Lose any mojo you previously held.
**inmical to arcane casters (bound at champion level, 1 slot): When you hit an arcane caster with this weapon, you can deal +2d8 damage (adventurer: +1d8; epic: +4d8). Quirk: Makes gestures to ward of the "evil eye".
 
**true seeing (champion, 1 slot): You are immune to invisibility and ignore any illusions. Quirk: Excessive blinking.
=====Spontaneous Caster=====
**counterspell (champion, 1 slot): If an enemy who has been damaged by the sword targets you with a spell, roll a save; success means the spell has no effect on you. If the level of the spell is lower than your level, it’s a normal save (11+). Against an equal or higher-level spell, the save is a hard save (16+). Quirk: Muttering
 
*''gloves of mind rot'' (champion, recharge 6+, glove chakra): When you hit one or more foes with an arcane spell attack, deal +2d10 psychic damage to one target of the attack. Quirk: The texture of your skin seems wrong to everyone else, but you know it’s all in their minds and often explain that to them.
When you cast a spell from your repertoire while holding at least as much mojo as the level of the spell, roll+CHA. On a 10+, the spell is successfully cast. On a 7-9, the spell is cast, but choose one:
*''staff of the diffident magician'' (epic, two slots, recharge 6+, staff chakra): +2 attack and damage to arcane and divine spells. The first time an enemy engages you, make an opportunity attack against that enemy. On a hit, you deal +2d8 damage with that attack and daze the foe until the end of its turn, if the creature is large or smaller. Quirk: Doesn’t like to be touched.
* After it is cast, spend mojo equal to the level of the spell.
*''warding shirt'' (champion, armor chakra): +2 AC. Gain resistance 12+ against attacks targeting PD or MD. Quirk: stretches and meditates when inactive.
* The spell disturbs the fabric of reality as it is cast—take -1 ongoing to cast a spell until the next time you gather mojo.
}}
* You draw unwelcome attention or put yourself in a spot. The GM will tell you how.
 
==== Advanced Moves ====
 
''When you gain a level from 2-5, you may choose from these moves:''
 
=====Empowered Magic=====
(requires: Spontaneous Caster)
 
When you cast a spell, on a 10+, you have the option of choosing from the 7-9 list. If you do, you may choose one of these as well:
 
* The spell’s effects are maximized.
* The spell’s targets are doubled.
 
=====Deep Connection=====
(requires: Gather Mojo)
 
Choose a spell. You learn and cast that spell as if it were one level lower.
 
=====Expanded Repertoire=====
(requires: Arcane Potential)
 
Add a new spell from the spell list of any class or archetype to your repertoire.
 
=====Improvisational Trick=====
(requires: Gather Mojo)
 
When you create a fleeting advantage with raw magic, describe how you do it, then spend 1 mojo. Take +1 forward.
 
''When you gain a level from 6-10, you may choose from these moves as well as the level 2-5 moves:''
 
=====Deeper Connection=====
(requires: Deep Connection)
 
Choose one spell in addition to the one you picked for prodigy. You prepare that spell as if it were one level lower.
 
=====Greater Empowered Magic=====
(replaces: Empowered Magic)
 
When you cast a spell, on a 10-11, you have the option of choosing from the 7-9 list. If you do, you may choose one of the these effects as well. On a 12+, you get to choose one of these effects for free:
 
* The spell’s effects are doubled.
* The spell’s targets are doubled.
 
=====Spell Augmentation=====
(requires: Spontaneous Caster)
 
When you deal damage to a creature, you can shunt a spell’s energy into them—end one of your ongoing spells and add the spell’s level to the damage dealt.
 
==== Spontaneous Caster Alignments ====
 
You may choose one of these instead of a magician alignment:
 
=====Chaotic=====
 
Interfere with someone who opposes your nature.
 
=====Lawful=====
 
Pay the expected price when magic helps you.
 
==== Spontaneous Caster Bonds ====
 
* __________ has seen my true face.
* __________ can teach me much about myself, though they don't know it.
* __________ is somehow connected to my source of magic.
 
