Author Topic: Alchemist moves  (Read 2008 times)


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Alchemist moves
« on: October 12, 2012, 04:41:52 PM »
Hi all,

I'm very new to Dungeon World (and *World games in general), but I was thinking of using DW to run a game in a setting where D&D-style wizards don't exist.  I wanted to come up with an Alchemist class as an alternative (I'm sure something like this has been done before, but couldn't find it with some googling), and am playing around with a few class moves.   I'm sure the numbers for damage, etc. need tweaking (I haven't played enough to have a good feel for those), but was hoping folks could give me some feedback on the basic move structures.  (BTW - I'm envisioning alchemists in this setting as sort of "combat chemists", and the first move reflects throwing a container of an alchemical preparation.  Also, "stores" is an abstract rating of the character's supply of alchemical reagents, etc., which I'm thinking will start at 5 or so and then need to be replenished by finding them on adventures or spending gold.  Each time "stores" is depleted, you subtract 1.)

Here are the moves I've come up with so far:


When you use an alchemical preparation, roll+DEX: 
On a 10+, choose 1, or choose 2 and deplete your stores.
On a 7-9, choose 1 and deplete your stores.
On a 6-, deplete your stores and you suffer a mishap.

-   Create a cloud of noxious vapors
-   Create a cloud of thick, obscuring  smoke
-   Create a loud explosion (d8+2 damage area)
-   Create a pool of dissolving acid (d10+1 damage ignores armor)
-   Create a stunningly bright light
-   Create a deafening noise
-   Put a handful of creatures to sleep
-   Catch things on fire


When you have the time and laboratory equipment to investigate a substance, roll +INT:
On a 10+, choose three
On a 7-9, choose 1
On a 6-, you gain no useful information

-   You determine the substance’s components
-   You determine the substance’s origin
-   You determine the substance’s method of manufacture
-   You determine the substance’s usefulness


When you have access to the resources and equipment to make a concoction, roll+INT:
On a 10+, choose 1 or choose 2 and deplete your stores.
On a 7-9, choose 1 and deplete your stores.
On a 6-, deplete your stores and you are left with a useless goo.

-   You create a deadly poison (1d6 ongoing damage poison)
-   You create a sleeping draught
-   You create a powerful antidote (counteract poison)
-   You create an invigorating tonic (remove one debility)
-   You create a healing balm (heal 2d6 HP)
-   You create a boosting potion (+1 forward to one stat modifier for one use)

I'm also working on an advanced move to transmute small amounts of material.

Thanks for any input.