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.

Showing posts with label Feature. Show all posts
Showing posts with label Feature. Show all posts
  • CHIMERA PLAYTEST - SESSIONS 6 & 7


    Cast

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

    Summary

    Right after taking down the bots, Mundi tried to open the gates of the complex but triggered an alarm while doing so. Seeing this, Mundi decided to flee once he saw the two bio guards that appeared from around the corners of the building and left the heroes to deal with their mess by themselves. They quickly dispatched the creatures - who seemed to be thanking them whenever they died - and proceeded to go inside.

    Without Mundi's help, the heroes had to rely on Forte which didnt do a good job while hacking the mainframe computer and triggered an alarm on the inside that caused the front gate to shut down and over a dozen of bio guards to emerge from the 86th underground floor. They managed (with great difficulty) to deal with the bio guards and get the codes they needed thanks to Agatha animating a dead bio guard that had some computer skills.

    Once they got out, they headed back to Dorian's mansion where they stayed there for a couple of days to heal and gear up. Guido left them with fair warning that they should do whatever in their power to pack everything they deemed necessary to survive for days, even weeks inside the ship since it stretched for miles and miles and getting lost in it was a possibility. With this in mind the heroes traveled to the underworld to find a goblin that was rumored to know where a shuttle could be found.

    After hours of searching they finally found Ug, an old goblin that had been hiding in the underworld for decades thanks to 3 individuals that had a bounty on his head. Surprisingly enough no one in the underworld bothered to collect this bounty but the heroes never bothered to ask. Ug told them he would give them the location of the shuttle if they would take out these three individuals; a gnome that had a slave trade with children, a shetani assassin, and a woman named Belinda that ran a series of successful brothels on the surface. The heroes agreed to do this without asking much and started to head back to the surface to locate their targets.

    The group decided to go after Belinda first, little did they know (due to a lack of research) that she was one of the most powerful crime lords in this dome and killing her would prove a very dangerous task. Most of them tried to pass as prospects to work in the brothels but only Agatha and Forte made the cut. After they passed a series of tests, Belinda decided to meet up with Forte first and see what this android was all about. While interviewing him, she noticed deception in his word and encouraged him to tell the truth before she had to extract it out of him. Forte continued lying until he saw there was no way out of it and decided to try and take Belinda out by himself. Unfortunately for Forte,  Belinda had 4 Jitu guards that quickly took him out, breaking his photo-receptors and blinding him in the process.

    By now Belinda suspected Forte was not alone in this endeavor and went after the "new recruits". Seeing this, Alexia tripped one of the Jitu guards that went after her and decided to make a run for while Agatha tried to face her opponents but was quickly captured.


    Bastard stayed outside all this time and decided to try and blow some of the vehicles parked outside to try and draw some attention to him. This didn't go so well for him, killing many "innocent" people in the process. Shortly after that, Alexia was cornered in al ally by two other guards that went after her.


    Conclusion

    After the last session the group decided they had been too careless about the mission and did not want to continue the story any longer. The group decided to switch to a fantasy setting and make new characters where they promised each other that they would be more careful about what they do. ill be writing about the new campaign soon.

  • 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 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.

  • CHIMERA EXCERPT - Principles & Goals



    Today I bring you an excerpt from the Characters chapter as it is currently seen in the playtest document my group has.

    Choose Your Principles

    Principles represent your character’s inherent beliefs, morals, and individual attitudes towards particular situations. Principles are not meant to be a straining jacket for your character, they are there to help you guide your character’s actions and define what is important to them and what isn't, however, principles are also there to be challenged. In play, you get rewarded if you stick to your principles and get to use Action Points to help you achieve whatever task you undertake that involves one of your principles.

