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The Fey, the Far, and the Ugly Space In Between
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<blockquote data-quote="Binks" data-source="post: 6790094" data-attributes="member: 6775039"><p>Here is my revised Dungeon World Saerie with The Perilous Wilds rules for followers, journeys, and Rangers:</p><p style="text-align: center"></p> <p style="text-align: center"><strong><span style="font-size: 12px">Saerie Woodwalker</span></strong></p> <p style="text-align: center">Level 9 Elven Ranger</p> <p style="text-align: center">Animal Eyes, Wild Hair, Cape, Lithe</p><p></p><p><strong>Str: </strong>9 (+0)</p><p><strong>Dex:</strong> 18 (+3)</p><p><strong>Con:</strong> 15 (+1)</p><p><strong>Int: </strong>13 (+1)</p><p><strong>Wis:</strong> 18 (+3)</p><p><strong>Cha:</strong> 8 (-1)</p><p></p><p><strong>HP:</strong> 23/23</p><p><strong>Armor:</strong> 2</p><p><strong>Damage:</strong> 1d8</p><p></p><p><strong>Gear (Load 10/20)</strong></p><p></p><p>Dungeon Rations (21 uses, 4 wt)</p><p>Hunter's Bow (near, far, 1 wt)</p><p>Bundle of Ammo (3 Ammo, 1 wt)</p><p>Covenant of Winter staff (1 wt)</p><p>Elven Shortsword (close, precise, 1 wt)</p><p>Elven Longknife (hand, precise, 1 wt)</p><p>Elven Chainmail (ignores clumsy, 2 armor, 1 wt)</p><p></p><p><strong><span style="font-size: 12px">Alignment (Chaotic):</span></strong> Defeat a Tyrant. </p><p></p><p><strong><span style="font-size: 12px">Bonds </span></strong></p><p></p><p><strong><u>Otthor</u></strong> is the finest warrior I have ever been graced to fight alongside. His skill inspires me.</p><p>The long, hateful memory of the <strong><u>Winter Fey</u></strong> will trouble us in the future, I am sure of it.</p><p><strong><u>Rawr’s</u></strong> stubbornness is going to get us in trouble someday! </p><p>I am bound by solemn oath to protect <strong><u>Sadia.</u></strong> </p><p> </p><p><strong><span style="font-size: 12px">Moves</span></strong></p><p> </p><p><strong>Elf: </strong>When you undertake a perilous journey through the wilderness and you scout ahead, you succeed as if you rolled a 10+.</p><p></p><p><strong>Bestial Tattoo: </strong>Upon graduation into the Summer Court's rank of elite rangers, a magical tattoo laden with primal magic, is inscribed onto the back of the few newly graduated. I was the only member of my class to survive the trials. I can now speak with and understand animals.</p><p></p><p><strong>Amulet of Sun’s Protection: </strong>The cold don’t hurt. Much. Take + 1 to Defy cold-related Danger.</p><p></p><p><strong>Hunt and Track (Wis):</strong> When you follow a trail of clues left behind by passing creatures, roll+WIS.</p><p></p><p>✴ 7-9: you follow the creature’s trail until there’s a significant change in its direction or mode of travel.</p><p>✴ 10+: you also choose one of the following: a) Gain a useful bit of information about your quarry or b) determine what caused the trail to end</p><p></p><p><strong>Called Shot: </strong>When you attack a defenseless or surprised enemy at range, you can choose to deal your damage or name your target and roll+DEX.</p><p></p><p>Head</p><p> ✴ 7-9: They do nothing but stand and drool for a few moments.</p><p> ✴ 10+: As 7–9, plus your damage</p><p>Arms</p><p> ✴ 7-9: They drop anything they’re holding.</p><p> ✴ 10+: As 7-9, plus your damage</p><p>Legs</p><p> ✴ 7-9: They’re hobbled and slow moving.</p><p> ✴ 10+: As 7-9, plus your damage</p><p></p><p><strong>Camouflage: </strong>When you keep still in natural surroundings, enemies never spot you until you make a movement.</p><p></p><p><strong>Blot Out the Sun:</strong> When you volley you may spend extra ammo before rolling. For each point of ammo spent you may choose an extra target. Roll once and apply damage to all targets.