Greek Fire Trap or Weapon

Greek Fire Trap or Weapon

Greek Fire Trap or Weapon

When a trap or weapon spurts its ancient napalm fire at you, ROLL+DEX.

On a 10+, you find suitable cover.

On a 7-9, you dodged but choose 2 anyway:

Your weapon melts on your hand.

Your armor burns and leaves you breathless for a while.

Say goodbye to your backpack.

On a 6-, you take 2d6 damage from the flames.

Summon and Bind Byakhee for a Journey Ritual (Wizard)

Summon and Bind Byakhee for a Journey Ritual (Wizard)

Summon and Bind Byakhee for a Journey Ritual (Wizard)

Used for interstellar flight on the back of byakhee (with space mead)

Roll + Wisdom:

On a 10+ You arrive safely at your destination

7-9: You arrive near your destination

6 or less: You arrive at a location of the the Byakhee’s choice.

You’re in trouble.

I’m trying to decide if this is a good move:

I’m trying to decide if this is a good move:

I’m trying to decide if this is a good move:

While you have a shield equipped, add the following option to Defend:

• Redirect a spell or magical effect from the thing you defend to yourself

Does intercepting a spell or magical effect count as redirecting an attack?

I’m trying to import Into the Odd’s idea of harmful and strange Arcana into my world. I was thinking something like:

I’m trying to import Into the Odd’s idea of harmful and strange Arcana into my world. I was thinking something like:

I’m trying to import Into the Odd’s idea of harmful and strange Arcana into my world. I was thinking something like:

When you use an arcana, roll-Power. On a 7-9 choose one; on 6- both.

– The result is strange and warped, GM decides how

– You take d6 damage

Where an Arcana has a power level between 1-5 that emulates a single spell from other RPGs.

Ideas? Thoughts?

This is the beginning of an idea, just wanted to sound it out.

This is the beginning of an idea, just wanted to sound it out.

This is the beginning of an idea, just wanted to sound it out.

When you make a sacrifice, answer the following three questions about what you are sacrificing to the fates:

Is it something valuable to you or your community?

Is it something living, or very recently deceased?

Is it NOT something that would be harmful if alive and unchecked?

For each answer of “yes”, hold 1 Fate.

The third clause is designed to make sure the sacrifice has some value. Junk isn’t a good sacrifice. A dead monster could be a sacrifice, but probably only worth 1 Fate. I’m not satisfied with it yet though. How would you write this?

A different sort of framework for spells & magic

A different sort of framework for spells & magic

A different sort of framework for spells & magic

I came up with this idea working on #Stonetop, but I’m unsure whether I’ll use it. I think it might make more sense for a more magic-rich game. Anyhow, figured I’d put it out here for feedback. And maybe someone else will pick it up and use it.

The core idea: spells are something that theoretically anyone can learn and do, but they require that you draw on power (usually power from beyond yourself).

First, spells would be things that could be learned from various sources: ancient writings, spirits or sorcerers willing to teach you, etc. Very similar to the spells in core DW.

We’d have two additional basic (special?) moves:

Study a Spell

When you spend a few weeks studying a spell with the intent to master it, roll+INT. On a 10+, you have mastered the spell and can now cast it. On a 7-9, you haven’t mastered it but you make progress; take +1 forward to study this same spell again.

Cast a Spell

When you draw on a source of power to cast a magic spell, roll +INT. On a 7+, the spell is cast but choose 1 (on a 10+) or 2 (on a 7-9):

– The tags of your power source manifests strongly in the spell’s effects

– You draw unwelcome attention or put yourself in a spot

– Unless you can provide more power, the spell’s effects are diminished

Whatever you choose, the GM will fill in the details.

Sources of power would be associated with tags, such as:

fiery – consuming, impassioned, destructive, bright

icy – cold, calm, static, numbing

electric – fast, blinding, stunning, powerful

thunderous – loud, forceful, obvious, terrifying

dark – numbing, hiding, deceptive, despairing

light – illuminating, invigorating, hopeful, bright

stony – solid, strong, unmoving, unchanging

green – growing, invigorating, changing, entangling

aqueous – flowing, smothering, cleansing, life-giving

bloody – emotional, raw, living, wild

airy – delicate, agile, insubstantial, unbound

chaotic – unpredictable, formless, changing, destructive

axiomatic – absolute, inflexible, idealistic, unchanging

necrotic – deathly, decaying, enervating, poisonous

So… by default anyone can learn a spell, but you need a source of power to actually cast one. And if you cast a spell harnessing power appropriate for the spell (e.g. use fiery power to cast magic missile), then that choice of “the tags of your power source manifests strongly” is a no-brainer: flaming magic missiles! But if you use dark power to cast the Light spell, that choice could result in a flickering, pale light that doesn’t reveal all it should.

Now, the primary spellcasting classes would have some moves to enhance this, such as:

Siphon

When you spend time (an hour at least) drawing on the magic from a place of power, gain 1-3 charges. The GM will tell you how many, and what tags are associated with them. Record them below. You can hold no more charges than your CON. Among other things, you can expend a charge to cast a spell. If the spell requires more power, you can expend an extra charge.

Maker of Talsimans

Requires Siphon, level 6+

When you use Siphon, you can store charges in one or more specially prepared objects that you carry on your person. Each talisman you carry is a burden greater than its physical mass, with a Weight equal to charges it holds. Should anyone but you handle a talisman, its charge dissipates unpleasantly but harmlessly.

Counterspell

When you counter a spell or magical effect that would otherwise affect you, roll+INT. On a 7-9, choose 1. On a 10+, both.

