Source map notes and Ptolus Dungeon World: Difference between pages

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As you look at the map, you realize that finding and restarting all these manses may take a while. The five manses are scattered all over creation. It's pretty clear that the moon icon represents the moonsilver manse, the sun the orihcalcum manse, the star the starmetal manse and the skull the soulsteel manse. The symbol near the center is a common symbol used for jade, so that is probably the jade manse. Your guess is that the eye icon represents where you are now, that is, where the Eye is right now.
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.


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== Characters ==
'''Adrios''': Your combined Intelligence + Lore score of 7 tells you that the numbers next to the icons are a radial coordinate system, pinpointing the location of the manses. The first number is clearly an angle, measured relative to an imaginary line between the centerpoint of the map and the middle of the far right edge (representing the line between the elemental poles of earth and wood). The second number is obviously a distance from the center of the map to the manse. These are really big numbers, so you guess that they are measured in yards, which would make them very accurate. You think the last number might be elevation above sea level, also in yards.


'''Stag''': Your combined Intelligence + Lore score of 6 tells you that the numbers next to the icons are a radial coordinate system, pinpointing the location of the manses. The first number is clearly an angle, measured relative to an imaginary line between the centerpoint of the map and the middle of the far right edge (representing the line between the elemental poles of earth and wood). The second number is obviously a distance from the center of the map to the manse. These are really big numbers, so you guess that they are measured in yards. You're not sure about the last number.
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.
|}}{{#ifexpr: {{#ifeq: {{CURRENTUSER}} | Wordman | 1 | 0 }} or {{ #ifeq: {{CURRENTUSER}} | Word1man | 1 | 0 }} |
'''Gutts''': Your combined Intelligence + Lore score of 2, and your emerging reading ability, tells you that the symbols next to the icons are called "numbers", but you have no idea what they mean.


'''Varden''': Your combined Intelligence + Lore score of 6 tells you that the numbers next to the icons are a radial coordinate system, pinpointing the location of the manses. The first number is clearly an angle, measured relative to an imaginary line between the centerpoint of the map and the middle of the far right edge (representing the line between the elemental poles of earth and wood). The second number is obviously a distance from the center of the map to the manse. These are really big numbers, so you guess that they are measured in yards. You're not sure about the last number.
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.
|}}{{#ifexpr: {{#ifeq: {{CURRENTUSER}} | Guen | 1 | 0 }} or {{ #ifeq: {{CURRENTUSER}} | Word1man | 1 | 0 }} |
'''Guen''': Your combined Intelligence + Lore score of 3 tells you that the numbers next to the icons are probably some kind of coordinate system, but you are not sure how it works.


'''Juuken''': Your combined Intelligence + Lore score of 3 tells you that the numbers next to the icons are probably some kind of coordinate system, but you are not sure how it works.
Ptolus contains many races beyond those in ''Dungeon World''. We just built custom race moves that sounded good, tailored to the characters.
|}}{{#ifeq: {{CURRENTUSER}} | Word1man |
'''Cruxis''': Your combined Intelligence + Lore score of 6 tells you that the numbers next to the icons are a radial coordinate system, pinpointing the location of the manses. The first number is clearly an angle, measured relative to an imaginary line between the centerpoint of the map and the middle of the far right edge (representing the line between the elemental poles of earth and wood). The second number is obviously a distance from the center of the map to the manse. These are really big numbers, so you guess that they are measured in yards. You're not sure about the last number.


'''Jorias''': Your combined Intelligence + Lore score of 7 tells you that the numbers next to the icons are a radial coordinate system, pinpointing the location of the manses. The first number is clearly an angle, measured relative to an imaginary line between the centerpoint of the map and the middle of the far right edge (representing the line between the elemental poles of earth and wood). The second number is obviously a distance from the center of the map to the manse. These are really big numbers, so you guess that they are measured in yards, which would make them very accurate. You thing the last number might be elevation above sea level, also in yards.
== Special Moves ==


'''Regret''': Your combined Intelligence + Lore score of 4 tells you that the numbers next to the icons are definitely some kind of coordinate system. The second number gets bigger as the line gets longer, so that is probably the distance from the center of the map. You're not sure about the other numbers.
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 things you notice about the various manses, in alphabetical order:
==== Bolster ====


== Jade manse ==
This special move remains the same, but with the addition/clarification that you may adjust a roll with preparation ''after'' the roll is made.


