Sky Raider Discipline

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The Sky Raider is a discipline for Fourth World, a "drift" of Dungeon World for playing in the setting of Earthdawn. This text is available under the Creative Commons Attribution-ShareAlike 4.0 International license.

Several PDF versions of this playbook can be downloaded from the Fourth World 1.5 page.

Stats

Damage Die: d10
Favored Stats: str, dex
Load: 9
HP: 8+Constitution

Look

Gaze: fiery, contemptuous, gleeful
Appearance: cosmopolitan, bold, restrained
Accoutrement: garish, ornate, minimal
Body: hulking, spry, sturdy

Species

Dwarf: When you defy danger with a shield, you may release the shield to improve the result by one step.

Elf: When you volley with a thrown weapon, deal +2 damage.

Human: When you hack and slash with an improvised weapon, deal +2 damage.

Ork: When you succeed in letting it all out, make an additional choice.

Troll: When you and your shipmates or bonded group are acting honorably, take +1 ongoing to hack and slash.

T’Skrang: When you are on an unstable, shifting or narrow surface, take +1 to any move that requires roll+ DEX .

Flags

Select 2 flags.

Starting Moves

Honor or Spoils

When you take a trophy to commemorate an impressive victory , hold 1d4+3. If you lose possession of the trophy or take a new trophy, loose all hold. When you run out of hold, the trophy ceases to be a point of noteworthy conversation. Spend hold to:

  • Take +2 to carouse
  • Take +1 to recruit
  • Take +1 to discern realities about the trophy
  • Take +1 to spout lore about the trophy
  • Gain insight into the trophy’s past and nature, learning a question that must be answered to unlock one of its ranks (if any)
  • Impress someone of the GM ’s choice in a way you specify
  • Impress someone you choose in a way the GM specifies

Let It All Out

When you shout over the din of battle , roll+ STR . On a 10+ choose two. On a 7–9 choose one. On a miss , your words or intent might be misinterpreted or mocked. You may spend 1 karma to make an additional choice, even on a miss.

  • You intimidate someone: they either do what you say, flee, or attack you (their choice)
  • You stir non-combatant spectators: they are filled with dread or inspiration (your choice).
  • Everyone in the vicinity (within far range, on the whole vessel, inside the building, etc.) hears and understands
  • Divert attention from an ally to yourself
  • You heal 1d4 HP

My Ship is My Clan

When a ship you crew or group to which you are bound is insulted, take +1 ongoing to any efforts which serve to redress the insult, but −1 ongoing to any efforts that don’t, until the slight is rectified.

Whatever’s Handy

Add the following to the hack and slash list:

  • As part of the attack you exchange some or all of what you are holding with something else nearby or on your person.

Expressions of Freedom

When you create art with panel painting or wood carving , take +1. If you use the result in a successful greeting ritual, the recipient will keep mentioning your most recent trophy in conversation, so long as they retain the art.

Talents

You may weave threads into talents, if you meet their requirements:

☐ Boarding Party

When you board a hostile vessel or your vessel is boarded by hostiles, hold 1d4. You may spend one karma to gain +1 hold. During the battle, spend hold one-for-one to:

  • during some sort of physical action, also incidentally start or extinguish a fire.
  • add to the list of hack and slash choices: knock the target from the deck.
  • describe how you defy a danger using the rigging or other elements of the environment and automatically take the 10+ result.
  • when dealing damage to the vessel, deal +1d4 damage.
  • take a danger that would affect someone near you onto yourself.

☐☐ Damage Control

When you jury rig an airship successfully, make an additional choice.

Second thread (requires circle 6): On a 12+ , if you repair something caused by gaining stress, remove that point of stress.

☐ Louder

When you let it all out , add an additional choice to the list of possibilities for each thread you weave into this talent:

☐ (requires circle 2) You disarm someone: their damage is halved until they are rearmed.
☐ (requires circle 4) You terrify the easily cowed: a group or horde that lacks the organized or terrifying tags flees for a short while.
☐ (requires circle 6) You prevent a spell being woven but not yet cast.
☐ (requires circle 6) You heal 1d8 HP

☐ Shield Bash

When you hack and slash with your shield , add this choice:

  • knock the enemy away or down and take +1 forward against them.

