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
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.

Showing posts with label DW article. Show all posts
Showing posts with label DW article. Show all posts
  • Christmas in July Sale





    That's right, Christmas in July is here! Get 25% off!
    As of this post, you have 1 day, 23 hours and 36 minutes until our sale ends.





  • Chimera Excerpt - Health & Wounds




    We've got a mix of excerpts from different sections of the book that work along the rules for Health and Wounds and a section to adapt these rules in a more condensed matter to Dungeon World.

  • Dwarfare Emporium - Poisons


    Today I am publishing a small list of poisons that can be found throughout our products. Hopefully you will find some use for them in your games:

    Trailbane   Dangerous, applied, touch, 30 coins, 0 weight
    This poison is particularly good for anyone who wishes to follow a target. Two doses are made, one for the target and one for you, the hunter. The target becomes sweaty and releases a persistent but subtle sweet smell. When you discern realities, you may ask the GM “in what direction is the sweet smell coming from?” The GM will answer truthfully.

    Witchbane   Dangerous, applied, touch, 35 coins, 0 weight
    Until cured, if the poison was applied the target cannot use magic. If the poison touches the target, magical effects or attacks are diminished or halved, the GM will describe how.


    Wolfsbane   Dangerous, touch, 30 coins, 0 weight
    Until the next sunrise, if the target is a wolf or lycanthrope its movement is slowed and creatures attacking it deal +1d4 of damage. If a creature bitten by a lycanthrope drinks this poison it gets a second chance to resist turning into one.


    Dead Man   Walking dangerous, applied, 100 coins, 0 weight.
    Unless cured, the target falls terribly ill after 3 days and then takes its last breath, its death appearing of natural causes.


    Kosher’s Slip dangerous, applied, 50 coins, 0 weight.
    The target answers the next question it is asked truthfully.




    Onyx Sight   dangerous, touch, 35 coins, 0 weight.

    Until cured, the target gradually becomes blind over the course of a minute.



    Rageroot    dangerous, touch, 30 coins, 0 weight.
    The target enters a blinding rage, attacking everything on sight for a few crucial seconds.
    Satyr’s Titter dangerous, applied, 55 coins, 0 weight. Until cured, whenever the target hears a joke or a funny word, it laughs uncontrollably for a few minutes.
  • Dungeon World - DungeonHacks



    Dungeon World can be a confusing game especially if you come from rule heavy games such as D&D. For example, some of you may understand the use of 2d6 for rolls as it provides a bell curve but do not like them or simply rolling those dice does not feel right and you wish you could roll your trusty d20 instead, perhaps you (as many players and GMs alike) struggle with the free form of handling combat; there are no turns, no rounds, no rolls for initiative to see who goes first, and so on. Below I have compiled the changes I have made to the game in order to make it more enjoyable to my players. Hopefully, some of these hacks may serve your game:

    Switching to a d20

    Switching to a d0 was one of the first things we did after playing a few sessions. Here is how we did it:
    We switched the 2d6 for a d20
    The target numbers to beat changed from the standard 12+, 10+, and 7–9 to  20+, 16+, and 10–15
    Modifiers went from -3 to +5
    At character creation, all attributes begin at -3 you then have 32 points to distribute among your attributes.
    We removed the ability scores left only the bonuses
    Every even level (2, 4, 6, 8, and  10) you can increase one of your attributes by +1.
    HP changed for the classes:

    • Bard: HP 15 +CON, LOAD 9+STR
    • Cleric: HP 15 +CON, LOAD  10+STR
    • Druid: HP 15 +CON, LOAD  6+STR
    • Fighter: HP 22 +CON, LOAD  12+STR
    • Paladin: HP 20 +CON, LOAD  12+STR
    • Ranger: HP 20 +CON, LOAD  11+STR
    • Rogue (thief): HP 15 +CON, LOAD 9+STR
    • Wizard: HP 10 +CON, LOAD  7+STR

    Structuring Combat

    Although there are no rules as to how to handle combat, the book does mention that combat functions just like any other part of the game, there are no rules for turns or rounds but it does say that each player should get a chance to act. With this information, we can provide some structure to combat which can help players and GMs coming from a D&D background.

    Rounds

    We can divide combat into rounds without having to stop the flow of it. This is something for the GM to track and maybe some players with ongoing effects. Since every player and monster in combat gets a chance to act if able, we can call a round that moment when all players and monsters have acted at least once. Once this happens effects such as being on fire, having regeneration, and so forth, could trigger at the end of a round. If you as the GM don’t want to mention when a round starts or ends just keep in mind the effects the players and monsters are under and have them trigger at the end of each round.

    Damage Types To Weapons

    This is not necessary, but, if you wish to add some level of complexity to combat you can definitely add damage types to weapons and spells. of course, you can always go by the fiction to know what type of damage is being dealt but by defining these types you give consistency to your games and provide solid mechanics to player moves, monster moves and special qualities such as adding resistance, immunity, and vulnerability to certain types of damage. If you want to use D&D’s damage types, I found an article that explains each damage type.

    Resistance, Immunity, and Vulnerability

    I use the following tags from Awfulgood Games mainly for magic items and monsters which draw inspiration from D&D:

    • x Resistant: The target is exceptionally good at resisting the specified type of attack. When you take damage, roll twice and take the lower result.
    • x Vulnerable: The target is exceptionally bad at resisting the specified type of attack. When you take damage, roll twice and take the highest result.
    • X Immunity: The target is immune to the specified type of attack. When you take damage, you take no damage instead.

    Diseases

    Since DW does not have rules or guidelines on how to handle diseases, you can use the rules provided below:
    Resist Disease
    When you make camp while afflicted by a disease and try to resist the effects, roll +CON
    ✴ On a 10+, the disease stage is reduced by 1.
    ✴On a 7-9+, the disease stage remains the same.
    ✴On a miss, the disease stage is increased by 1.
    A disease normally starts at stage 1. If the disease enters a new stage, the effects of the new stage normally stacks with the effects of the old one. When a disease reaches stage 3, the effects are permanent unless a cured is found.

    Example diseases:

    Bloodrot [Disease]
    Stage 0: You are cured of the disease
    Stage 1: You move half as you fast as you normally would and you also gain the sick
    debility which is ongoing until the disease is cured.
    Stage 2: Your skin becomes saggy and begins to ooze out blood whenever you sweat.
    When you take damage, roll twice and choose the highest result.
    Stage 3: You turn into a blob of skin and blood and become a bloodrot amniote.
    Wererat Fever [Disease]
    Stage 0: You are cured of the disease
    Stage 1: Gain the sick debility which is ongoing until the disease is cured.
    Stage 2: The fevers kick in and your appearance begings to change to that of a wererat, gain the awkward tag ongoing.
    Stage 3: You change into a wererat.

  • VISIT THE MINES!

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