The jade manse is very near the center of the map, but not exactly at the center. It appears to be on the spot of the Imperial Mountain, also called Mount Meru. This mountain rises ''six hundred miles'' high and is both the literal and symbolic heart of Creation. It can be seen from every part of the Blessed Isle and, on a clear day, even from the Threshold. Though called the Imperial Mountain, the Imperial City is actually far away on the east cost of the Isle.
==== Outstanding Warrants ====


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The trigger for this special move changes to "when you return to a neighborhood or establishment in which you have caused trouble before".
'''Adrios''': If the final number of the coordinate system really is an elevation, this manse being only 155 yards above sea level would mean that it is ''deep'' under the mountain.


'''Stag''': You've seen the Mountain up close with your own eyes. Back when you were masquerading as an Immaculate, thousands of people a year used spend a month or so making a pilgrimage up the mountain, though you never did so. Near the very top of the mountain lie the ruins of Meru, once the seat of the Solar Deliberative, from where the solars ruled Creation. It is said to be inhabited by all sorts of strange creatures now. The mountain itself is the manifestation of the elemental pole of earth. Unlike most elemental poles, it is not surrounded with the chaos of the Wyld, but there are occasional unpredictable currents of earth essence that can be dangerous.
==== Talk to the Press ====
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'''Gutts''': The mountain is extremely deep into Imperial territory. Getting there is likely to be difficult, even by air, as the large chunk of the Realm's military, including airships, defend the Blessed Isle.


'''Varden''': Back when you were mortal, your circus made a couple of stops on the Blessed Isle, and you saw the mountain first hand. You always wanted to try to climb it, but you never had he opportunity.
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.
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* The story slants heavily toward the paper's bias.
'''Guen''': The mountain is rumored to be quite inhospitable, though there are supposedly trails for pilgrims that are well traveled. You once heard a lunar tell a story about an older lunar named Walks Under the Ice who bragged about climbing to the summit back in the First Age, in human form, without using magic. This was considered so impossible that no one believed him. This caused him such a loss of face that he ultimately agreed to a repeat performance, with younger lunar as a witness. He attempted it several hundred years ago, at the full height of the Realm's power. He and his witness were never seen again.
* 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.


'''Juuken''': Every year, thousands of people make a pilgrimage to the Imperial Mountain, walking a path called the Spine of the Amaranthine Dragon. This begins at the foot of the mountain four days outside of Juche, at an Immaculate monastery called the Steady Foundation Pagoda. Healthy mortals can make the trip to the Victorious Ascendance of Mankind (a temple at the highest point mortals are allowed to go) in about a month. Exalted are allowed to travel a few weeks higher through the cold, to the Immaculate Temple of Ivory Resplendence, just below the summit.
==== Cast From a Wand ====
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'''Cruxis''': Cruxis once attempted to make the pilgrimage up the mountain, largely at the behest of Tela, someone Cruxis was sweet on. Tela's friend was a strong follower of Pasiap, and convinced Tela to go with her. Tela and Cruxis followed for about a week, then got "distracted" and spent the rest of the month wandering around the Blessed Isle.


'''Jorias''': If the final number of the coordinate system really is an elevation, this manse being only 155 yards above sea level would mean that it is ''deep'' under the mountain. The mountain itself is the manifestation of the elemental pole of earth. It was once the seat of the Solar Deliberative.
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.


'''Regret''': Regret associates the mountain with the Realm and the Blessed Isle, so will not have much good to say about it.
==== Copy a Spell ====
|}}
== Orichalcum manse ==


The orichalcum manse looks to be suspiciously close to [[Rathess]]. As you will recall, though now in ruins, Rathess once was the capital of Creation, possibly the oldest city ever. In the Wyld, you also learned that the city was the center of [[Dragon Kings|dragon king]] culture.  
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.


You have been told by [[Sundial]] that the sword [[Soul Mirror]] is somewhere in Rathess, and have recovered the memories of the two terrestrials that hid it. Stag was chosen to view those memories. After doing so, he told each of you a step on the path to locating the sword. With Jorias' help, he eliminated all knowledge of the path except the proper ordering of your hints, placing it into a sorcerous gem, which was then destroyed.
==== Activate Chaositech ====


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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.
'''Adrios''': When spreading instructions about finding Soul Mirror, Stag told you: "While looking at the face of the room's major feature, take the passageway to your immediate left. Take the first left, then a quick right, then go a half mile until you see the sun."
* Afterwards, 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.


