Dvontoi and Ptolus Dungeon World: Difference between pages

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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.''
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This page details how we converted some of the basics from the 3.5-based ''Ptolus'' to the ''[[system::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 ===
Ptolus contains many races beyond those in ''Dungeon World''. We just built custom race moves that sounded good, tailored to the characters.


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.
== Special Moves ==


'''RP''': 25 (Monstrous)
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.
* '''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 ===
=== Outstanding Warrants ===


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.
The trigger for this special move changes to "when you return to a neighborhood or establishment in which you have caused trouble before".


'''RP''': 25 (Monstrous)
=== Talk to the Press ===
* '''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 ===
When '''you conduct an interview with the press''', say what you are trying to accomplish with the interview and roll+CHA. '''On a 12+''', the resulting article conveys what you intended to convey. '''On a 10+''', the article mostly matches what you wanted, but choose one. '''On a 7-9''', the article is close to what you wanted, but you choose one and the GM chooses one.
* The story slants heavily toward the paper's bias.
* You are significantly misquoted.
* The author embellishes details far beyond reality.
* You are also made to appear to be supporting or opposing something not actually covered in the interview.


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.
=== Cast From a Wand ===


'''RP''': 25 (Monstrous)
When '''you release a spell from a wand''', roll+DEX. Take -2 if you lack spell casting ability. Take +1 if the spell is from your schools, spheres or repertoire, or you are otherwise familiar with casting it. Take -1 if the level of the spell equals your level. Take -2 if the level of the spell exceeds your level. '''On a 10+''', the spell is cast. '''On a 7-9''', the spell is cast, but choose one:
* '''Ability Score Racial Traits''' ''2 RP'': Green dvontoi gain -2 Strength, +4 Dexterity, -2 Intelligence. This does not include size adjustments.
* The wand cannot be used again for a day.
* '''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.
* The spell generates feedback. You take 1d6 damage.
* '''Type''' ''3 RP'': Green dvontoi are Monstrous Humanoids.
* You draw unwelcome attention or put yourself in a spot. The GM will tell you how.
* '''Base Speed''' ''0 RP'': Green dvontoi have a base speed of 30 feet.
'''On a miss''', the wand likely loses its magic, becoming a glorified stick.
* '''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 ===
=== Copy a Spell ===


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.  
When '''you copy a spell in a school you know from one spellbook into your own''', roll+INT. '''On a 10+''', the spell is copied perfectly. '''On a 7-9''', the spell is copied, but the GM chooses one:
* You stumble over a booby-trap in the original. You gain a random debility.
* You introduce a flaw into your copy, which you will not notice until you first cast the spell (at which point, you can correct the book). Take -3 forward to casting this spell.
* You run out of room in your spellbook, and must carry an additional book to hold this spell.
* The spell vanishes from the original spellbook.
* The act of copying the spell causes it to go off, affecting a random target.
'''On a miss''', the original spellbook suffers some kind of calamity, ruining its contents.


'''RP''': 25 (Monstrous)
=== Activate Chaositech ===
* '''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 activate a chaositech device''', roll+nothing. '''On a 10+''', the device works and you take +2 forward using the device. '''On a 7-9''', the device works, but choose one. '''On a 3-6''', the device doesn't work, and the GM chooses one. '''On a 2-''', the device may seriously malfunction, you might gain a mutation, become vulnerable to the influence of chaos, or some other malady, the GM will tell you which.
* Afterwords, the device is drained of power.
* Roll 1d6. On a 1-2, the device overloads, melts down, or explodes, dealing 1d10 damage to you.
* Roll 1d6. On a 1-3, you gain a random debility.


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.
== Faction Moves ==


'''RP''': 25 (Monstrous)
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.
* '''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. White 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 ==
If 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 (see Delver's Guildsman, below). Joining some factions (e.g. the Inverted Pyramid) may be so involved that doing so opens up a new specialisation rather than supplying faction moves.


