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Dungeon World Meets Blades in the Dark
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<blockquote data-quote="Manbearcat" data-source="post: 8275029" data-attributes="member: 6696971"><p>As it turns out, the player who typically plays F/Ms and wasn't going to play is going to be playing. So I'm putting together the Arcane Duelist/Bladesinger (which will replace the Bard in the group).</p><p></p><p>[HR][/HR]</p><p></p><p><strong>THE ARCANE DUELIST</strong></p><p><strong></strong></p><p><strong>Starting Actions</strong>: Swashbuckle * 2, Attune * 1</p><p></p><p></p><p><strong>Dangerous Friends/Allies</strong>:</p><p></p><p>Wyn - Retired warrior-monk turned renowned bladesmith</p><p>Remy "Mightypen" - Arms dealer, fight promoter, warrior biographer</p><p>Shiao Taom - Phantom fortune teller...murdered by a duelist for an unfavorable reading</p><p>"Sixnote Severen" - Elven Bladesinger, military deserter, blade for hire</p><p>"Steelwind" - Air Genasi duelist who left her floating city in search for an answer to a question</p><p>Faila Firstsword - Githyanki Gish, former lover, brigade commander</p><p></p><p></p><p><strong>Starting Abilities</strong>:</p><p></p><p><strong>Arcane Bladework</strong>: When you engage a foe in melee and have Great Effect, weave a basic spell into swordplay for one of the following (this effect occurs regardless of the outcome of your action):</p><ul> <li data-xf-list-type="ul">Telekinetic Hand: A nearby enemy takes 1 Harm (Forceful)</li> <li data-xf-list-type="ul">Warding: Gain +1d on Resistance Roll against a physical complication.</li> <li data-xf-list-type="ul">Flowing: If your attack kills your target, a burst of magical speed propels you across the battlefield to engage another nearby enemy.</li> <li data-xf-list-type="ul">Galvanic: Lightning courses through your blade. For the rest of the combat, if a nearby enemy attacks you it arcs to them for 1 Harm.</li> </ul><p><strong>Throw Down the Gauntlet</strong>: When you challenge someone to a duel, you get +1d to your roll. If you succeed, they either accept and you have increased Effect against them or they refuse and you gain +1d to Command their peers or underlings.</p><p></p><p><strong>The Riddle of Steel</strong>: When you cross blades with a humanoid opponent, initiate a 0 Stress Flashback to a moment before and gain +1d to Discern them. When you Push when acting on the answers it only costs 1 Stress and you have improved Position.</p><p></p><p></p><p><strong>Advancement Abilities:</strong></p><p><strong></strong></p><p><strong>Torrent of Swords</strong>: When you use Arcane Bladework, you have the Scale of a small gang in close combat.</p><p></p><p><strong>Blinding Riposte</strong>: Gain +1d on a Resistance Roll against a melee attack. If you get a 6, the enemy takes 1 Harm.</p><p></p><p><strong>Bladesong</strong>: You have 2 Special Armor. You may expend your special armor to resist a movement based consequence or to push yourself to perform a feat of supernatural speed to gain +1 Effect on a melee exchange, close distance, or increase distance with an enemy.</p><p></p><p><strong>Wraithform</strong>: When you use Arcane Bladework add the following as an option:</p><p></p><p>* Incorporeal: When an enemy targets you with an attack, make a 1d6 Fortune Roll. On a 1-3, the attack hits you. On a 4/5, the attack passes right through you with no effect. On a 6, the attack passes right through you and you can immediately use Riddle of Steel on them, even if you've already used it. Regardless, the spell ends.</p><p></p><p><strong>From One Thing...Know Everything</strong>: Gain +1d when you Setup a teammate in melee combat against a foe you have battled before or studied. Describe your history with this foe or how you prepared for this.</p><p></p><p><strong>It Isn't What They Say About You...It's What They Whisper:</strong> When you first encounter someone new, you may say one terrifying thing they've heard about you. The GM may then say one thing they've heard as well.</p><p></p><p><strong>Legacy of the Blade</strong>: When you Acquire an Asset to for a herald (Expert Rook) or a man-at-arms (Expert Tough), they have +1 Quality.</p><p></p><p><strong>Astral Dance</strong>: When you use <em>Flowing</em>, you teleport to the enemy and you have improved Position on your next Action Roll against them.</p><p></p><p><strong>Bladespell Burst</strong>: If you have Desperate Position when you use Arcane Bladework, you can roll Attune for a second basic spell. If you get a Crit on your Action Roll, you can use a third basic spell.</p><p></p><p><strong>Leather and Steel </strong>: Your armor and duelist weapon count as 1 less weight and are considered Fine.