'''Stag''': Stag has intentionally forgotten the visions he got from memory gems that revealed the hiding place of Soul Mirror, but he remembers the order of the visions he told to the others:
== Factions & Faction Moves ==


# Guen
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.
# Gutts
# Adrios
# Jorias
# Varden


Rathess certainly holds one of the gates to Yu-Shan. You haven't heard of anyone using it, though.
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, neighborhood, organization, 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. Joining some factions may be so involved that doing so opens up a new specialization rather than supplying faction moves. Some example factions and associated moves:


One of the wonders of Rathess was its Great Observatory, supposedly the greatest astrological tool in all of Creation, in some ways apparently surpassing the Loom of Fate itself. It is known to be damaged to the point that it no longer functions.
=== Delver's Guild ===
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'''Gutts''': When spreading instructions about finding Soul Mirror, Stag told you: "In the water, enter the mouth of the dragon. Go left, then right, another right and a left, until you lament the shark."


A while ago, when you were back on the ship headed to Lap, you remember Jorias saying that one of those gates to Yu-Shan (heaven) is somewhere in Rathess.
Anyone who willing to pay dues may join the Delver's Guild (''Ptolus'', pg. 108–110) as an Associate Guildsman or Guildsman. The latter gain the following move:


Back in your days with the [[Band of the Hawk]], you remember [[Griffin]] occasionally mentioning Rathess as a place "someone will have to clean up some day".
==== Delver's Guildsman ====


'''Varden''': When spreading instructions about finding Soul Mirror, Stag told you: "Move forward the direction you face. At the intersection, go strait. Then straight, straight, straight, right, left, straight. About ten yards before this hallway leads to the next room, stop and remove a stone from the ceiling."
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.


A while ago, when you were back on the ship headed to Lap, you remember Jorias saying that one of those gates to Yu-Shan (heaven) is somewhere in Rathess.
=== Inverted Pyramid ===
|}}{{#ifexpr: {{#ifeq: {{CURRENTUSER}} | Guen | 1 | 0 }} or {{ #ifeq: {{CURRENTUSER}} | Word1man | 1 | 0 }} |
'''Guen''': When spreading instructions about finding Soul Mirror, Stag told you: "In the city, find the red granite road. From its halfway point, you can see the white jade footbridge. Go to the bridge, and jump off of it."


A while ago, when you were back on the ship headed to Lap, you remember Jorias saying that one of those gates to Yu-Shan (heaven) is somewhere in Rathess.
Membership in the inverted Pyramid is a path to personal arcane power. As such, it is more appropriately represented by a custom specialty/compendium class (see below). On the other hand, anyone who can gain access to the Inverted Pyramid's library may use this move:


You do not know of any lunar that claims Rathess as territory, but it is surrounded by a vast jungle, so anything is possible.
==== An Unparalleled Collection ====


'''Juuken''': Though Rathess is several thousand miles away from Harborhead, the nation that occupies the attention of the White Queen, that is still fairly "close" by the standards of Creation. You remember overhearing a report made to the White Queen about a scouting party sent out to the deep East having been ambushed on the way by an organized band of goblins near Rathess. Only three men survived, describing the attackers as "fanatical zealots" and "cannibals".
When '''you spout lore about the workings of arcane magic within the library in the Inverted Pyramid''', take +3. '''On a 12+''', the GM will ''also'' tell you something tangential but of use to an ally that you happen across.
|}}{{#ifeq: {{CURRENTUSER}} | Word1man |
'''Cruxis''': A long time ago, when you were back on the ship headed to Lap, you remember Jorias telling that one of those gates to Yu-Shan (heaven) is somewhere in Rathess.


'''Jorias''': When spreading instructions about finding Soul Mirror, Stag told you: "Head towards the passage closest to the statue's shield. Ignore all the archways and branches you see, heading straight until you run into a T-intersection. From there, backtrack until you reach the third archway on the left. Walk through that archway."
=== Order of Iron Might ===


'''Regret''':
Members of this martial order who stand out from the ranks as particularly reliable, brave or otherwise notable may gain the following move:
|}}
== Moonsilver manse ==


The moonsilver manse appears to be in the middle of the western ocean, way south of the [[Wavecrest Archipelago]], the largest nation in the West. Wavecrest itself is relatively peaceful, though it is often a target for pirates, and the citizens are known to appease the gods of the local volcanoes with human sacrifices.
==== Bonds of Iron Might ====


Its possible the Lintha pirates would be that far south the Wavecrest, but since it is far out of shipping lanes, this would be unlikely.
When '''you recruit from the Order of the Iron Might''', you have a useful reputation and treat any miss as if you had rolled a 7–9 instead. Any recruits you gain have at least loyalty +1 and warrior +2. In addition, you take +2 loyalty forward.


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=== Noble Houses ===
'''Adrios''': If the last number on the map really is an elevation, then this manse is almost a half-mile under water.


