OK, now that my season finale is done I have a couple of custom moves to share.
The first was to use navigating a crypt. I drew out a path with several spaces (length based on dificulty).
When you attempt to navigate the labyrinth Roll+Wis
10+ Move one step closer to your destination.
7-9 Move one step closer to your destination and choose 1
6- Choose 1 and DM chooses 1
*You get lost
*You find something . . . . strange
*You are not alone
*Your group becomes separated.
For lost/separated I simply created alternate paths that took more steps to reach the destination, players each rolled in turn as they went.
In the basement of the thieves guild was an artifact that drained the luck from people. The guild was using it to improve the gambling house profits. These two moves relate to that
When you enter the gambling hall while the “luck engine” is in operation Roll+Nothing (luck is fickle)
10+ Hold 2 Good Luck. Before a roll, you may spend 1 Good Luck to add +1 to the roll.
7-9 Hold 1 Bad Luck. The next time you roll a result of 7, spend 1 Bad Luck and change the result to a 6- 6- Take -1 ongoing until you get a result of 12+ on a roll. Then Hold 1 Good Luck as in 10+ above.
The engine had a control amulet. The one being used was a replica and did not have all the functionality of the real thing (the players had the real thing)
When you tamper with the “Luck Engine” Roll+Int
10+ Choose 2
7-9 Choose 1 but . . .
*Deactivate the engine
*Activate the engine
*Hold 2 Good Luck (same as above)
*Give someone else in the chamber 1 Luck of your choice (good or bad)
*Remove the control amulet
& if the “true” amulet is placed in the control panel
*Permanently damage the engine
*Turn the engine up to 11!
They ended up turning it to 11! The resulting citywide bad luck resulted in a meteor hitting the city. They also destroyed it so in the end it was a great end to season 1. We are going to pick up 1 year after the “rain of fire” at a memorial to those who died. It will be Epic!