Wednesday, December 12, 2012

Adventure World: the Dwarf

Introducing THE DWARF

Azag, Bain, Dalin, Durin, Gimin, Khaz, Nogre, Telchar, Thorli
Akrip, Azduk, Kilild, Nalre, Nodred, Nurre, Ovbryn, Vulthra, Yurun

Choose one set:
• Valor+1 Power+2 Moxie-1 Alert+2 Magic-2
• Valor=0 Power+2 Moxie+1 Alert=0 Magic=0
• Valor+1 Power+2 Moxie=0 Alert+1 Magic-1
• Valor+1 Power+2 Moxie=0 Alert+1 Magic-1

You get this 1:

Stoneheart: when you come within melee range of a stone structure or any kind of stonework, it’s as if you examined the environment and rolled a 10. You notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. As long as it’s made of stone or rock, you can ask questions as if you rolled a 10. Something that isn’t stone but that is disguised as stone is instantly recognizable as NOT-stone, but that is all you know until you examine the environment as normal. You can also intuit depth, and always know exactly how far underground you are and which way is up.

Then choose 2:

Commander: when you help or interfere with someone, roll+power instead of roll+Hx.

Know the Land: you never get lost in the wilderness, and you avoid all natural hazards, such as quicksand, rockslides or foul weather.

Master Your Craft: any project you finish in your workshop is worth +1gold.

Never Run Away: if you go straight into danger without knowing what you’re up against, you get +1armor. If you happen to be leading a warband or followers, they get +1armor too.

Never Trust Magic: you get +1ongoing when you defy magical danger. All uses of magic on you suffer -1ongoing or +1armor, depending on what was used the MC will declare where the penalty falls (magical healing would suffer -1 to the roll or the effect, +1armor would apply to a spell but not a magical weapon, etc.)

Stout Hands and a Solid Swing: when wielding a 2-handed melee weapon you get +1armor, when wielding an axe of some kind you deal +1damage, and yes you get both if you’re wielding a 2-handed axe.

Venom in Your Blood: you cannot be poisoned. You don’t get drunk either.

Workshop: you have tools and the space to make some kind of craft. Choose 1:
• carpentry (projects: furniture, shelter; cost: 3gold; wants: wood)
• leatherworks (projects: clothing, armor; cost: 1gold; wants: skins)
• smithy (projects: armor, weapons; cost: 2gold; wants: metal, coal)
• jeweler (projects: rings, necklace; cost: 3gold; wants: metal, gems)
During downtime, you may attempt a project provided you have the materials needed by paying the cost. Roll+alert. On a 10+, you make the project in the time allotted and have items worth twice the cost. On a 7-9, you’re lacking in materials and need to fulfill your want before you can finish. Your final project will be worth as much as the cost to build it. On a miss, the project is a disaster and you lose all the materials associated with the project. You can take this move multiple times, specifying a new craft each time you take it.

You get:
• 1 weapon
• oddments worth 1-gold
• custom armor

Choose weapon:
• bastard sword (4-damage 2-hand melee messy)
• battleaxe (3-damage 2-hand melee area messy)
• handaxe (2-damage melee messy) + shield (+1armor)
• morningstar (3-damage melee) + shield (+1armor)
• spear (3-damage 2-hand reach)
• trident (3-damage 2-hand reach)
• warhammer (3-damage 2-hand melee)

Custom armor (2-armor and choose 1):
• ancient (+rare)
• masterwork (+valuable)
• military (+military)

Everyone introduces their characters by name, look and outlook.
Take your turn.
List the other characters’ names.
Go around again for Hx. On your turn:
• Choose whether you are by nature generous with your trust and resources, or reserved. If the former, then tell everyone Hx+1. If the latter, then tell everyone Hx=0.
On the others’ turns, choose 1 or both:
• One of them has been with you since before. Whatever number that player tells you, give it +1 and write it next to the character’s name.
Everyone else, whatever number they tell you, write it next to their character’s name.
At the end, find the character with the highest Hx on your sheet. Ask that player which of your stats is most interesting, and highlight it. The MC will have you highlight a second stat too.

If you escort another player out of danger and to safety, make something for them, or give them or receive from them a gift worth 1-gold or more, you both mark +1Hx with each other.
When you die, everybody else marks experience.


  1. I would have Never Trust Magic give armor vs. magic, and give a bonus to Defy Danger vs. magic, .that way it works vs. NPC effects. Other things I would associate with dwarves- appraisal, acting better while drunk, and naturally quick healing. I would probably give all the stat lines a magic penalty.

    1. I changed Never Trust Magic, it's a little wordy but I think it should be the MC's call.

      Appraisal is kind of hard to wedge in, especially since I don't think I've ever used it in any game I've ever run.

      I changed the Special Move to fit more with the idea of a Tolkien dwarf. And dwarves don't actually get drunk. The way Legolas is characterized in the film is more accurate to the dwarves in Tolkien's novels, dwarves get buzzed but are never inebriated.

  2. I find it somewhat disturbing that for all the talk about how much you don't like stereotypical nonhuman characters, you actually went and gave dwarfs a move that gives them a bonus for using axes. This is bordering on parody - as pure a stereotype if there ever was one (especially considering that there is actually no mythological or literal "canon" basis for this - dwarfs in LoTR used swords and bows just as often, it's just that Gimli somehow turned into everyone's "essential dwarf" because he appeared in the movie).

    If I may, I'd strongly recommend changing this move. Maybe replace it with one that brings the dwarf closer to Norse mythology origins would be interesting? Say, give them some minor magic powers (this might come as a shock to some, but originally dwarfs were more magical tricksters than fighters) in return for turning to stone in sunlight? (another things dwarfs used to do, like trolls)

    1. Maybe I should make them all hideously ugly with gnarled knobby flesh and incredibly tiny so they can fit through mouseholes, just like German dwarves.


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