The Majestic Man-taur

The Majestic Man-taur

The Majestic Man-taur

Look sharp lads, we’ve got riders ahead! No knowing if they’re hostile, so keep those weapons… What in the name of the gods are those mounts? Hanuman’s Stones! Are those men riding… other men? Instinct: to expel trespassers

Man-taur

Cautious, Group, Intelligent, Organized, Terrifying

1 Armor, 10 HP

Hunting Bow D6 damage, 1 piercing

Close, Near

Special Qualities: Fleet-footed, Multiple Organ Systems

Moves:

– Cause discomfiture with its aberrant anatomy

– Summon the herd for support

– Drive foes before a thundering charge

It took longer than I said, but I made good on my promise. Man-taur illustration by: http://maariamph.tumblr.com/

Aid/Interfere

Aid/Interfere

Aid/Interfere

I’ve always allowed players to jump in with the Aid/Interfere move after seeing another player’s roll and it’s never caused problems. But in last Saturday’s one shot game, players declined to help each other on numerous occasions after seeing that granting a +1 would not change the results.

An easy way to address this is to simply say players have to make the Aid/Interfere move before the target rolls for their move. That could still be a bit unsatisfying though, as successful help might still not do anything.

Has anyone tried changing the Aid/Interfere move so that it increases or decreases the effect level of the target’s roll? Turning a 7-9 into a 10+, for example. If so, how did it go?

Monster Hunter World Moves

Monster Hunter World Moves

Monster Hunter World Moves

I posted these to my circles, bit I’m looking for more feedback. I am (once again) tinkering with some custom moves inspired by the Capcom Monster Hunter videogame franchise. Basically, characters go out on quests for the Hunters Guild to hunt and slay large monsters. They then use parts from those slain monsters (scales, bone, hide, etc.) and other collected resources to craft special weapons and armor.

I’m not looking to completely emulate the game and I’m intending these custom moves to be additions to “vanilla” DW rather than replace anything. I’d appreciate any thoughts and feedback.

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Exploration:

Whenever​ you​ enter an new area while on a quest for the Hunter’s Guild, roll+WIS. On a 10+, you gain 3 hold, and on a 7-9, you gain 2 hold. On a 6-, you gain 1 hold in addition to whatever else the GM says. If you are entering​ a previously explored area, you gain 1 hold instead.

While exploring a new area the group may spend hold 1-for-1 to:

– discover a resource gathering point, mineral, botanical, or animal, your choice;

– discover a terrain feature useful for fighting a large monster;

– discover the area has no hazardous terrain features.

– discover the area is free of small monsters.

At any time the group may spend 7 hold to encounter the large monster you are on a quest to slay.

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Mining:

When you use a pickaxe to collect resource from a mineral gathering point, decide if you collect 1, 2, or 3 ore and if one ore collected is rare. Then roll+ore collected, adding +1 if you collected a rare ore. On a 10+, choose one, and on a 7-9, choose three:

– your tools don’t break;

– you don’t deplete all other mineral gathering points in the area;

– you aren’t ambushed by a small monster;

– a large monster doesn’t enter the area.

The Hart’s Tine

The Hart’s Tine

The Hart’s Tine

A single prong of what appears to be well worn deer antler. Long as a dagger and thick as your two fingers, the horn fits easily and comfortably in your fist.

When you drive the Hart’s Tine into the eye of an enemy, they are irrevocably slain. Then roll +nothing. On a 10+, choose one, and on a 7-9, choose two.

– You also die, your soul utterly destroyed;

– Your foe’s death begins the End of Days;

– The Hart’s Tine is irrevocably shattered, it’s magic forever lost.

On a miss, all three.

The Crystalline Tears 0 Weight

The Crystalline Tears 0 Weight

The Crystalline Tears 0 Weight

And Angels’ Grief from Heaven spilled,

To Mortal Realm in silent shower.

Twice ten times thirty-three and six,

For deeds wrought by Hadraniel.

A finger-length multifaceted spike of translucent cerulean crystal. Apocryphal texts say they are the frozen tears of Angels, fallen to earth as the Heavenly Hosts wept over the destruction of the Seraphgate. Those who bear a Tear in their flesh are granted a trickle of divine power and visions of Paradise.

