This also better allows for someone to get it removed before the transformation is complete, paving the way for a compendium class or one possible origin for psionics. Since they can move, attach themselves, and are pretty good at hiding I think it will add a lot of tension when creeping into (or trying to escape from) a mind flayer enclave or vessel. I loved the idea of making them more parasitic, but also wanted to make them more dangerous on their own. Josh pitched this idea awhile back after reading Perdido Street Station, likening them to the handlingers. Once the victim is immobilized it is only a matter of suffering through an incredibly painful, lengthy transformation, and that is where baby mind flayers come from. Instead of having to be implanted in a victim they just latch on to your spine, digging through flesh and bone with their sharp limbs to get a nice, solid grip. Since they can crawl about this already makes them more dangerous, but they also possess an array of primitive psionic abilities that can induce panic in potential victims, hide them from sight, maybe even a one-target mind blast? Instead of starting out as defenseless tadpoles they look more like facehuggers: vertebrae-like tails and spidery limbs extend from a fleshy mass covered in eyes of various shapes and sizes. Mind flayers come from the Far Realm, a void beyond the known regions of the Astral Sea, where space, time, and reason have no meaning or appreciable purpose. The effective range of the totem is now 200 ft.A LONG TIME AGO, IN A REALM FAR, FAR AWAY When you make a moebius totem, it gains one of these effects: Requires: Simple Moebius Totems, level 7+ of the totem attempt to ensnare anyone within reach of the totemĭark fog obscures the vision of those within 20 ft. The weather changes to your choice within 20 ft. On a 6-, the totem is made but it has no magical properties. When you make camp in an area with carvable material (wood, soft stone, etc) and contemplate the endless cycles in nature, you may make a moebius totem by rolling + Wis. Give this form a name, and note the features that make up the creature’s form and make it distinct from other creatures. When you use the parts of three or more creatures into your shifted form at once, you may designate your new form as an entirely separate “creature” that you may transform into as a target of your shapeshifting power. What are the normal weather patterns of this place? When you discern realities in a natural environment, you may ask the following questions and get an extra +1 forward when acting on the answers (in addition to the +1 from discerning realities): Once you have taken the ENDLESS SHAPESHIFTING move, you may take the following moves when you level up: The GM may give you some new moves associated with the attribute you choose to add, or you may just be able to use the features of your new attribute without any new moves. If you spend all of your hold to revert to your natural form, you take d6 damage. You may only take an attribute from an animal whose form you are able to mimic by shapeshifting. You may also choose to increase your size by one foot of height. This can include natural weapons such as claws, fangs, or venom, or other features such as fur, wings, scales, gills, webbed feet, etc. You change one aspect of your beast form to incorporate new abilities from a different species of animal. On a miss, you still shapeshift unless your hold would be reduced to zero. While in beast form, you may spend one of your hold to roll+Wis. When you become one with the constantly shifting nature of the wilderness, you may take the following move the next time you level up: Here is the full text of the Infinity Druid Compendium Class for Dungeon World! The sheet organizes this information to the benefit of the player.
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