Dwarfare Games

We are an indie publisher of tabletop roleplaying games through DrivethruRPG. We have been publishing Tabletop RPG supplements for several years now, including supplements for Dungeon World, blank maps, cartography commissions, and our own RPG called Chimera: A Fantasy, Modern, and Sci-Fi Roleplaying Engine.

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Dwarfare Games has grown and evolved over the years, and so have our logos. While the changes may be confusing, we always try to make our products compatible with new devices without losing what makes Dwarfare recognizable.

Our Products

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

Tabletop RPG 23 Products
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Chimera Cover


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 featured. Show all posts
Showing posts with label featured. Show all posts
  • 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.


    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.


    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.


    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 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.


    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.


    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.

  • Chimera Playtest - Sessions 1 and 2


    About a week ago I had enough content to start testing the system (finally!). I contacted some people and formed a group of 5 players to take the system for a ride and they did not disappoint! Below you will find how the process of making characters and running the two sessions went.

    Character Creation

    The group consisted of 3 veteran players which I gave the document to make their characters without explaining anything to them. Their task was to go over the doc without asking any questions, the other two had never played a tabletop role playing game in their lives but they found the rules intuitive enough that they could make their characters with little questioning from their part.
    Making the characters took around 2 hours but the players didn't realize all that time had passed mainly because we were caching up and sharing a few drinks while the whole ordeal took place. At first I wasnt sure if that was the reason but then on the second session we had a new player who had played a tabletop rpg maybe twice before and she was able to make her character with little assistance in less than 20 minutes.

    The Cast


    The Setting

    I had to find a setting were I could test all fantasy, modern, and sci-fi elements of the game in one place. After a few hours pondering I came up with a setting where a master race decided to abduct species from different planets and realities and keep them “safe” in different habitable moons they had previously colonized. They used the core of a giant planet to power an AI that would be in charge of maintaining every city/dome, and of sending the numerous vessels throughout the different planets to collect worthy, civil species.
    These species were brainwashed to believe that all the different realities were in danger and were being currently destroyed one by one by a nameless horror. This helped most of the species to cope and adapt to their new lives, but the Boz, a species known throughout different worlds for being cruel and shameless abductors themselves felt there was something amiss.
    The domes in which the species lived in had different purposes, some were to harvest food, others for labor, but they all shared the same architecture which was filled with statues and canticles promoting their captors as benevolent saviors.
    Eventually the Boz revolted and persuaded/tortured members of other species to do the same. The rebellion lasted less than a year. Once the Boz found a way to hack the AI it was game over for the master race. What the Boz didn't anticipate was the AI going berserk on them once they were done with the tampering (something the master programmed into the AI as a way to say "screw you all" in the event their captives turned on them). Many domes were lost, most of the moons became barren wastelands after a series of nuclear explosions, and countless of them lost communication with one another.
    The game starts 100 years after the rebellion. The surviving species now live from whatever they can find while they fence off the numerous pests and monstrosities the crazy AI has been bringing back to the moons (killing them off would have been just too easy). Crimelords and other figures of power who have managed to get a hold of a dome often look for lost portals to other moons in order to raid them for resources.

