Dvontoi and Ptolus Dungeon World: Difference between pages

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(White dvontoi)
 
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''In Greek myth, planting dragon teeth like seeds caused warriors (the ''[http://en.wikipedia.org/wiki/Sparto%C3%AD spartoí]'') to spring from the ground. In our version of [[system::Pathfinder]], it isn't quite that simple, but a secret ritual does exist that will spawn dragon-like humanoids by sowing dragon teeth. In our [[campaign::Dissolution]] campaign, these "dragon-tooth men", the ''dvontoi'', are implemented as a collection of monstrous races, each based on the color of dragon whose teeth were planted. These creatures advance using class levels, but their size or some racial abilities may scale as hit dice increase. The dvontoi are constructed using loose interpretation of Pathfinder's [http://www.d20pfsrd.com/gamemastering/arg-creating-new-races race creation system], using 25 RP.''
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.


==Chromatic Dvontoi==
== Characters ==


Chromatic dragons make use of dvontoi far more than other types of dragons, making a point to claim the teeth of fallen chromatics when they find them. Chromatic dvontoi tend to be quite loyal to chromatic dragons who create them, particularly if the dragon is their color.
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.


The ritual for creating chromatic dvontoi involves planting five teeth at a time into the terrain favored by the dragon who previously owned the teeth. After several hours of incantations in draconic, the teeth are bathed in the breath weapon of a dragon of their color and covered. At the next sunset, more incantations bid five dvontoi to rise from the ground. As the incantations continue, the dvontoi immediately set upon each other in combat, fighting until only one remains. To conclude the ritual, the lone survivor consumes the hearts of the defeated.
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.


=== Black Dvontoi ===
== Special Moves ==


Evil dragons use dvontoi created from black dragon teeth as raiders, pirate and hunters. Physical and sturdy, black dvontoi tend towards physical classes, such as fighters, rangers, cavaliers or rogues and are always chaotic evil.
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.


'''RP''': 25 (Monstrous)
''some setting wide, generic moves''
* '''Ability Score Racial Traits''' ''1 RP'': Black dvontoi gain +2 Strength, +2 Constitution, -2 Charisma.
* '''Size''' ''0 RP'': Black dvontoi are always medium sized.
* '''Type''' ''3 RP'': Black dvontoi are Monstrous Humanoids.
* '''Base Speed''' ''1 RP'': Black dvontoi have a base speed of 40 feet.
* '''Language Quality''' ''0 RP'': Black dvontoi begin play speaking Draconic. Those with high Intelligence scores can choose from the following: Abyssal, Common, Elven, Giant, Gnoll, Goblin, Gnomish, Infernal, Orc, Undercommon.
Defense Racial Traits
* '''Acid Immunity''' ''4 RP'': Black dvontoi are immune to acid.
* '''Damage Reduction''' ''3 RP'': Black dvontoi receive DR 5/magic or good.
* '''Natural Armor''' ''4 RP'': Black dvontoi receive a +3 natural armor bonus.
Offense Racial Traits
* '''Breath Weapon''' ''8 RP'': Black dvontoi may exhale a 50' line of acid once every 1d4 rounds, dealing 1d6 acid damage. At each odd character level, this damage increases by 1d6. All creatures within the affected area must make a Reflex saving throw to avoid taking damage (DC = 10 + 1/2 the dvontoi's character level + the dvontoi's Constitution modifier).
* '''Toxic''' ''1 RP'': A number of times per day equal to its Constitution modifier (minimum 1/day), a black dvontoi can envenom a weapon that it wields with its toxic saliva (Life-Stealing Venom: Injury; save Fort DC 10 + 1/2 the dvontoi's Hit Dice + the dvontoi's Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con; cure 1 save.). Applying venom in this way is a swift action.
Senses Racial Traits
* '''Darkvision''' ''0 RP'': Being monstrous humanoids, black dvontoi can see in the dark up to 60 feet.


=== Blue Dvontoi ===
== Faction Moves ==


Evil dragons use dvontoi created from blue dragon teeth as guards and shock troops. In spite of their four-legged form, blue dvontoi can be found of any class, but are always lawful evil.
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.


