Dwarfare Games

Dwarfare Games

We are a publisher of tabletop roleplaying games through DrivethruRPG. We have been publishing Dungeon World supplements for just over a year now and we are currently working on our own tabletop rpg system called Chimera. In this short time, we have managed to create over 20 products, including blank maps to be purchased and as cartography commissions.

  • Santo Domingo, Dominican republic.
  • dwarfaregames@gmail.com
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Me

Our Products

This is the number of supplements and original content that we have created so far.

Dungeon World 22 Products
Cartography 6 Products
Chimera System Rulebook 1 Product












Chimera Cover

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Chimera is a tabletop roleplaying engine suited to run fantasy, modern, and sci-fi themed games. Chimera uses flexible rules that allow you to put the fiction first, but with enough crunch to add more structure to the resolution mechanics if you so wish. In essence, playing Chimera is a conversation where:
• The Game Master describes the environment.
• The players describe what their characters do.
• The GM picks the most relevant abilities and asks the players to roll.
• The player rolls a ten-sided die per rank in the relevant abilities & chooses the highest.
• The GM takes in the results & narrates the outcome of the character's actions.

The book is divided into two parts that contain chapters of various lengths.

Part 1

The following chapters are designed for both PCs and GMs.
Learn to Play: Everything you need to know about the rules that make up the Chimera Roleplaying System is found in this chapter. Make sure you read this first.
Characters: This chapter goes over everything related to character creation, character development, filling a character sheet, and how to build certain archetypes.
Races & Traits: The races & Traits chapter contains information about the races you can play in fantasy, modern, and sci-fi settings.
Perks: The perks chapter contains abilities that you can take that help you improve and expand the capabilities of your character.
Powers: All the rules regarding powers and those who wield them are found in this chapter.
Wealth & Equipment: This chapter goes over the abstract system of owning Resources and Wealth, as well as equipment, and the services you can acquire with them.

Part 2

It only contains three chapters, but these are crucial for any aspiring GM.
Game Mastering: This long chapter goes over what is to be a GM, tips I have found useful throughout my years as a GM, and a toolbox for creating adventures, campaigns, and character options.
Enemies: This chapter contains an assortment of creatures to pit against the PCs in your game.
Example Setting: This chapter holds the notes of a small campaign setting hurriedly put together to test how well all Chimera elements worked collectively.

This chimeric beast heavily draws inspiration and mechanics from games such as Apocalypse World, games derived from the d20 system, Dungeon World, and Fate Core. You can see these influences in the core mechanics of the game.
Dice Pool: The Chimera Roleplaying System uses ten-sided dice to determine the success or failure of actions and circumstances presented during the game. Your dice pool is the number of dice you are allowed to roll to resolve a task's outcome. Your pool is composed of your ranks in the appropriate abilities (Action + Approach).
Abilities: Abilities are the bread and butter of all characters. They define what a character can or can't do and how well they can do it. Actions represent the overall capabilities of your character to get things done. If actions are what you can do, the approach represents how you get things done. A situation might have different approaches, and you get to choose how things get done.
When To Roll: Whenever the outcome of a task is uncertain and has some real consequences, it is time to gather your dice and roll. As a player, you will make most of the rolls in the game.
What To Roll: To determine the outcome of your character's action, you roll a d10 per rank in the relevant abilities to form your dice pool. You roll and keep the highest die of them all.
Degrees of Success: How well or bad you do will depend on your result when you roll to determine a task's outcome. When you roll to determine an outcome and have at least a ten, it counts as a success. If the highest die from your roll is a nine, it counts as a partial success. If you roll and your result has no 10s or 9s, it counts as a failure.

In Chimera, you follow ten steps to build your character, allowing you to choose essential aspects of your avatar such as their background, race, extraordinary abilities called perks, their principles and goals, and their gear.
Race: Each race has a list of inherent and optional traits and perks to choose from to tailor your character to your needs. If the options presented do not suit you, the game has optional rules to implement that allows you to choose the traits that best fit your character, regardless of race.
Perks: They can help you boost something you are already capable of doing or let you do things impossible for others, such as casting spells. You can spend XP to learn any perk you want as long as you meet the requirements and take some downtime to do it.
Equipment: Select from a vast selection of gear and services to build your character. Equipment can be enhanced in many ways. They can be made from different materials, possess other gadgets to increase versatility, refined craftsmanship to strengthen protection, or resist different types of damage such as ballistic and energy. Want to make a laser sword? Buy a sword and pay for the concealable and energy modifications, and you are good to go!
Wealth: Chimera uses an abstract wealth mechanic where the minutiae of keeping track of everything owned, bought, and how much money you have left isn't important. It can be used in any game, be it a fantasy, modern, or sci-fi setting where there is a fairly standard economy. It could also be used in an apocalyptic setting where keeping track of every resource you have left and living on the edge is part of the game's focus. It all depends on the interpretation given to wealth, as explained in the sections below.