'''Stag''': Somewhere out in the middle of the southwestern ocean lay the remnants of an undersea civilization of hybrids, humans altered to survive underwater (and breed true), called the pelagials. During the First Age, they ruled a vast empire across the ocean floor. They have dwindled to nothing now, but the ruins of their civilization probably still holds caches of First Age technology, particularly the empire's capital, known as the [[City of the Shining Reefs]]. Since the Usurpation, the sidereals have gone to great lengths to hide the location of this city from the world in general, and the Scarlet Empire in particular. When you were in the Imperial City, one of your (minor) standing orders was to mess with and/or supress any information about the pelagials that you found, though you never ran across any. Supposedly Yu-Shan gate #44 floats on the surface of the water, above the [[City of the Shining Reefs]], but passage through that gate is restricted. You're not sure of the location of the city, but the Pelagial Empire was so large that any action going on in the depths of that part of the ocean is likely to encounter its ruins.
Faction moves for noble houses work better when tailored to the character and their relationship to their family. Some examples:
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'''Gutts''': You're pretty sure that Wavecrest has a decent navy, but otherwise have heard very little about the west in general.


'''Varden''': Circus freak show barkers are always exaggerating the origins of the weird curiosities. You remember that any weird thing that was remotely aquatic was always said to come from the "mysterious Pelagial Empire", supposedly and ancient (but extinct) underwater nation of mutant fish men or some such, that was supposed to be in the southwestern ocean.
==== Adopted Black Sheep ====
|}}{{#ifexpr: {{#ifeq: {{CURRENTUSER}} | Guen | 1 | 0 }} or {{ #ifeq: {{CURRENTUSER}} | Word1man | 1 | 0 }} |
'''Guen''': This area on the map lies past the southern edge of the territory of a legendary lunar known as Leviathan (sometimes Admiral Leviathan), an orca-totem who was a dominant general in the First Age, and still lives today, though he no longer makes much contact with the Silver Pact.


'''Juuken''': Wavecrest is a technically a tributary of the Realm, but is ruled by locals, who give yearly tribute. Still, this location seems too far away for Wavecrest to really be that interested in it. The only other you you notice about it is that it is only a couple thousand miles away from the water manse where you learned Celestial Monkey style from [[Serene Tail]].
When '''you manipulate a family member''', roll+INT. On a 10+, choose two. On a 7–9, you choose one and the GM chooses one:
|}}{{#ifeq: {{CURRENTUSER}} | Word1man |
* Your family gives you coin.
'''Cruxis''':
* You extract a favor from the family.
* You or one of your family is tarnished in the tabloids.
* The family extracts a favor from you.


'''Jorias''': Jorias has heard of the Pelagial Empire, but doesn't know much about it.
==== All in the Family ====


'''Regret''': The whispers inside Regret's head sometimes babble the word "pelagials", but he doesn't know what that means.
When '''you discern realities about House Erthuo or its members''', take +2 and add the following choices to the list of available questions:
|}}
* If the public knew about this, how would they react?
* If the press knew about this, how would it be reported?


== Soulsteel manse ==
==== Contrarian ====


This location looks to be close the city of [[Gethamane]], a large city built into a mountain in the frozen north. The city is self-supporting, making its inhabitants practical and fairly patriotic. Being buried under a mountain, the city is easily defended, and so has not had to bow to the Realm. It tries to remain neutral and has strong ties to the Guild, but this sometimes pulls it into conflict. This happened most recently about 200 years ago, when disagreements between Gethamane's neighbor to the north, the [[Haslanti League]], and the Guild led to the League occupying the lands surrounding Gethamane for a time.
When '''you oppose your family's neutral political stance''', take +2 forward to parley with a family member.


Gethamane is ruled by a hereditary ruler, known as the Master, advised by a council of 15 citizens representing various vocations (hunter, farmer, merchant, etc.) within the city.
== Districts ==


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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.  
'''Adrios''': Having spent most of your life in the South, you know very little about Gethamane.


'''Stag''': Yu-Shan gate #31 supposedly opens on a very deep level of Gethamane, but you've never heard of anyone using it. Gethamane was built during the First Age, but something happened to it after the Usurpation that killed all of the inhabitants, even the gods. The current population didn't begin until several hundred years later.
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.
|}}{{#ifexpr: {{#ifeq: {{CURRENTUSER}} | Wordman | 1 | 0 }} or {{ #ifeq: {{CURRENTUSER}} | Word1man | 1 | 0 }} |
'''Gutts''': You know next to nothing Gethamane.


