![]() ✴ On a 10+, deal your damage and apply one technique. When you attack at near range with blades of cutting air, roll +int. Ignore the clumsy tag on any armor you wear. When you gain a level from 2-5, choose one of these moves. Seems like they would fold at the first sign of trouble. I may have killed a relative of at some point in the past. I was probably going to lose, but they don’t need to know that part. Adventuring Gear (1 weight) and Dungeon Rations (5 uses, 1 weight)įill in the name of one of your companions in at least one:īroke up a fight I was involved in.Dagger (hand, 1 weight) and Parrying Dagger (hand, +1 armor, 1 weight).Bastard Sword (+1 damage, two-handed, close, 2 weight).Duelist’s leathers (1 armor, worn, 1 weight).You start with dungeon rations (5 uses, 1 weight). In addition, you may add the following to the list of questions you can ask: When you cross swords with a humanoid opponent, gain +1 forward to discern realities about them. They lose the respect of their peers and underlings.You take +1 ongoing against them until they defeat you.✴ On a 7-9, they choose 1 if they do not accept. ✴ On a 10+, they choose 2 if they do not accept. When you challenge someone to a duel, roll +cha. ✴ On a 7-9, deal your damage and apply 1 technique, and your opponent attacks you. ![]() ✴ On a 10+, deal your damage and apply 1 technique. When you attempt to incorporate magic into a melee attack, roll +int. You start with these moves: Arcane Bladework Gain +1 forward to parley with anyone who has seen you fight. Your fighting style is showy and impressive. Gain +1 to spout lore on anything related to warfare. You descend from an ancient martial tradition. Muscular Body, Lithe Body, Scarred Body StatsĪssign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+1), 9 (+0), 8 (-1)Ĭhoose a race and gain the corresponding move: Elf Human: Yang, Garm, Caleb, Maximillian, Alexander, La Croix, Rodriguez, Scyld LookĬropped Hair, Flowing Hair, or Hooded HeadĪristocratic Clothes, Threadbare Clothes, Training Clothes Acquire deadly new techniques, then combine them in new ways at a moment’s inspiration to make the battlefield your canvas! NamesĮlf: Elohiir, Sharaseth, Hasrith, Shevaral, Cadeus, Eldar, Kithracet, Thelian The arcane duelist weaves magic and martial skill together to form a style entirely his or her own. The arcane duelist is a base class for the Dungeon World system. But even these brief connections can end only in victory defeat: The path you walk is ultimately lonely, but it is yours. If you are lucky, you may find a rival able to match your skill. ![]() Where others see nothing but chaos and desperation, you refine an inner poetry of steel and fire that they cannot hope to comprehend, much less match. When an enemy or trap would get the drop on you, you get to act first instead.ĭice with Death: If you take your last breath and either miss or refuse Death’s bargain, you can still come back to life but may only use this ability once.Source The Arcane Duelist: A Dungeon World Playbook by Timothy Schroederīattle is not a means to an end: It is an art. Tomb Wary: You’re never caught by surprise in tombs, crypts or catacombs. Tomb Vision: You gain the ability to automatically detect secret doors, see invisible creatures and detect shapeshifters and Illusions in tombs, crypts or catacombs. Scholar of Unlife: You may turn undead as if you were a cleric. In addition to your normal list of moves you may choose from this list when you level up: Once you’ve taken the moves above the following moves count as class moves for you. When you spout lore or discern realities about ancient tombs, take +1. If you survive an expedition to raid a tomb of great lethality and historic importance you may take the following move when you next level up:
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