Just want to share some of my own Races and what kind of moves they have.

Just want to share some of my own Races and what kind of moves they have.

Just want to share some of my own Races and what kind of moves they have.

constructive Feedback would be awesome.

Ice-Elves:

Wizard: You are connected to the Spirits of the Land. “Contact Spirits” is a Cantrip for you.

Cleric:  You can Turn the Beast of the Cold Death like they were Undead.

Ranger:   fresh snow doesnt hinder your Ability to track someone.

Bard:   Your Songs and Tales warm those who hear them. If they Rest near you they are safe from the Cold Death. 

(The Cold Death was the font of the Campaign. Its a Curse/Illness which turns you into a cold Monster)

Gnomes:

Bard: You have “Architecture and engineering” as an additional Field of Expertise in addition to whatever you choose.

Fighter: You know where to hit or pull. Brains over Brawn. You can Roll +Int instead of +Str to lift gate bend bars.

Wizard: You are a Master of Misdirection. Once per Battle you can Dodge a direct Attack with +Cha. Your Enemy did just hit a gnomish Illusion.

Thief: If you roll a 10+ on disarming a Trap you can take it with you and use it later or fill one use of your adventuring gear with it. GMs Choice.

Goblins:

Fighter: Every Weapon you carry has the messy tag.

Thief:   You are used to handling nasty Stuff. You are immune to all nonmagical Poisons. In Addition you can eat anything without risk of getting ill.

Ranger: You gain this Option for called Shot: Artery 10+: as 7-9 but they are taking 2 Damage instead of 1.   7-9: They take 1 Damage from Bleeding each time they act until they are healed in some way.

Cleric: You can turn Vermin like Undead.

Orcs:

Paladin: If you show mercy after defeating an enemy they only have the Option to flee, to kill themselves or to convert to your Faith.  

Barbarian:  You can Act one last time when your Hitpoints reach 0 before Rolling for last Breath.

Druid:  Animals whos form you can assume have an initial attitude of respectful or fearful toward you.

Thief: You can use Tricks of the Trade with +Str instead of +Dex but not without hurting someone or destroying something.

Looking to crowdsource a move representing the transforming weapons of Bloodborne.

Looking to crowdsource a move representing the transforming weapons of Bloodborne.

Looking to crowdsource a move representing the transforming weapons of Bloodborne. Im drawing a bit of a blank. So far, I have:

When you transform a Trick Weapon, roll+(? may vary by weapon). 

On a 10+, it is a smooth transition, gain the benefits of the weapon’s new form. On a 7-9, choose (how many?).

– you fumble under pressure, take -1 forward

– you are too slow, you are flanked and in a spot

– ?

The idea is that one can shift from one set of weapon traits to another (precise/close to reach/forceful for example and maybe riffing off of different stats or something). Really looking forward to everyone’s take!

I was re-reading portions of Dungeon World in prep for a game I’m running for Extra Life and I hit on a great idea.

I was re-reading portions of Dungeon World in prep for a game I’m running for Extra Life and I hit on a great idea.

I was re-reading portions of Dungeon World in prep for a game I’m running for Extra Life and I hit on a great idea.

There are times when character’s competence might work against them. At those times,  Roll + STAT becomes Roll – STAT instead.

Two examples that come to mind:

* That Which Man Is Not Meant To Know. Comprehension of an awful truth threatens your sanity.

* I Don’t Know My Own Strength. You didn’t meant to hit ’em that hard, but you did anyway.

I think this is a nice alternative to a Defy Danger roll under the right circumstances. Though I’m sure there are games (Lovecraftian horror) where you might use it more liberally.

I have this idea for a quicker and more abstract method of a group fighting a large horde of enemies, or battle…

I have this idea for a quicker and more abstract method of a group fighting a large horde of enemies, or battle…

I have this idea for a quicker and more abstract method of a group fighting a large horde of enemies, or battle between armies with the PCs being key figures:

A horde has two stats, Danger and Morale. Danger is how dangerous they are to you. The higher the Danger, the more the PCs have to work to avoid harm. A relatively simple enemy has Danger equal to the number of players. For a harder fight, increase Danger by one or more; for an easier fight, lower it by one.

Morale is how long the horde is willing to stay in the fight. A horde with high Morale can withstand a larger number of losses and continue pressing the attack. Think of Morale as the horde’s collective hit points.

2 Morale: Weak, easily chased off or defeated

4 Morale: Going to last more than one round

6 Morale: A long and difficult fight

8 Morale: A marathon battle

When you face a horde of monsters, describe how you deal with them and roll+ whatever stat the GM deems appropriate. *On a 10+, hold 2. *On a 7-9, hold 1. Spend your hold, 1-for-1, and describe how you:

Reduce Threat by 1.

Reduce Morale by 1.

