I am working on a handful of custom moves and need some ideas and / or inspiration.

I am working on a handful of custom moves and need some ideas and / or inspiration.

I am working on a handful of custom moves and need some ideas and / or inspiration. I would love to hear any if you have them…

I am looking to finish this move (I am picturing something that would be in a cheesy action movie):

Conserve Energy: You know how to conserve your strength for when you really need it. When you consume a ration after a full nights rest, hold 1. You may spend your hold 1 for 1 to do any of the following:

 – Perform an amazing feat of athletics

 –   –

Besides that, I am looking for moves based around survival, history, and mechanics (my players are looking to play a survivalist, a historian, and a grease monkey for a custom campaign). Any cool thoughts or ideas?

Looking to get a little help here for a custom move if anybody wouldn’t mind.

Looking to get a little help here for a custom move if anybody wouldn’t mind.

Looking to get a little help here for a custom move if anybody wouldn’t mind.

Basically, my players are dealing with some undead, whose moans and groans may cause them to be compelled to go mindlessly wandering into the midst. Think of it like a birdcall to get people to come to them, so they can eat them.

Anyway, the players will inevitably be trying to smack their buddies to ‘wake them up’ or break their mind free from the effects. Here is what I have at the moment. It seems a little…drab, to say the least.

When you interfere with the undead’s control over a companion, roll+bond(s). On a…

…10+: you break them free from the curse’s effect, they may act normally.

…7-9: you break them free from the curse, but they take -2 forward on their next move as the shake off the effects.

…6-: they remain cursed and they react violently towards your interference.

Death’s Emerald Marble

Death’s Emerald Marble

Death’s Emerald Marble

These small perfectly formed emerald marbles are crafted from the Spirit Seekers who make their homes in the Isles of Wind and Fog. Often given as gifts to heroes who partake in world protecting quests, more than one has been lost to the wilds. It is said that if one is to look deep within the marble, you can speak to the spirits of the dead. Such practices are highly discouraged, since the eyes are the window to one’s soul, and the spirits may latch onto you. The marbles more notable ability is to steal a recently lost soul from Death’s icy grip and draw it back into a body. If the left eye is plucked from a still warm corpse, and replaced with the marble, it is said they will return from Death’s embrace.

Whenever you peer into the emerald marble and ask the souls seen within a question, roll 2d6+Wis.

 On a 10+, they will show you a vision that answers your question to the best of their ability.

 On a 7-9, they will answer you question as above, but choose 1.

 On a 6-, both, and they ignore your question.

   * A spirit takes up residence within you.

   * You are accosted by horrible visions of your death in battle. Take -1 ongoing whenever you are in battle until you are the target of a Bless spell.

My first shot at a monster.

My first shot at a monster.

My first shot at a monster. Although I am envisioning it as a pretty nasty critter, the dmg seems a bit high to me…based on this image:  http://www.deviantart.com/art/Guts-Harvester-61139506

Here is link to the codex: http://codex.dungeon-world.com/monster/4766798176059392

http://www.deviantart.com/art/Guts-Harvester-61139506