When you drive a Crystalline Tear into your skull, your soul is permanently affixed to your physical body. You is flesh inviolate and Death can not claim you. If the Tear is ever removed, you become mortal once more.

When you begin a session with one or more Crystalline Tears in your skull, the GM will give you a vision of The Paradise Yet To Come, then roll+WIS. On a 7+, you mark XP at the end of the session if you worked towards making your vision a reality. On a 10+, you take +1 ongoing when acting to make your vision a reality.

When you drive the six hundred and sixty sixth Crystalline Tear into your skull, you shed your mortal coil in a terrible blaze of radiance and ascend to the Celestial Realm.

When you butcher a freshly killed large monster, roll +carving.

When you butcher a freshly killed large monster, roll +carving.

When you butcher a freshly killed large monster, roll +carving. On a 10+, you collect 1 rare part and 2 common parts from the carcass. On a 7-9, choose one or the other. On a 6-. collect 1 common part in addition to whatever else the GM says.

When you search an area for resources say what type you”re looking for (ore, herbs, insects, or fungi), then roll +gather. On a 10+, choose three and on a 7-9, choose one:

– you collect 1 rare resource of that type;

– you collect 2 common resources of that type;

– your tools don’t break;

– you aren’t harassed by a small monster.

On a 6-, you collect 1 common resource of that type in addition to whatever else the GM says.

Has anyone made any Spelljammer related material for Dungeon World?

Has anyone made any Spelljammer related material for Dungeon World?

Has anyone made any Spelljammer related material for Dungeon World? I’ve tentatively signed myself up to run a Spelljammer Dungeon World game at an online convention the first week of November.

I’ve got the old boxed and so can do the conversion myself, I’m just trying to save myself time if someone else has already done something. Looking through the setting,  the only thing I’d need is a few new racial moves for existing classes and a Spelljamming custom move. Unless I’m missing something.

Thought and/or help?

I’m sure someone has done this already, but in the spirit of the holidays, here you go:

I’m sure someone has done this already, but in the spirit of the holidays, here you go:

I’m sure someone has done this already, but in the spirit of the holidays, here you go:

The Krampus

Solitary, Devious, Intelligent, Cautious, Planar, Terrifying

Horns and chains (d8 damage)

Close, Reach

12 HP, 2 Armor

Special Qualities: Bestial Visage

From a ways off I thought the thing was just a satyr moving house; a black-furred goatman all alone and carrying a bulging burlap sack on its back. Easy pickings. Rodger knew a shortcut through the woods and the three of us set up an ambush. The thing made an odd jangling and clinking sound as it approached, but I didn’t notice all the chains until we’d dropped from our tree branch to surround it. By the gods! That face! Like something out of a nightmare. Blood red eyes and a pointed lolling tongue down to its waist. It slowly pointed at Clem and told him he’d been bad. Clem just started laughing until the thing lunged at him. Quick as a flash and that poor bastard is being shoved head first into the thing’s sack. Which I suddenly notice is squirming and making these sobbing,  mewling sounds. Like it’s full of crying babies or something. That’s when I dropped my sword and ran. I dunno what happened to Rodger, but when I finally went back a few day later, the thing’s hoofprints just… stopped. Like it disappeared into thin air. Instinct: To carry naughty children back to Hell.

Moves:

– Make a racket by swinging its rusty, bell-laden chains.

– Stuff someone who’s been bad into its sack.

– Open a portal to the Nine Hells.

I’m showing off again.

I’m showing off again.

I’m showing off again. Sorry. After making the Hunter’s Kits for Monster of the Week, I was compelled to do something similar for Dungeon World. Metal cases didn’t say “fantasy” though.

So I made leather pouches for the play aid cards. (At least I think it’s leather. It might be suede, as it’s pretty soft material.) Hand cut and hand stitched, with the Basic Moves and most frequently used Special moves compressed down to 20 business cards. All that’s left to do is thread a wrapping cord through those gromets so the pouch will stay closed.