    Writing Principles

    Principles make a statement about what your character believes, wishes to believe, or aspires to be (whether your character admits it or not, or is aware of). They are a tool for you to consult when you don't know how your character should act. A principle cannot contradict another principle, it cannot be too vague, it must be challengeable, and it must lead to action or refrain you from acting under certain circumstances. For example, on a fantasy setting you might choose to play a knight that is honorable to its core. You choose to write “I am always honorable” as a principle for your character but it is not a good one because it is too vague. Instead, let's distill what it means to be honorable. An honorable person is honest, just, and worthy of respect, so let's use these aspects to write down at least three principles for an honorable character: “I tell the truth, even if it puts me in danger”, “I am fair, even to my enemies”, and “I always keep my word”. These statements have all the requirements to be  good principles; they can be challenged during play, they are not too vague as to encompass too many aspects, and they spring the character into action, even when it is not advantageous to do so. Some racial traits can be useful when writing principles, you should take them into consideration when writing them.

    Starting Principles

    You start the game with up to 3  principles which you can write on your own or choose from the list below. If you write more than one principle (maximum 3), choose one of them as your core principle (see using principles). Always consult with your GM before writing principles.
    1. I abide to the local laws.
    2. I always keep my word.
    3. I always turn tail when things go south.
    4. I enact revenge on those who do me wrong.
    5. I bring criminals to justice.
    6. I defend those weaker than me.
    7. I don't betray others.
    8. I don't steal from others.
    9. I don't aid those weaker than me.
    10. I don't help those who help the weak.
    11. I don't help those who aid criminals.
    12. I don't harm those who are defenseless.
    13. I don't show mercy to criminals.
    14. I help those less fortunate.
    15. I am only loyal to my friends.
    16. I am fair, even to my enemies.
    17. I tell the truth, even if it puts me in danger.
    18. I ensure others take the blame of my actions.
    19. I put reason over emotions, even if it puts others in danger.
    20. I never allow others to take the blame for things i’ve done.
    21. I only steal to help those less fortunate.
    22. I only lie to help good people in need.
    23. I only break the law if it us unjust or to help those in real need.
    24. I only help those in need if it advances law and order.
    25. I only help those who help me.
    26. I only help myself.

    Using Principles

    Besides serving as a guide for the actions of your character, you also get rewarded when you stick to your principles. You start the game with 3 Action Points which you can use to lower the number needed to land a success on a by 1, this means that if you need a 4 or a higher to get a success, you only need a 3. You commonly use Action Points on an action that helps you stick to one of your principles. For example, if you have “I defend those weaker than me.” as a principle and an enemy is about to hurt an innocent bystander, you can spend 1 Action Point to lower the success rate on a Defend roll to shield the bystander or maybe on a Melee roll in the hopes of striking down the attacker before it harms the innocent bystander. The GM has the final say on whether an Action Point can be spent on a certain roll or not.

    At the start of a new session, you reset your Action Points to 3 regardless if you had any previous unspent Action Points from the last session. In addition, if at the end of the session you stuck to you core principle, you get to mark 1 additional milestone in your character sheet.

    Determine Goals

    Goals help you determine the needs and wants of your character and they also help you establish how your character relates to the other characters in your group and what is the initial relationship between them. A Good GM will take your goals into consideration and weave them into the current campaign, so keep your goals meaningful and challenging for your character. They can be either personal, about relationships, or related to your current mission or quest.

    Writing Goals

    Gather with your group and talk about past experiences you have shared together, each character’s personality, and their principles. Once you have done this think about something your character wishes to accomplish for itself through the course of the game. Write a short statement about your goal in your character sheet and let the GM and those you deem relevant in your group know about it. This will be your starting personal goal. Then, think about how have you connected with at least one of the characters in your group in a meaningful way and write one statement about something you wish to accomplish related to them. This will be your starting relationship goal. Relationship goals are always about what another character did or is capable of doing, how that made you feel, and what you will do about it. You can use your principles as a guideline when determining how your character would react or feel about something another character has done. Finally, if the nature of your first mission or quest is known to you, write a short statement about something you wish to accomplish during the adventure. It could be related to the mission itself such as "I will capture the bandit alive", it could be related to someone in your group such as "I will make sure the mission goes according to plan", or it could be something personal you want to achieve in a short term such as "I will make sure to not be a burden to my teammates during this mission". This will be your starting mission goal. If there is no apparent mission or quest, you can write a second relationship goal instead or wait until an actual mission is given to you. Below you will find a list of example goals for each of the categories.

