I killed two party members tonight, the bard ran away (rerolled Paladin), but the Thief came out alive and…

I killed two party members tonight, the bard ran away (rerolled Paladin), but the Thief came out alive and…

I killed two party members tonight, the bard ran away (rerolled Paladin), but the Thief came out alive and fighting.  As a reward, she recovered a bone wand from the Gelatinous Cube that devoured her friends, and got the following new move:

Activate Device

When you activate an arcane device, roll+INT.  On a 10+, the device functions exactly as intended.  On a 7-9, the device functions, but choose one:

* The device loses one charge

* The device affects another target of the GM’s choice

* The device’s effect is halved

Thoughts?  I’m not 100% certain on the third option…

—EDIT—-

Thanks for the suggestions!  The final 3 choices are:

* The Device loses one charge

* The Device affects more or less than you wanted

* The Device’s effects are maximized, but the device becomes inoperable until after you next Make Camp.

I’ll keep Charges, even though other magic items may not use them- after all, not all Ranged weapons use Ammo!  Magic Staves may just have a limited number of daily uses, for example, and be unable to choose the Charge option.

Thanks for your comments!  I’m thinking about a Wizard move for Use Device as well…

15 thoughts on “I killed two party members tonight, the bard ran away (rerolled Paladin), but the Thief came out alive and…”

  1. I like Giovanni Lanza’s suggestion. You could also go with “The device functions, but not exactly as you intended.” That would give you some interesting wiggle room as a GM.

  2. Cool idea. Who will keep track of how many charges have been used? There’s nothing wrong with having an option that expends charges, but that means all arcane devices will need to have them or the option becomes useless. Personally I would change option 1 to a more generalized “low battery” effect.

  3. If you wanted to make it a bit more generic, you could change the first to “Uses up a charge or the device expends it magic and cannot be used until it recharges the next time you Camp”. That would let you have stuff without charges as well.

    Possibly replace the third with “The device functions as desired, but also generates a side effect that creates a dangerous situation or puts you in a spot.”

  4. Wand of Disintegrate.  B[d10] damage, ignores armor.  Far.  Requires Thief, Wizard.

    I’m going to make the options be:

    * Lose 1 Charge

    * Device affects more or less than you wanted

    * Effects are maximized, but the device becomes inoperable until after you next Make Camp.

    Thanks for all the suggestions!  Glad you guys like the move!  🙂

  5. Nah, that cube was a fine challenge. In old school games, you don’t necessarily want to fight everything you find…. But I do think they could have killed it with much less trouble. I have no qualms about the encounter difficulty. 😀

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