'''Varden''': You've been to Gethamane before. The locals eat a fungus that they grow inside. The city gets less civilized the deeper you go. You were warned not to go down too far because "dark things lurk down there".
Lastly, you can pretty much assume the ''history'' and ''personage'' tags for all of these districts. They will not be listed. District tags are as follows:
|}}{{#ifexpr: {{#ifeq: {{CURRENTUSER}} | Guen | 1 | 0 }} or {{ #ifeq: {{CURRENTUSER}} | Word1man | 1 | 0 }} |
'''Guen''': You don't know of any lunars in Gethamane; however, it is an open secret in the Silver Pact that one lunar or another has been involved in shaping the Haslanti League to the north for a long time.


'''Juuken''': You know very little about Gethamane.
* The Docks: ''poor, steady, guard, exotic (slaves)''
|}}
* Guildsman District: ''poor, shrinking, watch, guild (all varieties), craft (metalwork), resource (most raw materials), trade (North Market, South Market), religion (Iron God)''
{{#ifeq: {{CURRENTUSER}} | Word1man |
* Midtown: ''middle, steady, guard, safe, exotic (magic items), resource (fish)''
'''Cruxis''':
* Necropolis: ''dirt, exodus, militia, lawless, power (death, infernal)''
* Noble's Quarter: ''rich, steady, garrison, safe, divine (Lothian), exotic (luxury goods), power (political), power (divine)''
* North Market: ''moderate, steady, guard, trade (outside farms), resource (food), market''
* Oldtown: ''weathly, steady, garrison, power (Imperial, arcane, celestial), safe, guild (martial), arcane''
* Rivergate District: ''moderate, growing, guard, safe, exotic (drugs)''
* South Market: ''moderate, growing, guard, safe, market, resource (commodities, craftwork), exotic (bloodsports, books, spices, perfume)''
* Tent CIty: ''low, growing, none, lawless''
* Temple District: ''moderate, growing, guard, religion (most)''
* Warrens: ''dirt, growing, none, lawless, power (organized crime)''


'''Jorias''':
=== Location Moves ===


'''Regret''':
Purpose and flavor can be added to various locations by making moves available when in a specific location. Some examples:
|}}
== Starmetal manse ==


This manse appears to be in or near the city of [[Yane]], one of the more important of the eight city-states making up the [[Varang confederacy]]. Varangia is a strange little nation, known for its rigid caste system, inscrutable customs and a fixation on astrology. The culture is extremely xenophobic, and foreigners are allowed in only two of the cities in the confederacy, the coastal cities of [[Kriss]] and [[Talt]]. Yane lies between these two cities, also on the coast.
==== Blessing of Engelan ====


{{#ifexpr: {{#ifeq: {{CURRENTUSER}} | Eswoboda | 1 | 0 }} or {{#ifeq: {{CURRENTUSER}} | Word1man | 1 | 0 }} |
When '''you abandon concerns about the past and future at the Temple of Engelan''', take 1 preparation. If you do not use that preparation by the end of the day, loose all preparation.
'''Adrios''': The [[Tri-Kahn]] of [[Chiaroscuro]], like most of the Chiaroscuro's inhabitants, has little good to say about the Varang confederatio, dismissing it as a den of superstitious crazies. Chiaroscuro had no treaties at all with Varang, and no official trade, though the Guild would often move goods between the two realms.


'''Stag''': You were born in Yane and, like all citizens, received a palm-sized tattoo on your neck indicating your caste. (It's up to you if you still want this. It could be hiding under that mask, or maybe it was removed when you became a sidereal.) Yane is about as close to a "capital" of the Varang confederation as it can get, with other cities sending both bureaucrats to run it and military to defend it. Rather than Yane running the nation, however, the nation actually runs Yane, which acts as "neutral ground" for all the other cities.
==== Blessings of the Lady ====


Varang as a whole is more than "fixated" on astrology: it runs their whole country. Yane is a particular hot bed for astrology, because most of the priestly class converges on Yane to discuss the topic periodically. The Varang worship the Loom of Fate and the Five Maidens openly, as their primary (but not sole) religion.
When '''you ask the Lady to watch over you in one of her shrines''', for the rest of the day, any time the two dice in your rolls match, add +1d6 to the roll, then subtract -1d4 from the roll.
|}}{{#ifexpr: {{#ifeq: {{CURRENTUSER}} | Wordman | 1 | 0 }} or {{ #ifeq: {{CURRENTUSER}} | Word1man | 1 | 0 }} |
'''Gutts''': Each of the city-states in Varang run their own military. The Varang are not expansionist, so their forces tend to be heavily defensive, mostly using infantry and artillery (some mounted on armored elephants), keeping cavalry only for scouting. They do, however, have a national waterborne coastal defense force, based out of Yane, that includes sailors from every city.