    Example:
    Since Joanna’s character is a mage, she  decides that her character wishes to find something magical during the game. She writes “I will find a piece of ancient arcane lore and learn its content.” as her starting personal goal. While speaking with her group, she determines that one of the characters had her character’s back in a recent pinch and she feels she owes them for it. She discusses this with the other player, and after both agree that it's a good goal, she writes  “Grovax had my back in the last fight and I feel indebted to him. I must find a way to pay him back.” as her starting relationship goal. The GM reveals they have been hired by the local lord to clear out a goblin-infested cave. Joanna remembers how Tibaldo described his character as a wildcard and writes “I will keep Jack out of trouble during this quest.” as her mission goals.

    Personal Goals Examples

    • I will amass enough wealth to build a _________ business.
    • I will amass enough wealth to retire.
    • I will ascend to one of the top ranks in the organization I am in.
    • I will become a great ally to someone in power.
    • I will better the living conditions of those who live in _________.
    • I will bring _________ to justice.
    • I will destroy _________ and all they stand for.
    • I will discover who murdered my parents.
    • I will do a random good deed everyday for a month.
    • I will find a piece of important lore and learn its content.
    • I will make a name for myself.
    • I will reveal the corruption that is eating away the city/town/village/planet of __________.

    Relationship Goals Examples

    • __________  didn't come through when I needed it the most. I will make sure they atone for it.
    • __________  doesn't trust me. I must change their perception of me.
    • __________ fears my powers and for good reason. I will prove to them that I have it under control.
    • __________ had my back in the last fight and I feel indebted to them. I must find a way to pay them back.
    • __________ has much to teach me about __________ . I must learn all I can.
    • __________  is cruel. I must teach them to be compassionate.
    • __________  is destined for greatness. i will help them achieve __________  goal.
    • __________  is impressed with my abilities and seems curious. I will teach them whatever I can.
    • __________ is weak. I must teach them how to be strong.
    • __________  owes me __________ . I will make sure they pay me back.
    • __________  seems capable. I will convince them to do __________  for/with me.
    • I blame __________  for __________ .  I will make them pay.

    Mission Goals Examples

    • I will capture __________ alive.
    • I will guard __________  with all I've got.
    • I will keep __________ out of trouble during this mission.
    • I will make sure no civilians are harmed during this mission.
    • I will make sure __________ sticks to the plan this time.
    • I will make sure to not be a burden to my teammates during this mission.

    Resolving Goals

    At the end of a session, go over your personal and relationship goals and figure out if those goals are still relevant. If it is determined by you and the other players that those goals no longer apply be it because you achieved your goals during this session or your character's’ feelings have changed. You can erase that goal and write a new goal based on recent events during the game. Mission goals can be resolved while the characters have some downtime after a mission has been completed. For each resolved goal, mark 1 milestone in your character sheet.
  • Chimera Excerpt - Wealth & Equipment



    Today I bring you an excerpt from the Wealth and Equipment chapter as it is currently seen in the playtest document my group currently has. I drew inspiration from D&D and Dungeon World to come up with what you see here. My goals were the following:

    • To simplify the amount of coins/credits/money you had to keep track of.
    • Provide a simple way to live a lifestyle without having to track all of your money.
    • Make equipment as generic as possible and add modifications to suit your gear to your needs.
    This is subject to change as I receive feedback from the players and any suggestions you might decide to leave in the comment section below. Let me know if I achieved my goals or how I can improve them


    Wealth & Equipment

    More often than not, characters will likely need to rely on more than just their attributes and talents. Having enough wealth and the right set of equipment could be the difference between success or failure. In this chapter you will find rules and guidelines to handle wealth, buying equipment, and acquiring services.

    Wealth

    The Chimera Roleplaying System uses an abstract wealth mechanic that can be used in any type of game, be it a fantasy, modern, or sci-fi setting where there is a fairly standard economy where the minutiae of keeping track of everything owned, bought, and how much money you have left isn't important or an apocalyptic setting where keeping track of every resource you have left and living on the edge  is part of the focus of the game. It all depends on the focus given to Wealth as explained in the sections below.

