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jul-11-19

THE SOULKNIFE
level current
exp
exp need to level
7 + current level playbook
by NECEROS

stats to assign: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1) concept fueled by the mindblade playbook.
thanks to tam and marcus for help!
STRENGTH DEXTERITY CONSTITUTION
name

shaky
weak

sick
looks

g
g
str dex con

g
describe your psychic mark
INTELLIGENCE WISDOM CHARISMA

confused
stunned

scarred
STARTING MOVES

int wis cha Psychic Arcana (int)

g
g

g
You are psychic and your psychic damage die is a d6. Psychic damage ignores armor.
When you enact an emanation you know with a thought, roll+INT. On a hit, the emana-
DAMAGE d8 ARMOR HP tion happens as written. On a 7-9, choose one:
• Take your psychic die in damage as feedback
total

max hit points = 6 + constitution score


DRIVE • Someone else (GM’s choice) takes your psychic damage
□□Glory
Defeat someone so soundly they’ll be talking about it for years.
• You can’t use that specific Psychic Arcana again until you rest in camp
□□Justice
Claim your might the law of the land while issuing justice to misguided fools.
Blade of My Mind
At a moment’s thought you can summon a razor-edged blade made of psychic energy.

□□Honor
Remind someone through combat that your honor is more important than your life.
When you create one, describe it, and choose its range: hand, close, or reach, optionally
choose an additional tag: messy, subtle, or precise. If your blade leaves your touch for
SOURCE more than a few moments it disappears, but you can instantly create another one.

□□Force of Personality
Your power comes from your raw charismatic presence and power of will. You use CHA Mindful Riposte (dex)
when using Psychic Arcana, Mindful Riposte, and Cut Anything. What is it that gives you such When you deflect an attack using your mindblade, roll+DEX. On a 10+, the attack is re-
confidence and capability? directed to another target of your choice (or nowhere). On a 7-9, same, but choose one.

□□Determination
For some reason you refuse to give up, even to death. Why? When you are outnumbered
• You suffer your psychic die in damage due to feedback
• You put yourself in a bad spot or made the situation worse
or outmatched, take +1 ongoing to attack rolls and +1 to armor until things aren’t so dire. • You can’t use Mindful Riposte again until you rest in camp
□□Void Between the Stars
You’re a lucky sonofagun. When you rest during camp you lose any previous luck then Mindsense
gain 1 luck. Spend a luck to reroll a roll you just made, and take +1 forward to this roll. You can connect your subconscious mind to the weave of living minds within the cosmos.
How can you describe to others what whispers you hear from the void? When you Discern Realities, you may add these to the questions list:
• What feelings and emotions are most tangible here?
coins GEAR load • Is there real danger on my current path?
100 coins = 1 weight
You start with adventuring gear (1 wt) and dungeon rations (1 wt). You’ve kept one me-
your max load = 9 + str
• Who amongst us is latent with the most untapped potential?
mento from your childhood or past life. Why is it important to you:
______________________________________________________________________________ Sight of Souls
Choose one: You’ve discovered that different creatures and species have different colored auras. What
□□ Leather armor (1 armor, 1 wt) do these auras look like to you, and which colors relate to which species? While the auras
□□ Traveler’s outfit (0 wt) and 10 coins
do shed enough light for you to see them clearly in dim light, they do not illuminate
Choose two:
□□ Shield (+1 armor, 2 wt)
enough to make your way in darkness.

□□ 2 Healing potions (0 wt)


□□ Antitoxin (0 wt), dungeon rations (1 wt), and 2 bandages (3 uses, 0 wt) PSYCHIC EMANATIONS
□□ 22 coins You begin knowing one emanation at level 1, and learn a new emanation of your choice
EXTRA GEAR every odd level thereafter.
After a brief meditation or kata during rest, you may choose to replace one emanation
you know with a new one of similar level.
If an emanation is marked as maintainable, follow the directions on what happens
while it’s maintained, as some emanations will grant a usable move. You suffer a cumula-
tive -1 ongoing to use Psychic Arcana for each maintained emanation.
TRACKER
❏❏❏❏❏❏ ❏❏❏❏❏❏ ❏❏❏❏❏❏
hold ❏❏❏❏❏❏ _____ ❏❏❏❏❏❏ _____ ❏❏❏❏❏❏

PLAYBOOK DESIGN by Billy “Neceros” Barnes 2019; neceros@gmail.com. Licensed by CC BY-SA 4.0 DUNGEON WORLD & LOGO ©MMXII Sage LaTorra and Adam Koebel 2012; All Rights Reserved.
BONDS / FLAGS NOTES

ADVANCED MOVES (level 2+)