☐☐ Sky Legs

When you are on an unstable, shifting or narrow surface (such as the deck of a ship, rigging, rooftop, sand, etc.), gain +1 armor.

Second thread (requires circle 6): Gain +2 armor instead.

☐ One in Every Port

When you enter a steading you have visited before, gain CHA hold for the duration of your stay. Spend hold any time to know…

  • …someone willing to help you.
  • …exactly where to go to find something or someone.
  • …the best way to avoid a complication.

☐☐ Scent of Blood

When you deal damage to an enemy , your next attack against that same foe deals +1d4 damage.

Second thread (requires circle 6): Your next attack against that same foe deals +1d8 instead.

☐☐ Shock and Awe

When you attack someone up close and they don’t see it coming , deal your damage or roll+ STR . On a hit , deal your damage and choose one. On a 10+ also choose another. You may spend karma to make one additional choice, even on a miss.

  • Deal + STR damage.
  • Knock what they are holding to the ground. If this is a weapon, they do half damage until they are rearmed.
  • Create an advantage, +1 forward to you or an ally acting on it.
  • Knock them from where they are standing.
  • Deal 1d6 damage to a different enemy within weapon range.
  • Take STR armor forward against their next attack.

Second thread (requires circle 6): Make an additional choice.

☐ Wind Catcher

When you leap or fall from a great height , roll+ DEX . On a hit you land on your feet, completely unharmed. On a 10+ you land exactly where you were aiming. On a 7–9 the farther you fall, the further away from your target you drift.

☐ Conversationalist

When you let it all out , always gain an additional choice, even on a miss.

☐ Deck Anchor

When you don’t want to be moved , plant your feet and hold STR . If something would knock you down or move you, instead spend 1 hold or 1 karma to keep your feet stuck like glue. Lose all hold if you voluntarily move.

☐ Hot Shot Pilot

When you have a chance to show off your moves as a pilot , you may automatically take the 10+ results of any control vehicle rolls.

☐ Reboarding

When you hold out your hand to a loose, familiar object , the object (a weapon you have thrown or dropped, the end of a rope, your lucky coin, your shield, etc.) flies into your hand.

☐ Storm Shield

When you focus on your strength and physical prowess for a few moments, hold 1d4+ STR . You conjure a fog-like disk of crackling air, which you may wield as a shield (+1 armor, 0 weight). Any time you are attacked, you may spend 1 hold to give the attacker an electric shock, dealing 1d4 damage. If this damage kills the attacker, their attack on you is negated. When you run out of hold, the shield vanishes, and may not be summoned again until you make camp.

☐ Ride the Lightning

When you roar and sing from the deck of an airborne airship for a few minutes, roll+ STR . On a 10+ you summon a fierce storm, but the ship you are on is protected from it. Gain 1 hold while the storm lasts. You may spend one hold to direct a lightning strike into any ship within the storm. On a 7–9 you summon a fierce storm, which mostly doesn’t bother the ship you are on.

Gear

appropriate artisan tools (1 weight)

Choose your defenses:

☐ leather armor (1 armor, worn, 1 weight)
☐ chainmail (1 armor, worn, 1 weight)
☐ scale mail (2 armor, worn, clumsy, 3 weight)

Choose your armament:

☐ short sword, axe, or warhammer (close, 1 weight)
☐ cutlass (close, +1 damage, 2 weight)
☐ rapier (close, precise, 1 weight)
☐ spear (reach, thrown, near, 1 weight)
☐ throwing knives (thrown, near, ammo: 3)
☐ whip (reach, dangerous, entangling, 1 weight)

Choose two:

☐ 2 healing potions
☐ shield (+1 armor, 2 weight)
☐ antitoxin, poultices and herbs (uses: 2, slow, 1 weight)☐ repair kit (uses: 6, slow, 1 weight)
☐ tiny or small animal that might be welcome on ship (beast)
☐ 10 coins