Pandemonium deck and Ptolus Dungeon World: Difference between pages

From DivNull RPG
(Difference between pages)
Jump to: navigation, search
imported>Wordman
mNo edit summary
 
imported>Wordman
(Created page with "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 c...")
 
Line 1: Line 1:
''This is a magic item for [[system::Pathfinder]] based on P.D. Magnus' [http://www.decktet.com/ Decktet]. Though inspired by the ''[http://www.d20pfsrd.com/magic-items/artifacts/minor-artifacts/deck-of-many-things deck of many things]'' and its [http://www.d20pfsrd.com/magic-items/artifacts/minor-artifacts/deck-of-many-things-harrow harrow deck version], it alters the whole concept of the deck (roughly) following the model used by ''[http://www.amazon.com/gp/product/0786958723/ref=as_li_ss_tl?ie=UTF8&camp=1789&creative=390957&creativeASIN=0786958723&linkCode=as2&tag=div05a-20 Madness at Gardmore Abbey]'' to make the deck a less destabilizing force (at least at first).''
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.


'''Aura''' strong (all schools); '''CL''' 20th; '''Slot''' none; '''Weight''' —
== Characters ==


This worn fortune-teller's deck bears an evocative image upon each of its forty-five cards. The deck contains six suits (in order: moons, suns, waves, leaves, wyrms and knots) with a complex structure. For each suit, there is an Ace and a Crown. Ranked between them are other cards numbered 2 through 9, each with two suits. Four Crowns each have three suits and are ranked beneath Crowns. Four Pawns each have three suits as well, ranked below Courts. The Excuse has no suit or rank. Suit combinations do not occur with equal frequency. All cards also have a theme or meaning, written on the face of the card.
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.


== Individual Cards ==
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.


Cards of this deck are almost never found assembled, as the deck has the ability to scatter itself at random under certain circumstances. Most who come across cards find them singly. Individual cards are no more or less durable than mundane cards, but should a card be destroyed, it disappears and reforms itself whole at some other random location in the world.
== Special Moves ==


Individual cards make their presence known whenever combat begins. Whenever an initiative check is made, gather all of the cards possessed by any of the participants and draw one randomly. This card then exerts an influence on the battle. A spectral icon representing the card appears on the ground in a random square adjacent to the character who owns the selected card. Anyone standing in the square containing the icon gains the influence effect listed for that card so long as they remain in the same square as the icon. If the character moves out of the square (or the icon moves out from under the character) the influence effect ends immediately.
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.


At the start of each round, the icon moves 1d4-1 squares in a random direction (roll 1d8, with 1 indicating north and the other numbers indicating compass going clockwise). Any creatures standing in that square immediately gain the influence effect of the card.
''some setting wide, generic moves''


Characters who own cards may spend a move action attempting to force a card they own to become the influencing card. Success on a Use Magic Item check (DC 18) causes any existing influence to vanish, and a new influence icon to appear at a random square adjacent to the card owner. Any character in that square immediately gains the influence effect of the new card.
== Faction Moves ==


The character who owns the influencing card may also spend a move action attempting to move its icon. Success on a Use Magic Item check (DC 20) allows the character to move the icon up to 15'. Any creatures standing in the destination immediately gain the influence effect of the card.
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.


== Cumulative Effects ==
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:


As more of the cards come together, the deck gains potency. If a single character holds multiple cards, they bestow additional effects, depending on the number of cards and their suit combinations. All applicable effects from the following table apply if the character owns cards that qualify. All spell-like abilities function with a caster level equal to the character's level.
=== Delver's Guildsman ===