□□Carbon Mind □□Natural Psychic


When you summon your mindblade, optionally add one of these tags in addition to other You learn another emanation of your level or lower. Neat.
tags it gets: psychic (ignores armor), stuns, two targets, or debility. □□Mindnumb
□□Gravitic Repulsion You’ve grown resilient to psychic damage. Whenever you are subject to psychic damage,
You can now hover effortlessly no higher than a meter above the ground (or surface) when you reduce that damage by 2 to a minimum of 0.
you are unencumbered. If you are higher than you should be (jumping off a cliff, irregular □□Extensive Training
terrain) you float down safely until you reach about a meter from the ground (or surface). When you Hack and Slash, Volley, or Mindful Riposte with your mindblade, you may use INT

□□Bow of My Mind instead of STR or DEX. If Force of Personality is your source, you use CHA instead.
You’ve learned to use your mindblade at considerable range. Add thrown, near, and far □□Forceshield (con)
to your mindblade range option list, and you can now select two ranges. You can Volley When you dismiss your mindblade in favor of immediate protection, roll+CON. You are
with your mindblade, but instead of reducing ammo on a 7-9, you suffer a -1 forward to encircled by an airtight sphere of impenetrable force which maintains air quality within
your next attack. If you select near or far, what do your projectiles look like? itself. Damage you take subtracts from the shield first. On a 10+, the shield has hp equal

□□Cut Anything (int)


When you use your mindblade to destroy an inanimate obstacle, roll+INT. On a 10+,
to your max hp. On a 7-9, the shield has half your max hp.
If you use a mindblade at all the shield ends.
choose 3. On a 7-9, choose 2:
• Describe how you destroy the obstacle in your way
□□Hyperthreading
You ignore the first -1 penalty accumulated by maintaining a psychic emanation.
• You don’t destroy something valuable
• It doesn’t take a long time to cut through
□□Gifted Learner
Gain a move from another playbook and inscribe it here:
• You don’t put yourself into a worse situation
ADVANCED MOVES (level 6+)

□□Shared Shield
Requires: Forceshield
□□Supernatural Psychic
Requires: Natural Psychic
Your Forceshield is large enough to protect everyone nearby. You learn yet another emanation. Super neat.

□□Elemental Binding □□Psychic Master


When you summon your mindblade, optionally add one of these tags to it in addition to Replaces: Hyperthreading
other tags it gets: burning, shocking, freezing, or thunderous. You ignore the first two -1 penalties accumulated by maintaining psychic emanations.

□□Jaded
Replaces: Mindnumb
□□Reave Shadow (int)
When you tear your way through a shadow using your mindblade, roll+INT. Choose an-
Whenever you are subject to psychic damage, you reduce that damage by 4 to a minimum other shadow within Far range. On a hit, you silently teleport to the shadow you’ve cho-
of 0 and take +1 forward to roll against your attacker. sen. On a 7-9, choose if you leave the tear open for 1d4 minutes, allowing anything to come

□□Focused Strike through – or the GM picks something you left behind in the leap.
Your psychic damage die increases to a d8. If you only have half of your hp or less your
psychic damage die increases to a d10 until you heal up to full again.
□□Army of One Mind
Requires: Bow of My Mind

□□Expanded Consciousness
Requires: Gravitic Repulsion
Your passions, memories, and experiences are so intense and deep your mindblade is
a terrible horror to behold. Add area to your possible range tag options for mindblade.
You’ve realized the rules you thought were so important can be bent and broken if you Describe how this looks: are you firing projectiles, or is it a blast, or is it something else?
know how. You can swiftly hover and fly at will. □□Astral Projection (wis)
□□ Unleashed Potential (int) When you force your mind to leave your unconscious body, roll+WIS. While projecting,
When you mentally force your body to change shape, roll+INT. Describe your physical your invisible and intangible conscious mind may fly at tremendous speeds. You may
changes (hair, skin, eyes, colors) or add, change, and remove biological features (limbs, pass through anything except for crystalline substances and thick stone. Repeated pro-
gills, fins, antlers, tentacles, etc). On a 10+, gain 3 hold. On a 7-9, gain 2 hold. On a miss, jections in rapid succession increase the chances something takes notice. On a hit, you
hold 1 in addition to whatever the GM says. may stay in this form until you return to your body. If you are forced to awake for any
Spend 1 hold to succeed on a Defy Danger roll as if you rolled a 10, by using your new reason, you snap back to consciousness. On a 7-9, you attract unwanted astral attention.
potential. Once your hold is gone so is your new shape, you revert back to normal. □□Mind and Body of One
You no longer need to eat, drink, nor sleep. You gain sustenance from lingering psychic
energy.
PSYCHIC EMANATIONS (level 1+)

□□Psychic Snap □□Thought Seeker (int)


You mentally attack a living mind you can see within Near range, using your psychic While maintained, you gain this move: When you take the time to delve into a living
damage die. At your option, double the damage, but you suffer a psychic die as well. mind in search of a question, ask the question and roll+INT. On a 10+, you learn the an-
swer as they know it. On a 7-9, the same, but they know you’ve been in their mind. On a

