Created two custom moves for my game tonight.

Created two custom moves for my game tonight.

Created two custom moves for my game tonight.

The first applied only to the druid who had morphed into a massive lion (valiothan)…

When you attempt to forcefully stop an iceworm, Roll+STR.

On a 10+ – you successfully redirect its movement, preventing it from going under.

On a 7-9 – You may pick 2…

– You avoid taking damage

– The iceworm does not re-enter the water

– You do not fall into the water yourself.

—–

The second was for the players choosing to convert their sea-vessel into an ice vessel…

When you drag a ship out of water, designate one leader to roll. That leader will choose how he (or she) leads the others efforts.

Roll+Relevant Stat (the player explained how they would work with the others)

On a 10+ The ship is fine, and stable on the ice.

On a 7-9 The ship is up on the ice, but choose one…

1. The ship is on its side, and moves slowly

2. The ice is fragile & dangerous.

3. The ship is damaged irreparably, and will never sail again.

4. You attract unwanted attention

All the players who helped got to roll to aid, but only the best roll was used. The rest simply fed into the narrative.

Talk at Them and Grapple

Talk at Them and Grapple

Talk at Them and Grapple

My players seem to love to do these, and it’s always awkward there’s not a canon move for either. Custom move time!

When you tell a hostile creature you just want to talk, roll +CHA. On a 10+, they’re listening. Speak your piece, and take +1 forward to parley if it turns out you’ve got leverage over them. On a 7-9, they’ll hear you out, but only if you disarm or otherwise put yourself at their mercy. On 6-, at least you can say you tried! Mark XP, and the GM makes a move.

When you grab or tackle an opponent, roll +STR. On a 10+, choose 3. On 7-9, choose 1, and they get an attack on you while you wrestle:

* You hold them in place; they’re not going anywhere until they get free of you

* You restrain the limbs they use for attacking

* Hold 1 per the defend move, usable for or against them

* Take +1 forward against them

Note that applicability sanity checks apply. If you don’t share a language, you don’t get to talk at them. If your opponent’s six times your size, you don’t roll grapple.

Working out a level 6-10 move for a very Dancy playbook… thoughts? Trying something a bit different here.

Working out a level 6-10 move for a very Dancy playbook… thoughts? Trying something a bit different here.

Working out a level 6-10 move for a very Dancy playbook… thoughts? Trying something a bit different here.

Muscle Memory (WIS)

When you focus intently on a target’s movements, roll+WIS. On a 10+, time appears to slow and you dodge with uncanny speed, halving any damage done to you from this target and taking +1 Forward to your next move. On a 7-9, roll+DEX…

On a 10+, your reflexes kick in, treat the original roll as a 10+.

On a 7-9, you feel almost overwhelmed, take -1 to your next move.

The Damage Thread has made me think there should be a few more moves in combat that you could do, to get away from…

The Damage Thread has made me think there should be a few more moves in combat that you could do, to get away from…

The Damage Thread has made me think there should be a few more moves in combat that you could do, to get away from the constant need to probably do Hack and Slash. So Here are a few I’ve been thinking about.

When you are surrounded by enemies Roll +STR On a 10+ Choose Two, on a 7-9 Choose 1:

– You Manage To Get out Safely but their still on your tail

-You Manage to Stay in the fight for enough time for your friends to get here

-You Manage to Deflect the blows of the attacks.

When you see a friend in danger and about to get attacked Roll +Bond. On a 10+ You manage to Step in the Fray and your friend gets to escape. On a 7-9 you are both now the target of this enemies ire.

When you are fighting some monsters and want them to just go away. Describe how you do it and Roll +Relevant Stat On 10+ Choose Two on a 7-9 Choose One

-They Don’t take you to their leader

-They don’t take your valuable items

-They don’t punish you Physically

This is an attempt to combine a broad Defy Danger group roll with the idea Levi Kornelsen presented in his danger…

This is an attempt to combine a broad Defy Danger group roll with the idea Levi Kornelsen presented in his danger…

This is an attempt to combine a broad Defy Danger group roll with the idea Levi Kornelsen presented in his danger cards.