Metalic dvontoi tend to be extremely independent and strong-willed, so metalic dragons rarely go through the trouble of creating them. Those that are created may follow a dragon who created them for a time, but will inevitably strike out on its own sooner or later, often competing with its creator.
=== Delver's Guildsman ===


The ritual for creating metallic dvontoi involves crafting five teeth from the same dragon into a figurine fashioned from that dragon's namesake metal, and planting the figurine into the terrain favored by that dragon. 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 sunrise, more incantations cause a spring of molten metal to bubble from the ground and form into the dvontoi.
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.
* Recognize a landmark when lost.
* Find a guild waystation.


=== Brass Dvontoi ===
== Ptolus ==


Like their draconic progenitors, brass dvontoi prefer to talk instead of fight, and are drawn to large, civilized settlements. Brass dvontoi tend to become bards or clerics, though some are also sorcerers, oracles or other classes, and are always chaotic good.
While it would be possible to create Ptolus as a steading, the city is so large that it would have nearly every tag. In addition, since nearly all play in a Ptolus game happens within the city, steading moves don't work as well if you are always inside one (moves often trigger upon ''entering'' a steading). Instead, treat each district of the city as it is own steading. When you do this, tags for defenses have to change meaning a little. While the city can easily call on 3,500+ soldiers for defense (not to mention the Commissar's guns), it is more likely to matter in a game what level of law enforcement can be expected. In the steadings that follow, consider the defense tag to measure the presence and effectiveness of the city watch against crime and unrest.  


'''RP''': 25 (Monstrous)
Similarly, the prosperity tag changes to reflect the standard of living and economic class of the residents, rather than the commerce-centric definitions given in the book. For example, the noble district is given the ''rich'' tag, even though almost no commerce or labor happens in that district. The ''Ptolus'' book should tell you everything you want to know about commerce within a given district.
* '''Ability Score Racial Traits''' ''1 RP'': Brass dvontoi gain -2 Strength, +2 Wisdom, +2 Charisma.
* '''Size''' ''0 RP'': Brass dvontoi are medium sized.
* '''Type''' ''10 RP'': Brass dvontoi are Half-Construct, Monstrous Humanoids.
* '''Base Speed''' ''0 RP'': Brass dvontoi have a base speed of 30 feet.
* '''Language Quality''' ''0 RP'': Brass dvontoi begin play speaking Common and Draconic. Those with high Intelligence scores can choose from the following: Celestial, Dwarven, Elven, Giant, Gnoll, Gnome, Halfling, Ignan, Sylvan.
Defense Racial Traits
* '''Fire Immunity''' ''4 RP'': Brass dvontoi are immune to fire.
* '''Natural Armor''' ''4 RP'': Brass dvontoi receive a +3 natural armor bonus.
* '''Damage Reduction''' ''4 RP'': Brass dvontoi receive DR/5 magic.
Feat and Skill Racial Traits
* '''Integrated''' ''1 RP'': Brass dvontoi gain a +1 bonus on Bluff, Disguise, and Knowledge (local)
Magical Racial Traits
* '''Alternate Form''' ''3 RP'': Brass dvontoi can assume the appearance of a single form of a single medium humanoid race. The form is static and cannot be changed each time it takes this form. The dvontoi gains a +10 racial bonus on Disguise checks made to appear as the member of the race whose appearance it assumes. Changing its shape is a standard action. This trait otherwise functions as alter self, save that the creature does not adjust its ability scores.
Senses Racial Traits
* '''Darkvision''' ''0 RP'': Being monstrous humanoids, brass dvontoi can see in the dark up to 60 feet.
Weakness Racial Traits
* '''Vulnerability to Cold''' ''-2 RP'': Brass dvontoi have a vulnerability to cold.


=== Bronze Dvontoi ===
Lastly, you can pretty much assume the ''history'' and ''personage'' tags for all of these districts. They will not be listed.


