Title

Title

When you unsheathe your blade and attack an opponent with it in one fluid motion, spend a balance and roll+DEX(discipline?-(for ronan class?).  On a 7-9, roll damage. On a 10+, your damage also ignores armor. On a 12+, you deal additional 1d6 damage.

Just throwing this here. This is all I have, but if you want to use it, take it with no strings attached. 

I’m working on a DW hack wherein the players are pre-Xmen mutants in the year 1943, air-dropped into Germany,…

I’m working on a DW hack wherein the players are pre-Xmen mutants in the year 1943, air-dropped into Germany,…

I’m working on a DW hack wherein the players are pre-Xmen mutants in the year 1943, air-dropped into Germany, fighting the Nazis; imagine Wolverine and Mystique wearing stolen German uniforms, working together to infiltrate Castle Wolfenstein.

One thing I wanted to do was to increase the usefulness of bonds, because it seemed a very Xmen thing to do. I also wanted to reduce the supernatural element of Dungeon World. So here’s a pair of moves to replace Last Breath… what do you think?

FALLING IN BATTLE

When you reach zero hit points, you have fallen in battle. It’s unclear whether you’re dead or dying, but you can’t survive unless an ally comes and saves you.

SAVE A FALLEN ALLY

When you Save A Fallen Ally roll 2d6 + the number of bonds you have with that ally. On a 6-, they’re dead. On a 7-9, they suffer a permanent injury (randomly pick a stat, reduce it by one permanently, describe how this happens). On a 10+, they’re unconscious and badly hurt, but can be completely healed in time.

https://www.reddit.com/r/Shadowrun/comments/3fhd5r/dw_hack_running_in_new_orleans_patch_7_playable/

https://www.reddit.com/r/Shadowrun/comments/3fhd5r/dw_hack_running_in_new_orleans_patch_7_playable/

https://www.reddit.com/r/Shadowrun/comments/3fhd5r/dw_hack_running_in_new_orleans_patch_7_playable/

https://www.reddit.com/r/Shadowrun/comments/3fhd5r/dw_hack_running_in_new_orleans_patch_7_playable

I dungeon move that I ended up scrapping. Maybe you’ll find it useful?

I dungeon move that I ended up scrapping. Maybe you’ll find it useful?

I dungeon move that I ended up scrapping. Maybe you’ll find it useful?

When you study the runes on the menhirs, roll +WIS.

10+ Your vision blurs briefly but then you can read the runes just fine.

7-9 You forget what you’re doing and wander off for a few minutes.

6- Mark XP and give the GM a notecard with your character’s name on it. After that, you can read the runes just fine.

When the GM gives you a notecard with your name on it, read the course of action they wrote on the back. If you do what’s written on the back of the card, mark XP. If you resist, roll +WIS. 

10+ You shake it off and act as you want. Tear up the index card. 

7-9 Choose 1 from the list below.

6- Mark XP, and follow the course of action written on the card to the best of your ability.

• Do what the card says, but then tear it up

• Drop to your knees, clutch your head, take 1d6 damage (ignores armor), then tear up the card

• Shake it off, for now. Give the card back to the GM. 

Custom Move: Spell Mashup

Custom Move: Spell Mashup

Custom Move: Spell Mashup

When you combine spells, hold 1 catastrophe for each spell beyond the first. On a miss, the GM may spend catastrophes, 1 for 1, to list the ill effects of the mangled and incompatible spells.

This may also be applied to inversion of effects, improvised amplification of effects, and anytime the GM damn well pleases because MAGIC.

Last session, goblin bridge moves:

Last session, goblin bridge moves:

Last session, goblin bridge moves:

When you struggle to stay on the bucking goblin bridge, roll+DEX. On a 10+, you’re fine and may proceed, if slowly. On a 7-9, your progress along the bridge is halted for the time being. On a miss, you’re left hanging by your fingertips.