==== Spontaneous Caster Gear ====
 
Choose one:
* Adventuring gear (5 uses, 1 weight).
* Dungeon rations (5 uses, 1 weight).
* Healing potion.
 
==== Spontaneous Caster Races ====
 
You may choose one of these instead of a magician race option:
 
=====Elf=====
 
Magic is as natural as breath to you. You know Detect Magic in addition to your other spells, and you cast it as if it were a cantrip.
 
=====Halfling=====
 
Choose one of your first level spells. When you cast this spell, one aspect of its effects—area, damage, range, targets, etc—is doubled.
 
=====Human=====
 
Choose one spell from another archetype, or from a school of magic you have not studied. You can cast it as if it were one of your own spells.
 
=== Heirophant ===

Revision as of 22:41, 4 December 2014

This page details how we converted some of the basics from the 3.5-based Ptolus to the Dungeon World system. It is colored by having done this to support an existing campaign, switching to Dungeon World after the characters had already reached the upper-mid levels. At these levels, 3.5 tends to be about "you saved the city!", whereas Dungeon World is designed more towards a "you might starve while hiding from the rat men" sort of aesthetic. Ptolus is a bit more high energy and optimistic than the default of Dungeon World. Still, Dungeon World works very nicely in a big urban setting with lots of factions and obligation, but where dungeon crawling is still the focus of play.

Characters

We opted to use the alternative character creation system spelled out in Class Warfare, as this allowed creation of characters that more readily matched the PCs from our existing campaign. But, even had we started with new first level characters, we still would have done this. The playbooks in Dungeon World were built with an "old school" feel, and that feel isn't a great match to the more cosmopolitan Ptolus. For characters we converted, we adapted them from 3.5's 20-level system to Dungeon World's 10-level system by cutting their 3.5 levels in half.

Some characters required custom moves or even custom specialties (in Class Warfare terms), some of which are detailed below. Most received one or two faction moves (see below), though most starting characters probably would not.

Special Moves

The basic moves remain as is, as do most of the special moves from the book. While in Ptolus, some additional special moves are available.

some setting wide, generic moves

Faction Moves

While Ptolus, as written, contains factions and politics and such, it still remains largely about dungeon-delving, with the factions probably influencing the hows and whys of such exploration. And, while you could set a game entirely about political intrigue in Ptolus, that game wouldn't be Dungeon World, which is significantly more focused on dungeon-delving than politics. Even importing more political tech from other Powered-by-Apocalypse games (such as replacing Bonds with Strings from Monsterhearts) strays too far. So, how to mine the rich factions and politics of the setting in a way that plays to Dungeon World's strengths? We went with adding "faction moves" to the game.

You you get involved with some faction within the city, the GM may decide to represent your membership in or associate with that faction with a faction move reflecting the advantages and costs of dealing with that faction. The term "faction" casts an intentionally wide net, and might represent a particular guild, noble house, political affiliation, neighbourhood, organisation, society, or even race. Generally, faction moves involve a roll that exchanges possible obligation or other cost for assistance, information, matériel, bonuses or some other advantage. Most such moves will be tailored to the character. Some might be available to any character willing to pay membership dues, such as this one:

Delver's Guildsman

When you research an expedition under the city in the Delver's Guild maproom, roll+INT. On a 10+, hold 3. On a 7-9, hold 2, but other guildsmen get wind of your expedition. On a miss, hold 1, but some of the information you find will turn out to be dangerously misleading (the GM will tell you when). Spend hold while on the expedition to choose one of the following:

  • Take +1 to spout lore, discern realities or undertake a perilous journey.
  • Recognise a landmark when lost.
  • Find a guild waystation.

Ptolus

rich, growing, legion, safe, religion (Church of Lothian, others), exotic (technology, magic items, slaves, drugs), oath (Empire of Tarsis), trade (every steading nearby, most major cities), market, history, arcane, divine, guild (all varieties), craft (metalwork), power (political, divine)

Like all settlements in Dungeon World, Ptolus is a steading, an extremely large and prosperous one. Most locations in the city make available at least one custom move. Some examples:

when you worship at the...

when you enter the Necropolis at night...

when you use the observatory...

and so on.