{| class="wikitable"
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.
! card combination
* Recognise a landmark when lost.
! effect
* Find a guild waystation.
|-
| any 6 cards
| You emit an aura of chaos as if you were a cleric of a chaotic deity.
|-
| any 12 cards
| You are constantly ''protected from law''.
|-
| any 18 cards
| Your alignment shifts one step toward chaotic. You may cast ''magic circle of protection from law'' 3 times/day as a spell-like ability.
|-
| any 24 cards
| You may cast ''chaos hammer'' 3 times/day as a spell-like ability.
|-
| any 30 cards
| You may cast ''dispel law'' 3 times/day as a spell-like ability.
|-
| any 36 cards
| You may cast ''word of chaos'' 3 times/day as a spell-like ability.
|-
| any 42 cards
| You may cast ''cloak of chaos'' 3 times/day as a spell-like ability.
|-
| three moons + three suns
| You may cast ''flare burst'' at will as a spell-like ability, as a swift action.
|-
| three waves + three leaves
| You may cast ''endure elements'' at will as a spell-like ability, changing the range to medium.
|-
| three wyrms + three knots
| You may ''detect chaos'' at will as a spell-like ability, as a free action.
|-
| three moons + three wyrms
| You may cast ''deathwatch'' at will as a spell-like ability, as a swift action.
|-
| three suns + three leaves
| You may cast ''defoliate'' at will as a spell-like ability.
|-
| three waves + three knots
| You may ''detect law'' at will as a spell-like ability, as a free action.
|-
| four pawns
| You may cast ''suggestion'' at will as a spell-like ability.
|-
| four courts
| You may cast ''prayer'' at will as a spell-like ability.
|-
| six aces
| You may cast ''true seeing'' on yourself at will as a spell-like ability.
|-
| six crowns
| You may cast ''scrying'' at will as a spell-like ability.
|-
| one card of each rank + the excuse
| Once per day, you may broadcast a ''sending'' which is heard by any creature who owns six or more cards.
|-
| moons of each rank
| You may cast ''beast shape iv'' twice per day as a spell-like ability.
|-
| suns of each rank
| You may cast ''sunbeam'' twice per day as a spell-like ability.
|-
| waves of each rank
| You may cast ''seamantle'' twice per day as a spell-like ability.
|-
| leaves of each rank
| You may cast ''plant shape iii'' twice per day as a spell-like ability.
|-
| wyrms of each rank
| You may cast ''form of the dragon ii'' twice per day as a spell-like ability.
|-
| knots of each rank
| You may cast ''maze'' once per day as a spell-like ability.
|}


== Completing the deck ==
== Ptolus ==


Should one character assemble the complete deck, the true power of the deck reveals itself. The owner of the deck may perform an hour long ritual culminating in the owner (or someone she designates) drawing one or more cards from the deck. If the one drawing is lawful, they may draw only one card. If the one drawing is chaotic, they may draw up to three cards. Otherwise the one drawing may draw up to two cards. Regardless of who draws, the owner of the deck chooses one of the drawn cards, and the major effect listed for that card activates (targeting the one who drew it, if applicable).
''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)''


Afterwards, each card drawn disintegrates and reforms at a random location (as mentioned above). The owner of the deck immediately becomes aware of the location of the card that was activated (but not the others, if any). No longer in possession of a complete deck, the owner must track down the lost cards in order to draw again. Note that, since the new cards are not technically the same object as the cards that were drawn, the deck's owner has never handled the new cards, which prevents divination spells that require such handling from locating the new cards.
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:


Some major effects also cause additional cards from the deck to vanish and reappear elsewhere. This may happen in one of two ways. If the deck '''divides''', undrawn cards are distributed at random into four separate piles, with the cards distributed as evenly as possible. One pile, chosen at random, remains where it is. The other piles ''teleport'' to random locations within 100 miles. If the deck '''scatters''', all undrawn cards ''teleport'' to random locations within 2,000 miles.
''when you worship at the...''


== Consciousness ==
''when you enter the Necropolis at night...''


Created to spread chaos, the ''deck'' possesses a rudimentary consciousness which helps further that aim. This consciousness wants the cards to be found and used, so whenever cards transfer to new locations, they will never wind up anywhere too obscure or unaccessible (e.g. surrounded by solid rock, the bottom of unclimbable ravine, etc.). Instead, they tend to appear in places where they might get found eventually (e.g. the bottom of a chest in an attic, the pocket of a rarely used coat, tucked into a library book, a family crypt, etc.). The deck is most content when its presence sows discord or upsets the status quo, and favors getting cards into the hands of destabilizing forces (like your average group of PCs).
''when you use the observatory...''