Bronze dvontoi possess a meticulous precision matched with a lust for knowledge, rivaled only by their draconic ancestors. Bronze dvontoi are most often wizards, magi or alchemists, and are always lawful good.
=== The Docks ===


'''RP''': 25 (Monstrous)
''poor, steady, guard, exotic (slaves)''
* '''Ability Score Racial Traits''' ''2 RP'': Bronze dvontoi gain -2 Strength, +4 Intelligence, -2 Charisma.
* '''Size''' ''0 RP'': Bronze dvontoi are medium sized.
* '''Type''' ''10 RP'': Bronze dvontoi are Half-Construct, Monstrous Humanoids.
* '''Base Speed''' ''0 RP'': Bronze dvontoi have a base speed of 30 feet.
* '''Language Quality''' ''0 RP'': Bronze dvontoi begin play speaking Common and Draconic. Those with high Intelligence scores can choose from the following: Aquan, Celestial, Dwarven, Elven, Giant, Gnoll, Gnome, Halfling, Sylvan.
Defense Racial Traits
* '''Electricity Immunity''' ''4 RP'': Bronze dvontoi are immune to electricity.
* '''Natural Armor''' ''4 RP'': Bronze dvontoi receive a +3 natural armor bonus.
* '''Spell Resistance''' ''3 RP'': Bronze dvontoi gain spell resistance equal to 11 + their character level.
Movement Racial Traits
* '''Swim''' ''2 RP'': Bronze dvontoi have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants.
Senses Racial Traits
* '''Darkvision''' ''0 RP'': Being monstrous humanoids, bronze dvontoi can see in the dark up to 60 feet.


=== Copper Dvontoi ===
==== Dockmaster's Tower ====


Personal freedom motivates copper dvontoi just as strongly as it does their draconic counterparts. Copper dvontoi are most often rogues (a significant minority of whom become arcane tricksters as well), rangers or barbarians, and are always chaotic good.
When '''you pay a suitable bribe to the dockmaster''', roll+CHA. '''On a 10+''', the dockmaster cooperates fully, then forgets all about it. '''On a 7-9''', the dockmaster cooperates fully, but later sells information about your activity to interested parties.


'''RP''': 25 (Monstrous)
=== Guildsman District ===
* '''Ability Score Racial Traits''' ''1 RP'': Copper dvontoi gain +2 Strength, +2 Dexterity, -2 Wisdom.
* '''Size''' ''0 RP'': Copper dvontoi are medium sized.
* '''Type''' ''10 RP'': Copper dvontoi are Half-Construct, Monstrous Humanoids.
* '''Base Speed''' ''0 RP'': Copper dvontoi have a base speed of 30 feet.
* '''Language Quality''' ''0 RP'': Copper dvontoi begin play speaking Common and Draconic. Those with high Intelligence scores can choose from the following: Celestial, Dwarven, Elven, Giant, Gnoll, Gnome, Halfling, Sylvan, Terran.
Defense Racial Traits
* '''Acid Immunity''' ''4 RP'': Copper dvontoi are immune to acid.
* '''Natural Armor''' ''4 RP'': Copper dvontoi receive a +3 natural armor bonus.
Feat and Skill Racial Traits
Magical Racial Traits
* '''Trickster''' ''6 RP'': Copper dvontoi gain the following spell like abilities: 1/day - ''[[pfsrd-spell:a/alter-self|alter self]]'', ''[[pfsrd-spell:e/entangle|entangle]]'', ''[[pfsrd-spell:g/grease|grease]]'';  at will - ''[[pfsrd-spell:c/create-water|create water]]'', ''[[pfsrd-spell:g/ghost-sound|ghost sound]]'', ''[[pfsrd-spell:m/mage-hand|mage hand]]''
Senses Racial Traits
* '''Darkvision''' ''0 RP'': Being monstrous humanoids, brass dvontoi can see in the dark up to 60 feet.


=== Gold Dvontoi ===
''poor, shrinking, watch, guild (all varieties), craft (metalwork), resource (most raw materials), trade (North Market, South Market), religion (Iron God)''


Gold dragons are the epitome of virtue. Other metallic dragons revere their gold cousins as the agents of divine forces and the paragons of dragonkind, and often seek them for advice or aid. LG. Fire.
guilds?
foundry?
midden heaps?