Specialties

The following are some additional specialties for use with the Class Warfare character creation concept. Most of these exist to better match some d20 or Pathfinder concepts.

Spontaneous Caster

You have an innate connection to magic that manifests as an ability to cast a limited selection of spells. The spells you know reflect your nature and personality, your psyche made real.

Compendium Class

Barring some extremely unusual magical accident or event, this specialty should only be taken at character creation.

Stats

If you choose the spontaneous caster specialty, you get +1 load, and lower your maximum HP by 2, but not lower than 4+Constitution.

Starting Moves

You start with all three of these moves:

Arcane Potential

Magic courses through your veins, which you can manifest as a repertoire of ingrained spells. Your repertoire starts with three cantrips. When you gain a level, add a new magic spell of your level or lower to your repertoire.

Gather Mojo

When you spend uninterrupted time (an hour or so) in quiet contemplation of your inner nature, hold mojo equal to twice your level, minus 2. Lose any mojo you previously held.

Spontaneous Caster

When you cast a spell from your repertoire while holding at least as much mojo as the level of the spell, roll+CHA. On a 10+, the spell is successfully cast. On a 7-9, the spell is cast, but choose one:

  • After it is cast, spend mojo equal to the level of the spell.
  • The spell disturbs the fabric of reality as it is cast—take -1 ongoing to cast a spell until the next time you gather mojo.
  • You draw unwelcome attention or put yourself in a spot. The GM will tell you how.

Advanced Moves

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

Empowered Magic

(requires: Spontaneous Caster)

When you cast a spell, on a 10+, you have the option of choosing from the 7-9 list. If you do, you may choose one of these as well:

  • The spell’s effects are maximized.
  • The spell’s targets are doubled.
Deep Connection

(requires: Gather Mojo)

Choose a spell. You learn and cast that spell as if it were one level lower.

Expanded Repertoire

(requires: Arcane Potential)

Add a new spell from the spell list of any class or archetype to your repertoire.

Improvisational Trick

(requires: Gather Mojo)

When you create a fleeting advantage with raw magic, describe how you do it, then spend 1 mojo. Take +1 forward.

When you gain a level from 6-10, you may choose from these moves as well as the level 2-5 moves:

Deeper Connection

(requires: Deep Connection)

Choose one spell in addition to the one you picked for prodigy. You prepare that spell as if it were one level lower.

Greater Empowered Magic

(replaces: Empowered Magic)

When you cast a spell, on a 10-11, you have the option of choosing from the 7-9 list. If you do, you may choose one of the these effects as well. On a 12+, you get to choose one of these effects for free:

  • The spell’s effects are doubled.
  • The spell’s targets are doubled.
Spell Augmentation

(requires: Spontaneous Caster)

When you deal damage to a creature, you can shunt a spell’s energy into them—end one of your ongoing spells and add the spell’s level to the damage dealt.

Spontaneous Caster Alignments

You may choose one of these instead of a magician alignment:

Chaotic

Interfere with someone who opposes your nature.

Lawful

Pay the expected price when magic helps you.

Spontaneous Caster Bonds

  • __________ has seen my true face.
  • __________ can teach me much about myself, though they don't know it.
  • __________ is somehow connected to my source of magic.

Spontaneous Caster Gear

Choose one:

  • Adventuring gear (5 uses, 1 weight).
  • Dungeon rations (5 uses, 1 weight).
  • Healing potion.

Spontaneous Caster Races

You may choose one of these instead of a magician race option:

Elf

Magic is as natural as breath to you. You know Detect Magic in addition to your other spells, and you cast it as if it were a cantrip.

Halfling

Choose one of your first level spells. When you cast this spell, one aspect of its effects—area, damage, range, targets, etc—is doubled.

Human

Choose one spell from another archetype, or from a school of magic you have not studied. You can cast it as if it were one of your own spells.

Heirophant