    Wealth & Resources

    Wealth measures the overall lifestyle you can sustain based on what you own while Resources is your immediate expendable income. 0 Wealth means you are as poor as a person can be, you have no place to call home and living on the streets exposes you to great danger. A 1-2 Wealth means you have a modest lifestyle and you can cover your basic needs such as simple food, lodging, clothing, and putting a modest roof under your head.  3-4 Wealth means you can live in reasonable comfort. You can acquire modest food, lodging, and clothing. You can afford a comfortable home, set up a small business, and own one or two modest forms of transportation. 5+ Wealth Means you can lead a luxurious life with ease. You might own a mansion or several comfortable homes, you can afford the best food, lodging and clothing, you own one or two expensive forms of transportation, you attend social events with frequency and have connections in high places.

    Acquiring & Losing Wealth

    Through the course of a campaign you will be regarded with treasure in the form of Resources and in some cases with Wealth. These rewards may come as payment for a mission you accomplished, loot you found on an enemy, the profits of exercising your profession during some downtime, or merely by chance. Besides receiving rewards, you can exchange Resources to increase your Wealth. For every 30 Resources you can increase your Wealth by 1. Turning Resources into Wealth means that you have invested a significant amount of your income to preserve your current lifestyle. Handing out loans, saving money in a bank to generate interest, buying properties and land, or investing your money on a business are all good examples of ways to represent this exchange. The more Wealth you have the easier it is to mingle and request the aid of those in power but also to draw unwanted attention to yourself. Alternatively, when there is something you want to buy but lack the money, you can turn Wealth into Resources using the exchange rate mentioned above by selling something you own of great value. Turning Resources to Wealth and vise versa takes time, the GM will tell you how long it would take.

    Upkeep

    Besides taking the effort to increase your Wealth you must devote some capital to preserve it. Each month you must pay 15 Resources per Wealth level to sustain it. If you fail to do so, you reduce your Wealth by 1.

    Currency

    While the game handles wealth in an abstract matter your character is handling real money in the world they inhabit. Fantasy settings usually deal in coins which are called just that, coins, or have distinctive values such as copper, gold, and silver pieces with a standard exchange rate between the three. Games based in a modern setting deal in the current currency available in the location and the era the game takes place in, while sci-fi games typically deal in a generalized currency called credits or galactic credits. Now, what does it mean to have 1 Resource for your character?  It is up to the GM to determine how much a resource is worth in their games and to inform their group, but it might mean that in a fantasy setting your character has maybe 5 coins to buy that bundle of arrows. In a modern setting it could mean your character only has 2 or 3 dollars left to buy a decent meal, or in a sci-fi setting it might mean you only have 100 credits to decide if to stay in that disgusting hotel you just passed for one night or buy a box of ammo for your gun. It is up to the GM to determine how much a resource is worth in their games. Continuing with the coin example, lets say 5 coins equal 1 Resource. In order for you to sustain the lifestyle of an aristocrat in your world, you would need to invest 750 coins (5 Wealth) to acquire that level of comfort and then spend 375 coins (75 Resources) each month to maintain it.

    Purchasing Equipment

    Equipment pricing falls under one of the following categories: inexpensive, fair, expensive, or exorbitant. Inexpensive items such as rations for the road, a rope, or a bundle of arrows, cost between 1 Resource. Fair items such as a sword costs 3. A pricey item like a pistol or a suit of armor costs 6. An expensive item such as a rifle costs 12 Resources. An exorbitant item such as a modest car might cost 24 Resources. Luxurious items such a mansion, stronghold, or a starship might cost 48 Resources, while a castle or a spaceship might cost 96 Resources. Some equipment might have additional costs based on their availability, legal restrictions, and additional modifications.

    Selling Equipment

    Assuming what you are trying to sell is in good condition and working, you can sell it for half its value in Resources rounded down (minimum 0). In the event you have multiple items you want to sell which half of their value rounded down would mean it's 0, you can sell them in pairs to receive 1 Resource.

    Repairing Equipment

    Equipment will get damaged from time to time. Repair a piece of equipment usually has a cost of half of its value in Resources rounded down (minimum 1).

