Title

Title

Wereshark (Solitary)

Bite (b[2d10+2] damage) 16 HP, 0 armor

Close, Messy

Special Qualities: Vulnerable to Silver

The wereshark is an avaricious hybrid of man and shark. These huge predators destroy large caches of fish (and fishermen) and have been known to attack nearly any form of aquatic life, including the intelligent races such as tritons, sea elves, and mermen. The wereshark is a huge, muscular brute when in human form, and it takes the form of a great white shark when transformed. Cruel and arrogant in its human form, a wereshark is even more vicious in its shark form.

Custom Move: (When a lycanthrope bites you, ROLL+WIS. On a 10+, you repel the curse. On a 7-9, you go into a bloodthirsty rage for murder until you sleep/fall unconscious. On a 6-, the next full moon will see you join the lycanthrope family.)

Instinct: Consume

Bully

Serve Cthulhu

Devour

4 thoughts on “Title”

  1. This brings up an interesting thought. I always think of Moves as active things that you roll for, rather then passive reactions.

    In this example, you have someone happen to the player, then they have to respond. Like, another example would be, when you are exposed to deadly spores, roll+CON.

    Is this typical to have the players roll for something that they aren’t doing? I was once told that I needed to roll DD+Dex to dodge an incoming attack. I wasn’t asked what I wanted to do in that situation. Maybe I would do something other than trying to dodge or take the blow? Maybe I had a move that would react well against the danger? This ended up being my my entire turn – the passive non-action. I didn’t get to do anything but still had to roll.

    What are your thoughts/experiences?

  2. Damian Jankowski I think of moves like this as the GM half of Defy Danger. I wrote some tavern playbooks a while back that modified Recover and Make Camp, but there was a bit of confusion on whether the player or the GM got the move. As a result, I ended up making separate blog posts entailing each frame of reference (i.e. the player makes the move directly if they have one of the tavern playbooks, or if not, he modifies Recover or Make Camp under fairly narrow circumstances). I do think in the interest of clarity, the move might be better served as “GMs, offer this Defy Danger to the player.”

    And you’re right. The GM that told you that Dex was your only option took player agency, and that’s garbage. Defy Danger itself pretty much says right on the tin if you can come up with certain styles of action, you roll different attributes.

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