Classes
Doghead & Leif: Apparently DW does half-races by having the second, non-dominant race express itself through an advanced move of some kind. See for example the Bard's and Ranger's "Half-Elven" advanced moves.
GlassEye: How about a Thief for your second char? As we seem to be lacking somewhat in the stealth/lock/trap category so far. Also, don't know if I mentioned it but the Changeling is fairly bard-y in his selection of spells/fables. I've done him up in full below, so you can look the Fables over if you want to get a taste for what they're like: mostly debuffs, buffs and a few inanimate-affecting spells. (Fables are all the way at the bottom).
Leif: Note that Needles is half human, half Splinterwaif (i.e. half
THIS, or variations thereof). So... Could he be his cousin on the human side maybe? Or did you mean "cousin" in the "all fae/all unseelie fae are cousins" sense?
For your Mage, I'd recommend looking
here as there's some really cool Playbooks in there. Including a mage that litteraly takes on the physical characteristics of a red dragon, an ice-producing Winter Mage with Freeze Solid and snow mechanics, an illusion mage heavy on the deceit side of things (The Masked Mage) and a wormhole/gravity-oriented "Star Mage" (nothing to do with Astrology here!).
There's also the aformentionned Priest playbook possibility, which I rather like.
Anyways, for your review,
Doghead:
[sblock=Needles character sheet]Name: Needles (AKA Brier, AKA Notch)
Class: Changeling
Level: 1 (0 XP of 8 for L2)
Forest green cloak
Face in deep shadow
Beaky nose
Gloved hands
Tight leather armor
STR 8 -1
DEX 16 +2
CON 12
INT 9
WIS 15 +1
CHA 13 +1
DAMAGE D6
ARMOR 1 (Leathers)
HP 19
PREPARATION 0
Alignment: Chaotic (Use your fay magics to trick someone).
Fay Parentage: Splinterling/Spinterwaif (Splintery wooden 'hairs' poke through your clothing, allowing you to cling to surfaces).
BONDS
____________ still hasn’t caught onto my shenanigans yet.
I owe____________ a favor, whether I like it or not.
Nothing quite kills the mood like____________’s presence.
Next time I sneak off, I am going to bring ____________ along.
KNOWN MOVES
GLAMOROUS DECEIT(CHA +1 from Trickster's cloak item)
Your nature as a half-fay mixed with human blood has provided you with fantastical powers of deceit and change. You disguise yourself from the view or mortals by hiding in plain sight. Roll +CHA.
*On a 10+, your appearance and clothing magically change to match any humanoid appearance with any mundane clothing without raising the slightest suspicion.
*On a 7-9, choose 1:
. Your glamorous transformation goes awry and you turn into a humanoid appearance of the GM’s choice.
. You become stuck in this altered appearance till you have an extended rest.
. You draw unwanted gazes at you the moment of your transformation.
This effect ends when you will it or cast a Fable.
FABLES (WIS)
When you have an extended rest of an hour or so, roll 1d4+1 and learn that many Fables from the list below, forgetting any previous Fables you had before resting. These captivating songs and stories of the fay world are so powerful that they physically shape the mortal world to fit the tale being told.
When you wish to tell a Fable, roll +WIS:
*On a 10+, the story being told takes effect and molds the world around you.
*On a 7-9, the fable is cast but choose 1:
. The Fable is too enrapturing for you to resist hearing it once. The next time you cast a Fable, it must be the same Fable as the one you just cast, unless you rest.
. The story being told has a predictable outcome; both you and reality have become bored with it. You cannot use that Fable again until you have an extended rest.
. The telling of such an epic tale tires you and you get -1 to any other Fables tests until you Make Camp.
. You draw unwelcome attention or put yourself in a spot.
EQUIPEMENT (Load = 6 out of 6)
Trickster’s cloak (worn, +1 to all Glamorous Deceit rolls, 1 weight)
Leather armor (1 armor, worn, 1 weight)
Fay bow (near, far, +1 damage, 1 weight)
Elven arrows (ammo, 7 uses, 2 weight)
6 throwing daggers (thrown, near, 0 weight)
1 Healing potion (10 HP or one debility, 0 weight)
Dungeon rations (5 uses, 1 weight)
100 coins (1 weight)
.Adventuring Gear (5 uses, 1 weight) and a flashy ring worth 50 coins
> Given to Slice.
LIST OF FABLES
. FASCINATE(On): An amount of listeners equal to your level +1 stop what they are doing and listen to your story. They will continue to listen until you end the Fable or they are physically touched. While this fable is ongoing, you take -1 to cast a fable.
. SLOW: A number of listeners up to your level become slow and unable to move or defend themselves, providing an opening to anyone who can attack them.
. PARALYZE/DISTRACT: A number of listeners up to your level miss their next opportunity to attack.
. TERRORIZE: All animals and a number of listeners up to your level flee from you with cries of terror.
. MUTE(On): For as long as the Fable is ongoing, a number of people up to your level cannot speak or cast spells. While this fable is ongoing, you take -2 to cast a fable.
. ZIZANY: A number of listeners up to your level immediately lose all composure and attack the closest person to them.
. SICKEN: A number of listeners up to your level take 1d4 damage that ignores armor, get -1 armor for the rest of the fight and cannot claim attacks when you make an opening for them.