'''Varden''': You've never been to Yane, but your circus traveled just outside the Varang city of Talt. To protect the citizenry from the obvious criminality of foreigners like you, the city military guarded your camp, mostly to prevent the performers from entering the city. Naturally, you snuck in anyway. All the citizens have strange tattoos on their necks, supposedly marking which caste they are in. As you didn't have these, your visit was fairly short, narrowly avoiding capture. You were there long enough, however, to become fascinated by these intricate time-keeping devices that a lot of the citizens carried. The whole place seemed to be much more aware of time and clocks than anywhere you've ever been. Everyone also seemed to be obsessed with gambling. You also noticed that there were no signs on the stores; everyone just seemed to know which store sold what.
==== Blessings of Lothian ====
|}}{{#ifexpr: {{#ifeq: {{CURRENTUSER}} | Guen | 1 | 0 }} or {{ #ifeq: {{CURRENTUSER}} | Word1man | 1 | 0 }} |
'''Guen''': You don't know much about the Varang city-states, but you've heard of what goes on in-between them. People in the Southeast as a whole tend to fear disease and deformity more than usual. Combined with Varang taboos about violating the strict caste system, this results in a good number people being outcast into the wilderness. These outcasts tend to settle in small, nomadic bands, often united by their infirmity, mutation or situation. These so-called "jackal tribes" are completely disorganized, but range all over the wild and Wyld areas of the southeast. They traditionally wear crimson scarves over their faces, to warn others that they are "unclean". As you might expect, they hold no love for the "healthy", but are quite hospitable to other "jackals". You don't know of any lunars who claim the area as territory, but it's possible.


'''Juuken''': The Varang confederacy shares a border with [[Harborhead]], the nation currently occupying the attention of the [[White Queen]]. You are sure that Varang sends spies into Harborhead constantly, and you have heard some mutterings that the White Queen has sent agents into Varang, though you are not sure to what purpose.
When '''you ask Lothian, in a temple dedicated to him, to bless and guide your future endeavors''', hold 1. Hold an additional 1 for every 50 coin worth of sacrifice or donation made as part of your prayers (max total hold of five). Spend hold one-for-one to do the following:


Varang is an ally of the Realm, but not an official Imperial holding the way Harborhead is. The ambassador to the Empire resides in Yane, taking advantage of of a clause in the alliance agreement that allows Imperial officials to enter the city. The Immaculate Order also maintains a temple there.
* Deal an additional +1d6 damage when dealing damage to an arcane, undead or demonic foe.
|}}{{#ifeq: {{CURRENTUSER}} | Word1man |
* Make an object you hold project a warm yellow light that functions as sunlight does for a few minutes.
'''Cruxis''': Has stashed money in both Kriss and Talt, but has never been to Yane.
* Shake your mind clear of an enchantment from an arcane, undead or demonic source.
* Take +2 armor forward.


'''Jorias''': Never been there.
==== Delver's Square ====


'''Regret''': As an Imperial messenger, Regret is one of the few foreigners who has visited Yane, though he was not there long, and spent most of the time in Imperial buildings.
When '''you recruit in Delver's Square for a subterranean expedition''', take +2. '''On a 12+''', you find ideal candidates. The GM will tell you how many points for skills the hirelings you find have, but you decide how they are distributed. If both you and the hireling are members of the Delver's Guild (which, let's face it, you are) take +1 loyalty forward.
|}}


[[category:Player Handout]] [[campaign::Forgotten Suns| ]]
==== 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.
 
==== Observatory of the Watcher of the Skies ====
 
When '''you pay homage to the Watcher of the Skies on a clear day and peer through the temple's telescope''', you see the future of some person, place, object or institution written in the stars. Roll+WIS. '''On a 10+''', the GM will tell you three things from the list below. '''On a 7–9''', only two. '''On a miss''', the GM will tell you one anyway, but also something else that is not true (though you will have to discover which is which).
 
* The identity of the subject of the prophecy.
* The nature of a danger that threatens the subject or that the subject is part of.
* What may prevent this danger before it happens.
* What may avert this danger after it happens.
* One grim portent, related to the subject, that is yet to occur.
* One stakes question related to the subject.
 
==== Shade Tower ====
 
When '''you discern realities on Ridge Road in Oldtown on a bright, moonlit night, on a hit''', in addition to whatever else happens, you locate the shadow of the Shade Tower. You may use this shadow as a "place of power" to make a Ritual move to transport you and allies within the Tower.
 
