Got another one #DungeonWorldCC

Got another one #DungeonWorldCC

Got another one #DungeonWorldCC

Like that weapon? Don’t want to get rid of it? Now you don’t have to, with the new Smithy move. Allows anyone with a background in metal work to make and improve your precious gear. Get it now!

Hammer ‘N Anvil

When you spend time and resources to craft a new, or modify an old, piece of gear, describe how and Roll+(1 per 10gp spent). 10+ hold 2, 7-9 hold 1, 6- “Oops, what a mess”. Spend holds one for one.

Melee Weapon

New weapon starting tags (hand, two-handed, 1 weight)

-> Add one range(Close, Reach and +1 weight)

-> Add one tag (Forceful, Messy, Stun, Precise, Piercing +1)

-> Becomes One-Handed and Awkward (can’t take this if it’s already Awkward)

-> +1 damage and becomes Two-handed (can’t take this if it’s already Two-Handed, or has +3 damage already)

-> Remove one of these tags (Requires, Awkward)

-> Thrown (Near)

-> -1 weight and -1 damage (Can’t be less than 1 weight)

Armor/Shield

New armor starting tags (0 armor, worn, 0 weight)

New Shield starting tags (+0 armor, 1 weight)

-> +1 armor, +1 weight, Awkward, Clumsy (can’t take this if it’s already Clumsy, Awkward or has +3 armor)

-> Remove one of these tags (Clumsy, Awkward, Requires)

-> -1 weight and becomes Awkward (Can’t be less than 1 weight)

Repair

You can repair any non-magical metal work, given the proper supplies, and tools. When you spend some time with your tools repairing broken gear, Roll+STR.

10+ the item is repaired

7-9 it requires more supplies, spend half the total value of the gear or lose it completely

Few, that’s allot I know. I think I got something here. It flows like water, adding positives with negatives and spending gold to reduce the risk of losing your special piece of equipment. Then finally, removing all the negative effects, so you can further increase its potential, but not without further gold cost, because after all we don’t want a 6-.