When you try to raise yourself back up onto the bridge, roll+STR. On a 10+, you’re back aboard the goblin express. On a 7-9, you’re up part of the way, bracing your lower half half with your upper half. On a miss, you tumble into the abyss.

So I’m getting a little over excited about Inglorious coming out.

So I’m getting a little over excited about Inglorious coming out.

So I’m getting a little over excited about Inglorious coming out. Can’t wait to see what’s in it/how it works. In the mean time I’ve implemented this with my group. Let me know what you think.

When a unit that you command or follow is of . . . type and does . . . maneuver, roll. 

Archers, rain of arrows, (Required: shield wall or stakes)

Success= immobilize enemy, Success But= weaken enemy, Failure= engage enemy,  

Light infantry, charge (Required: mixed w/archers)

S= weaken enemy, SB= weaken enemy and disassemble, F= get trampled, 

Heavy infantry square, push through enemy line (Required: professionalism/training)

S= push enemy back, SB= lose half men, F= panic 

Light cavalry, false retreat (Required: some lancers)

S= surround enemy, SB= lose some troops, F = false retreat turns real

Heavy cavalry, charge (Required: infantry screen)

S= enemies retreat, SB= engaged in melee, F= surrounded

Any force, Encircling (Required: double enemy’s force or equal if mounted encircling infantry)

S= Enemy panics, SB= Enemy is flanked, F= you are flanked 

Had an AWESOME first session this past weekend.

Had an AWESOME first session this past weekend.

Had an AWESOME first session this past weekend. Really love this system. I had a VERY creative Druid, for whom I already need to create a couple custom moves. I’d love some feedback if you have the time!

The party ran foul of Bakunawa (monster on pg. 245), and through some clever planning managed to get Bakunawa to ingest Goldenroot poison. Long story short: Druid was able to study Bakunawa and gained the ability to shapeshift into her. I allowed him to use Bakunawa’s ability to “lure with lies and illusions” and it was in severe danger of being OP. In hindsight, I could have said the ability was magic and thus he was unable to mimic it, but I said it was pheremones and thus it makes sense in the game fiction. So I made THIS move:

BAKUNAWA’S PHEREMONES

When you have shapeshifted into the form of Bakunawa and spend one hold to emit your pheromones, roll + CHA.

* On a 10+, targets clustered together see visions of their greatest desire. * On a 7-9 you do not control the vision your targets see.

The other move has to do with mushrooms the druid harvested from his homeland. After I questioned him as to their effects, he said that they grant a bonus to healing magic (he has a bond with the party’s cleric). I told him I would create a custom move to ensure that it’s not too OP. Let me know what you think!

ARCANE MUSHROOMS (three uses)

When you ingest the mushrooms Puck gathered from the far reaches of the desert, roll + WIS and brace yourself.

* On a 10+ choose two. * On a 7-9 choose one. 

• You channel the energy of the Ancients when casting magic that mends, but doesn’t destroy. Roll the power of your spell twice and take the higher roll.

• You don’t fall down a rabbit hole of psychosis-induced paranoia.

• The Ancients grant you a moment of transcendent clarity, ask the GM any question. 

On the Messy tag..

On the Messy tag..

On the Messy tag..

Something I was using last night. If an attack has the messy tag and it does greater then one third of the targets hit points, roll 3 d6 (I use a white, a red and a black) and check these charts..

location     1-2            3-4              5-6

1                Head         Face           Throat

2     Lt       Up Arm      Forearm    Hand

3     Rt       Up Arm      Forearm    Hand

4     Lt        Thigh         Calf            Foot

5     Rt        Thigh        Calf             Foot

6                 Chest        Abdomen  Groin

1-2         Jagged bloody wound

3-4         Mangled and  bloody wound

5-6         Ripped off or amputated…

This really makes the players take notice.. The flip side of this is if they recover the bit amputated and have magic should be able to re-attach without a lot of problems… maybe scaring on low rolls..