GM Toolkit: This book contains chapters aimed to help the game master know what their role is, understand their agenda, arbitrate the rules, and run the game. All delivered in a condensed manner for an easy read. It also includes guides to create adventures, campaigns, enemies, curses, diseases, and traps, give rewards, create character options, numerous optional rules, enemies to pit against players, and an example campaign setting.
Sell Your Stuff: Got a new awesome adventure, campaign setting, character option, enemy, optional rule, or cool supplement in general that you want to publish? Do it! As long as your content is original, you can sell it under a creative commons license!
Any Type Of Art: From elavorate illustrations to simple vector art, this book contains tons of example for artwork that you could immitate for your products.

Got a new awesome adventure, campaign setting, character option, enemy, optional rule, or cool supplement in general that you want to publish and sell? Click here to learn more.

  • The Hellion Updated

    The Hellion Updated



    The Hellion, a Dungeon World playbook recently reached Best Copper Seller and as I promised, the artwork has been updated to match our most recent playbooks. Previous customers get the upgrade for free, of course!



  • CHIMERA PLAYTEST - SESSION 5

    CHIMERA PLAYTEST - SESSION 5


    Cast

    Bastard - Male Half-Orc, Half-Dwarf
    Forte - Android Posing as a Half-Orc
    Agatha - Female Human (Immortal Witch).

    Summary

    After the encounter with the dealer the heroes contacted Guido once more to give him the good news and deliver the prisoner to him. Guido guided them towards a heavily guarded complex where they entered a dark room that seemed to extend to no end. At the center of the room there was a large container tube of sorts containing a decrepit body suspended by a translucent liquid and many wires that reached towards every wall in the room.

    Guido proceeded to take the disk from the heroes and inserted it into a computer terminal near the tube. As soon as this happened, the body opened its eyes and started to move, then, they heard a voice over numerous speakers that introduced itself as Dorian and was thanking them for bringing the disk back to him. The disk contained his memories from when he was captaining a star ship during the rebellion 100 years ago and this information was vital in order to identify his ship which in theory, held a cloned body of his in stasis. His purpose: to transfer his mind into the clone and finally be able to move freely.

    Dorian payed them a handsome amount of resources and informed that he had one last mission for them, a very dangerous one but that if they were successful he would help them achieve their personal goals. Forte wants to establish an organ trade and Bastard just wanted enough resources to establish a brothel and live his days among his riches. Dorian knew this way before hiring them for their first mission and assured them he would make sure they achieve those goals. Then, suddenly he asked "and what about you, witch?" and from the shadows stepped out Agatha, a human witch that was snatched from a world similar to ours where she had to make a pact with a demon in order to survive that world's inquisition. Dorian asked for her since she has been around far longer than he has and her knowledge about the planet's past would prove vital for the mission.

    To get the ship, they would need to find a functional pod that could make the trek and get the access codes encrypted in one of the old AI's hubs so that they don't get blasted from the sky the moment they make it outside the planet by the crazy AI's interplanetary defense system. The group decided to go for the codes first and went to survey a building that possibly had the codes they needed according to what Agatha remembers. There they noticed the entrance was guarded by two robot sentries and two human guards that walked around the perimeter.

    They decided to hire Mundi again and use him for all the high-tech problems they may encounter. Agatha decided to use her charms and convince Mundi to go in alone and get the codes for them, which he agreed to if they took care of the sentries without triggering any alarms. The group took a straightforward approach and battled them straight on. The encounter was brief; Bastard fell first and then Agatha. Forte withstood the attacks long enough to deliver the punch that destroyed the last sentry. He took two stim-packs after the encounter and brought the rest of the party into consciousness.

    Conclusion

    Overall the session was short but fun. We now have a new player that will potentially become a regular (which is always a good thing!). I have noticed that combat is very fast paced which makes it hard to track down conditions and levels of wounds. I have decided to simplify the wounds rules so that they can be quickly applied and tracked in combat. I have also decided to change the dynamics between Principles and action points, players are not really paying attention to it since they don't have much time to think while fighting. Hopefully the changes will be for the best.

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