I made a compendium class about setting traps.

I made a compendium class about setting traps.

I made a compendium class about setting traps.

The Trapmaster

When you repel 3 invading parties with the help of traps you set or repel a single party with nothing but traps you set, you may take these two moves when you level up in place of an advance. 

Prepare Traps

When you spend a few hours preparing traps in an area, you set your hold to 3 and forget where any previous traps are. Don’t tell any players where these traps are yet: they could be anywhere. 

Reveal Trap

When you reveal someone has triggered a trap in the area you most recently prepared with traps, Roll 2d+Int. On a hit, the trap is activated. Describe the trap and pick the effect it has on who triggered it.

-Deals d6 damage to them.

-Separates them from the action.

-Holds them in place for a brief moment.

-Seals off an exit for them.

On a 7-9, you spend 1 hold from the Prepare Traps move. You can’t trigger this move if you have 0 hold. The GM may ask you at anytime how you set up this trap, tell them now.

When you have those two moves, you may pick one of these moves in place of an advance. 

Treacherous Traps

When you reveal a trap that deals damage, you may also give it the Forceful, Messy, or Piercing 2 tag.

The Big One

When you reveal a trap on a 10+, you may spend 1 hold to pick a second target for it’s effects.

Alarm Ears

When you hear an alarm go off, you may ask the GM “Have we encountered the creature who triggered the alarm before and if so, who is it?” and they will answer truthfully.

Acme Quality

When you roll a 7-9 while revealing a trap, you may choose to forgo spending hold. If you do, the trap unintentionally gives an advantage to an opponent or a disadvantage to you or an ally.

Notes: I sort of had “Number Appearing” style games in mind when I wrote this, considering you’d be spending a lot of time in the dungeon with frequent intruders. You could probably use it for any campaign that has a central base of operations you find yourself defending frequently.

When you make a showy, dramatic entrance to the Colosseum, roll 2d+Cha.

When you make a showy, dramatic entrance to the Colosseum, roll 2d+Cha.

When you make a showy, dramatic entrance to the Colosseum, roll 2d+Cha. On hit, you pick one party from the list you’ve won the favor of. On a 7-9, also pick a party you’ve gained the ire of.

•The emperor

•Most of the audience

•A fellow combatant

EDIT: Changed the last choice to something less silly.

For a character that knows what they’re doing when they’re playing with gunpowder.

For a character that knows what they’re doing when they’re playing with gunpowder.

For a character that knows what they’re doing when they’re playing with gunpowder.

DEMOLITIONS EXPERT

When you ponder on how to accomplish something with explosives, Roll 2d6 + Wis. On a 10+, ask the GM 2 questions from the list. On a 7-9, ask only 1.

Either way, take +1 forward acting on the answers.

*Exactly where should I place explosives to get the effect I want?

*What unintended consequences should I expect if I use explosives here?

*What would be a reasonable alternative to achieve the same effect without explosives?

Here’s a move to represent being supper strong!

Here’s a move to represent being supper strong!

Here’s a move to represent being supper strong!

Herculean Strength

You are capable of attempting incredible feats of strength that would be impossible for a mortal (Moving boulders, Wrestling giant monsters, Leaping over canyons, etc.).

When you tap into your herculean strength to perform a task a mortal could do, take +1 forward but also suffer a consequence of your excessive use of power.

Adapted from a delightful old d&d monster that was sadly forgotten. I think she’s a perfect fit in DW.

Adapted from a delightful old d&d monster that was sadly forgotten. I think she’s a perfect fit in DW.

Adapted from a delightful old d&d monster that was sadly forgotten. I think she’s a perfect fit in DW.

Magebane

Solitary Tiny Devious

Sting (d8 – 2) 12 HP 2 Armor

Hand

Special Qualities: Flying, Weakens Spells, Visible Only To It’s Host

These big dumb flies are the worst. They will magically bond themselves with the strongest spellcaster they can find, siphoning energy off all the spells they cast. You can’t get rid of them with your magic because it eats those spells right up. You can’t get your friends to help because they don’t even believe it exists! When you become the crazy guy that blames their inexplicably shitty spells on googly-eyed mosquitoes, this loathsome parasite might be the only friend you have left.

Instinct: To feed.

*Establish a bond with a stronger host.

*Feast on magical thoughts or energy.

*Keep the host safe.

While the magebane is bonded to you, you have this move.

Feeding Time

When a spell is cast under a magebane’s bond, the magebane gets healed d4 damage and the GM chooses one:

*Any numerical damage caused or healed by the spell is halved.

*The spell affects less than you wanted.

*The spell’s effects will be dismissed under an inconvenient condition.

*The spell takes a few crucial moments to take full effect.

What if the bard wanted to play in a band with her less musically inclined party members?

What if the bard wanted to play in a band with her less musically inclined party members?

What if the bard wanted to play in a band with her less musically inclined party members?

Her friends would use this custom move, of course!

When you attempt a musical performance with little or no relevant talent, but try to make up for it with…

…passion, roll 2d6 + Con.

…charm, roll 2d6 + Cha.

…chemistry, roll 2d6 + bond with fellow performer.

On a 7-9, you manage to entertain your crowd, but an unwanted rumor or assumption about you develops among them. On a 10+, you’re pretty big hit with the crowd. You decide what impression they have about you.