Sunday, February 28, 2016

[KIWF] new ability: Undying

I've already done a version of KIWF regeneration for monsters, but this is a new way. Click the monster abilities label at the end of the post for more of the like. See the insert below for the latest iteration of my beta fantasy heartbreaker rules that happens to share this blog's name.

Undying x: Each round, the monster's last (rightmost) hit die goes up by x pips. If it would go over six, give the monster a lost hit die back, if any are available, from the players' bloodpool and set it at one pip.

Conga Undying x: As above, but start hit dice gaining pips from the left, and carrying over each time they would hit 6 to their brother on the right.

Ultra Undying x: As above, but every hit die is gaining pips each round.

Glutton Undying x: as above, but the monster can gain new hit dice by stealing them from its own bloodpool.

Godlike Undying x: as above, but the monster can gain new hit dice by stealing them from any bloodpool.

Emotion Vampire: Like Undying, but  only get's new pips under certain conditions (barbarian launches into a berserker fury, player threatens the DM, (N)PC watches their loved one get killed or boinked, etc.), and the new dice come from the player's bloodpool if it can.

So below is KIWF (the rules have been tinkered with over the last 4 years), but I've also been toying with another set of die-pool RPG rules. I might combine them at some point. The new thing is here.

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Friday, February 19, 2016

DCC spells shoved into 2d6 Dungeon World boxes

Access to DCC spells can make a DW PC pretty powerful. The below system is an attempt to allow access to some of that power to PCs, but the DW judge will also have to adjust a lot of spell results on the fly. For instance, damage numbers might have to be brought closer to what DW spells of equivalent levels usually do.  

When you cast a spell from DCC, add +Int (or +Cha for clerics).

  • On a 7+ you cast an iteration of the spell. Start with the lowest successful iteration of the spell as it is written in DCC rules. That is the result you get if you roll a seven. Then go one iteration higher in concordance with higher roll results, but only if you have a level equal to the amount you would increase in iterations (i.e. have be level 2 to cast the second iteration, etc.).
    • For instance, the first iteration of Animal Summoning (DCC core rules page 129) is the 12-13 result by DCC's rules. Any 1st level wizard could cast this, as it is the first iteration.
    • Normally, for Animal Summoning, the 28-29 (the 6th iteration) results are max you can roll with an ability modifier of 0. This could be cast by a wizard of level six or higher.
    •  If you have an ability modifier of +3, you'll get up to the "32+" iteration of the spell, as long as you are level eight or higher.
  • On boxcars, if you have a positive modifier to casting, you shift the spell results up one iteration.
  • On a 6 or less, mark XP, the spell fails to come to pass, and...
    • ...If you are a wizard, the spell is forgotten until you dedicate spell level's worth of hours to re-memorizing it from your grimoire. The judge will make a move based upon the spell's flavor or just some other appropriate gm move.
    • ...If you are a cleric, your disaproval range increases by one (it starts at 1) 
  • On snake-eyes, you suffer the iteration of spell results listed in the DCC rules for the spell as if you had rolled a 1 on a d20.  
    • Wizards might misfire, get corruption, or patron taints. Also, the judge may make a move.
    • Clerics will have to roll on the deity disapproval table. And their disapproval range will go up. The judge will make a move.
    • Neither type of character may burn Luck to get out of this. That would be boring.


SPELL BURN (get past those pesky level limits)

Wizards care little for the weakness of the flesh. It is a tool...

When you are a wizard and you conduct a swift act of self-mutilation or sacrifice (monsters will try to take advantage of this momentary pause if someone doesn't keep them at bay), describe the horrid thing you are doing and take ability score damage.
  • For each point of Constitution you sacrifice, increase a die in your next spell-casting attempt's size by one step (use the zocchi DCC dice chain). The dice must be grown in turns. For instance, one point would give you a d7+d6 to cast a spell, two points could give you d7+d7, but not d8+d6.
  • For each point of Dexterity you sacrifice, take +1 forward to maintain concentration on precise somatic and oral movements for a spell while being attacked by would-be spell-quashing foes.
    • For instance, a cheeky goblin shoots at you as you chant, but you keep casting despite the pain by applying the plus to a concentration move.
  • For each point of Strength you sacrifice, you can treat your level as one level higher (and thus get access to more powerful iterations of spells, and spell results with those iterations).
  • If you roll snake-eyes after committing spell burn, one of the ability points you lost (determined randomly) is lost permanently!
Clerics may spellburn under some special circumstances, as appropriate according to the fiction. See the DCC core rules.



Clerics may tempt the wrath of their gods.

When you plead with your gods for more of their holy might to fill your unworthy vessel, first increase you disapproval range for the day by an amount you choose.
Then you can ignore level limits for spell iterations by that amount. On a 7+ rolled to the cast a spell move, it will still work if even if the rolled result is within disapproval range (you'll face the consequences after the spell's results have started).

 Clerics can cast more powerful results from certain holy places.


Armor considerations

Maybe no wizard can cast spell iterations above level-armor bonus. That might be appropriate.



If you are damaged while readying a spell that should take a while (one round or more under the DCC rules), you will need to make a concentration check. Failure means you check for snake-eyes. If you roll them, you'll lose the spell and take other "1" results.
If you pass the concentration check, cast the spell with a roll as planned.



Lots of DCC spells allow targets saves. You'll have to figure out how to judge these on the fly, but maybe consider the monster's properties and tags. If it's smart, and facing a charm spell, maybe a follow up move from the character to overpower its mind is appropriate, etc. But DCC spell save DCs are crazy anyways, so don't feel to bad about letting the PCs affect monsters as a reward for casting a spell.


Learning/Knowing Spells

All the limitations to learning spells based on Intelligence score from DCC are applicable to the DW PCs. They should have numbers and levels of spells as per their DCC analog's advancement charts.

If a PC wants to learn a spell from a spell-book, make a quest out of it.

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If you spot a typo or don't have g+, you can just email me. Claytonian at the gmails.