. STRAIGHT DAMAGE: You deal 1d6 damage + your level to a single target. If you are physically playing a stringed instrument while casting this spell, you add an additional point of damage to the roll.
. REOPEN WOUNDS: Anyone around you who has taken damage today immediately takes damage equal to your level that ignore armor.
. AREA DAMAGE: A number of listeners up to your level take damage equal to your level that ignores armor.
. CHARM: Give a token of peace and kindness to a person by offering them a valuable item. Should they accept it, they will automatically befriend you and treasure the pleasant bond they have formed with you. As your friend they are not hostile and offer any simple help they can, without becoming suicidal or ignoring common sense. This effect will last until you do something to harm them, otherwise the friendship takes a natural course from here on out.
. COOPERATIVE STORYTELLING: A single person of your choice starts spouting truthful answers to a number of questions up to your level.
. BLESS(On): You and your allies are blessed with a +1 ongoing to all rolls as long as you are in the same area and choose to continue this fable. While this fable is ongoing you take -1 to cast a fable.
. HEAL: Heals an ally within earshot of 1d4 damage+your level.
. AGILITY BUFF(On): You or a companion gain +2 ongoing to any +DEX rolls. If you are level 6 or higher, this becomes a +3 ongoing. While this fable is ongoing, you take -2 to cast a fable.
. POLYMORPH OBJECT(On): Turn a number of mundane objects up to your level into other mundane objects for as long as you will it. While this fable is ongoing, you take -1 to cast a fable.
. DECAY OBJECT: A number of mundane objects up to your level that you can see begin to rapidly corrode and by the end of your dramatic story, are destroyed.
. MAKE HEAVY: The target can’t use a number of weapons and/or armor it has on its person up to your level until you leave the area.
. COPY MAGIC: This Fable allows you to cast the last spell you saw without complication, copying its effects and allowing you to choose its target.[/sblock][sblock=Slice character sheet]Name: Slice
Class: Fighter
Level: 1 (0 XP of 8 for L2)
Hard eyes
Scarred skin
Battered helm
Massive armored body
Giant 2-handed sword
Golden signet ring worn over metal gauntlets
STR 15 +1
DEX 8 -1
CON 16 +2
INT 12
WIS 13 +1
CHA 9
DAMAGE D10
ARMOR 3 (Scale armor + Shield)
HP 26
PREPARATION 0
Alignment: Neutral (Defeat a worthy opponent).
Race: Human (Once per battle you may reroll a single damage roll, yours or someone else’s)
BONDS
_______________ owes me their life, whether they admit it or not.
I have sworn to protect _______________.
I worry about the ability of _______________ to survive in the dungeon.
_______________ is soft, but I will make them hard like me.
KNOWN MOVES
BEND BARS, LIFT GATES (Str)
When you use pure strength to destroy an inanimate obstacle, roll+Str. ?On a 10+, choose 3. ?On a 7-9 choose 2.
• It doesn’t take a very long time
• Nothing of value is damaged
• It doesn’t make an inordinate amount of noise
• You can fix the thing again without a lot of effort
ARMORED
You ignore the clumsy tag on armor you wear.
SIGNATURE WEAPON
This is your weapon. There are many like it, but this one is yours. Your weapon is your best friend. It is your life. You master it as you master your life. Your weapon, without you, is useless. Without your weapon, you are useless. You must wield your weapon true.
Blood-stained sword, Close, Huge (Messy and Forceful), Sharp (+2 Piercing), 2 weight.
EQUIPEMENT (Load = 9 out of 14)
Blood-stained sword (Close, Messy, Forceful, Piercing 2, 2 weight)
Scale armor (2 armor, Clumsy, 3 weight)
Shield (+1 armor, 2 weight)
Flashy signet ring worth 50 coins -- from Needles' sheet
Adventuring Gear (5 uses, 1 weight) -- from Needles' sheet
Dungeon rations (5 uses, 1 weight)
2 Healing potions (0 weight)[/sblock][sblock=Construction notes]- I transferred one of Needles gear choices over to Slice (as a gift, as it were). Specifically, "Adventuring Gear (5 uses, 1 weight) and a flashy ring worth 50 coins".
- For style reasons I'd really, really like to merge Slice's shield and sword together to get a big "2 handed" weapon that can also be used to block, if I could. i.e. take
. Blood-stained sword (Close, Messy, Forceful, Piercing 2, 2 weight)
. Shield (+1 armor, 2 weight)
And make
. Blood-stained 2-handed sword (Close, Messy, Forceful, Piercing 2, +1 armor, 4 weight).
Can I? (Only mechanichal difference that I can see is that he'll loose both his sword AND shield at the same time if he's ever disarmed...)
- Really liked the Barabrian's various Appetites, but it seemed fairy weak mechanichally to me (the equivalent of a 7-8 complication about half the time in exchange for an average +1 bonus? Am I missing something?), so I decided to stick with the Fighter for now.
- Doesn't really matter in the grand scheme of things, I think, but I'll also mention that I renamed and reorganized Needles Fables for ease of reference too (they were all named for musical partitions for some reason, like "Agitated Allegro" or "Lackluster Largo"). I got tired of re-reading the description to remember what they did each time.
- Left to do: Needles' Bonds, Slice's Bonds.[/sblock]Whew! My thoughts on general Backgrounds coming up.
Eventually!