When adjudicating matters related to the ''deck'', keep the desires of this consciousness in mind. Take the Windfall card, for example, which makes a character an heir to a noble title. While this might result in the character taking up the reins of power peacefully, the ''deck'' would much prefer that a full on civil war broke out instead. Along the same lines, the ''deck'' wants people to fight over its cards when trying to unify the deck.
and so on.


== Card Effects ==
== Specialties ==


=== The Author ===
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.


'''Rank/Suits''' Two (moons, knots)
=== Spontaneous Caster ===


'''Influence Effect'''
=== Heirophant ===
 
'''Major Effect'''
 
=== The Bard ===
 
'''Rank/Suits''' Crown (suns)
 
'''Influence Effect''' The character gains a +4 luck bonus to charisma.
 
'''Major Effect'''
 
=== Battle ===
 
'''Rank/Suits''' Four (wyrms, knots)
 
'''Influence Effect'''
 
'''Major Effect'''
 
=== Betrayal ===
 
'''Rank/Suits''' Eight (wyrms, knots)
 
'''Influence Effect'''
 
'''Major Effect''' The character's animal companion, familiar, cohort, or other NPC ally is alienated and forever after hostile. If the character has no such allies, the enmity of some powerful personage, community, or religious order can be substituted. This hatred remains a secret until such a time that it might be most dramatically and perilously revealed. Upon drawing this card, the character knows that someone or something will turn against him, but nothing more.
 
=== The Borderland ===
 
'''Rank/Suits''' Pawn (waves, leaves, wyrms)
 
'''Influence Effect'''
 
'''Major Effect'''
 
=== Calamity ===
 
'''Rank/Suits''' Crown (wyrms)
 
'''Influence Effect''' The character gains a +4 luck bonus to strength.
 
'''Major Effect'''
 
=== The Castle ===
 
'''Rank/Suits''' Seven (suns, knots)
 
'''Influence Effect'''
 
'''Major Effect''' The character gains a personal demiplane, as per a permanent create demiplane spell.
 
=== The Cave ===
 
'''Rank/Suits''' Seven (waves, wyrms)
 
'''Influence Effect'''
 
'''Major Effect'''
 
=== The Chance Meeting ===
 
'''Rank/Suits''' Seven (moons, leaves)
 
'''Influence Effect'''
 
'''Major Effect'''
 
=== The Consul ===
 
'''Rank/Suits''' Court (moons, waves, knots)
 
'''Influence Effect'''
 
'''Major Effect''' The character's wisdom score becomes her new dexterity score. Her old dexterity score becomes her new intelligence score. Her old intelligence score becomes her new wisdom score. The character then adds +2 to two of these ability scores.
 
=== The Darkness ===
 
'''Rank/Suits''' Nine (waves, wyrms)
 
'''Influence Effect'''
 
'''Major Effect'''
 
=== The Desert ===
 
'''Rank/Suits''' Two (suns, wyrms)
 
'''Influence Effect'''
 
'''Major Effect'''
 
=== The Diplomat ===
 
'''Rank/Suits''' Eight (moons, suns)
 
'''Influence Effect'''
 
'''Major Effect'''
 
=== The Discovery ===
 
'''Rank/Suits''' Five (suns, waves)
 
'''Influence Effect''' The character knows the exact identity and location of all cards from the ''pandemonium deck'' within 300', even if contained within extra-dimensional spaces or protected from divination.
 
'''Major Effect''' This card grants the character the one-time ability to call upon an omniscient spirit to fully answer any question or solve any single puzzle. Whether the information revealed can be effectively acted upon is another question entirely. The character may use this card's effect whenever he wishes, but only once.
 