Str, Wis. Paladin.
=== Midtown ===


=== Silver Dvontoi ===
''middle, steady, guard, safe, exotic (magic items), resource (fish)''


Of all the dragons, silvers are the most courageous, holding themselves to a chivalrous code to help the weak, defeat evil, and behave in an honorable manner. LG, air, cold
delver's square


Cavalier? Sorcerer? Monk.
=== Necropolis ===
 
''dirt, exodus, militia, lawless, power (death, infernal)''
 
=== Noble's Quarter ===
 
''rich, steady, garrison, safe, divine (Lothian), exotic (luxury goods), power (political), power (divine)''
 
castle shard
holy palace
 
=== North Market ===
 
''moderate, steady, guard, trade (outside farms), resource (food), market''
 
market?
 
=== Oldtown ===
 
''weathly, steady, garrison, power (Imperial, arcane, celestial), safe, guild (martial), arcane''
 
shade tower
 
=== Rivergate District ===
 
''moderate, growing, guard, safe, exotic (drugs)''
 
dragonscales?
 
=== South Market ===
 
''moderate, growing, guard, safe, market, resource (commodities, craftwork), exotic (bloodsports, books, spices, perfume)''
 
gambling
 
=== Tent CIty ===
 
''low, growing, none, lawless''
 
=== Temple District ===
 
''moderate, growing, guard, religion (most)''
 
=== Warrens ===
 
=== The Spire ===
 
Given that nearly all play in a Ptolus game happens within the
''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.
 
=== Alchemist ===
 
[[Alchemist Specialty|Alchemists]] mix strange reagents to alter their forms and blow stuff up. This specialty is a loose approximation of the parts of ''Pathfinder's'' alchemist class that ever saw play at our table.
 
=== Chaositechnician ===
 
=== Dragon Heir ===
 
The blood of a dragon courses through the veins of a [[Dragon Heir Specialty|dragon heir]], gifting the character with innate magical ability and some of the traits of their sire. We added this to handle ''Pathfinder's'' draconic sorcerer bloodline, but breaking it into a specialty makes more open ended than just for sorcerers.
 
=== Hierophant ===
 
A [[Hierophant Specialty|hierophant]] forms the basis of characters who can cast both arcane and divine magic. These are a type of Vancian caster that can use spheres of influence as well as schools of magic, though limited to casting spells below their own level.
 
=== Inverted Pyramid ===
 
=== Knight of the Pale ===
 
=== Spontaneous Caster ===
 
A [[Spontaneous Caster Specialty|spontaneous caster]] connects to magic on an intimate, personal level, naturally manifesting spell-casting ability. This specialty exists to match d20-style sorcerers and other spontaneous casters, casting a more limited selection of spells, more often.
 
== Monsters ==
 
=== Ratmen ===
''horde, small, stealthy, cautious, intelligent, organized''<br/>
Sword (close, d6 damage), 3 HP, 1 Armor
 
The government offers a bounty on these degenerate, conniving, repulsive rats that walk upright and use tools. They eat almost anything organic but, though ferocious when cornered, are cowardly otherwise and avoid fights in which they lack a clear upper hand. Ratmen revere disease but fear light and dislike fire. Instinct: to scavenge
* Bum rush
* Disappear into the garbage
* Spread disease and filth
 
=== Albino Ratmen ===
''solitary, stealthy, cautious, intelligent, organized''<br/>
Pistol (near, d10 damage), 12 HP, 2 armor
 
Albino ratmen always lead their groups (though not all ratmen leaders are albino), blessed with both greater intelligence and ambition. Favored among their own kind, they also carry the best gear. Instinct: to revel in the misery of others
* Stir the nest to fight
* Infect with a bite
* Use other ratmen as shields
 
=== Ratbrute ===
''solitary, large, intelligent, organized''<br/>
Greatsword (close, reach, d10+1 damage), 14 HP, 3 armor
 
Albino ratmen always lead their groups (though not all ratmen leaders are albino), blessed with both greater intelligence and ambition. Favored among their own kind, they also carry the best gear. Instinct: to ruin
* Rip something apart
* Infect with a bite
* Defend the nest
 
=== Rhodintor ===
''group, intelligent, magical''<br/>
Battleaxe (close, d8 damage), 12 HP, 3 armor
 
As creations of the Galchutt, rhodintor are not true demons, though they are every bit as devious and brutal. Instinct: to further the goals of chaos
* Electrocute
* Dispel magic
* Operate chaositech

Revision as of 22:47, 18 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.

