dungeon world sorcerer

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A Sorcerer Play Sheet for DW

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  • Neutral

    Seek out an elemental font and draw power from it.

    Chaotic

    Help an elemental font erupt in the heart of civilization.

    Human

    You were cast out, but befriended a small elemental creature in

    the wilds. Describe it. It counts as a trace of your element.

    Dwarf

    Your power burns low like embers waiting to be stoked. You are

    invisible to magic until you cast a spell or lose your temper.

    Merrow

    You can exchange your aquatic shape for a humanoid one, and

    deep water transforms into an elemental font for you.

    Ifrit

    You perceive the currents of magic flowing through the world.

    When you discern realities, use CHA instead of WIS.

    Fill in the names of your companions in at least one:

    ____________ is afraid of me. Ill give them a reason to be!

    I could learn how to control my temper from ____________.

    I lost control and hurt ____________; I must make amends

    before it happens again.

    Its a Beautiful World

    Your magic is wild, untamed, and inspired by the world around you. Choose a signature

    element. When you first approach a font of that element in its primal form, choose

    one:

    It flares outward, spreading traces of itself and affecting those around it.

    It whispers its secrets; ask one question from the discern realities list.

    It awakens as a familiar with cost (freedom), loyalty 1, and a skill of rank 3.

    It gives up its essence, dissipating to heal you 10 damage.

    Danger Zone

    When your magic overcharges, hold 1 danger. If youre already holding 1 danger, lose all

    your danger and suffer the spells overcharge effect. When you sit in meditation for a

    while, lose all your danger.

    Signature Spell (CHA)

    When you channel your power into an elemental blast, roll+CHA.

    On a 10+, deal 1d10 damage to someone caught in the blast.

    On a 7-9, you deal damage but the spell overcharges.

    In Your Element (DEX)

    You gain 2+DEX armor against your element.

    Misunderstood

    Youre always considered to be trouble for purposes of the Outstanding Warrants move.

    Tantrum

    When you lose control of your emotions, your hair, eyes, and voice take on aspects of

    your signature element. Take +1 ongoing to CHA and -1 ongoing to everything else until

    you calm down.

    6

    Human: Gabriel, Foley, Kirk, Sera, Estelle, Fleur, Ragnar, Simeon, Lom

    Dwarf: Ragnar, Dunbull, Gimma, Lofta, Eskrip, Feor, Magra, Gullip

    Merrow: Esherfin, Limnastor, Premarinder, Nolin-Nolin, Waerishill, Lattimer

    Ifrit: Ur-Tarn, Ur-Jaga, Simyr, Vol-Ir, Ix-Nara, Saden, Ur-Malk, Tel-Daro

    Flickering Eyes, Deep Eyes, Sleepless Eyes, Wondering Eyes

    Unkempt Hair, Flowing Hair, Wild Mane, Night-Black Locks

    Servants Uniform, Torn Gown, Ill-Fitting Tunic, Stained Robe

    Lanky Body, Pudgy Body, Towering Body, Hunched Body

    THE SORCERER V1.0

    Alignment/Drive

    Race/Background

  • Your load is 4+STR. You start with dungeon rations (5 uses, 1 weight) and

    cloth robes (0 weight). Choose two:

    2 Healing potions (0 weight)

    2 Dungeon rations (2 weight)

    Compass (+1 ongoing to trailblazer, 0 weight)

    Adventuring gear (5 uses, 1 weight)

    Choose a memento (0 weight):

    A tarnished locket

    A lock of hair tied with silk

    A cracked gemstone

    A silver brooch with an inscription

    A pair of broken glasses

    The charred hilt of a sword

    When you gain a level from 2-5, choose from these moves.

    Raw Talent

    When you deal elemental damage, deal +2 damage.

    Power Overwhelming

    When you transform yourself into an incarnation of elemental power,

    levitate a few feet off the ground and roll+CHA. * On a 10+, hold 2. * On a

    7-9, hold 1. Spend hold 1-for-1 to choose from the following options:

    Create a font of your element which also serves as a barrier.

    Inflict your overcharge effect on someone you can reach.