'''RP''': 25 (Monstrous)
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:
* '''Ability Score Racial Traits''' ''3 RP'': Blue dvontoi gain a +2 bonuses to one physical and one mental ability score of their choice during character creation.
* '''Size''' ''3 RP'': Blue dvontoi begin at medium sized. Once reaching seven hit dice, they become large. Once reaching 15 hit dice, they become huge.
* '''Type''' ''-6 RP'': Blue dvontoi are quadrupedal Magical Beasts. Lacking dextrous hands, blue dvontoi cannot use weapons or most magic items and are capable of only the crudest type of writing. While standard armor cannot fit on their bodies, they may wear some types of barding or custom crafted armor.
* '''Base Speed''' ''0 RP'': As quadrupeds, blue dvontoi have a base speed of 40 feet.
* '''Language Quality''' ''0 RP'': Blue dvontoi begin play speaking Draconic. Those with high Intelligence scores can choose from the following: Abyssal, Common, Elven, Giant, Gnoll, Goblin, Gnomish, Infernal, Orc, Undercommon.
Defense Racial Traits
* '''Electricity Immunity''' ''4 RP'': Blue dvontoi are immune to electricity.
* '''Natural Armor''' ''7 RP'': Blue dvontoi receive a +7 natural armor bonus.
Offense Racial Traits
* '''Electrical Burst''' ''8 RP'': Blue dvontoi may unleash a burst of electricity from its skin as a standard action once every 1d4 rounds, dealing 1d6 electical damage. At each odd character level, this damage increases by 1d6. All creatures within 10 feet must make a Reflex saving throw to avoid taking damage (DC = 10 + 1/2 the dvontoi's character level + the dvontoi's Constitution modifier).
* '''Gore''' ''1 RP'': Blue dvontoi possess a primary natural gore attack, which deals damage based on the dvontoi's size: 1d6 for medium, 1d8 for large, 2d6 for huge.
Magical Racial Trais
* '''Natural Caster''' ''3 RP'': Blue dvontoi ignore somatic spell requirements.
* '''Attended''' ''2 RP'': Blue dvontoi may cast ''[[pfsrd-spell:u/unseen-servant|unseen servant]]'' at will as a spell-like ability.
Senses Racial Traits
* '''Darkvision''' ''0 RP'': Being magical beasts, blue dvontoi can see in the dark up to 60 feet.
Alternate Racial Traits
* Some blue dvontoi are not as attuned to magic and forgo their two magical racial traits (5 RP total) in favor more versatile natural attacks, gaining two hoof attacks (2 RP) and Slapping Tail (3 RP).
* Some blue dvontoi are not as attuned to magic and forgo their two magical racial traits (5 RP total) in favor more devastating charges, gaining Powerful Charge (2 RP), Relentless (1 RP) and the [[pfsrd:feats/monster-feats/improved-natural-attack|improved natural attack]] feat (2 RP).


=== Green Dvontoi ===
=== Delver's Guildsman ===


Evil dragons use dvontoi created from green dragon teeth as spies and scouts. Small and nimble, green dvontoi tend to be rogues or rangers and are always lawful evil.
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.


'''RP''': 25 (Monstrous)
== Ptolus ==
* '''Ability Score Racial Traits''' ''2 RP'': Green dvontoi gain -2 Strength, +4 Dexterity, -2 Intelligence. This does not include size adjustments.
* '''Size''' ''0 RP'': Green dvontoi begin as small creatures, giving them a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Green dvontoi who gain 11 or more hit dice grow to medium size, losing all size bonuses and penalties.
* '''Type''' ''3 RP'': Green dvontoi are Monstrous Humanoids.
* '''Base Speed''' ''0 RP'': Green dvontoi have a base speed of 30 feet.
* '''Language Quality''' ''0 RP'': Green dvontoi begin play speaking Draconic. Those with high Intelligence scores can choose from the following: Abyssal, Common, Elven, Giant, Gnoll, Goblin, Gnomish, Infernal, Orc, Undercommon.
Defense Racial Traits
* '''Acid Immunity''' ''4 RP'': Green dvontoi are immune to acid.
* '''Natural Armor''' ''4 RP'': Green dvontoi receive a +3 natural armor bonus.
Feat and Skill Racial Traits
* '''Sneaky''' ''5 BP'': Green dvontoi gain a +4 racial bonus on Stealth checks.
* '''Silent Hunter''' ''2 BP'': Green dvontoi reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this trait).
* '''Nimble Attacks''' ''2 BP'': Green dvontoi receive Weapon Finesse as a bonus feat.
Magical Racial Traits
* '''Vanish''' ''2 BP'': Green dvontoi may cast ''[[pfsrd-spell:v/vanish|vanish]]'' at will as a spell-like ability.
Senses Racial Traits
* '''Darkvision''' ''0 RP'': Being monstrous humanoids, green dvontoi can see in the dark up to 60 feet.
Other Racial Traits
* '''Hold Breath''' ''1 RP'': Green dvontoi can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating.