□□Thought Thief (int)


While maintained, you gain this move: When you stare intently into the eyes of another,
miss, you must wait 24 hours to use Thought Seeker again, and the GM makes a move.

roll+INT. On a hit, they can do nothing but gaze back at you feeling a growing emotion. □□Illusion
Name the emotion. On a 7-9, you are also affected by the emotion, though you are not Describe the scene around you how you wish it were at this moment. You may choose
stunned and they know it’s you doing it. to affect the mind of anyone nearby and they will see, hear, smell, taste, and feel what-
ever you’ve influenced them to believe exists (within logical sense.) The GM might tell

□□Repulsion you some minds aren’t affected by your illusion if it’s too far fetched, or if the mind is too
You project a thin layer of telekinetic force along your body, granting you +2 to armor. powerful. This effect can be maintained.
This effect can be maintained.

□□Instant Acceleration
□□Enhance Metabolism You slow time for a bare moment. You can dash towards a target within near range in the
While maintained, you gain this move: When you have a few moments to pause and blink of an eye and immediately make an attack via Hack and Slash. Take +1 forward to the
mend wounds, touch skin to skin to heal 1d8 damage. Healing in this way causes scars, attack roll due to the surprise.
and through repeated exposure over a short period, minor mutations (GM’s choice.) You
share the scar of every wound you heal on another body, while they gain your mark. □□Psionic Scream
You unleash a mind-curdling scream that targets all living minds within Reach range. If

□□Siren’s Leaching Stance you optionally include yourself in the attack, you may choose to exempt certain targets
While maintained, anytime you roll 10+ on Hack & Slash with your mindblade, instead of (not you) from being effected. Deal your psychic damage to all targets.
dealing an extra +1d6 damage you can choose to heal yourself +1d6 hp.

PSYCHIC EMANATIONS (level 5+)

□□Foresight (int) □□Joined Delusion


While maintained, gain this move: When you take time to project your consciousness Choose targets within Near range to believe a joined mass hysteria of your design:
into the psychic weave, roll+INT. Ask the weave one question. On a 10+, the weave an- drowning, engulfed in fire, parasitic brain-worms, etc. The targets will react accordingly,
swers your question truthfully. On a 7-9, the weave answers using the average of all living and optionally you may choose to deal damage to them using your psychic damage die.
mind’s knowledge (rumors included). On a miss, you learn of a dark terror that will be or Should you maintain this emanation, apply your psychic damage die to desired targets
once was, and of course, the GM gets to make a move. every time you concentrate intently for a moment.

□□Share Experience □□Waves of Rage


You and every mind that wishes to join you within Reach range can mentally share ex- Your anger snaps or your killer intent intensifies, and radiates outwardly in almost per-
periences, memories, and other mental communication. Everyone shares and chooses ceptible waves that drive back any who approach. If you rolled a 7-9 while enacting this,
what they wish to partake in themselves. Alternatively, you can take control to guide the the most courageous of minds can slip between the waves and approach slowly. This ef-
experience yourself. All participants heal 1 hp for every minute they share. This is a very fect can be maintained.
bonding sensation. The experience continues so long as it’s maintained, though a par-
ticipant can freely stop. □□Essence Repurpose
While maintained, you gain this move: When you rest and focus your lifeforce on a crys-

□□Teleport tal for about 8 hours, the crystal is imbued with a portion of your psyche and will remain
Choose a location you know well, or that you can see. You instantly appear there with imbued for about a week. Note: an imbued crystal will function even without maintaining
all of your gear. For the next 10 minutes you suffer a -2 to roll Psychic Arcana to teleport this emanation.
again. Anyone touching you when you teleport may willingly suffer your psychic damage When you would take your Last Breath, you may instead choose to spend an imbued
die to travel with you. crystal you have on you. The spent crystal sends you into an Astral Projection as if you
rolled a 7 (even if you don’t have that move) in order to find and forcefully possess a new

□□Duplicate weak-minded body. Lose a part of yourself, and gain a part of your new host. The body is
You summon a replica of yourself along with all of your gear. The duplicate acts indepen- now yours, but while you sleep aspects of your host might present themselves strangely.
dently from you, but otherwise is exactly like you at the time of creation. The duplicate
may not make duplicates. The duplicate won’t disappear while you maintain this emana-
tion, unless it dies. Take +2 ongoing to Parley with your duplicate.
□□Master of Extremes
While maintained, you are not affected by severe winds nor the most extreme of natural
temperatures. You can move and function normally no matter the heat or lack of it, and

□□Moment Manipulator in extreme weather. Neither fire nor lava burns you, and ice no longer freezes you. This
Whether time slows down or you speed up is relative. Treat a Defy Danger as if you rolled benefit extends to your gear while it’s near you.
a 10+.

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