For a hint of grittiness…

For a hint of grittiness…

For a hint of grittiness…

Don Armor

When you need your armor on right now, Roll + DEX.

On a 10+, choose 1, on a 7-9 choose 2, on a 6-, mark XP and choose 3.

* No time for the outer layers; take -1 armor for now (may be chosen multiple times up to your armor value).

* You’re not quite strapped in; take -1 forward to DEX.

* No time to grab anything but your armor and one item (weapon, shield, torch…) before trouble arrives.

My last custom move for Vin Moves! All 20 are at http://moves.vindexus.net

My last custom move for Vin Moves! All 20 are at http://moves.vindexus.net

My last custom move for Vin Moves! All 20 are at http://moves.vindexus.net

Blog Post: http://vindexus.net/2016/09/09/face-of-your-father/

GitHub link: https://github.com/Vindexus/VinMoves/blob/master/moves/face-of-your-father.md

Vin Moves: http://moves.vindexus.net/move/face-of-your-father

Face of Your Father

When you are about to deal the killing blow to this enemy, it casts an illusion and takes on the form of someone you love. Name the person and describe the relationship you have with them. This illusions persists into death, but is dispelled if the enemy attacks. If you completely fall for the illusion mark XP and act accordingly.

If you see through the illusion and deal the killing blow to your loved one, describe how you end them and roll+WIS. On 10+, you know it was only an illusion but you are troubled by the image and take minus 1 ongoing until you can rest. On a 7 to 9 the same but your dreams are plagued by nightmares of what you did—you won’t be able to get any sleep the next time you try to rest. On a 6- the same in addition to what the GM says.

http://moves.vindexus.net

Six New Custom Monster Moves

Six New Custom Monster Moves

Six New Custom Monster Moves

These are the newest moves of my Vin Moves project that I haven’t posted on here. They are meant to be moves for the GM to have the monsters use on the players.

You can view all moves here: http://moves.vindexus.net/newest

My thought process on the moves: http://vindexus.net/category/vin-moves

There are currently 19 and I’m posting the last one tomorrow.

Fueled by Pain

This enemy revels in its own pain. Whenever his enemy takes damage, including self-inflicted damage, it becomes visibly more dangerous and increases its damage die size by one. If its damage is already at d20, add an additional d20 to its rolls and take the highest. If this enemy goes for a minute without taking or dealing damage, or is healed, its damage die resets to its original size.

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Haunting Spirit

When you deal the killing blow to this enemy, its haunting spirit escapes from the corpse and screams into your body, roll+WIS. On a 10+ the spirit has a tenuous grasp on you, it will trouble your dreams. On a 7-9 the same, but the spirit also haunts your waking life and will occasionally speak to you. On a 6- the spirit might briefly take control of you during moments of weakness. The spirit will stay with you until an appropriate ritual is performed to expel it.

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Volatile Growths

While in the presence of this enemy, every time you get a 6 on a die while rolling a move you can either keep the 6 or reroll that die. If you keep the 6 this enemy develops 1 pulsing growth on their body that seethes with magical energy. When this enemy dies its growths explode in a cascade of magical energy, if you are caught in the blast roll+CON and subtract the number of growths that exploded. On a 10+ you are unaffected. On a 7-9 choose 1. On a 6- the GM will choose an additional one.

– You take b[2d8] damage

– You gain a new debility of your choice

– Something you carry, the GM will tell you what, is destroyed

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Evil Lair

When you set out to learn about this enemy’s lair, describe how and roll+STAT. On a 10+ choose 3, on a 7-9 choose 1.

– You learn the location of its secret entrance

– You know what monsters protect it and their stats

– You learn of a trap including location, trigger, and effect

– You learn of a hidden treasure and its location

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Retaliataura

When you deal 7 or more damage to this enemy in a single attack, the shimmering aura around it crackles and lashes out with tendrils of arcane energy at you and anyone with reach range of you. If you are caught in the counter-attack describe how you defy it and roll+STAT. On a 10+ you avoid the attack entirely. On a 7-9 choose 1. On a 6- the GM will also choose one:

– You take the damage that activated the aura

– The damage required to activate this aura is reduced by 1

– The enemy negates the damage. This can only be taken once per counter-attack

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Insidious Hunger

This enemy exudes an aura of gluttony and everhunger. Each time you are attacked by this enemy, gain 1 craving. Whenever a move would have you consume a ration, such as Make Camp or Undertake a Perilous Journey, consume an additional ration and reduce your craving by 1. You must consume at least 1 ration to reduce your craving. If you ever go a day without eating while you have any craving, lose all craving and gain an appetite for sentient flesh.

http://moves.vindexus.net/newest

A while back I read this alternate take on magical healing…

A while back I read this alternate take on magical healing…

A while back I read this alternate take on magical healing http://celynbrum.tumblr.com/post/142955752450/somethingdnd-lsunnyc-can-we-take-a-moment-to and it’s been rattling around. I condensed into this alternate healing move, for a class that I’m working on, but it could easily be rewritten as a location move or magical item. Let me know what you think:

When you spend a few minutes treating an injured ally, they are healed to their maximum HP, their wounds close, limbs regrow. They are cured of any diseases, and the weak, shaky, and sick, debilities. Though they are physically restored, the mental trauma of their injuries remain. They roll and take…

+1 if they’re healed for less than half their maximum HP

+1 if they didn’t see the damage before it was healed

On a 10+ they’re fine. On a 7-9 they choose one. On a 6- all three.