Ptolus contains many races beyond those in Dungeon World. We just built custom race moves that sounded good, tailored to the characters.

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.

Outstanding Warrants

The trigger for this special move changes to "when you return to a neighborhood or establishment in which you have caused trouble before".

Talk to the Press

When you conduct an interview with the press, say what you are trying to accomplish with the interview and roll+CHA. On a 12+, the resulting article conveys what you intended to convey. On a 10+, the article mostly matches what you wanted, but choose one. On a 7-9, the article is close to what you wanted, but you choose one and the GM chooses one.

  • The story slants heavily toward the paper's bias.
  • You are significantly misquoted.
  • The author embellishes details far beyond reality.
  • You are also made to appear to be supporting or opposing something not actually covered in the interview.

Cast From a Wand

When you release a spell from a wand, roll+DEX. Take -2 if you lack spell casting ability. Take +1 if the spell is from your schools, spheres or repertoire, or you are otherwise familiar with casting it. Take -1 if the level of the spell equals your level. Take -2 if the level of the spell exceeds your level. On a 10+, the spell is cast. On a 7-9, the spell is cast, but choose one:

  • The wand cannot be used again for a day.
  • The spell generates feedback. You take 1d6 damage.
  • You draw unwelcome attention or put yourself in a spot. The GM will tell you how.

On a miss, the wand likely loses its magic, becoming a glorified stick.

Copy a Spell

When you copy a spell in a school you know from one spellbook into your own, roll+INT. On a 10+, the spell is copied perfectly. On a 7-9, the spell is copied, but the GM chooses one:

  • You stumble over a booby-trap in the original. You gain a random debility.
  • You introduce a flaw into your copy, which you will not notice until you first cast the spell (at which point, you can correct the book). Take -3 forward to casting this spell.
  • You run out of room in your spellbook, and must carry an additional book to hold this spell.
  • The spell vanishes from the original spellbook.
  • The act of copying the spell causes it to go off, affecting a random target.

On a miss, the original spellbook suffers some kind of calamity, ruining its contents.

Activate Chaositech

When you activate a chaositech device, roll+nothing. On a 10+, the device works and you take +2 forward using the device. On a 7-9, the device works, but choose one. On a 3-6, the device doesn't work, and the GM chooses one. On a 2-, the device may seriously malfunction, you might gain a mutation, become vulnerable to the influence of chaos, or some other malady, the GM will tell you which.

  • Afterwords, the device is drained of power.
  • Roll 1d6. On a 1-2, the device overloads, melts down, or explodes, dealing 1d10 damage to you.
  • Roll 1d6. On a 1-3, you gain a random debility.

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.

If 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 (see Delver's Guildsman, below). Joining some factions (e.g. the Inverted Pyramid) may be so involved that doing so opens up a new specialisation rather than supplying faction moves.

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.
  • Recognize a landmark when lost.
  • Find a guild waystation.

Ptolus

While it would be possible to create Ptolus as a steading, the city is so large that it would have nearly every tag. In addition, since nearly all play in a Ptolus game happens within the city, steading moves don't work as well if you are always inside one (moves often trigger upon entering a steading). Instead, treat each district of the city as it is own steading. When you do this, tags for defenses have to change meaning a little. While the city can easily call on 3,500+ soldiers for defense (not to mention the Commissar's guns), it is more likely to matter in a game what level of law enforcement can be expected. In the steadings that follow, consider the defense tag to measure the presence and effectiveness of the city watch against crime and unrest.

Similarly, the prosperity tag changes to reflect the standard of living and economic class of the residents, rather than the commerce-centric definitions given in the book. For example, the noble district is given the rich tag, even though almost no commerce or labor happens in that district. The Ptolus book should tell you everything you want to know about commerce within a given district.