    Session 1

    Maddy (Patricia), Alexia (Joanna), Bastard (Tibaldo), and Comali (Carlos) are enjoying their credits from their last mission in a pub located in their home dome called the Cauldron. While enjoying themselves they hear a rumble outside. Once they step outside to take a look they notice that there is a ship crashing in the distance, one of the players notices that its a species vessel, a type of ship that has not been seen around those parts for over 50 years.
    The players immediately received two calls; one from Cerdo (a genetically modified pig) and Max (a human boy genius). Cerdo offers them a job to go salvage whatever pieces from the vessel they can find, specially the core of the ship while Max requests their services to capture a unique species found inside the vessel and to kill/destroy any evidence of the ship and the other species found inside. Since Max offered them an exorbitant amount credits they decided to side with him. Max anticipated they would receive a call from and offered them to make a fake core engine for them to give to Cerdo and cash in those extra credits to which the players agreed.
    Max  told them to plant a device he gave them on the creature once they knock it unconscious.  He also suggested that they should look for an abandoned train station near the crash site and find a way to activate one of the trains in order for them to make it back to the city fast once they were done with their mission.  As soon as the players acknowledged his instructions he  teleported them near the vessel. From there on they were on their own. 
    They had no difficulty finding the crash site and apparently neither did a group of mercenaries that were close by. The players decided to observe them from afar and let them open the vessel for them and then get the drop on them. The mercenary group succeeded in opening the vessel but they were immediately dragged in by a series of tentacles. No screams nor any type of struggle was heard.
    After waiting a few minutes to see if anything else happened the group started to argue among themselves deciding what to do next and while they were doing this, the creature they were sent out to get had crawled out of the ship and began to spring towards them. Maddy decided to slip out of combat and go for the ship to rig it to explode while the others fought the creature. The inside of the ship was covered in blood and with the remains of some of the passengers  but that didn't stop Maddy from achieving her goal. 
    Having witnessed what the monster did to the mercenaries, Bastard didn't hesitate to place the teleporting device on the monster before it even got a chance to act. By then Maddy was finishing rigging the vessel when they heard the cries of goblins who had spotted them and were rushing in with guns and machetes in hand. Their numbers were too great so the group decided to make a run for the abandoned train station max had told them to locate. After almost an hour of running without stopping the characters managed to outrun the goblins but they were all now fatigued.

    Session 2

    The group finally found the train station but the entrance was completely shut. While searching for a way in they noticed that there was a small terminal that could open the gate leading down to the subway but someone had to either hack into it by making a Computers roll, or find a way to rig wiring to force it open by making a Mechanics roll. No one in the group had computer skills so it was once again up to Maddy to make sure they got in.

    Patricia's roll got her a partial success which meant she would get the job done but it was going to take longer than expected. The other members of the group kept watch while she did her thing. In the distance they noticed that two figures were moving at a great speed towards them, upon closer inspection from Alexia, she noticed that it was Nicole (Nicole) and Forte (Martin) who were running towards them and that behind followed another pack of goblins. Maddy had just finished opening the gate when she noticed Nicole was in danger. One of Maddy's principles was that he only helped those who help him, so at that moment Patricia was struggling with whether or not her character should help them. Maddy knew them but they were not his friends and they had never helped him before. If she decided to help them, her character would go against his core principle and not cash in that XP later for sticking to it.

    After Maddy saw Nicole getting swarmed, he decided to use autofire and attack all the goblins in an area. He got them all in one shot.
    The characters feared more goblins would come and decided to get that gate closed. This time Patricia  was not so lucky with her dice; Maddy managed to close the gate but he ruined the circuitry and now the get was permanently shut. Their only way out was through the subway.

    The subway was pitch dark. Some of the characters could see in the dark but those unfortunate enough to have normal vision had to spend some of their gear usage to light their way before descending a set of long stairs. Once they were below, those who were fatigued took this opportunity to rest while Nicole and Forte decided to scout ahead. Forte remained closed to the railway and the entrance while Nicole went ahead and explored further down where she saw a single train wagon parked at the far back of the station.

