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The Medium is being rewritten and added to my Binding World supplement for Dungeon World.

The Medium

The Medium has an attuned connection to the spirit realm, and to the spirits that reside there. Using this connection they can accept spirits into their body for a period of that that grant them boons based on what the spirit was adept at while living.

Becoming a Medium

  • Be possessed by a spirit, malicious or otherwise
  • Converse with a spirit and earn its trust
  • Help a spirit perform a task it failed to complete in life

Starting Moves

Seance

When you take an hour to perform a seance ritual, a spirit from the list below that enters your body and binds itself to you, roll+CHA. You can sense this spirit and get a sense of its feelings, and may even come to know it over time.

  • On a 12+ gain 3 parity and learn something personal about the spirit.
  • On a 10+ gain 3 parity.
  • On a 7-9 gain 2 parity.
  • On a 6- gain 1 parity in addition to whatever the GM says.

Each spirit type has a domain of influence, as well as a boon that they give you as long as they inhabit you. Once you have spent all of your parity the spirit leaves your body.

  • Charmer
    Domain: persuasion and manipulation
    Boon: When you converse with an NPC you may spend 1 parity to have them to take a shine to you.

  • Guardian
    Domain: protection and defense
    Boon: At any time you may spend 1 parity to choose an option from the Defend move.

  • Magi
    Domain: magic and the arcane
    Boon: When you roll a 7-9 while casting a spell, you may choose to spend 1 parity instead of choosing from the provided list.

  • Mender
    Domain: healing and restoration
    Boon: When you heal yourself or another, you may spend 1 parity to heal an additional +1d8.

  • Warrior
    Domain: battle and combat
    Boon: Whenever you deal damage through combat you may spend 1 parity to add +1d6 damage.

For the GM

Ask the player what the seance looks like. Do they require materials? Are there candles? Do they sit quietly or is there chanting?

How does it feel when a spirit enters them? What does it look like to someone watching?

When the character learns something about the spirit this is something that the spirit has been able to convery them. This could be anything: name, something they love, something they hate, the manner of their death, something they left unfinished, their age, gender, favorite food.

Spiritual Guidance

You may spend 1 parity to reroll any move associated with the domain of the spirit within you.

Advanced Moves

If you have the seance move, these count as class moves for you; you can choose from them when you level up:

Maintain Parity

When you run out of parity and attempt to keep the spirit within you, roll+WIS. On a 10+ gain 1 parity. On a 7-9 choose one:

  • Gain 1 parity and take 1d6 damage ignoring armor
  • Gain 1 parity and take -1 forward to Seance
  • The spirit leaves your body

On a 6- the spirit leaves your body.

Spiritual Intervention

When you or a nearby ally would take damage, you may expel the spirit from your body and use its force to negate the damage.

For the GM

Make sure to ask how this looks to the outside. Does the spirit trip them up invisibly? Does a white ghost fly from the character's fingertips and block the blade? Is there a burst of white light that disintegrates the incoming arrows?

Words of Wisdom

When you consult the spirit that resides within you, they will give you an insight relating to the current situation, and might ask you some questions in return, roll+CHA. If you are consulting them on a topic of their domain add +1.

  • On a 10+, the GM will give you good detail.
  • On a 7-9, the GM will give you an impression.

For the GM

Remember that this is a spirit giving them insight, not you the GM. A Warrior spirit might push the character to assault an enemey's fortress immediately while the timing is favorable, but a Charmer spirit might tell the character how they could best convince their enemy to lay down their arms.

When asking the questions in return, try to learn about the character's fears, past, or personality.