When the dragon Cinderwing attacks Northwatch, the GM will give you a list of people, places, and things that will be destroyed without your intervention. Choose something from the list to save, then say how you do it and roll plus whatever the GM tells you. *On a hit, your choice is safe. *On a 7-9, there will also be some personal cost to you. *On a 12+, choose another item from the list to save, or you may discover something useful about Cinderwing, the GM will tell you what. 

After everyone has made their moves, the dragon is either driven off or flies away laughing with loot in claw, depending on the fiction.

When you sell your corpse (in advance!) to the College of Magical Studies, roll + CON.  On a 10+ choose two, on a…

When you sell your corpse (in advance!) to the College of Magical Studies, roll + CON.  On a 10+ choose two, on a…

When you sell your corpse (in advance!) to the College of Magical Studies, roll + CON.  On a 10+ choose two, on a 7-9 choose one.

* They pay 20 coin, now, for your body, later

* You are permitted self-guided study within the student areas, like the library and fourth-tier laboratories.

* The College will provide a small favor.

On a miss, choose one from above, but your ‘body’ will end up in the Necromancy Department, Sub-Basement Thirteen, under special attention of the Fastidious Grey One.

Looking for some feedback on a wilderness hunting move…

Looking for some feedback on a wilderness hunting move…

Looking for some feedback on a wilderness hunting move…

When you must hunt or forage for food and water while Undertaking a Perilous Journey, the quartermaster rolls+WIS and subtract the number of days worth of rations you need to hunt for beyond the first. *On a hit, you find enough food and water to feed everyone in your group. *On a 7-9, choose one. *On a 6- choose one, and the GM chooses one.

– You attract unwelcome attention during your hunting.

– You don’t find enough, someone goes hungry and marks the weak debility.

– Your group travels through the wilds at half speed.

– Expend 1 ammo or use of adventuring gear.

If you have an animal companion with the Hunt training, add its cunning to your roll.

# This works out to the length of your journey in days minus one, so for a four-day journey, the roll gets -3.

Who the *#$%! are you?

Who the *#$%! are you?

Who the *#$%! are you?

The Carousing went late, or maybe the Parley was “too successful”, either way when you wake up in a strange bed next to someone…roll+CHA.

On a 10+ pick 3

On a 7-9 Pick one

-They aren’t someone you hate.

-If this gets out it won’t be horrible for both of you.

-You can recall the events that got you here.

-There isn’t a third party in the room.

Ghost form

Ghost form

Ghost form

I’m relatively new to DW, but not to RPGs, so forgive any grievances in advance.

I’m about to start up a gritty mystery campaign where the PCs are, essentially, half-ghosts, unsettled into either heaven or hell (Norse, fictional varieties of such), and are “reborn” into the world but have no recollection of how they died or who/what killed them. The goal of the short (5-7 session) campaign will be to figure out how they died and narratively determine, by their actions as being good or evil, where they end up, if they end up anywhere, by the end of it. Heaven or hell.

So my inquiry is this:

I want them to be able, right from the start, to be able to move and change into ghost forms. I want to know if there are any suggestions or comments or changes.

10+ and they turn choose two or hold +1 from divine or hellish aid. 7-9 choose one.

1. Turn intangible. Can pass through solid objects but can’t interact with the world of the living at least without an additional roll of some kind.

2. Take on any ghostly shape or form until … (not sure the limit–suggestions?)

Is what I’m going for clear? Any ideas or suggestions?

Has anyone got a suggestion for a Fighter move which doesn’t involve extra hit points, damage or armour?

Has anyone got a suggestion for a Fighter move which doesn’t involve extra hit points, damage or armour?

Has anyone got a suggestion for a Fighter move which doesn’t involve extra hit points, damage or armour? I’d like to add a few moves which give the fighter some options outside of combat. I saw something called War Stories which I thought was pretty cool but I can’t find it now. Your man sits down, points to his battle scars and tells a tale of adventure.