Saturday, August 17, 2019

Dungeon World RPG Homebrew: the Cavalier and the Technomancer

As a consequence of civilization not existing in this setting (outside of a few insular despotically-ruled cities), organized religion is not a prominent aspect in the world. It didn't make sense to include Cleric or Paladin character classes without divine powers, so I intended to simply leave them out of the original six or seven core classes I was converting.

Once I was pointed towards the Dungeon World Compendium, and all its classes designed by Peter Johansen, I set about re-integrating those roles under the guise of techno-magical and preternatural talents.

The Cavalier is a skilled guardian and well-trained steward, most likely to have previously been in the service of a town's elite guard, or now protecting the last survivor of an ruling family. Whereas the Fighter reflects more of a lone mercenary or isolationist warrior. I salvaged the Paladin's move Quest in order to give the Cavalier a proactive goal in addition to the designation of one party member as their protected 'ward'. In a way it made the Cavalier feel more like a wandering Samurai to me than a strictly medieval knight; I adjusted the starting chose of weaponry a bit to reflect this isn't a world of one traditional culture.



The Technomancer is the other big spell-caster of this setting, based upon the Shaman class and a good chunk from the Cleric too. Although greatly similar to the Spell-Coder, I would summarize their differences in two key ways:

1) Stylistically speaking, the Technomancer learns to call upon technology in a very ritualized and impassioned manner, relying upon totems and material components just as much as the specific phrases and gestures Spell-Coders memorize. They're more of a primitive tech-spirit medium counterpart to the Spell-Coder's austere armchair studies.

2) To reflect the above in game mechanics, Technomancers use their Wisdom stat when rolling to perform spells; Spell-Coders use Intelligence. They also gain new spells at different rates; while both prepare one spell plus an additional spell per level at a time, the Technomancer can chose from any in the entire list according to their level bracket. Spell-Coders only start off with three in their book, but gain a new one each level (in addition to any they acquire and copy during their adventures).

The default appearance options are meant to exemplify these difference, which should help paint the image of Technomancers as machine-idolizing shamans apart from the eccentric scholarly Spell-Coders.




"Just how many classes did you customize," you ask? Good question. The total is sixteen, so I have another eight to show off. Stay tuned.

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