</p><p></p><p><strong>Decades of Experience:</strong> Being decades old, you have a wealth of experience. When a character comes to you for advice and you tell them what you think is best, they take +1 forward when following your advice and you mark xp if they do.</p><p></p><p><strong>Constant Vigilance: </strong>You can always roll to stay sharp, even if you are asleep, distracted, or someone else is on watch. If someone else is on watch, you both roll. Only the better result applies.</p><p></p><p><strong>Animal Companion:</strong> You have a supernatural connection with a loyal animal. You can’t talk to it per se but it always acts as you wish it to. Name your animal companion and choose a species:</p><p></p><p><strong>Rawr</strong></p><p>Large Grizzly Bear</p><p></p><p>Quality +2, Loyalty +3</p><p>Damage d8+1 (forceful, messy), HP 16, Armor 1, Load 4</p><p></p><p><strong>Tags:</strong></p><p></p><p>* Vicious (+1 damage and messy) </p><p>* Warrior (increase damage die)</p><p>* Athletic (good at running, jumping, climbing and the like)</p><p></p><p><strong>Moves:</strong></p><p></p><p>* Threaten and intimidate </p><p>* Trample, break, and wreck stuff</p><p></p><p><strong>Instinct:</strong> Make mischief</p><p></p><p><strong>Cost: </strong> Comfort (cozy quarters, warmth, plenty of food)</p><p></p><p><strong>Animal Spirit (Lucky):</strong> Name and describe the special animal spirit to whom you have bonded. When you summon this animal spirit in the wilderness, roll +Wis. On a 10+, choose three. On a 7-9, choose one.</p><p></p><p>* Your spirit is cunning and adds +1 when you discern realities.</p><p>* Your spirit is your hunting partner and adds +1 when you Hunt and Track.</p><p>* Your spirit moralizes you; add + 1d4 when you are healed.</p><p>* Your spirit protects you; it adds +1 armor.</p><p>* Your spirit loves a good game of fetch. Following combat, your animal spirit always locates 1 expended ammo (add this back to your total).</p><p><strong></strong></p><p><strong>Magnificent Specimen * 2:</strong> Each time you take this move (up to twice), either increase your animal companion’s Quality by +1 (max +3) or increase both its armor by +1 and its max HP by +4.</p><p></p><p><strong>Special Trick (Elemental Mastery – Druid):</strong> Choose a move from another class. So long as you are working with your animal companion you have access to that move:</p><p></p><p><strong>Elemental Mastery:</strong> When you call on the primal spirits of fire, water, earth or air to perform a task for you roll +Wis.</p><p></p><p>✴ On a 10+ choose two.</p><p>✴ On a 7–9 choose one.</p><p>✴ On a miss, some catastrophe occurs as a result of your calling.</p><p></p><p>- The effect you desire comes to pass</p><p>- You avoid paying nature’s price</p><p>- You retain control</p><p></p><p><strong>Edge</strong></p><p>Large Dire Wolf</p><p></p><p>Quality +1, Loyalty +2</p><p>Damage d6 (forceful), HP 6, Armor 1, Load 3</p><p></p><p><strong>Tags:</strong></p><p></p><p>* Hunt-wise: They know all about hunting. Roll +Quality to Spout Lore about it on your behalf.</p><p>* Organized: They make and follow plans well, and work well in a group. Once they agree to a plan, you do not need to Order Followers as long as the plan doesn’t go south.</p><p>* Self-sufficient: They can live off the land and roll +Quality to Forage.</p><p></p><p><strong>Moves:</strong></p><p></p><p>* Follow quarry by tracks and spoor</p><p>* Encircle the prey</p><p></p><p><strong>Instinct:</strong> Avoid danger or punishment.</p><p></p><p><strong>Cost:</strong> Affection - kind words and deeds, quality time and attention.</p><p></p><p><strong>Covenant of Winter:</strong> When you call upon the elemental forces of winter, roll +Con. On a 10+, choose 2. On a 7-9, you pay winter's price and choose 1.