Cassiadora and Ptolus Dungeon World: Difference between pages

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{{StatBlockPathfinder
{{tocright|limit=3}}
  |name=Cassiadora |CR=17
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.
  |image=Cassiadora.jpg |artist=cryslara | url=http://cryslara.deviantart.com/art/Feathered-Thoughts-67610226
  |gender=Female |race=Bronze Dragon, Very old
  |align=LG
  |size=Gargantuan |type=Dragon |subtype=Water
  |init=+3
  |listen=+41 |spot=+41 |othersenses=Blindsense (60ft), darkvision (120ft), keen senses
  |aura=[http://www.d20pfsrd.com/bestiary/monster-lists-and-details/-d/dragon/-metallic-bronze#TOC-Electricity-Aura-Su- electricity aura], [http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Frightful-Presence-Ex- frightful presence] (240 ft., DC 27)
  |languages=Common, Draconic, ''speak with animals'' (at will)
  |tag1=


  |AC=34 |touch=5 |flatfoot=34
== Characters ==
  |ACdetail=-1 Dex, -4 size, +29 natural
  |miss=
  |hp=284 |HD=22d12+132
  |DR=15/magic
  |immune=electricity, sleep, paralysis |resist= |SR=28
  |fort=+22 |ref=+15 |will=+22
  |weakness=
  |tag2=


  |spd=40ft, fly 250ft (clumsy), swim 60ft
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.
  |melee=Bite +33 (4d6+16), 2 claws +33 (2d8+11/19-20), 2 wings +33 (2d6+5), tail slap +33 (2d8+16)
  |ranged=
  |BAB=+22  | CMB=+37 | CMD=46
  |space=20 |reach=15 ft. (20ft with bite)
  |atkopt=
  |gear=
  |sa=Breath weapon (60ft cone of repulsion gas or 120ft line of lightning 18d6, DC 27), crush +33 (4d6+16, DC 27), tail sweep +33 (2d6+16, DC 27)
 
  |spelllikecl=22
  |spelllikewill=''create food and water'', ''detect thoughts'', ''fog cloud'', ''speak with animals''


  |spellcl=Sorcerer 13, can cast cleric, Animal, Law and Water spells as arcane
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.
  |spellsperday=0:8, 1:8, 2:7, 3:7, 4:7, 5:7, 6:5
  |cantripsprep=''arcane mark'', ''acid splash'', ''dancing lights'', ''detect magic'', ''know direction'', ''mage hand'', ''mending'', ''message'', ''read magic''
  |1stprep=''alarm'', ''charm person'', ''comprehend languages'', ''identify'', ''magic missile''
  |2ndprep=''calm emotion'', ''flaming sphere'', ''misdirection'', ''see invisibility'', ''web''
  |3rdprep=''dispell magic'', ''fireball'', ''magic circle against chaos'', ''protection from energy''
  |4thprep=''control water'', ''detect scrying'', ''dimension door'', ''sending''
  |5thprep=''break enchantment'', ''Leomund's secret chest'', ''Mordenkainen's private sanctum''
  |6thprep=''antimagic field'', ''heal''
  |7thprep=
  |8thprep=
  |9thprep=
  |epicknown=
  |prohibited=
  |domains=Animal, Law and Water
 
  |SLAcl=
  |SLA=
  |tag3=
 
  |str=33 (+11)
  |dex=8 (-1)
  |con=23 (+6)
  |int=22 (+6)
  |wis=23 (+6)
  |cha=22 (+6)
  |sq=3/day—''change shape''; at will—''water breathing'', wave mastery
  |feats=Alterness, Empower Spell, Flyby Attack, Hover, Improved Critical (claw), Improved Initiative, Power Attack, Reach Spell, Snatch, Vital Strike
  |skills=Diplomacy +32, Fly +32, Handle Animal +19, Intimidate +32, Knowledge (arcana) +32, Knowledge (history) +32, Knowledge (religion) +32, Perception +36, Sense Motive +36, Spellcraft +32, Stealth +14, Swim +45, Use Magic Device +14
  |possessions=
  |spellbook=
  |tag4=


  |environment=Temperate hills
Ptolus contains many races beyond those in ''Dungeon World''. We just built custom race moves that sounded good, tailored to the characters.
  |organization=Solitary
  |treasure=See hoard
  |advancement=
  |tag5=


  |variants=
== Special Moves ==
}}
== Real World History ==


Playing around with dragon concepts.
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.


==Appearance==
==== Outstanding Warrants ====


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


Loves highly detailed, intricate artwork, particularly jewelry, especially if it is enchanted. She has no talent for such work herself, so is somewhat in awe of artisans who can produce it.
==== Talk to the Press ====


Not a fan of the Church of Lothlian
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.


