Grave Hornets and Dissolution DW: Difference between pages

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Grave hornets are a type of guardian automaton created to attack intruders into important First Age tombs. They are somewhat similar to automaton assassins, but are smaller, built to spend long periods dormant and possess more independence. The hornets are fairly innocuous looking, resembling one of the larger species of hornet, save that they are obviously metal.
__NOTOC__
This page is an experiment, contemplating how the characters of the [[campaign::Dissolution]] campaign could be converted to the ''[http://www.dungeon-world.com/ Dungeon World]'' system, specifically using the variant character rules from ''[https://redboxvancouver.wordpress.com/2014/10/14/class-warfare-character-and-class-creation-for-dungeon-world/ Class Warfare]'' as described in the [[Ptolus Dungeon World]] conversion document.  


Hornets would typically be scattered and concealed throughout a tomb, where they would wait in dormancy until someone came near. When someone came near, they would call upon their essence reserves to power their wings, fly to the target as stealthfully as possible and attempt to worm their way under clothes or armor and sting the intruder. If successful, they would move on to a new target, or hide themselves again before running out of power.
As 13th level ''Pathfinder'' characters, all of the characters will be converted into 7th level ''Dungeon World'' characters. I'm thinking of handling gear and magic items by saying each character can have a number of custom moves equal to their level that are supplied by their gear. Most characters would probably also get a couple of moves related to their social background as well.


Hornets require no commitment, but rather have their own essence reservoir (20 motes) which they can only use this essence to make themselves move. They must spend one mote per turn of activity and, therefore, burn through this pool very quickly. The pool can be filled by any essence user, but the hornets also have small, not particularly efficient, essence collectors as well, that refill this reservoir at a rate of one mote per week. Typically, hornets would be put into tombs empty, as the last action of sealing a tomb, so that they would not attack those placing them. By the time the hornet had generated enough essence to move, the tomb would be sealed and its architects safely away.
== Caralaria ==


Hornets can hold five doses of any venom to deliver with their sting. Unlike automaton assassins, hornets cannot produce their own venom, though they will continue to deliver one sting per intruder even when they are dry. To make up for this deficiency, hornets were usually deployed in groups of a half dozen or more in a single area.
Warrior: Destroyer, Martial Hero, Acrobat, (Flux??)<br/>
Base damage: d8<br/>
Load: 10+STR<br/>
HP: 8+Constitution


Hornets are surprisingly durable for their size, and building both durability and essence collection into a package so small is a secret lost with the passing of the First Age. Even in such times, building them was tricky, particularly storing them until needed. Immediately after construction, hornets were usually sealed into glass containers. When they needed to be deployed, people would stand in front of these containers until the hornets expended all their energy.
== Oreni ==


Hornets can only walk one yard per turn, but can fly 20 yards per turn as normal movement. Their agility when flying allows them to reflexively dodge all attacks against them while airborne at their full pool.
Magician: Shield Arcanus, Prepared Caster-ish, some sort of dragon/electricity thing, (Psi-Knife)<br/>
Base damage: d4<br/>
Load: 6+STR<br/>
HP: 6+Constitution


If brought down below incapacitated while any motes remain in their pool, the hornet explodes, sending shards of metal (potentially poisoned, if any doses remain) into everyone in a two yard radius. This resolved as a counterattack rolling one die for every mote remaining in the pool, doing a base 1L damage and delivering venom if any remains.
Build a spontaneous caster specialty that works by gaining hold each day, and spending hold equal to spell level on casting @ 7-9. Only know a limited number of spells. Maybe call the hold "reserve" and have other moves use it in some way.


== Material Bonuses ==
== Naerai ==


Grave hornets are always made from at least one of the five magical materials to withstand the passage of time; however, all hornets function the same way regardless of material. Most are, therefore, made from jade. Some, however, carry poisons that only remain viable in connection with certain materials.
Disciple: Elementalist, Vancian Caster-ish, Friend of the Wild sorta<br/>
Base damage: d6<br/>
Load: 9+STR<br/>
HP: 6+Constitution<br/>


== Instances ==
Build a Hierophant caster type that works something like Prepared Caster, but can choose a mix of schools and spheres. Can only cast spells of level-1.