=== The End ===
 
'''Rank/Suits''' Crown (leaves)
 
'''Influence Effect''' The character gains a +4 luck bonus to constitution.
 
'''Major Effect'''  The character permanently gains a +2 luck bonus to checks of all skills based on strength.
 
=== The Excuse ===
 
'''Rank/Suits''' None (none)
 
'''Influence Effect'''
 
'''Major Effect''' the cards scatter.
 
=== The Forest ===
 
'''Rank/Suits''' Five (moons, leaves)
 
'''Influence Effect'''
 
'''Major Effect'''
 
=== The Harvest ===
 
'''Rank/Suits''' Pawn (moons, suns, leaves)
 
'''Influence Effect'''
 
'''Major Effect'''
 
=== The Huntress ===
 
'''Rank/Suits''' Crown (moons)
 
'''Influence Effect''' The character gains a +4 luck bonus to wisdom.
 
'''Major Effect'''
 
=== The Island ===
 
'''Rank/Suits''' Court (suns, waves, wyrms)
 
'''Influence Effect'''
 
'''Major Effect''' The character's charisma score becomes her new dexterity score. Her old dexterity score becomes her new strength score. Her old strength score becomes her new charisma score. The character then adds +2 to two of these ability scores.
 
=== The Journey ===
 
'''Rank/Suits''' Three (moons, waves)
 
'''Influence Effect'''
 
'''Major Effect'''
 
=== The Knot ===
 
'''Rank/Suits''' Ace (knots)
 
'''Influence Effect'''
 
'''Major Effect''' The deck divides. The character is taken captive as if by an ''[http://www.d20pfsrd.com/magic/all-spells/i/imprisonment imprisonment]'' spell with no saving throw. The character retains all possessions on her person, except the ''pandemonium deck''. All beings in the world become magically aware that a) the character is imprisoned and b) anyone who frees the prisoner will be able to place a ''geas'' on the prisoner and be granted a ''limited wish''.
 
=== The Leaves ===
 
'''Rank/Suits''' Ace (leaves)
 
'''Influence Effect'''
 
'''Major Effect'''
 
=== The Light Keeper ===
 
'''Rank/Suits''' Pawn (suns, waves, knots)
 
'''Influence Effect'''
 
'''Major Effect'''
 
=== The Lunatic ===
 
'''Rank/Suits''' Six (moons, waves)
 
'''Influence Effect''' For every five points of damage the character deals to a target with a melee attack, the target gains a +1 morale bonus to Strength and -1 AC penalty. Multiple attacks are cumulative (to a maximum of +7 Strength, -7 AC).
 
'''Major Effect''' The character gains the lycanthrope template, becoming a weretiger lycanthrope, and as such, remove disease and heal have no affect on this affliction.
 
=== The Market ===
 
'''Rank/Suits''' Six (leaves, knots)
 
'''Influence Effect'''
 
'''Major Effect'''
 
=== The Merchant ===
 
'''Rank/Suits''' Nine (leaves, knots)
 
'''Influence Effect'''
 
'''Major Effect''' The mysterious entity known as the Foreign Trader appears and offers the character any treasure he wishes in return for years of his life. If the character accepts, he must choose to age a number of age categories. The character takes all the ability score penalties for his new age, but gains none of the benefits. For each age category he advances, however, he gains 20,000 gp worth of credit with the Foreign Trader, which can be spent on any non-unique magic items. Any credit a character does not spend is lost. After the character is done spending his credit, the Foreign Trader vanishes. Years taken by the Foreign Trader cannot be restored by any means. The Foreign Trader does not trade with characters who cannot die of old age. If the character is immortal, the Foreign Trader vanishes, leaving behind another card. If the character declines to bargain with the Foreign Trader, the trader disappears in a puff of acrid yellow smoke.
 