    Use energy to shield yourself completely from an attack. On a 6- or when you run out of hold, your form overcharges and ends.

    Go Big or Go Home

    When you tell someone exactly how youre about to beat them, take +2

    forward against them but treat a roll of 7-9 as a 6-.

    Blink

    When you teleport and emerge from a trace of your element, roll+DEX.

    On a 7-9, the trace overcharges on you.

    Tough

    You get +1 armor.

    FREE-SPIRITED

    When you ignore good advice and try it your own way, take +1 forward.

    My Old Friend

    Your elemental familiars awaken with loyalty 3 and two skills of rank 3.

    Inner Compass

    When you close your eyes and concentrate on the currents of magic

    around you, roll+CHA. The GM will tell you the nature and location of the

    nearest magical power source.

    On a 10+, the source is also a font of your element.

    On a 6-, the power overwhelms you. Suffer a debility of your choice until you locate it.

    Drink the Rain

    When you consume a trace of your element, heal 1d4 damage. You may do

    this instead of marking off a ration.

    Unforgettable

    When you revisit a town, the GM chooses 1 option from the Carouse list.

    Simmer Down

    When you roll a 12+, lose 1 danger.

    As the World is My Witness

    When someone swears a vow to you in the presence of your element, you

    immediately know when that vow is broken or fulfilled and take +1 forward

    when it is.

    When you gain a level from 6-10, choose from these moves or the level 2-

    5 moves.

    Pure Talent

    Replaces: Raw Talent

    When you deal elemental damage, deal +4 damage.

    Archon

    Requires: Power Incarnate

    When you incarnate, you can fly and you always get +1 hold, even on a 6-.

    BORN AGAIN

    When you take this move, choose a second signature element. The GM will

    tell you when your new power awakens and what tragedy occurs as a result.

    MULTICLASS Knack

    Get one move from another class. Treat your level as one lower for choosing

    the move.

    Spellslinger

    When you cast your signature spell you may choose DEX targets. Roll once

    and apply damage to all targets. On a 7-9, the GM may change one target.

    Unwavering

    Replaces: Tough

    You get +1 armor and an additional +1 armor against your element.

    Gemini

    Requires: My Old Friend

    When you awaken an elemental font, two familiars appear instead of one.

    Homing Beacon

    Requires: Inner Compass

    On a hit the GM will tell you the nearest two sources, and one is guaranteed

    to be a font of your element. On a 10+, both are.

    Dominion

    When you encounter a spell that exhibits your element, you can dismiss or

    take control of the spell.

    Better to Ask Forgiveness

    When you make it up to someone you harmed during your tragic

    awakening, take +1 ongoing to parley with their community and youre no

    longer misunderstood there.

    Too Hot to Handle

    Requires: Simmer Down

    It takes 1 additional danger to trigger your spells overcharge effects.

    The Calm Before the Storm

    When you enter a tantrum, nearby spells and projectiles freeze in midair.

  • You didnt learn magic you were born with it. Power floods you with every indrawn breath. You are inspired and fueled by the element which first awakened

    your power... and which first caused you to lose control. Each signature element is made up of several components, detailed below.

    Element

    This raw element is the inspiration for all your magic. It occurs in nature

    and it lives within you. You harness it to fuel your spells.

    Signature Tags

    Your signature element inspires the behavior of your magic. Spells you

    cast gain all of the Signature tags listed for your element.

    Primal Fonts

    Traces of an element occur throughout the world, but fonts of the element

    in its primal form are rare and powerful. Example fonts are listed for each

    element. Always work together with the GM to determine if youre near an

    elemental font or just an ordinary trace of your element.

    Nature

    Your Nature reflects your elements in a variety ways. When you act

    against your nature, take -1 forward.

    Tragedy

    When your power manifested, you were too young to control it. Each

    element has a set of Tragedies which describe your magical awakening, and

    what you lost in the process. Choose one from the list.

    Overcharge

    Power overwhelms you. Whenever you roll a 7-9 on your signature spell,

    lose control of a spell, or otherwise suffer consequences from your element,

    you or the GM may choose the Overcharged effect instead of damage.