==== Shard Tap ====
 
When '''you cast a spell in proximity of the large crystal shard central to Castle Shard, on a 10+''' the spell cannot be countered or dispelled by normal means. '''On a 7–9''', the following choice may be selected instead of your usual choices:
 
* The magic of the shard powers the spell, but you draw the attention of the shard and its masters, for better or worse.
 
==== The Spire ====
 
When '''you approach within 100 feet of the top of the Spire''', roll+DEX. '''On a 10+''' you may choose to flee without being slowly disintegrated. '''On a 7–9''', if you choose to flee, you can do so only after taking 2d6 damage and becoming tainted by the evil of the place. '''On a miss''', whatever else happens, you are slowly disintegrated.
 
=== Other Situational Moves ===
 
Some other setting-specific moves can also be added when useful, such as:
 
==== Cheating ====
 
When '''you cheat at a game of chance''', say how you do it and roll. If you do it…
 
* …with slight of hand, +DEX
* …with mental gymnastics (card-counting, etc.), +INT
* …with charm and wit, +CHA
 
'''On a 10+''', you win, with no one the wiser. '''On a 7–9''', you win, but slightly rouse suspicions.
 
==== Gold Dragonscales ====
 
When '''you play a serious match of gold dragonscales in the presence of spectators''', choose your general strategic approach: belligerence, deceit, accommodation, confinement. Unbeknownst to the players, the complexity of the game works magic on the surrounding city. The GM will adjust the city in some way related to your strategy.
 
== 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 ===
 
A [[Chaositechnician Specialty|chaositechnician]] aims to harness the power of chaositech, at great personal risk.
 
=== 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 Magus ===
 
Characters invited into the Inverted Pyramid and who successfully complete their rites of initiation gain access to the [[Inverted Magus Specialty|inverted magus specialty]].
 
=== Knight of the Pale ===
 
Characters allowed to join the Knights of the Pale gain access to the [[Pale Knight Specialty|pale knight specialty]].
 
=== 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 06:33, 11 January 2015

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.

Bolster

This special move remains the same, but with the addition/clarification that you may adjust a roll with preparation after the roll is made.

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.

  • Afterwards, 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.

Factions & 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, neighborhood, organization, 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. Joining some factions may be so involved that doing so opens up a new specialization rather than supplying faction moves. Some example factions and associated moves:

Delver's Guild

Anyone who willing to pay dues may join the Delver's Guild (Ptolus, pg. 108–110) as an Associate Guildsman or Guildsman. The latter gain the following move:

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.

Inverted Pyramid

Membership in the inverted Pyramid is a path to personal arcane power. As such, it is more appropriately represented by a custom specialty/compendium class (see below). On the other hand, anyone who can gain access to the Inverted Pyramid's library may use this move:

An Unparalleled Collection

When you spout lore about the workings of arcane magic within the library in the Inverted Pyramid, take +3. On a 12+, the GM will also tell you something tangential but of use to an ally that you happen across.

Order of Iron Might

Members of this martial order who stand out from the ranks as particularly reliable, brave or otherwise notable may gain the following move:

Bonds of Iron Might

When you recruit from the Order of the Iron Might, you have a useful reputation and treat any miss as if you had rolled a 7–9 instead. Any recruits you gain have at least loyalty +1 and warrior +2. In addition, you take +2 loyalty forward.

Noble Houses

Faction moves for noble houses work better when tailored to the character and their relationship to their family. Some examples:

Adopted Black Sheep

When you manipulate a family member, roll+INT. On a 10+, choose two. On a 7–9, you choose one and the GM chooses one:

  • Your family gives you coin.
  • You extract a favor from the family.
  • You or one of your family is tarnished in the tabloids.
  • The family extracts a favor from you.

All in the Family

When you discern realities about House Erthuo or its members, take +2 and add the following choices to the list of available questions:

  • If the public knew about this, how would they react?
  • If the press knew about this, how would it be reported?

Contrarian

When you oppose your family's neutral political stance, take +2 forward to parley with a family member.