    Reading Equipment & Services

    The equipments and services section shares a similar structured format as skills which is described below.

    Equipment or Service Category Name

    Armor & Shields
    Equipment and services are all grouped thematically under a category. Above you see the category that contains all the armor and shields the characters could acquire.

    Category Description

    Like weapons, armor and shields can be enhanced one way or another; they can be made from different materials, they can possess different gadgets to increase versatility, refined craftsmanship to enhance protection, or resist different types of damage such as ballistic and energy. Each Armor or shield can have one major modification, one moderate modification, and one minor modification. You can exchange one major modification for a moderate or minor modification, or you could exchange a moderate modification for a minor one as well. Below you will find modifications you can make to your armor and shields.
    Next comes the description of the category which may only contain a few lines describing what you will find while others have rules that govern the entries it contains. The example seen above belongs to the Armor & Shield Modifications category.

    Subcategory Name & Description

    Axes
    Axes are wedged tools with an axehead and a handle that can serve to cut, split wood, and as a weapon.
    Right after the category description you will find subcategories, each with its name and description following the same format as categories. The example above belongs to axes

    Equipment or Service Name

    Axe (Light)  
    The first line of an equipment or service is its name. This is how the equipment will be referred throughout this book. Next to the name you will find a symbol which represents to what genre the talent is best suited for. The red symbol is for fantasy, the black symbol is for modern games, and the purple symbol is for sci-fi.

    Equipment or Service Description

    Light axes include fireman’s axes, hand axes, hatchets, tomahawks, or any other light tool with an axehead
    Right after the name you will see a small description of what the equipment or service is all about. The example above belongs to the Axe (Light) weapons.

    Cost, Requirements, and Properties

    • Cost: 12.
    • Requires: Energy Resistance.
    • Properties: +Deflective, Mod (moderate).
    After the description comes different sections that describe the cost of an item in Resources, what requirements it may have, and its properties. The example above is for the Deflective modification for shields. Not all items have these three sections, some of them may only have one or two.


    Equipment & Services

    Skill and talent are important for any character in order for them to survive but sometimes having the right weapon or piece of gear could mean the difference between life and death. In the following section you will find almost everything your character needs to brave the perilous roads they will travel. Most of the equipment and the services here are presented in a somewhat abstract manner to save time while making characters and keeping track of their equipment. Imagine how big this chapter would be if every piece of equipment or service a character could acquire is accounted for.

    Equipment Properties

    Each piece of equipment will have a certain quantity of properties that help describe what they do. Some of the properties have a described definition while others are there to give players and the GM cues.

