Need some feedback for this custom move.

Need some feedback for this custom move.

Need some feedback for this custom move.

Man the Defenses

When you attempt to assist the defense, describe how you do it. Then gain hold based on what you rolled for the action.

On a 10+, gain 1 hold

*On a 7-9, you and the enemy force gain 1 hold

*On a 6-, enemy force gains 1 hold

You can spend hold to:

Damage attackers

Secure a minor position

Repair fortification

The enemy can spend hold to:

Damage defenders

Damage player

Seize minor position

Produce a Champion

*Health Examples

Militia: 20 health

Small Force: 30 Health

Army: 50 Health

Invasion Force: 70 Health

Defense Examples

Hill/Defensive position: 2 Armor

Wooden wall: 3 Armor

Stone wall: 5 Armor

Giant Fantasy Wall: Armor 10

These are just examples, so you’ll need to decide the values for your battle based on it’s own circumstances

The individuals of the hoard or armies, are weak enough to be killed off fictionally on mass. Champions though are individual creatures or characters, that are stronger then their comrades/underlings, When the enemy “damage defenders” with a champion, they use the champion’s damage rather then the army’s damage.

When one of the forces loses all their health they lose the battle, either over run by the attackers, routed by the defenders; or just simply ran out of bodies to throw at the enemy.

I’ve got my players about to enter an old fortress inspired by ancient Chinese folklore and culture.

I’ve got my players about to enter an old fortress inspired by ancient Chinese folklore and culture.

I’ve got my players about to enter an old fortress inspired by ancient Chinese folklore and culture. One of the items they’ll have a chance to loot is a single-use rocket (tags: far, near if you’re crazy, loud, messy, forceful). I’ve decided to write a custom move for it, and I’d appreciate feedback.

When you light the fuse of the rocket, take careful aim and roll+INT. On a 10+, choose 3. On a 7-9, choose 2.

The rocket hits your intended target, dealing 2d6+4 to them and anyone immediately nearby.

The explosion does not damage anything useful.

The huge flames erupting from the back do not scorch you for d6+2 damage.

No one else is caught by the flying, flaming shrapnel for d6+2 damage.

Any thoughts on making it more flavorful rather than simply mechanical would be especially appreciated. Thanks!

I’m workshopping a couple moves.

I’m workshopping a couple moves.

I’m workshopping a couple moves.

a bit of backstory: My players are about to assault a goddesses keep, and I want a way to deal with an opponent so superior to them, that going toe to toe with them is functionally suicide. To this end, I designed two custom moves for fighting her.

*Invincible*

When you deal damage to Einora without an opening, the damage is negated, and she instead turns her wrath upon you.

*Wrath of the goddess*

When you face the full wrath of Einora, roll + Dex (If dancing away and evading) or +Str (if blocking, parrying and otherwise goign toe to toe with her). On a 10+, choose 2, on a 7-9, choose 1:

*You evade or endure her onslaught

*You create an opening for an ally (Name who)

* You land a blow on her

can I get some feedback?

• BRAIN MAGIC

• BRAIN MAGIC

• BRAIN MAGIC

When you use your sorcery to pick somebody’s brain, roll+INT and tell the GM what you’re looking for or what you’re trying to do. On a 10+, it works mostly as expected—you learn a fact or see a memory you meant to, or some thought or emotion in your target’s mind is stimulated.

On a 7-9, you get in well enough, but you make a mess or something rubs off on you, your choice.

Just a fun idea I had.

Just a fun idea I had.

Just a fun idea I had.

Mead of Eternal Revelry

When you enter the ruins of the ancient mead hall, you come upon dusty skeletons and the spirits of the warriors who fell fighting for the Crow King. They seem not to notice you as they continue to drink and sing their eternal songs of valor and heroism. A magnificent stein sits unattended on the central table. It seems to glow subtly as you approach. As you near it, a ghostly woman lifts the stein and hands it to you, offering you the ale that still sloshes within. When you accept the offer of mead from the ghostly woman, roll+CON. On a 10+, you drink heartily and soon find that the decrepit mead hall has become full of life as if it were new. You carouse with the spirits and after a night of drunken revelry you awaken with some bit of ancient knowledge, a gifted weapon or some other useful boon, as well as possibly a few new scars or a tattoo. On a 7-9, the same, but you also traded something of yours, which is nowhere to be found. On a 6-, the party never ends for you. Your spirit joins the eternal revelry. 