</p><p></p><p>* Rend with ice and sleet.</p><p>* Repel with gale-force winds.</p><p>* Blot out the sun with snow.</p><p></p><p><strong>Moon Seer:</strong> When you speak the name of your prey and one of the Three Fates appears before you, gestures toward the direction of your quarry, then disappears. When you find your quarry, roll +Wis. On a 10+, hold 2. On a 7-9 hold 1. On a 6-, the fates do not sanction your hunt and are offended by your invocation.</p><p></p><p>* Your sight pierces your quarry's illusions.</p><p>* You can teleport (Near) next to your quarry.</p><p>* Your attacks shackle your quarry from dimensional travel.</p><p>* You gain insight into a past event your quarry would rather keep secret.</p><p></p><p>[HR][/HR]</p><p>EDIT - Changed last Bond from Giliad's Rest to Sadia.</p></blockquote><p></p>
[QUOTE="Binks, post: 6790094, member: 6775039"] Here is my revised Dungeon World Saerie with The Perilous Wilds rules for followers, journeys, and Rangers: [CENTER] [B][SIZE=3]Saerie Woodwalker[/SIZE][/B] Level 9 Elven Ranger Animal Eyes, Wild Hair, Cape, Lithe[/CENTER] [B]Str: [/B]9 (+0) [B]Dex:[/B] 18 (+3) [B]Con:[/B] 15 (+1) [B]Int: [/B]13 (+1) [B]Wis:[/B] 18 (+3) [B]Cha:[/B] 8 (-1) [B]HP:[/B] 23/23 [B]Armor:[/B] 2 [B]Damage:[/B] 1d8 [B]Gear (Load 10/20)[/B] Dungeon Rations (21 uses, 4 wt) Hunter's Bow (near, far, 1 wt) Bundle of Ammo (3 Ammo, 1 wt) Covenant of Winter staff (1 wt) Elven Shortsword (close, precise, 1 wt) Elven Longknife (hand, precise, 1 wt) Elven Chainmail (ignores clumsy, 2 armor, 1 wt) [B][SIZE=3]Alignment (Chaotic):[/SIZE][/B] Defeat a Tyrant. [B][SIZE=3]Bonds [/SIZE][/B] [B][U]Otthor[/U][/B] is the finest warrior I have ever been graced to fight alongside. His skill inspires me. The long, hateful memory of the [B][U]Winter Fey[/U][/B] will trouble us in the future, I am sure of it. [B][U]Rawr’s[/U][/B] stubbornness is going to get us in trouble someday! I am bound by solemn oath to protect [B][U]Sadia.[/U][/B] [B][SIZE=3]Moves[/SIZE][/B] [B]Elf: [/B]When you undertake a perilous journey through the wilderness and you scout ahead, you succeed as if you rolled a 10+. [B]Bestial Tattoo: [/B]Upon graduation into the Summer Court's rank of elite rangers, a magical tattoo laden with primal magic, is inscribed onto the back of the few newly graduated. I was the only member of my class to survive the trials. I can now speak with and understand animals. [B]Amulet of Sun’s Protection: [/B]The cold don’t hurt. Much. Take + 1 to Defy cold-related Danger. [B]Hunt and Track (Wis):[/B] When you follow a trail of clues left behind by passing creatures, roll+WIS. ✴ 7-9: you follow the creature’s trail until there’s a significant change in its direction or mode of travel. ✴ 10+: you also choose one of the following: a) Gain a useful bit of information about your quarry or b) determine what caused the trail to end [B]Called Shot: [/B]When you attack a defenseless or surprised enemy at range, you can choose to deal your damage or name your target and roll+DEX. Head ✴ 7-9: They do nothing but stand and drool for a few moments. ✴ 10+: As 7–9, plus your damage Arms ✴ 7-9: They drop anything they’re holding. ✴ 10+: As 7-9, plus your damage Legs ✴ 7-9: They’re hobbled and slow moving. ✴ 10+: As 7-9, plus your damage [B]Camouflage: [/B]When you keep still in natural surroundings, enemies never spot you until you make a movement. [B]Blot Out the Sun:[/B] When you volley you may spend extra ammo before rolling. For each point of ammo spent you may choose an extra target. Roll once and apply damage to all targets. [B]Decades of Experience:[/B] Being decades old, you have a wealth of experience. When a character comes to you for advice and you tell