    Like the station, the train looked worn and had no power. Nicole was still curious and decided to step inside, it was at this moment that she noticed that the door was not fully closed, a dismembered arm prevented the sliding doors to close completely and on top of that fresh blood was zipping out from further within the train. Nicole panicked and decided to go back silently to warn the others but as she backed away, she tripped face down. When she turned over she notice a man with odd goggles and a maniac smile coming out with a machete in one hand and a severed head in another. Luckily for her the others were alerted as well when she fell and immediately went to her aid. After seeing him, Nicole was more curious than shocked and wanted to know more about this man before attacking it. Maddy thought otherwise and proceeded to attack the man with his rifle. The attack did some damage and whether it was intentional or not, the man was now right next to him with a single jump. At this point Alexia felt there was something definitely odd about this man. She recalled hearing a group of humans talk about this creature, this thing that enters the body of a living person and possesses them to commit horrible crimes. The boogeyman they called it. If killed, the boogeyman would move to the nearest person and try to possess them. Alexia shouted out this information, Nicole figured that the best option was to incapacitate the creature, fix the train, and get the hell out before it woke up. She looked around for weak points in the structure and shot there to have a piece of debris fall on top of the creature without killing it.

    After the boogeyman was incapacitated, Alexia, Maddy, and Nicole decided to explore further to try and find a power source to have the train working again while Forte and Comali stayed behind to make sure the boogeyman didn't wake up. Amongst the shadows Nicole spotted a small figure rushing out of view on top of a bridge and suggested that they followed. Alexia used her tracking skills to follow the creature to its lair. The tracks led to a heavily sealed room which Maddy figured was the control room for the entire station. He failed to try and rig the wires and Nicole turned to diplomacy to convince the creature to open the door from the inside. it was an old halfling scavanger who had been trapped down there for days. The boogeyman took a bite out of one of his legs and he had no choice but to barricade himself wherever he could until he found a way to get out.

    The group assured the halfing the boogeyman was down for a couple of hours more and that he could leave safely.They even offered to help him with his leg but the halfling declined and only asked to escort him outside where he would find his way back. The group agreed, they took the pieces they needed to get the train working and left, leaving Nicole wondering who was the halfling and what he carried in his giant backpack.


    The two sessions went surprisingly smooth despite me not having stats for monsters or even an adventure thought out. The players had a blast although the plot was very simple and had its fair share of plot-wholes. At the end of each session I sent the players a list of questions through a form for them to fill out anonymously. I got overall positive feedback. There was some confusing with the Wealth system and a few players had issues with the space in the character sheet. I already started to address some of this issues and hopefully our third session will be even better. Ill make sure to make a few posts about the rules of the game that the players had some issue with.

    The Character Sheet

    This was the character sheet I created for the first playtest session. Most of them were a bit confused when determining which skill went with which attribute because the icons next to them were a bit small. Other had issues with the space to write down information. Specially for weapon’s properties and some talents. I took these complaints into consideration and went from this:

    To this:

    The players loved the second sheet and felt it was a great improvement over the first version despite finding a skill repeated twice under Cunning.

  • Drought in Sulindal - A Dungeon World Adventure

    The small region of Sulindal has been in relative peace for over three centuries. The steadings of the region all worked with each other, one in particular, the dwarves of Smitheim defended the region from the horrors that creep from the depths of the Grytfell mountains.

    One of such horrors is Ugothos, it appeared long ago emerging from a meteorite that fell on the mountain near the area now known as the Grytt Crater. The dwarves managed to seal it then a few days back another meteorite fell which released Uguthos, the dwarves failed to seal him again and fearing the madness and corrupting Uguthos brought would spread through the water, they closed the dams they controlled which gave water to most of the steadings of the region.

    Its been now 5 days since the dams were closed and no one knows why. To make things worse, it hasn't rained a single inch either (even when magically induced) and wells are drying out one by one. The adventurers come into the region to investigate what is going on, discover the Uguthos danger, find a way to reseal the creature and save the region (and the world) from succumbing to its corruption.

    Update: New layout, corrections, and two PDFs, one in color, the other in black and white to make it easier to print at home. They both contain a 62 page adventure for Dungeon World with:

    • One primary danger and two optional ones depending on what the characters do.
    • Four fleshed out steadings, each with their own map
    • Four dungeons and one optional dungeon. The important dungeons have their own maps
    • Character options including a new material for weapons and armor, dungeon gear, magic items related to the adventure, and two new types of hirelings!


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