Lastly, you can pretty much assume the history and personage tags for all of these districts. They will not be listed.

The Docks

poor, steady, guard, exotic (slaves)

Dockmaster's Tower

When you pay a suitable bribe to the dockmaster, roll+CHA. On a 10+, the dockmaster cooperates fully, then forgets all about it. On a 7-9, the dockmaster cooperates fully, but later sells information about your activity to interested parties.

Guildsman District

poor, shrinking, watch, guild (all varieties), craft (metalwork), resource (most raw materials), trade (North Market, South Market), religion (Iron God)

guilds? foundry? midden heaps?

Midtown

middle, steady, guard, safe, exotic (magic items), resource (fish)

delver's square

Necropolis

dirt, exodus, militia, lawless, power (death, infernal)

Noble's Quarter

rich, steady, garrison, safe, divine (Lothian), exotic (luxury goods), power (political), power (divine)

castle shard holy palace

North Market

moderate, steady, guard, trade (outside farms), resource (food), market

market?

Oldtown

weathly, steady, garrison, power (Imperial, arcane, celestial), safe, guild (martial), arcane

shade tower

Rivergate District

moderate, growing, guard, safe, exotic (drugs)

dragonscales?

South Market

moderate, growing, guard, safe, market, resource (commodities, craftwork), exotic (bloodsports, books, spices, perfume)

gambling

Tent CIty

low, growing, none, lawless

Temple District

moderate, growing, guard, religion (most)

Warrens

The Spire

Given that nearly all play in a Ptolus game happens within the 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.

Alchemist

Alchemists mix strange reagents to alter their forms and blow stuff up. This specialty is a loose approximation of the parts of Pathfinder's alchemist class that ever saw play at our table.

Chaositechnician

Dragon Heir

The blood of a dragon courses through the veins of a dragon heir, gifting the character with innate magical ability and some of the traits of their sire. We added this to handle Pathfinder's draconic sorcerer bloodline, but breaking it into a specialty makes more open ended than just for sorcerers.

Hierophant

A hierophant forms the basis of characters who can cast both arcane and divine magic. These are a type of Vancian caster that can use spheres of influence as well as schools of magic, though limited to casting spells below their own level.

Inverted Pyramid

Knight of the Pale

Spontaneous Caster

A spontaneous caster connects to magic on an intimate, personal level, naturally manifesting spell-casting ability. This specialty exists to match d20-style sorcerers and other spontaneous casters, casting a more limited selection of spells, more often.

Monsters

Ratmen

horde, small, stealthy, cautious, intelligent, organized
Sword (close, d6 damage), 3 HP, 1 Armor

The government offers a bounty on these degenerate, conniving, repulsive rats that walk upright and use tools. They eat almost anything organic but, though ferocious when cornered, are cowardly otherwise and avoid fights in which they lack a clear upper hand. Ratmen revere disease but fear light and dislike fire. Instinct: to scavenge

  • Bum rush
  • Disappear into the garbage
  • Spread disease and filth

Albino Ratmen

solitary, stealthy, cautious, intelligent, organized
Pistol (near, d10 damage), 12 HP, 2 armor

Albino ratmen always lead their groups (though not all ratmen leaders are albino), blessed with both greater intelligence and ambition. Favored among their own kind, they also carry the best gear. Instinct: to revel in the misery of others

  • Stir the nest to fight
  • Infect with a bite
  • Use other ratmen as shields

Ratbrute

solitary, large, intelligent, organized
Greatsword (close, reach, d10+1 damage), 14 HP, 3 armor

Albino ratmen always lead their groups (though not all ratmen leaders are albino), blessed with both greater intelligence and ambition. Favored among their own kind, they also carry the best gear. Instinct: to ruin

  • Rip something apart
  • Infect with a bite
  • Defend the nest

Rhodintor

group, intelligent, magical
Battleaxe (close, d8 damage), 12 HP, 3 armor

As creations of the Galchutt, rhodintor are not true demons, though they are every bit as devious and brutal. Instinct: to further the goals of chaos

  • Electrocute
  • Dispel magic
  • Operate chaositech