    Fire (reach, near, messy, dangerous, elemental (fire))

    Primal Fonts: Wildfire, Lava Flow, Uncontrolled Blaze

    Nature: Short-Tempered, Impulsive, Hot-Headed

    Tragedy: When your power awoke, choose one:

    Your family were trapped in the blaze.

    You were horribly scarred by your awakening spell.

    You caused a wildfire which consumed a neighboring village. Overcharge: Your spell deals 5 damage to you and everyone nearby.

    Earth (hand, forceful, 2 piercing, elemental (earth))

    Primal Fonts: Unbroken Stone, Mountain Cliff, Mudslide

    Nature: Patient, Steady, Lethargic

    Tragedy: When your power awoke, choose one:

    You accidentally turned your family to stone.

    Your empowered shout brought down a terrible landslide.

    Your footsteps shattered the ground, swallowing your town in a sinkhole. Overcharge: Your defenses shatter, losing the benefits of all armor against

    the next damage youre dealt.

    Lightning (far, precise, messy, reload, elemental (lightning))

    Primal Fonts: Thunderstorm, Lightning-Struck Tree, Thunderclap

    Nature: Fickle, Short-Sighted, Rush to Judgment

    Tragedy: When your power awoke, choose one:

    A powerful bolt of lightning struck you, incinerating everyone nearby.

    A year-long storm plagued your footsteps, driving you from civilization.

    You electrocuted anyone you touched, until you swore off human contact. Overcharge: The spell caroms off you and deals 1d10 damage to an ally.

    Shadow (close, hand, thrown, elemental (shadow))

    Primal Fonts: Vast Shadow, Unlit Depths, Dark Ruins

    Nature: Secretive, Untrusting, Evasive

    Tragedy: When your power awoke, choose one:

    You were dragged into an ancient shadow and lost for years.

    Able to see in darkness, you witnessed something you shouldnt have and have been fleeing the consequences ever since.

    The touch of the sun became unbearable on your skin. Overcharge: You are swallowed by darkness; the GM will tell you where

    you reappear.

    Ice (hand, close, stun, elemental (cold))

    Primal Fonts: Glacier, Fresh Snow, Frozen River

    Nature: Harsh, Unsympathetic, Stubborn

    Tragedy: When your power awoke, choose one:

    Your town was locked in eternal winter.

    You froze the blood in someones veins.

    You awakened during a sea voyage, summoning a massive iceberg which sank the ship and served as your raft for months.

    Overcharge: You are partially frozen and put in a spot.

    Wind (near, far, awkward, +1 forward to DEX, elemental (air))

    Primal Fonts: Tornado, Howling Gale, Eerie Silence

    Nature: Flighty, Unconcerned, Distant

    Tragedy: When your power awoke, choose one:

    A whirlwind swept you up and abandoned you far from home.

    Your voice became a hurricane, until you resolved yourself to silence.

    You drained all the air out of a village, suffocating it and being charged with murder.

    Overcharge: Your spell turns into a vortex, trapping you and your targets in

    the center.

    Water (close, reach, near, forceful, elemental (water))

    Primal Fonts: Raging River, Torrential Downpour, Tidal Wave

    Nature: Compassionate, Soothing, Calm

    Tragedy: When your power awoke, choose one:

    You saved a sibling from drowning, but were blamed for their danger.

    You drove back the tide, starving your fishing village.

    A tsunami destroyed the coastline for hundreds of miles around you. Overcharge: You are swept off your feet by a tidal wave; the GM will tell

    you what you lose.

    Starlight (reach, near, piercing 1, elemental (cold))

    Primal Fonts: North Star, Aurora, Shooting Star

    Nature: Wistful, Yearning, Helpful

    Tragedy: When your power awoke, choose one:

    The stars went dark, and you were considered an ill omen.

    A beam of cold starlight struck down an enemy against your will.

    The North Star burned bright even by day, so that you could not sleep or rest, until at last you followed it into the wilderness.

    Overcharge: Your spell saps your power; take -5 damage forward.

    Signature Elements

    The Components of a Signature Element

    List of Signature Elements