    • Agonizing: The pain caused by this weapon is excruciating. When you attack a creature, on a success the target is weak and shaky for one round. 
    • Accurate: It gives you Advantage on Ranged rolls. 
    • Ammo: Is an abstract way to keep track of ammunition for certain ranged weapons. See the Ranged skill to see how you lose ammo. 
    • Area: This equipment affects a small area within a range determined in parenthesis. E.g. Area (close, near). 
    • Armor: It protects you from damage. You subtract the armor value indicated in front of this property from damage you take. If the armor value does not have a “+” sign it does not stack with other types of armor. 
    • Autofire: It can shower your enemies with multiple bullets. When you make a ranged attack with a weapon with autofire, you can spend 1 ammo to attack everything in an area up to the weapon’s range. 
    • Ballistic: Weapons that shoot bullets ignore 1 Armor unless the armor is padded to stop bullets. Weapons that deal damage to a user wearing armor with the ballistic property don't ignore 1 armor. 
    • Blazing: On your command, the weapon can deal Burning damage instead of its normal type. On a successful attack, the target takes ongoing burning damage that ignores armor equal to the numeric value of this property until they take a round to put it out. E.g. “1 Blazing” deals 1 ongoing burning damage. 
    • Cloaked: When you stand still for a few seconds, you become invisible until you move. 
    • Cold Iron: Weapons made out of this material deal double damage against fey creatures. 
    • Cumbersome: It is difficult to carry or use. You have Disadvantage on all Agility based rolls. 
    • Cushioned: It reduces falling damage by half rounded down (minimum 0). 
    • Damage: Indicates how much damage a creature takes from an attack with this weapon along the damage type. 
    • Dangerous: Mishandling it may have severe consequences. 
    • Defensive: It helps you defend against attacks. You have Advantage on Defend rolls equal to the numeric value of this property. 
    • Deflective: It bounces back an attack made against you with an energy weapon. When you make a Defend roll against an energy based attack or effect, on a success you can deflect that same attack to it’s source. 
    • Displacement: It provides you with Advantage on Dodge rolls made against ranged attacks from far range. 
    • Energy: Damage dealt with this weapon is considered energy damage. Energy damage ignores 2 armor unless the armor is modified to withtake energy damage. Weapons with the energy property usually require 1 or more energy cells to operate which are Fair in price. Weapons that deal damage to a user wearing armor with the energy property don't ignore 2 armor. 
    • Forceful: It pushes the target away. Small creatures can get pushed back up to 20 feet 
    • Freezing: On your command, the weapon can deal Freezing damage instead of its normal type. On a successful attack, the target is shaky and slowed for one round. 
    • Genetic Tag: It only works when you wield it or when a member of your species wields it. This trigger is decided upon the item’s creation. 
    • Ignores Armor: It forgoes all or a specific type of armor described in the description of the item. 
    • Immunity: It is or it makes you immune to a certain type of damage or effect. 
    • Implant: It must be grafted to your body. 
    • Life Support: It allows you to survive in hostile environments such as the vacuum of space. 
    • Mod: Describes a type of modification done to a piece of equipment. 
    • Motion-Assist: It provides Advantage when making Athletics rolls to grapple or smash through objects. 
    • Organic: It is made out of organic material that functions like real technology but it is undetectable by scanners that check for electronic devices. 
    • Penetrating: It goes through armor. You subtract the numeric value from this property from armor. 
    • Poison: It is poisonous. Applied poisons need to be carefully applied or the creature must ingest it. Touch poisons work immediately after contact. 
    • Range: Suggests the distances the weapon can reach or propel projectiles. 
    • Rechargeable: It requires to periodically recharge through an energy source or requires to be refueled. 
    • Reload: It takes some time to reload. Usually a round or so. 
    • Resistance: It is or it makes you resistant to a certain type of damage or effect. 
    • Restricted: It is restricted and requires some sort of permit in order to own it legally, usually the same cost as the weapon itself. 
    • Shocking: On your command, the weapon can deal Shocking damage instead of its normal type. On a successful attack, the target is dazed for one round. 
    • Silenced: It does not make any sound or is significantly muffled. 
    • Silvered: This weapon has been coated with silver. Some creatures like werewolves are vulnerable to such materials. 
    • Thrown: It can reach a certain distance when thrown. A thrown item does not count as ammo. 
    • Worn: It must be worn in order to function.

    Armor & Shields


    Below you will find examples of the various types of armor you can don and shields you can carry.


    Armor Armor helps you protect yourself from harm by reducing the amount of damage you take from a blow.
    Armor (Cloth) Cloth armor includes, boots, coats, jackets, loincloths, pants, and robes. Cost: 3. Properties: worn.
    Armor (Light) Light armor includes brigandine armor, flack jackets, hide armor, tough leather, and protective gear made out from bones. Cost: 6. Properties: 1 Armor, Worn.
    Armor (Medium) Medium armor includes chainmail, full riot gear, military combat armor, and scale mail. Cost: 12. Properties: 2 Armor, Cumbersome, Worn. Armor (Heavy) Heavy armor possess thick plates usually made out of metal that protects the entire body. Cost: 24 Properties: 3 Armor, Cumbersome, Worn.
    Armor (Power) Power armor is made using advanced military technology to make it more durable and powerful. Power armor is made to possess the qualities of other pieces of equipment such as a life support system that allows you to survive the vacuum of space, poison filters, and a radiation engine to prevent radiation damage. Power armor is usually fueled by either potent energy cells or fusion cores. Cost: 48 Properties: 4 Armor, Cumbersome, Immunity (poison, radiation), Life support, Worn.
  • 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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