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Creatures of the Night: Advanced Playbooks for Dungeon World

Creatures of the Night: Advanced Playbooks for Dungeon World

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This product is a set of Advanced Playbooks for the Dungeon World system. An Advanced Playbooks is essentially a second playbook you apply on top of your basic playbook to create a more complicated character. Unlike a basic playbook, you cannot play as these playbooks by themselves. Unlike a Compendium Class, you can start the game as one of these playbooks, and you don't need to level up to gain one, you just need to meet the requirements.

It's time to get spooky. Did you have a bad run-in with some Vampires? Well, now your Dungeon World character can become afflicted with Vampirism as a result, with all the power and fear of sunlight that brings you! Werewolves and werebears and wererabbit bites can come with similar consequences. Even death's embrace won't stop your hero if you still have unfinished business, not when you can become The Wraith.

This set of playbooks brings the power of becoming something else to your game. Your players can become a Vampire, a Werewolf, or even a Wraith, and even start the game already afflicted as such, if they want. These playbooks consume some of what you once were, replacing some of their Moves with new ones that give them just the right set of monstrous powers.

The Vampire is a cunning and deadly hunter, with a variety of customization available to them. All vampires require Blood to power their supernatural strength, but what they do with it can vary greatly. The Vampire can excel as a fighter, a sneak, or a charmer, and you can focus on your vampiric power as much or as little as you'd like.

The Werewolf is a powerful, transforming beast. The playbook isn't necessarily a wolf - it will do just as well to portray the plight of Dr. Jekyll or The Incredible Hulk, or you can be any other kind of were-creature, like a Werebear or a Werebat. But no matter what you are, this playbook is all about reckless and uncontrollable power, and your curse will leave devastation in your wake.

The Wraith has unfinished business. This playbook is the easiest of these Advanced Playbooks to enter - all you need to do is die with unfinished business you refuse to leave unfinished. This playbook sees you become a ghost - you become incorporeal, you can fly, and you gain telekinetic powers. None of your gear works anymore, but it isn't like you need it. You're basically untouchable now.

This product is licensed under the Creative Commons Attribution 3.0 Unported License. To view a copy of this license, visit http://creativecommons.org/licenses/by/3.0/.

Crossy's artwork can be found here, if you want to see more of their work or hire them for your own projects.

 
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Discussions (1)
Customer avatar
Patrik W December 17, 2015 11:23 pm UTC
PURCHASER
The three advanced classes in this book mention how you can never be only the advanced class, how they must be taken with another class. The vampire for example says "You can never be just The Vampire – you must be a Vampire Fighter, or a Vampire Witch, or a Vampire Walker." Are these three examples, or can Vampires only be taken as a Fighter, Witch, or Walker. If the latter, is there a reason why, so that I don't break something important by houseruling the restriction away?
Customer avatar
Lukas K December 27, 2015 5:06 pm UTC
There's no reason you can't play as a Vampire of any class. They were just trying to describe how you need 2 playbooks for each one character.
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Product Information
Artist(s)
Pages
4
File Size:
1.97 MB
Format
Original electronic
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File Last Updated:
October 26, 2015
This title was added to our catalog on October 26, 2015.