I had this idea for a move for intuitive mechanical savant type characters, and was wondering what people think:

I had this idea for a move for intuitive mechanical savant type characters, and was wondering what people think:

I had this idea for a move for intuitive mechanical savant type characters, and was wondering what people think:

When you take time to closely examine a magical or mechanical device, Roll +INT.

On a 10+ You comprehend the function and use of the device perfectly (Similar to Spout Lore)

7-9 choose 2

6- choose 1, GM makes move

-You know exactly what the device does

-You know how to operate the device

-You understand how to recreate the device

-Using the Device does not consume resources

-Using the device has no side effects

10 thoughts on “I had this idea for a move for intuitive mechanical savant type characters, and was wondering what people think:”

  1. I kinda wanted to keep to the 10,7-9,6- pattern. besides, the GM would still have their moves if things start to spiral too far out there.

  2. So on a 10+ they know exactly what it does, how to operate it, how to recreate it, and don’t spend resources or suffer side effects? I think it’s a pretty generous move. I’d consider either losing the partial success on a miss or making a 10+ a “pick 3”

  3. Good point Ryan Sullivan.

    Alessandro, I have seen it, but I had a thought for a much smaller range of Moves (or just a single move) that could either be a racial move or an abbreviated CC for another class.

    Really, I’m just brainstorming and wanted to see opinions.

  4. The artificer has a move called let me see that that lets them ask 2 of the following 4 questions whenever they study some arcane contraption:

    – What does this do?

    – Who made this?

    – What’s wrong with this and how can I fix it?

    – What was done most recently with/to this?

    There’s no roll; the player just gets to ask.  I really like the move.  Provides a good jumping off point for a lot of mysterious stuff the PCs encounter. 

  5. Though I must say, I really like your “on a miss choose 1; the GM makes a move” approach.  You could alternately make the trigger include the choice.  For example:

    When you closely examine a mechanicl or magical device, pick one of the options below and roll +INT.  *On a 10+, the GM picks a second option for you.  On a miss, your examination has consequences; ask the GM what they are.

     (list as above)

  6. I like that a lot!

    I purposely wanted my “pick some” list to be all things that a player would want, but could also be easily and obviously reversed. Transparent consequences and outcomes

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