=== Red Dvontoi ===
''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)''


Evil dragons use dvontoi created from red dragon teeth as officers, fortune tellers and arcanists. Devious and corrupt, most red dvontoi are sorcerers (with red dragon bloodlines), oracles, summoners or, occasionally, bards. All are chaotic evil.  
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:


'''RP''': 25 (Monstrous)
''when you worship at the...''
* '''Ability Score Racial Traits''' ''2 RP'': Red dvontoi gain -2 Strength, +4 Charisma, -2 Wisdom. This does not include size adjustments.
* '''Size''' ''0 RP'': Red dvontoi are always medium sized
* '''Type''' ''3 RP'': Red dvontoi are Monstrous Humanoids. Because of their immunities and vulnerabilities, they have the fire subtype.
* '''Base Speed''' ''1 RP'': Red dvontoi have a base speed of 40 feet.
* '''Language Quality''' ''0 RP'': Red dvontoi begin play speaking Draconic. Those with high Intelligence scores can choose from the following: Abyssal, Common, Elven, Giant, Gnoll, Goblin, Gnomish, Infernal, Orc, Undercommon.
Defense Racial Traits
* '''Fire Immunity''' ''4 RP'': Red dvontoi are immune to fire.
* '''Natural Armor''' ''3 RP'': Red dvontoi receive a +2 natural armor bonus.
Feat and Skill Racial Traits
* '''Silver Tongued''' ''3 BP'': Red dvontoi gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can do so up to three steps up rather than just two.
* '''Tough''' ''2 BP'': Red dvontoi gain toughness as a bonus feat.
Magical Racial Traits
* '''Pyromaniac''' ''3 BP'': Red dvontoi are treated as +1 level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using bloodline powers of the fire elemental bloodline, using the revelations of the oracle's flame mystery, and determining the damage of alchemist bombs that deal fire damage. This trait does not give dvontoi early access to level-based powers; it only affects powers that they could already use without this trait. If a member of this race has a Charisma score of 11 or higher, it also gains the following spell-like abilities (the caster level is equal to the user's character level): 1/day—dancing lights, flare, prestidigitation, produce flame
* '''Elusive''' ''6 BP'': Red dvontoi may cast ''[[pfsrd-spell:d/displacement|displacement]]'' at will as a spell-like ability.
Senses Racial Traits
* '''Darkvision''' ''0 RP'': Being monstrous humanoids, red dvontoi can see in the dark up to 60 feet.
Weakness Racial Traits
* '''Vulnerability to Cold''' ''-2 RP'': Red dvontoi have a vulnerability to cold.


=== White Dvontoi ===
''when you enter the Necropolis at night...''


Evil dragons use dvontoi created from white dragon teeth as to spread chaos, carnage and fear. Small and vicious, white dvontoi tend to be barbarians or, less often, fighters or rogues and are always chaotic evil.
''when you use the observatory...''


'''RP''': 25 (Monstrous)
and so on.
* '''Ability Score Racial Traits''' ''1 RP'': White dvontoi gain +2 Strength, +2 Dexterity, -2 Intelligence. This does not include size adjustments.
* '''Size''' ''0 RP'': White dvontoi begin as small creatures, giving them a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Green dvontoi who gain 11 or more hit dice grow to medium size, losing all size bonuses and penalties.
* '''Type''' ''3 RP'': White dvontoi are Monstrous Humanoids. Their immunities and vulnerabilities give them the cold subtype.
* '''Base Speed''' ''1 RP'': White dvontoi have a base speed of 40 feet.
* '''Language Quality''' ''0 RP'': White dvontoi begin play speaking Draconic. Those with high Intelligence scores can choose from the following: Abyssal, Common, Elven, Giant, Gnoll, Goblin, Gnomish, Infernal, Orc, Undercommon.
Defense Racial Traits
* '''Cold Immunity''' ''4 RP'': White dvontoi are immune to cold.
* '''Natural Armor''' ''4 RP'': White dvontoi receive a +3 natural armor bonus.
Feat and Skill Racial Traits
* '''Nimble''' ''2 RP'': White dvontoi gain a +2 racial bonus to Acrobatics checks.
Movement Racial Traits
* '''Flight''' ''4 RP'': White dvontoi have a fly speed of 30 feet with clumsy maneuverability.
Offense Racial Traits
* '''Breath Weapon''' ''8 RP'': White dvontoi may exhale a 30' cone of cold once every 1d4 rounds, dealing 1d6 cold damage. At each odd character level, this damage increases by 1d6. All creatures within the affected area must make a Reflex saving throw to avoid taking damage (DC = 10 + 1/2 the dvontoi's character level + the dvontoi's Constitution modifier).
Senses Racial Traits
* '''Darkvision''' ''0 RP'': Being monstrous humanoids, white dvontoi can see in the dark up to 60 feet.
Weakness Racial Traits
* '''Vulnerability to Fire''' ''-2 RP'': White dvontoi have a vulnerability to fire.


== Metalic Dvontoi ==
== 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 ===

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