Accomplish a side goal during the fight, or preventing the horde from accomplishing a side goal. (claiming a rallying point, taking out a specific person, controlling the magical battle overhead, etc.)

After all of the players have rolled and spent their hold, the GM gives makes a move for each point of Danger left. If the enemy is at zero Morale, they are defeated. Otherwise, both sides must decide if they are going to continue the fight. If they do, the situation must change somehow. One side may choose a different tactic, take the fight to a different location, or set a different objective.

The horde’s Danger is refreshed to the normal stating value at the end of each round, but Morale isn’t.

Thanks to everyone who made suggestions in my previous thread.

Thanks to everyone who made suggestions in my previous thread.

Thanks to everyone who made suggestions in my previous thread. I think I’m going to try making a Spy. Here’s the move I’d like to use, what do you think?

Dead Drop

You are part of a network of agents in service to an authority. Tell us who you serve! You communicate with your fellow agents through dead drops; they will give you information in exchange for your service. When you leave information or proof of an accomplished service that is valuable to your employer in a dead drop, hold 3. Spend a hold to ask one of the following:

What’s the greatest danger here?

How could I best blend in around here?

Where is ________ hidden?

Where could I best hide around here?

Is there a trap or ambush here, and if so, where?

What’s my best way in, out, or through this place?

Okay, second draft of a replacement move for Interfere:

Okay, second draft of a replacement move for Interfere:

Okay, second draft of a replacement move for Interfere:

Oppose

When you attempt to foil a fellow PC’s action, say how you do it and roll +BOND.

10+ You get in their way or counter their action. They must choose 1:

    ○ Carry on, but with a penalty die on their roll

        (roll an extra d6, take the lowest 2).

     ○ Back down, change course, whiff, or otherwise

         let their action be negated.

7-9 As 10+, but after they choose you must then pick 1:

     ○ You’re left open to their follow-up; say how and

         ask them what they do.

     ○ There’s unexpected chaos, harm, or danger; ask

         the GM to describe it

6- Too little, too late. They act unimpeded, in addition whatever the GM says. Mark XP.

Design Notes

– Obviously, the big difference is always giving the other character a choice on what happens.

– If they carry on, I’m using a penalty die instead of a -2 in order to make things less predictable. If they target has already rolled, they can’t tell at a glance what the outcome of that choice will be. And the math works out to be similar (a penalty die is about -1.5, with a little less swing than a straight -2 penalty).

– I considered including “and mark XP” if they choose to relent, but I’m uncomfortable with the opportunities for “gaming the system” that has. I want to make PvP run more smoothly, not necessarily incentivize it. 

– The 7-9 choices explicitly involve the character who triggers this move giving up the initiative, to either the other PC or the GM.

I gut a great new move, for people who want to  role play better

I gut a great new move, for people who want to  role play better

I gut a great new move, for people who want to  role play better

When you Take a job that’s way past what your character can endure Roll + CON

on a 10+ you make it all the way through the job receiving praise from a peer.

on a 7-9 the job gets done but with 1 of these costs

-Your character loathes his work and will find it difficult to hide his anger from anyone.

-The job got done because you took a shortcut (describe it) the GM will introduce a complication that will cause trouble for you if discovered

-You hurt yourself by pushing yourself more than you should. if your carry weight = 1/2 your load,  treat yourself as encumbered

on a 6- You either collapse exhausted or unleash your frustration, either way you failed to do the job and take the consequences for it.

A first draft of a replacement for Interfere.

A first draft of a replacement for Interfere.

A first draft of a replacement for Interfere.  

Oppose

When you attempt to foil a fellow PC’s action, say how you do it and roll +BOND.

10+:  You interrupt their action or negate its effects, as per your description. 

7-9:  They choose 1:

      – They still do it, but take -2 to their roll (or -2 forward if not rolling).

      – As a 10+, but you leave yourself exposed to their follow-up

      – As a 10+, but there’s a consequence of the GM’s choice

6-:  Too little, too late. They act unimpeded, in addition to whatever the GM says. Mark XP!

Critics needed!

Critics needed!

Critics needed! I wrote a custom move for an upcoming Funnel World game in which a mob of peasants encounter beastmen led by chaos priests who shoot bolts of mutating energy. I wanted to write a move that made it possible for a peasant to gain an interesting mutation or even become a monster. It would be fun turning a PC into a monster in the middle of a fight, and I don’t really see a GM move that would allow for such a thing…

Should the components of this move (gaining mutation, becoming a monster) be monster moves instead? Is it fun and fair to turn PCs into monsters because of one failed roll?

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When you are struck by the warping energies of chaos, roll+WIS.

10+ You are shaken, but maintain control of your body and mind.

7-9 Your mind is still your own, but your body warps – gain a random mutation.

6- Chaos consumes you! Gain two random mutations and become a beastman.