Bunch of Custom Moves from my Westhold campaign, provided for review, critique and inspiration.

Bunch of Custom Moves from my Westhold campaign, provided for review, critique and inspiration.

Bunch of Custom Moves from my Westhold campaign, provided for review, critique and inspiration.

Lost in the Run

When you move off the beaten trail in the Run, roll +WIS. On 10+, you follow the intended path. On 7-9, you follow the intended path and choose one:

• You follow a false path for a decent amount of time. 

• Danger finds You

• You find Danger

Those who can Hunt and Track or have a very good map, add +1 to the roll

Activate a Legion Stone

When you Open a Legion Stone by trickling some magic over it, roll +CHA. On 10+, choose three. On 7-9, choose two. On 6- the Legion Stone is empty.

• Equipment, Provender or Coin

• Enough for four

• One, High Quality or Magical

• Enough for 10, Low Quality

• Document

• Liquid

• Not trapped

Dig for Artifacts

When you dig in a ruin looking for something, roll +WIS. On 10+, choose three. On 7-9 choose two. On 6- you just waste some time.

• Personal Artifact 

• High value

• Arcana

• Weapon

• Multiple Items

• Coinage

• Don’t attract unwanted attention

Wrestle the Champion

When you Wrestle the Champion, roll + STR or DEX. On 10+, choose two. On 7-9, choose one:

• Throw your Opponent. Opponent takes 1 damage. You gain space

• Lock and Squeeze. Opponent takes 1 damage

• Head butt. Both take 1 damage. Opponent is stunned. Go again.

• Catch your breath. Heal 1 damage

• Flurry of blows. Any combination of two stun or damage.

• Scamper away. Gain space.

• Flying kick. Opponent knocked to the ground.

• Dirty Trick. Opponent Stunned. You get +1 to next roll

Highest total goes first. Start out near each other. First to five points is declared the winner.

6 thoughts on “Bunch of Custom Moves from my Westhold campaign, provided for review, critique and inspiration.”

  1. Any reason the PCs could not become professional artifact diggers? 

    Maybe: When you dig in a new part of the ruins roll+WIS (i could also see CON working here)

    Wrestle the Chamipon seems like a big subsystem for something the game handles well. 

    Why only go with this 1 move when you could get more variety out of Discern Realities+Defy Danger+Hack&Slash? 

    I don’t know if this is a good idea. Secondly, you don’t really define what “space” is. I would only evel choose Dirty Trick on a 7-9 since my enemy wouldn’t do something to me when they are stunned. Then, on a 10+ i would just go Dirty Trick+Flurry of Blows/Catch your breath (if i took a hit).

    At least split this up into 3-4 moves.

    When you attack the champion in a wrestling match

    When you are stunned

    When you lock down the champion in a wrestling match

    If you don’t have enough space 

    or something like that.

    The rest looks fine. 

  2. “Wrestle the Champion” was intended to be like a duel, with both sides moving back and forth, gaining and losing the advantage. It makes more sense if “1 damage” in the text is replaced with “1 point”.

    It worked moderately well in actual play – the players used the move to impress the tribal chieftan and had a good time calling out wrestling moves and betting on the action.

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