them what you think is best, they take +1 forward when following your advice and you mark xp if they do. [B]Constant Vigilance: [/B]You can always roll to stay sharp, even if you are asleep, distracted, or someone else is on watch. If someone else is on watch, you both roll. Only the better result applies. [B]Animal Companion:[/B] You have a supernatural connection with a loyal animal. You can’t talk to it per se but it always acts as you wish it to. Name your animal companion and choose a species: [B]Rawr[/B] Large Grizzly Bear Quality +2, Loyalty +3 Damage d8+1 (forceful, messy), HP 16, Armor 1, Load 4 [B]Tags:[/B] * Vicious (+1 damage and messy) * Warrior (increase damage die) * Athletic (good at running, jumping, climbing and the like) [B]Moves:[/B] * Threaten and intimidate * Trample, break, and wreck stuff [B]Instinct:[/B] Make mischief [B]Cost: [/B] Comfort (cozy quarters, warmth, plenty of food) [B]Animal Spirit (Lucky):[/B] Name and describe the special animal spirit to whom you have bonded. When you summon this animal spirit in the wilderness, roll +Wis. On a 10+, choose three. On a 7-9, choose one. * Your spirit is cunning and adds +1 when you discern realities. * Your spirit is your hunting partner and adds +1 when you Hunt and Track. * Your spirit moralizes you; add + 1d4 when you are healed. * Your spirit protects you; it adds +1 armor. * Your spirit loves a good game of fetch. Following combat, your animal spirit always locates 1 expended ammo (add this back to your total). [B] Magnificent Specimen * 2:[/B] Each time you take this move (up to twice), either increase your animal companion’s Quality by +1 (max +3) or increase both its armor by +1 and its max HP by +4. [B]Special Trick (Elemental Mastery – Druid):[/B] Choose a move from another class. So long as you are working with your animal companion you have access to that move: [B]Elemental Mastery:[/B] When you call on the primal spirits of fire, water, earth or air to perform a task for you roll +Wis. ✴ On a 10+ choose two. ✴ On a 7–9 choose one. ✴ On a miss, some catastrophe occurs as a result of your calling. - The effect you desire comes to pass - You avoid paying nature’s price - You retain control [B]Edge[/B] Large Dire Wolf Quality +1, Loyalty +2 Damage d6 (forceful), HP 6, Armor 1, Load 3 [B]Tags:[/B] * Hunt-wise: They know all about hunting. Roll +Quality to Spout Lore about it on your behalf. * Organized: They make and follow plans well, and work well in a group. Once they agree to a plan, you do not need to Order Followers as long as the plan doesn’t go south. * Self-sufficient: They can live off the land and roll +Quality to Forage. [B]Moves:[/B] * Follow quarry by tracks and spoor * Encircle the prey [B]Instinct:[/B] Avoid danger or punishment. [B]Cost:[/B] Affection - kind words and deeds, quality time and attention. [B]Covenant of Winter:[/B] When you call upon the elemental forces of winter, roll +Con. On a 10+, choose 2. On a 7-9, you pay winter's price and choose 1. * Rend with ice and sleet. * Repel with gale-force winds. * Blot out the sun with snow. [B]Moon Seer:[/B] When you speak the name of your prey and one of the Three Fates appears before you, gestures toward the direction of your quarry, then disappears. When you find your quarry, roll +Wis. On a 10+, hold 2. On a 7-9 hold 1. On a 6-, the fates do not sanction your hunt and are offended by your invocation. * Your sight pierces your quarry's illusions. * You can teleport (Near) next to your quarry. * Your attacks shackle your quarry from dimensional travel. * You gain insight into a past event your quarry would rather keep secret. [HR][/HR] EDIT - Changed last Bond from Giliad's Rest to Sadia. [/QUOTE]
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