Some of these are deployed in a crowded hallway in [[Wyr'palja's mausoleum]].


== Game Information ==
== Scoffney Shever ==


'''Commitment''': none<br>
Rogue: Theif, custom alchemy/ranged traps moves, Sharpshooter, (Engineer)<br/>
'''Artifact''': &#x25CF;&#x25CF;&#x25CF;
Base damage: d8<br/>
Load: 8+STR<br/>
HP: 6+Constitution


{| border="0" cellpadding="1" cellspacing="0" width="100%"
== Lostwhite ==
|-
! colspan="6" style="background:#ddd; color: white" | Vitals
|-
|'''Gender''' ||None||'''Height''' ||3 cm||'''Eye Color''' ||Metallic
|-
|'''Nature''' ||Martyr||'''Weight''' ||0.25 kg||'''Hair Color''' ||Metallic
|-
| '''Type''' || colspan="3" |Automoton||'''Skin Color''' ||Metallic
|-
|'''Concept''' || colspan="5" |Stealthy tomb guardian
|-
| colspan="2" style="vertical-align: top" |
{| border="0" cellpadding="1" cellspacing="0" width="100%"
|-
! colspan="2" style="background:#ddd; color: white" | Attributes
|-
|'''Appearance''' ||<span class="symbols"></span>
|-
|'''Charisma''' ||<span class="symbols"></span>
|-
|'''Dexterity''' ||<span class="symbols">&#x25CF;&#x25CF;&#x25CF;&#x25CF;&#x25CF;&#x25CF;</span>
|-
|'''Intelligence''' ||<span class="symbols">&#x25CF;</span>
|-
|'''Manipulation''' ||<span class="symbols"></span>
|-
|'''Perception''' ||<span class="symbols">&#x25CF;&#x25CF;&#x25CF;&#x25CF;</span>
|-
|'''Stamina''' ||<span class="symbols">&#x25CF;&#x25CF;&#x25CF;</span>
|-
|'''Strength''' ||<span class="symbols">&#x25CF;</span>
|-
|'''Wits''' ||<span class="symbols">&#x25CF;&#x25CF;&#x25CF;&#x25CF;</span>
|-
! colspan="2" style="background:#ddd; color: white" | Equipment
|-
|colspan="2"|Sting (Spd -1, Acc -1, Dmg +1L, Def -3)
|-
! colspan="2" style="background:#ddd; color: white" | Health
|-
|'''-0'''||<span class="symbols">_ </span>
|-
|'''-1'''||<span class="symbols">_ _ </span>
|-
|'''-2'''||<span class="symbols">_ _ _ </span>
|-
|'''-4'''||<span class="symbols">_ </span>
|-
|'''Inc'''||<span class="symbols">_ </span>
|-
|'''Natural Soak'''||3B/1L/0A
|-
|'''Total Soak'''||5B/5L/3A
|}
| colspan="2" style="vertical-align: top" |
{| border="0" cellpadding="1" cellspacing="0" width="100%"
|-
! colspan="2" style="background:#ddd; color: white" | Abilities
|-
|'''Athletics&nbsp;''' ||<span class="symbols">&#x25CF;&#x25CF;&#x25CF;</span>&nbsp;&nbsp;Flying +3&nbsp;&nbsp;Crawling inside clothes/armor +3
|-
|'''Awareness&nbsp;''' ||<span class="symbols">&#x25CF;&#x25CF;</span>&nbsp;&nbsp;While undetected +3
|-
|'''Dodge&nbsp;''' ||<span class="symbols">&#x25CF;&#x25CF;&#x25CF;&#x25CF;&#x25CF;&#x25CF;</span>
|-
|'''Martial Arts&nbsp;''' ||<span class="symbols">&#x25CF;&#x25CF;</span>&nbsp;&nbsp;Sting +3
|-
|'''Stealth&nbsp;''' ||<span class="symbols">&#x25CF;&#x25CF;&#x25CF;</span>&nbsp;&nbsp;Hiding +3&nbsp;&nbsp;Crawling inside clothes/armor +3
|-|'''Languages''' ||
|-
! colspan="2" style="background:#ddd; color: white" | Traits
|-
|'''Compassion''' ||<span class="symbols"></span>
|-
|'''Conviction''' ||<span class="symbols"></span>
|-
|'''Temperance''' ||<span class="symbols"></span>
|-
|'''Valor''' ||<span class="symbols"></span>
|-
|'''Willpower''' ||<span class="symbols">&#x25CF;&#x25CF;&#x25CF;&#x25CF;&#x25CF;&#x25CF;&#x25CF;&#x25CF;&#x25CF;&#x25CF;</span>
|-
|'''Essence''' ||<span class="symbols">&#x25CF;</span>
|-
|&nbsp;&nbsp;Personal||20 ()
|}
| colspan="2" style="vertical-align: top" |
|}