• They take the confused debility (they can’t choose this if they’re already confused).

• They must defy danger +WIS before receiving magical healing again

• They must try to reinjure themselves or allow themselves to become reinjured

http://celynbrum.tumblr.com/post/142955752450/somethingdnd-lsunnyc-can-we-take-a-moment-to

I forgot to post yesterday’s move so here it is. It’s a long one.

I forgot to post yesterday’s move so here it is. It’s a long one.

I forgot to post yesterday’s move so here it is. It’s a long one.

Blog Post: http://vindexus.net/2016/08/31/compelled-betrayal/

Vin Moves: http://moves.vindexus.net/move/compelled-betrayal

GitHub: https://github.com/Vindexus/VinMoves/blob/master/moves/compelled-betrayal.md

Compelled Betrayal

When this enemy manipulates your mind so you think another member of your party is your sworn enemy you can either succumb to the spell or rebel against it. If you fight off the effect, roll+WIS. On a 10+ choose 1, on a 7-9 choose 2, on a 6- choose 2 in addition to what the GM says:

– It causes considerable mental pain, take 1d8 damage ignoring armor

– You gain the Confused debility

– You gain the Stunned debility

– You must concentrate, and open yourself up to attack, the GM will tell you how

If you succumb to the compulsion and attack your ally you both mark XP and you roll+Bond with them. On a 10+ choose two, on a 7-9 choose one, on a 6- the GM will choose one:

– You manage to call out a warning

– The effect ends immediately if you take damage

– The effect ends immediately if you deal damage to them

– The effect will end after about a minute

http://vindexus.net/2016/08/31/compelled-betrayal/

Here’s today’s move Fueled by Pain: http://vindexus.net/2016/09/01/fueled-by-pain/

Here’s today’s move Fueled by Pain: http://vindexus.net/2016/09/01/fueled-by-pain/

Here’s today’s move Fueled by Pain: http://vindexus.net/2016/09/01/fueled-by-pain/

Vin Moves: http://moves.vindexus.net/move/fueled-by-pain

Blog Post: https://github.com/Vindexus/VinMoves/blob/master/moves/fueled-by-pain.md

Fueled by Pain

This enemy revels in its own pain. Whenever this enemy takes damage, including self-inflicted damage, it becomes visibly more dangerous and increases its damage die size by one. If its damage is already at d20, add an additional d20 to its rolls and take the highest. If this enemy goes for a minute without taking or dealing damage, or is healed, its damage die resets to its original size.

http://vindexus.net/2016/09/01/fueled-by-pain/

Resist Disease

Resist Disease

Resist Disease

When your character spends time resting to combat a serious disease or deadly plague Roll+CON. Add +1 to the roll if the character is taking a medicine that has proven to be effective in the past.

+10, Gain 2 Hold

7-9, Gain 1 hold, but your health deteriorates slightly, causing your next roll to suffer a permanent -1 until you recover

-6, Roll Last breath

Characters may spend 2 hold to avoid rolling last breath on a miss. The GM still treats the roll as a miss when making a move against the party. Characters may spend 5 hold to fully recover from the disease.

If a character Rolls last breath: On a hit they automatically receive one hold “per tick” until they finally recover. If they roll a 7-9 and accept Death’s deal, Death automatically cures them after a day or two.

Notes for GM: Edit hold cost if needed to fit the disease in your campaign. This move is intended for serious diseases that go beyond “check sick on your character sheet.” It shouldn’t be used for things like the common flu. Every disease tick should be one or two days if most people die or recover within a week.

Move #12 from Vin Moves is for an enemy that makes illusions of themselves.

Move #12 from Vin Moves is for an enemy that makes illusions of themselves.

Move #12 from Vin Moves is for an enemy that makes illusions of themselves.

Blog Post: http://vindexus.net/2016/08/30/illusionary-defense/

Vin Moves: http://moves.vindexus.net/move/illusionary-defense

GitHub: https://github.com/Vindexus/VinMoves/blob/master/moves/illusionary-defense.md

Illusionary Defense

When this enemy first feels itself threatened it creates two near-identical copies of itself. These copies deal the same damage, but have half the enemy’s current health and no armor. If you are the party member who got the best look at this enemy, roll+WIS. On a 10+ you know what to look for to distinguish the two illusions, describe the tell. On a 7-9 the same, but only one of the illusions has this tell.

http://vindexus.net/2016/08/30/illusionary-defense/

Week 3 of Vin Moves starts with what is basically a Horcrux.

Week 3 of Vin Moves starts with what is basically a Horcrux.

Week 3 of Vin Moves starts with what is basically a Horcrux.

Blog Post: http://vindexus.net/2016/08/29/soulbox/

Vin Moves site: http://moves.vindexus.net/move/soulbox

GitHub: https://github.com/Vindexus/VinMoves/blob/master/moves/soulbox.md

Soulbox

This foe has placed their soul into a magical item, protecting them from Death. The only way to kill them completely is to break the item and destroy the soul within. When you destroy the soul container to try to kill the soul inside this foe is killed outright but you are caught in the vengeful backlash of Death itself, roll+CON. On a 10+ you take minus 1 forward to Last Breath. On a 7-9 you take minus 1 ongoing to Last Breath until you can break this curse. On a 6- you roll Last Breath immediately.