Inspired by Burning Wheel’s Circles

Inspired by Burning Wheel’s Circles

Inspired by Burning Wheel’s Circles

Know Someone

When you know someone who could help, describe how you know them and how they might help, and roll + CHA. The GM may ask you to write a bond with them.

* On a 10+, they could do what you need, and aren’t far.

* On a 7-9, they could do what you need, but choose 1.

* On a 6-, they can’t do quite what you need, and choose 2.

– They have a grudge against you or don’t trust you. Say why.

– They’re some distance away, the GM will say where.

– They’re caught up in trouble already, the GM will say what.

How do you handle romance involving characters?

How do you handle romance involving characters?

How do you handle romance involving characters?

Do you handle it strictly through the roleplaying fiction?

Or do you involve dice and custom moves?

I wrote this custom move up and am curious for feedback.

(Also, I don’t have the Monsterhearts game – which I understand involves lots of romance)

When you try to start a romantic Bond with an NPC, roll+CHA.

– On a 10+, define your new bond.

– On a 7-9, the GM defines a bond between you and the other character that isn’t romantic – though that could someday change

– On a 6-, GM makes a move.

Defining a bond could be anything from “friends with benefits” to “the beginning of my life’s love”.

A non-romantic bond could be “We’re friends, but I still want more” or “We’re friends, and that’s totally cool” and so on.

A GM move could be

– Reveal an Unwelcome Truth (“You’re just not that into me”)

– Show signs of an approaching threat (jealous rival)

– Use up their resources (Expensive date doesn’t go well)

– Turn their move back on them (Relationship starts but is dysfunctional)

Today’s move is pretty simple but I think is a lot of fun to roleplay.

Today’s move is pretty simple but I think is a lot of fun to roleplay.

Today’s move is pretty simple but I think is a lot of fun to roleplay.

Blog Post: http://vindexus.net/2016/08/25/can-dish-it-out-but-cant-take-it/

Vin Moves site: http://moves.vindexus.net/move/dish-it-out

GitHub page: https://github.com/Vindexus/VinMoves/blob/master/moves/dish-it-out.md

Can Dish It Out, But Can’t Take It

When you are insulted by this enemy and have a cutting retort, roll+CHA. On a 7-9 they are taken aback and momentarily drop their guard. On a 10+ the same and all allies take +1 forward when acting against this enemy.

http://vindexus.net/2016/08/25/can-dish-it-out-but-cant-take-it

Bit late, but here’s yesterday’s move, a simple Chain Lightning attack.

Bit late, but here’s yesterday’s move, a simple Chain Lightning attack.

Bit late, but here’s yesterday’s move, a simple Chain Lightning attack. Blog post is here: http://vindexus.net/2016/08/24/chain-lightning/

Vin Moves page: http://moves.vindexus.net/move/chain-lightning

GitHub page: https://github.com/Vindexus/VinMoves/blob/master/moves/chain-lightning.md

Chain Lightning

When you are struck by this enemy’s chain lightning attack, its power rampages through you before attempting to jump targets, take their damage and roll+CON. On a 10+ you absorb the entirety of the attack and it does not jump targets. On a 7-9 the lightning uses its remaining power to deal damage to a party member of your choice, but it does not continue to jump. On a 6- the lightning courses from you to another party member of the GM’s choice and triggers this move on them.

http://vindexus.net/2016/08/24/chain-lightning

My recent questions about Discern Realities stirred up some interesting discussion, including a few custom moves…

My recent questions about Discern Realities stirred up some interesting discussion, including a few custom moves…

My recent questions about Discern Realities stirred up some interesting discussion, including a few custom moves that folks had developed to address some of the issues they felt it had in their play.  In that spirit, I’d like to propose my own hack on the move to see what people think.

Penetrating Insight

When you ponder a penetrating question about a situation or person, roll +WIS

– On a 10+, you get an answer and may ask a follow-up question to get more information.  Take +1 forward when acting on the answers.

– On a 7-9, you get an answer.  Take +1 forward when acting on the answer.

Examples of penetrating questions include those in the Discern Realities list, at least when they are applicable to the situation at hand.

I feel like this might work better in play, since it puts the question first, with the fictional trigger being the innate wisdom of the character manifesting to pull together information that others might miss.  It’s also way easier to remember as a move than Discern Realities, with plenty of flexibility of interpretation for the GM.

Play Possum

Play Possum

Play Possum

When you feign death after taking damage, give your best death rattle, fall prone, and Roll+CHA. On a 10+, Hold 3. On a 7-9, Hold 1.

As long as you play dead, you may spend hold, 1 for 1, to choose an option:

* Use an item without betraying your ruse

* Don’t arouse suspicion when someone closely inspects or loots your body

* Sneak attack and deal your damage to something nearby. If it isn’t a killing blow, lose remaining Hold.

* Escape to safety at an opportune time (ask the GM when) and lose remaining Hold.

Today’s move is Marked for Vengeance.

Today’s move is Marked for Vengeance.

Today’s move is Marked for Vengeance. Blog post is here: http://vindexus.net/2016/08/23/marked-for-vengeance/ and it’s here on Vin Moves: http://moves.vindexus.net/move/marked-for-vengeance

Marked for Vengeance

When you *deal the final blow to this foe* it lashes out with its final breath and marks your body. A symbol materializes on you that those it is in league with will be able to detect from miles away. Describe the mark and what form it takes (tattoo, scar, brand, etc) and roll+CON.

– On a 10+ the mark will itch when those that can detect it are within a mile or so of you

– On a 7-9 the mark will cause a minor burning pain when they are almost right on top of you

– On a 6- the mark will pulse with a searing agony when they are within reach of you and you will take -1 forward

This mark can be removed, but it’s a difficult process that is beyond the skill of most healers and magic users.

http://vindexus.net/2016/08/23/marked-for-vengeance/

When you are exposed to quicksilver fog, which is madness and corruption made manifest, add 1 to Tainted.

When you are exposed to quicksilver fog, which is madness and corruption made manifest, add 1 to Tainted.

When you are exposed to quicksilver fog, which is madness and corruption made manifest, add 1 to Tainted.

Then what?

I’m writing 20 custom moves to use with enemies and bad guys in Dungeon World and releasing 5 a week.

I’m writing 20 custom moves to use with enemies and bad guys in Dungeon World and releasing 5 a week.

I’m writing 20 custom moves to use with enemies and bad guys in Dungeon World and releasing 5 a week. The first five are already out at http://moves.vindexus.net/oldest and you can read my blog posts about them at http://vindexus.net/category/vin-moves/

Today’s move is Spellshifter. Blog post here: http://vindexus.net/2016/08/22/spellshifter/

Spellshifter

This enemy has the ability to morph spells cast in its presence. When this foe attempts to mutate a spell you’ve just cast roll+WIS. On a 10+, your spell has the desired effect, but it looks entirely different, describe how. On a 7-9 choose another spell you have prepared, it will be cast instead and on the same target. If you have no other spells prepared treat a 7-9 as a miss. On a 6- the GM will choose a spell from your class of your level+1 or lower.

http://moves.vindexus.net

Gandalf

Gandalf

Gandalf

When you seek the advice of the wizened, world-weary sage about a Front or Danger, Roll + Grim Portents Manifested

* On a hit, players can ask a question from Discern Realities about the most imminent Grim Portent, and get interesting and useful knowledge about it.

* On a 10+ The sage can help against the Danger in a material or magical way.

* On a 6- You fools! You mustn’t speak of this aloud! The Grim Portent advances.