[[Category:Forgotten Suns]]
Relegated to being a hireling.<br/>
[[Category:NPC]]
Cost: 0<br/>
[[Category:Magic Item]]
Loyalty: 2<br/>
[[Category:Automoton]]
Protector: 3<br/>
Warrior: 5<br/>
 
== Sikarsis ==
 
Relegated to being a hireling.<br/>
Cost: 0<br/>
Loyalty: 1<br/>
Priest: 6<br/>
Protector: 2<br/>
 
== Group Moves ==
 
Possibly some number of moves that anyone in the group can use. Such as:
 
* Moves that reflect the presence of Lostwhite.
* Moves that reflect the presence of Sikarsis.
* A move showing how Cassiodora's bag of goodies helps the party.
* Moves reflective of their estate and house in the Noble Quarter.
* Possibly some moves reflecting their interaction with the public.
* A move or two specific to using memberships, such as with the Delver's Guild.
* "Keys to the City", which allows you to capitalise on celebrity.
 
== Special Moves ==
 
Likely need to customize the special moves from the book a bit, and add a couple extra moves specific to Ptolus as a city.

Revision as of 08:51, 26 December 2014

This page is an experiment, contemplating how the characters of the Dissolution campaign could be converted to the Dungeon World system, specifically using the variant character rules from Class Warfare as described in the Ptolus Dungeon World conversion document.

As 13th level Pathfinder characters, all of the characters will be converted into 7th level Dungeon World characters. I'm thinking of handling gear and magic items by saying each character can have a number of custom moves equal to their level that are supplied by their gear. Most characters would probably also get a couple of moves related to their social background as well.

Caralaria

Warrior: Destroyer, Martial Hero, Acrobat, (Flux??)
Base damage: d8
Load: 10+STR
HP: 8+Constitution

Oreni

Magician: Shield Arcanus, Prepared Caster-ish, some sort of dragon/electricity thing, (Psi-Knife)
Base damage: d4
Load: 6+STR
HP: 6+Constitution

Build a spontaneous caster specialty that works by gaining hold each day, and spending hold equal to spell level on casting @ 7-9. Only know a limited number of spells. Maybe call the hold "reserve" and have other moves use it in some way.

Naerai

Disciple: Elementalist, Vancian Caster-ish, Friend of the Wild sorta
Base damage: d6
Load: 9+STR
HP: 6+Constitution

Build a Hierophant caster type that works something like Prepared Caster, but can choose a mix of schools and spheres. Can only cast spells of level-1.


Scoffney Shever

Rogue: Theif, custom alchemy/ranged traps moves, Sharpshooter, (Engineer)
Base damage: d8
Load: 8+STR
HP: 6+Constitution

Lostwhite

Relegated to being a hireling.
Cost: 0
Loyalty: 2
Protector: 3
Warrior: 5

Sikarsis

Relegated to being a hireling.
Cost: 0
Loyalty: 1
Priest: 6
Protector: 2

Group Moves

Possibly some number of moves that anyone in the group can use. Such as:

  • Moves that reflect the presence of Lostwhite.
  • Moves that reflect the presence of Sikarsis.
  • A move showing how Cassiodora's bag of goodies helps the party.
  • Moves reflective of their estate and house in the Noble Quarter.
  • Possibly some moves reflecting their interaction with the public.
  • A move or two specific to using memberships, such as with the Delver's Guild.
  • "Keys to the City", which allows you to capitalise on celebrity.

Special Moves

Likely need to customize the special moves from the book a bit, and add a couple extra moves specific to Ptolus as a city.