==Associations==
==== Cast From a Wand ====


Cassiadora is a member of [[House Dallimothan]], though not by blood. Several hundred years ago, she married a human (who had himself married into the house), now long dead. Though she is older than '''Lord Kirstol Dallimothan''', the house's current leader, Cassiadora is uninterested in leading the house, and lack of true Dallimothan make her unfit for the job in the eyes of many members. She shares good relations with most of the house members, but interacts with them rarely. She has a special human "identity" for use at House functions (and, indeed, in public in Ptolus) known as Sacrosadia Dallimothan.
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.


She also belongs to the [[Inverted Pyramid]] as an adept. Though she applied in human form, her dragon nature has been discovered by many in the group, so she is not entirely trusted. She is tolerated, however, as she has contributed more tomes to the group's library than any other living member. Visits to the Inverted Pyramid usually are made in order to visit the library; however, she also has a hand in the Dreaming Apothecary, often contributing raw materials or spellcasting in exchange for some of the profit.
==== Copy a Spell ====


Using different human forms, Cassiadora has joined a number of organizations, usually to gain access to research or or other assets. Typically, she keeps a low profile in these organizations and is a marginal member of most of them:
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.


* Banker's Guild
==== Activate Chaositech ====
* Delver's Guild (Guildsman)
* Ironworker's Guild
* Jewler's Guild
* Sage's Guild


Through unofficial, hidden channels, Cassiadora supports the following organizations financially:
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.


* Brotherhood of Redemption
== Factions & Faction Moves ==
* The Malkuth
* The Temple of Locharit
* The Temple of Gaen
* The Temple of Tardeshou


==Hoard==
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.


Cassiadora's hoard is stored mostly in her lair but, when traveling, the more useful bits are kept in ''Leomund's secret chest'', along with spending money. The horde contains:
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:


* horn of the tritons
=== Delver's Guild ===
* iron bands of binding
* medium mithral heavy shield
* ring of mind shielding
* ring of spell storing
* rod of metal and mineral detection
* staff of transmutation (charges 28)
* artwork
** ivory statuette (20gp)
** silver ewer (80gp)
** finely wrought small gold bracelet (80gp)
** carved bone statuette (90gp)
** silver comb with moonstones (100gp)
** silver-plated steel longsword with jet jewel in hilt (100gp)
** silver chalice with lapis lazuli gems (140gp)
** carved harp of exotic wood with ivory inlay and zircon gems (300gp)
** silver comb with moonstones (300gp)
** ceremonial electrum dagger with a star ruby in the pommel (300gp)
** brass mug with jade inlays (400gp)
** carved harp of exotic wood with ivory inlay and zircon gems (600gp)
** solid gold idol (10 lb.) (700gp)
** gold dragon comb with red garnet eye (900gp)
** solid gold idol (10 lb.) (900gp)
** ornate silver candelabra (2 x 950gp)
** gold and topaz bottle stopper cork (1,100gp)
** eyepatch with mock eye of sapphire and moonstone (1,500gp)
** fire opal pendant on a fine gold chain (1,800gp)
** gold music box (2,000gp)
** jeweled anklet (3,000gp)
** string of perls (3,500gp)
** jeweled gold crown (4,000gp)
** jeweled electrum ring (6,000gp)
* 25 gems
** rock crystal (clear quartz) (40gp)
** rose quartz (50gp)
** smoky quartz (50gp)
** moonstone (60gp)
** sardonyx (60gp)
** iolite (70gp)
** deep green spinel (90gp)
** jet (120gp)
** red garnet (130gp)
** chrysoberyl (140gp)
** red spinel (150gp)
** white pearl (3 x 120gp)
** silver perl (200gp)
** deep blue spinel (300gp)
** alexandrite (500gp)
** black pearl (500gp)
** golden yellow topaz (600gp)
** aquamarine (700gp)
** violet garnet (800gp)
** aquamarine (800gp)
** fiery yellow corundum (3,000gp)
** rich purple corundum (4,000gp)
** brown diamond (5,000gp)
** fire opal (6,000gp)
** star ruby (8,000gp)
* 204pp, 6,270gp, 1,420sp


On her person, she keeps the following:
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:


* thoughtstone
==== Delver's Guildsman ====


[[Category:NPC]] [[campaign::Dissolution| ]]
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 will in a specific location. Some examples:
 
==== Blessing of Engelan ====
 
When '''you abandon concerns about the past and future at the Temple of Engelan''', gain 1 preparation. If you do not use that preparation by the end of the day, loose all preparation.
 
==== Delver's Square ====
 
==== 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.
 
==== Holy Palace ====
 
==== 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 ====
 
==== 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 ====
 
=== Other Situational Moves ===
 
Some other setting-specific moves can also be added when useful, such as:
 
==== Dragonscales ====
 
==== Gambling ====
 
== 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 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 ===
 
=== 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 06:01, 24 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.

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 will in a specific location. Some examples:

Blessing of Engelan

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

Delver's Square

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.

Holy Palace

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

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

Other Situational Moves

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

Dragonscales

Gambling

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 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

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