If you refuse the drink, the spirits will take up their old skeletons and show their disapproval of your decision.

Thoughts?

Thoughts?

Thoughts?

The Sorrow of the Elves

When your elf blood enters an area that has felt great elven sorrow, roll+wis. On a 10+ you feel the weight of your years and the elven memories that surround you, but are able to fight against the pull of ennui. On a 7-9 Your fortitude is great and you succeed at not breaking elven composure. But there is a cost. Choose 1.

>Take -1 forward on your next Last Breath roll as you feel the pull to join the fallen. You grab a memory from the chaos. Take +1 forward on Discern Realities regarding the area. The memory is forever yours.

>The voices overwhelm you, Age 100 years and ennui drags you down. Immediately Make Camp. Gain no healing or XP. Tale +1 forward on Spout Lore regarding the area. The voices speak to you.

On a miss:

If you die in the area, no Last Breath, you will become a Wraith. Never to be joined with the spirit of the fey, unless some great sacrifice by others is made. GM call.

The topic of PvP recently came up again over on the Reddit group.

The topic of PvP recently came up again over on the Reddit group.

The topic of PvP recently came up again over on the Reddit group. I remember seeing an interesting way to handle PvP in “A Storm Eternal”, and I think we could make it work for DW.

When you resort to the sword to enforce your will, roll+STR. *On 10+, hold 3. *On 7–9, hold 2. *On a 6-, hold 1. If your opponent is a fellow player’s character, they roll too and hold accordingly. If an NPC, the GM holds in secret based on the skill of the NPC (1–4, generally). Spend your hold in secret, without knowing how your opponent is spending theirs.

• For each hold you spend to strike hard, inflict +1 Harm.

• For each hold you spend to defend yourself, suffer -1 Harm.

• For each hold you spend to come out on top, you better your chance to win.

Both of you reveal how you’ve spent. Exchange harm simultaneously, and then whoever spent more to come out on top has the other at their mercy. If this is a tie, both get 3 more hold to spend, secret as before, and so on until someone wins or someone is killed.

The question is how to go about switching harm to HP…

In my campaign, animal gods have taken a somewhat central role.

In my campaign, animal gods have taken a somewhat central role.

In my campaign, animal gods have taken a somewhat central role. Here are some moves related to gods we have mentioned in the fiction so far. (On mobile, so I’m not sure how to bold words),

When you are marked by a god, describe how it changes you. While marked, other gods are deaf to your prayers.

When praying at a shrine of Bodjak, the Toad God, you are marked and gain 1 hold. Roll +Cha. On 10+, choose 2. On 7-9, choose 1.

* Bodjak smiles upon you. Gain 1 additional hold.

* You do not need to sacrifice a ration.

* Heal 2 extra HP the next time you Make Camp.

You may spend your hold when rolling +Con to treat a 7-9 as a 10+.

On a miss, you are still marked and get 1 hold, but Bodjak finds you wanting. If you kill one of his Chosen People, lose all hold. When you have no hold left, you are no longer marked.

When praying at a shrine of Wulo, the All-Seeing Two-Serpent, you are marked by Them. Choose one.

* When you Discern Realities, one question is not limited to the list.

* When poisoned, you have +1 to your Last Breath.

When it has come to pass, you are no longer marked and you no longer carry Their blessing.

When you or your foe dedicate a melee to Haul, the Pig God of War and Slaughter, roll +Cha. On a success, She favours you – you deal +2 damage. You are also marked until the next time you Make Camp. On 7-9, choose one:

* You will also suffer +2 damage.

* You do not mark XP on a miss.

When you have defeated your foe, Her attention turns elsewhere.

On a miss, the God of War and Slaughter favours your foe.

When praying at a shrine of The Chalk-Crowned Stag, Lord of Travel and Language, roll +Cha and you are marked. On 10+, choose 2. On 7-9, choose 1.

* Gain 2 Load.

* The next time you encounter a script of an ancient tongue, you know of it but are only somewhat sure of what it says.

* Name a location and draw it on the map. The GM will tell you something interesting about it.

When you return to civilisation, you are no longer marked and you no longer carry Its blessing.