</p><p></p><p></p><p><strong>Unique Equipment</strong>:</p><p></p><p>Rapier or Saber (Close) - 1 Load</p><p>Glaive (Reach) - 2 Load</p><p>One Thousand Duels...One Thousand Corpses; Fine Scrolls (when used to resist an illuminate or discern martial/war complication, take +1d to resistance rolls) - 1 Load</p><p>Duelist's Leather Armor - 1 Load</p><p>Longbow (Far) and Ammo - 2 Load - * * (Ammo)</p><p>Bandolier of Throwing/Parrying Blades (Hand, Near) - 1 Load - * * * (Ammo)</p><p>Fine Duelist's headband, mask, or veil - 0 Load</p><p>Book of the Vanquished - 0 Load</p><p>(1 Coin) Urn of the Vanquished - 1 Load (cremates and keeps the ashes of a worthy foe)</p><p>(1 Coin) Adventuring Gear (crowbar, ropes/pitons/chalk/harness/clips, torches, winter cloak) - 2 Load * * (Uses)</p><p>(1 Coin) Camp Supplies - 2 Load * * * (Uses)</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8275029, member: 6696971"] As it turns out, the player who typically plays F/Ms and wasn't going to play is going to be playing. So I'm putting together the Arcane Duelist/Bladesinger (which will replace the Bard in the group). [HR][/HR] [B]THE ARCANE DUELIST Starting Actions[/B]: Swashbuckle * 2, Attune * 1 [B]Dangerous Friends/Allies[/B]: Wyn - Retired warrior-monk turned renowned bladesmith Remy "Mightypen" - Arms dealer, fight promoter, warrior biographer Shiao Taom - Phantom fortune teller...murdered by a duelist for an unfavorable reading "Sixnote Severen" - Elven Bladesinger, military deserter, blade for hire "Steelwind" - Air Genasi duelist who left her floating city in search for an answer to a question Faila Firstsword - Githyanki Gish, former lover, brigade commander [B]Starting Abilities[/B]: [B]Arcane Bladework[/B]: When you engage a foe in melee and have Great Effect, weave a basic spell into swordplay for one of the following (this effect occurs regardless of the outcome of your action): [LIST] [*]Telekinetic Hand: A nearby enemy takes 1 Harm (Forceful) [*]Warding: Gain +1d on Resistance Roll against a physical complication. [*]Flowing: If your attack kills your target, a burst of magical speed propels you across the battlefield to engage another nearby enemy. [*]Galvanic: Lightning courses through your blade. For the rest of the combat, if a nearby enemy attacks you it arcs to them for 1 Harm. [/LIST] [B]Throw Down the Gauntlet[/B]: When you challenge someone to a duel, you get +1d to your roll. If you succeed, they either accept and you have increased Effect against them or they refuse and you gain +1d to Command their peers or underlings. [B]The Riddle of Steel[/B]: When you cross blades with a humanoid opponent, initiate a 0 Stress Flashback to a moment before and gain +1d to Discern them. When you Push when acting on the answers it only costs 1 Stress and you have improved Position. [B]Advancement Abilities: Torrent of Swords[/B]: When you use Arcane Bladework, you have the Scale of a small gang in close combat. [B]Blinding Riposte[/B]: Gain +1d on a Resistance Roll against a melee attack. If you get a 6, the enemy takes 1 Harm. [B]Bladesong[/B]: You have 2 Special Armor. You may expend your special armor to resist a movement based consequence or to push yourself to perform a feat of supernatural speed to gain +1 Effect on a melee exchange, close distance, or increase distance with an enemy. [B]Wraithform[/B]: When you use Arcane Bladework add the following as an option: * Incorporeal: When an enemy targets you with an attack, make a 1d6 Fortune Roll. On a 1-3, the attack hits you. On a 4/5, the attack passes right through you with no effect. On a 6, the attack passes right through you and you can immediately use Riddle of Steel on them, even if you've already used it. Regardless, the spell ends. [B]From One Thing...Know Everything[/B]: Gain +1d when you Setup a teammate in melee combat against a foe you have battled before or studied. Describe your history with this foe or how you prepared for this. [B]It Isn't What They Say About You...It's What They Whisper:[/B] When you first encounter someone new, you may say one terrifying thing they've heard about you. The GM may then say one thing they've heard as well. [B]Legacy of the Blade[/B]: When you Acquire an Asset to for a herald (Expert Rook) or a man-at-arms (Expert Tough), they have +1 Quality. [B]Astral Dance[/B]: When you use [I]Flowing[/I], you teleport to the enemy and you have improved Position on your next Action Roll against them. [B]Bladespell Burst[/B]: If you have Desperate Position when you use Arcane Bladework, you can roll Attune for a second basic spell. If you get a Crit on your Action Roll, you can use a third basic spell. [B]Leather and Steel [/B]: Your armor and duelist weapon count as 1 less weight and are considered Fine. [B]Unique Equipment[/B]: Rapier or Saber (Close) - 1 Load Glaive (Reach) - 2 Load One Thousand Duels...One Thousand Corpses; Fine Scrolls (when used to resist an illuminate or discern martial/war complication, take +1d to resistance rolls) - 1 Load Duelist's Leather Armor - 1 Load Longbow (Far) and Ammo - 2 Load - * * (Ammo) Bandolier of Throwing/Parrying Blades (Hand, Near) - 1 Load - * * * (Ammo) Fine Duelist's headband, mask, or veil - 0 Load Book of the Vanquished - 0 Load (1 Coin) Urn of the Vanquished - 1 Load (cremates and keeps the ashes of a worthy foe) (1 Coin) Adventuring Gear (crowbar, ropes/pitons/chalk/harness/clips, torches, winter cloak) - 2 Load * * (Uses) (1 Coin) Camp Supplies - 2 Load * * * (Uses) [/QUOTE]
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