=== The Mill ===
 
'''Rank/Suits''' Eight (waves, leaves)
 
'''Influence Effect'''
 
'''Major Effect'''
 
=== The Moon ===
 
'''Rank/Suits''' Ace (moons)
 
'''Influence Effect''' If the character casts a spell of up to 4th level, it does not consume one of the character's spells per day.
 
'''Major Effect''' The character is granted a single wish. This wish functions similarly to the spell ''wish'' when it comes to affecting rules and statistics, but can also change reality in ways outside the bounds of the spell's effects—such as rerouting a river or ending a war. The GM decides what the wish can and cannot accomplish.
 
=== The Mountain ===
 
'''Rank/Suits''' Four (moons, suns)
 
'''Influence Effect'''
 
'''Major Effect'''
 
=== The Origin ===
 
'''Rank/Suits''' Two (waves, leaves)
 
'''Influence Effect'''
 
'''Major Effect'''
 
=== The Pact ===
 
'''Rank/Suits''' Nine (moons, suns)
 
'''Influence Effect'''
 
'''Major Effect'''
 
=== The Painter ===
 
'''Rank/Suits''' Three (suns, knots)
 
'''Influence Effect'''
 
'''Major Effect'''
 
=== The Penitent ===
 
'''Rank/Suits''' Six (suns, wyrms)
 
'''Influence Effect'''
 
'''Major Effect'''
 
=== The Rite ===
 
'''Rank/Suits''' Court (moons, leaves, wyrms)
 
'''Influence Effect'''
 
'''Major Effect''' The character's wisdom score becomes her new constitution score. Her old constitution score becomes her new strength score. Her old strength score becomes her new wisdom score. The character then adds +2 to two of these ability scores.
 
=== The Sailor ===
 
'''Rank/Suits''' Four (waves, leaves)
 
'''Influence Effect'''
 
'''Major Effect'''
 
=== The Savage ===
 
'''Rank/Suits''' Three (leaves, wyrms)
 
'''Influence Effect'''
 
'''Major Effect'''
 
=== The Sea ===
 
'''Rank/Suits''' Crown (waves)
 
'''Influence Effect''' The character gains a +4 luck bonus to dexterity.
 
'''Major Effect'''
 
=== The Soldier ===
 
'''Rank/Suits''' Five (wyrms, knots)
 
'''Influence Effect'''
 
'''Major Effect'''
 
=== The Sun ===
 
'''Rank/Suits''' Ace (suns)
 
'''Influence Effect'''
 
'''Major Effect'''
 
=== The Watchman ===
 
'''Rank/Suits''' Pawn (moons, wyrms, knots)
 
'''Influence Effect'''
 
'''Major Effect'''
 
=== The Wave ===
 
'''Rank/Suits''' Ace (waves)
 
'''Influence Effect'''
 
'''Major Effect'''
 
=== The Windfall ===
 
'''Rank/Suits''' Crown (knots)
 
'''Influence Effect''' The character gains a +4 luck bonus to intelligence.
 
'''Major Effect''' The character gains 20,000 gp worth of gems and jewelry. Within 1d8 weeks, evidence is uncovered proving the character has the most legitimate claim to a noble title. The GM will determine the nature of the title, including who might currently hold it.
 
=== The Window ===
 
'''Rank/Suits''' Court (suns, leaves, knots)
 
'''Influence Effect'''
 
'''Major Effect''' The character's charisma score becomes her new constitution score. Her old constitution score becomes her new intelligence score. Her old intelligence score becomes her new charisma score. The character then adds +2 to two of these ability scores.
 
=== The Wyrm ===
 
'''Rank/Suits''' Ace (wyrms)
 
'''Influence Effect'''
 
'''Major Effect''' The character must choose between his most valuable item and a major ally of the GM's choice, knowing that whichever is not selected is destroyed or slain and cannot be restored by mortal means.
 
== Destruction ==
 
If the entire deck is assembled and then the cards ordered by rank, then the first suit on the card, a ''dispel chaos'' spell will cause the deck to disintegrate without regenerating.
 
[[Category:Magic Item]]

Revision as of 20:13, 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

Heirophant