Tuesday, August 20, 2019

Dungeon World RPG Homebrew: The Charlatan and the Nomad

The Charlatan was a bit of a late addition to my customized class, before I narrowed down the really weird classes to the two monstrous types I'll be showcasing last.

To increase their distinction from the Scavenger, I kept all the roguish social abilities from the Trickster and them some, resulting in a lying, swindling conman. Even with the Advanced moves pulled from other classes like the the Spy and Ranger it's not a strong class in combat, but a very strong manipulator once back in whatever settlements pass for civilization.

Update: After four play sessions with the Charlatan, we conceded that the Smoke Bomb was just too situational, had partial success consequences that hindered strategic usage, and was just too creatively narrow for what the player wanted to do. Distracting Lure was the result of





The Nomad, like the classic Barbarian it was lifted from, is an in-your-face reckless alternative to the Fighter or Cavalier. They're built to be more aggressive and hit harder, essentially rolling +1 towards any action while 'pursuing impulses'; the impulses mostly involve crushing skulls but that's mostly what you want the party savage to pursue in the first place. There's not a lot of pretense to this archetype, but it's right at home in the urban wastelands.






And as promised, here's a bit of an info dump to identity some key points of contexts to know about my custom-made setting:

-This world is set thousands of years- if not hundreds of thousands of years- in the future. How much time as passed or even if this is Earth itself is not clear.

-Human societies have regressed to a perpetual dark age. Civilization no longer exists outside of a few isolated city-states. Written language, civil institutions, centralized governments, even money and trade is uncommon among the scattered settlements of humanity.

-The entire world was urbanized before civilization collapsed. Entire continents were effectively paved over with a network of water/power infrastructure and a layer of transit lines and foundations. Many regions have been razed down to this level but there are still numerous abandoned cityscapes, tens of thousands of square miles in size. In fact only truly bare landscapes are mountain peaks, some exposed continental sea shelves, and recent or artificially-created deserts.

-Earth’s oceans have been partially evaporated/extracted, leaving sea levels around 3500m lower than modern levels and most continental shelves exposed.

-Green plants are extinct in the wild. There are no trees and most traditional flora consists of red/purple mosses and vines. Agriculture still exists due to massive hydroponic blocks still in existence; many settlements are centered around maintaining these. The atmosphere is kept regulated by mile-high atmospheric processors, ceaselessly pulling carbon out of the air and reintroducing other gasses and temperature balances.

-Now fragmented and malfunctioning, past civilizations’ pinnacle of technology was an augmented reality network. Interconnected with hologram projectors, matter converters, powerful Artificial Intelligences (Machine Intellects), and vast knowledge banks delivered directly into the brain, it is still largely powered by self-maintaining renewable energy generation. The system is still partially controllable using mental commands and gestures, via artificial genetic code found in the human genome.

-The majority of surviving species of biological megafauna are descended from genetically-altered human stock. The rest are mostly biomechanical hybrids, autonomous machines, and artificial creatures designed and replicated by machine-intellects. Also, lots of niches filled out by rats and roaches.

-The largest ecumenopolitan landscapes are habitation blocks and hydroponics farms, in various states of compromise and decay. Many are capped with wind/solar farms, radio towers, terraforming machines, and other forms of power collection and resource storage, where additional levels of civilization have built their cities. The most dangerous parts of the ecumenopolis are the partially-intact substructures; major infrastructural faults result in flooding, hazardous gasses, and erratic tech-magic aberrations.

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