Districts

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. District tags are as follows:

  • The Docks: poor, steady, guard, exotic (slaves)
  • Guildsman District: poor, shrinking, watch, guild (all varieties), craft (metalwork), resource (most raw materials), trade (North Market, South Market), religion (Iron God)
  • Midtown: middle, steady, guard, safe, exotic (magic items), resource (fish)
  • Necropolis: dirt, exodus, militia, lawless, power (death, infernal)
  • Noble's Quarter: rich, steady, garrison, safe, divine (Lothian), exotic (luxury goods), power (political), power (divine)
  • North Market: moderate, steady, guard, trade (outside farms), resource (food), market
  • Oldtown: weathly, steady, garrison, power (Imperial, arcane, celestial), safe, guild (martial), arcane
  • Rivergate District: moderate, growing, guard, safe, exotic (drugs)
  • South Market: moderate, growing, guard, safe, market, resource (commodities, craftwork), exotic (bloodsports, books, spices, perfume)
  • Tent CIty: low, growing, none, lawless
  • Temple District: moderate, growing, guard, religion (most)
  • Warrens: dirt, growing, none, lawless, power (organized crime)

Location Moves

Purpose and flavor can be added to various locations by making moves available when in a specific location. Some examples:

Blessing of Engelan

When you abandon concerns about the past and future at the Temple of Engelan, take 1 preparation. If you do not use that preparation by the end of the day, loose all preparation.

Blessings of the Lady

When you ask the Lady to watch over you in one of her shrines, for the rest of the day, any time the two dice in your rolls match, add +1d6 to the roll, then subtract -1d4 from the roll.

Blessings of Lothian

When you ask Lothian, in a temple dedicated to him, to bless and guide your future endeavors, hold 1. Hold an additional 1 for every 50 coin worth of sacrifice or donation made as part of your prayers (max total hold of five). Spend hold one-for-one to do the following:

  • Deal an additional +1d6 damage when dealing damage to an arcane, undead or demonic foe.
  • Make an object you hold project a warm yellow light that functions as sunlight does for a few minutes.
  • Shake your mind clear of an enchantment from an arcane, undead or demonic source.
  • Take +2 armor forward.

Delver's Square

When you recruit in Delver's Square for a subterranean expedition, take +2. On a 12+, you find ideal candidates. The GM will tell you how many points for skills the hirelings you find have, but you decide how they are distributed. If both you and the hireling are members of the Delver's Guild (which, let's face it, you are) take +1 loyalty forward.

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.

Observatory of the Watcher of the Skies

When you pay homage to the Watcher of the Skies on a clear day and peer through the temple's telescope, you see the future of some person, place, object or institution written in the stars. Roll+WIS. On a 10+, the GM will tell you three things from the list below. On a 7–9, only two. On a miss, the GM will tell you one anyway, but also something else that is not true (though you will have to discover which is which).

  • The identity of the subject of the prophecy.
  • The nature of a danger that threatens the subject or that the subject is part of.
  • What may prevent this danger before it happens.
  • What may avert this danger after it happens.
  • One grim portent, related to the subject, that is yet to occur.
  • One stakes question related to the subject.

Shade Tower

When you discern realities on Ridge Road in Oldtown on a bright, moonlit night, on a hit, in addition to whatever else happens, you locate the shadow of the Shade Tower. You may use this shadow as a "place of power" to make a Ritual move to transport you and allies within the Tower.

Shard Tap

When you cast a spell in proximity of the large crystal shard central to Castle Shard, on a 10+ the spell cannot be countered or dispelled by normal means. On a 7–9, the following choice may be selected instead of your usual choices:

  • The magic of the shard powers the spell, but you draw the attention of the shard and its masters, for better or worse.

The Spire

When you approach within 100 feet of the top of the Spire, roll+DEX. On a 10+ you may choose to flee without being slowly disintegrated. On a 7–9, if you choose to flee, you can do so only after taking 2d6 damage and becoming tainted by the evil of the place. On a miss, whatever else happens, you are slowly disintegrated.

Other Situational Moves

Some other setting-specific moves can also be added when useful, such as:

Cheating

When you cheat at a game of chance, say how you do it and roll. If you do it…

  • …with slight of hand, +DEX
  • …with mental gymnastics (card-counting, etc.), +INT
  • …with charm and wit, +CHA

On a 10+, you win, with no one the wiser. On a 7–9, you win, but slightly rouse suspicions.

Gold Dragonscales

When you play a serious match of gold dragonscales in the presence of spectators, choose your general strategic approach: belligerence, deceit, accommodation, confinement. Unbeknownst to the players, the complexity of the game works magic on the surrounding city. The GM will adjust the city in some way related to your strategy.

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

A chaositechnician aims to harness the power of chaositech, at great personal risk.

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 Magus

Characters invited into the Inverted Pyramid and who successfully complete their rites of initiation gain access to the inverted magus specialty.

Knight of the Pale

Characters allowed to join the Knights of the Pale gain access to the pale knight specialty.

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