• You suffer a diminished effect (though others are affected normally)

• You can Siphon the power or draw on it to cast a spell of your own, right now.

Manavore

Requires Siphon, Counterspell, level 6+

When you consume a spell or magical effect, roll+CON. On a 7+, you gain 1 charge. On a 7-9, you diminish the magic, weakening it or reducing its effect. On a 10+, you negate the magic entirely.

Deep Roots

Requires Siphon

When you get a few hours uninterrupted sleep on bare soil or natural rock, gain 1 charge (either green or stony, your choice).

Overchannel

requires level 6+

When you cast a spell, you can mark a debility to draw on your own body as a source of power (chaotic).

Blood Magic

When you spill the lifeblood of a helpless or willing creature, you can draw on its power (bloody, plus whatever else the GM tells you) to cast a spell or Siphon it away as a charge.

I’ve made 3 custom moves that sometimes I use with my players.

I’ve made 3 custom moves that sometimes I use with my players.

I’ve made 3 custom moves that sometimes I use with my players. I will put them here for you guys to comment, use, and if you feel like it improve upon it. I know that one of the moves has stuff from a move i saw a while back that belonged to someone else. If you can identify it, let me know just for the sake of credits.

Discern Realities

When you closely study a situation or person, roll+Wis.

✴ On a 10+, ask 2 questions

✴ On a 7-9, ask 1.

Questions you can possibly ask:

Is it hiding something from me specifically?

What is it really feeling?

What does it intend to do about __?

What does it wish I’d do?

How could I get it to __?

What’s happened here recently?

What is about to happen?

Who or what should I be wary of here?

What’s my best way in or out?

What am I missing here?

What’s my greatest opportunity here?

What here is useful or valuable to me?

Who’s really in control here?

What here is not what it appears to be?

The reasoning behind this is to allow the player to ask exactly what it wants to know, specially for those moments when the original questions just don’t make sense. When a player triggers the move i ask them what they are trying to do exactly, then they roll, i provide an answer, and then i let them use the extra questions in the event they want to dig deeper into things. Afterwards, they can use the questions they have to build upon that.

Once, the players went in a shop and found the shop owner knocked unconscious behind a pile of paper, one of the players told me that she was looking around to see what happened in the shop, I told them that she could see that someone was looking for something since there were overturned tables and papers everywhere.

she got two questions after rolling, so she used one to ask if there was a way for her to determine who/what it was, i told her that she finds marks on the table that indicate that whoever it was had tossed them with one hand and only had 3 digits

she used her last question to figure out if there were others inside the shop and by the clues they left behind there were a couple of different small creatures also searching, which later turned out to be kobolds.

Here is my take on UPJ, allowing one player to make the roll and others helping him:

Undertake a Perilous Journey

When you guide your party through the wilderness for the day, you act as trailblazer, scout, quartermaster and roll+Wis.

✴ On a 10+, you reduce the number of rations required by one, the amount of time it takes to reach your destination (the GM will say by how much), spot any trouble quick enough to let you get the drop on it.

✴ On a 7–9 You perform your job as expected: the normal number of rations are consumed, the journey takes about as long as expected, no one gets the drop on you but you don’t get the drop on them either.

Other party members can help or get in your way by making the aid or interfere move.

This one is still an experimental move which honestly might not be needed but here it is anyways:

Moving Through the Undercity

When you lead your party through the shadiest areas of a big city, roll+cha.

✴ On a 10+, choose 3

✴ On a 7–9 choose 2

No one gets robbed (1d6 x 10 coins or an item of value).

No one gets into trouble or lost.

It doesnt take long to get where you want to.

Take +1 forward for the next time you need to move through the underworld of this city.

Other party members can help or get in your way by making the aid or interfeer move.

A stab at a grappling move for a pit fighter class:

A stab at a grappling move for a pit fighter class:

A stab at a grappling move for a pit fighter class:

When you go in for a grab or try to overpower another creature of like stature, roll +STR. On a hit, you lock limbs with your target and choose 2. On a 7-9, your target also chooses one. Both parties must choose simultaneously and blindly.

-Free yourself from their grasp

-Make them drop something they’re holding

-Take them to the ground

-Drag them somewhere near

-Kick, crush or bite them (1d6 damage, ignores armor)

If neither party chooses to free themselves, each selects one more option above, simultaneously and blindly. Repeat this as many times as necessary.

Custom Move for a character I’m putting the finishing touches on:

Custom Move for a character I’m putting the finishing touches on:

Custom Move for a character I’m putting the finishing touches on:

Dragon Blood (CON)

When you awaken the ancient powers of the dragons themselves within your blood, roll+CON and choose an effect:

• You unleash a burst of pure elemental energy in the form of DRAGON BREATH.

• Your scales change color: you become resistant to elemental or magical energy for a short period of time.

• You perform a feat of inhuman strength or fortitude.

On a 10+, your Dragon Blood responds appropriately. On a 7-9, choose one of the following:

• Your power is out of control: it causes unintended harm to others or yourself.

• Your power comes, but is weak and feeble.

• Your powers drain you, take -1 ongoing on this move until your energy is replenished.

Thoughts?

https://www.reddit.com/r/Shadowrun/comments/3tqdmq/dw_hack_running_in_new_orleans_update_9_is_out/

https://www.reddit.com/r/Shadowrun/comments/3tqdmq/dw_hack_running_in_new_orleans_update_9_is_out/

https://www.reddit.com/r/Shadowrun/comments/3tqdmq/dw_hack_running_in_new_orleans_update_9_is_out/

https://www.reddit.com/r/Shadowrun/comments/3tqdmq/dw_hack_running_in_new_orleans_update_9_is_out