Tinkering with a move for a know-it-all type character. Thoughts?

Tinkering with a move for a know-it-all type character. Thoughts?

Tinkering with a move for a know-it-all type character. Thoughts?

Steeped in Lore: When you declare a fact about a mysterious subject and have empty slots below, ask the GM if you are clearly right or clearly wrong. If you are neither, write it down below in an empty slot.

1)

2)

3) 

When your declaration is put to the test, roll +INT. *On a 7+, it’s exactly as you said. *On a 10+, also take +1 forward. *On a miss, the GM will reveal just how wrong you were. Regardless, erase your declaration.

My players have found themselves embroiled in a courtly trial which will decide whether or not the crown prince is…

My players have found themselves embroiled in a courtly trial which will decide whether or not the crown prince is…

My players have found themselves embroiled in a courtly trial which will decide whether or not the crown prince is guilty of faking the murder of his sister and hiding her away for a decade to keep her knowledge of his war-crimes secret. if he is, his nephew (aged 8) will take the crown instead. the players are going to be investigating witnesses and information from a decade old crime.   

Very fortunately, they are torn about the outcome they want. Finding discern realities/spout lore a bit broad for my specific purposes, I drafted the following – any feedback would help:

When you question someone to uncover the truth before the court, describe your method of questioning and Roll + the appropriate STAT. On a 10+ your questioning reveals a piece of factual information or uncovers some lie – additionally, the DM will indicate how the information applies to the greater puzzle or illuminates its implications. One a 7-9 you uncover a fact or root out a lie, but it is up to you to uncover its significance. On a miss, your questioning uncovers two things: two truths, two lies, or some combination of both. One of these is accurate, the other is not.

A few perilous journey moves for a dungeon or even mega dungeon.

A few perilous journey moves for a dungeon or even mega dungeon.

A few perilous journey moves for a dungeon or even mega dungeon.

When exploring the dungeon not knowing where you are heading assign Scout, Dungeoneer, and Quartermaster.

Scout Roll +Wis on a 10+ you do not get ambushed and you find somewhere significant or a secret area, your choice . On a 7-9 you choose 1 of those options

Dungeoneer Roll +Int on a 10+ you do not get lost and you do not get surprised by any traps. On a 7-9 you have to choose 1 of those options.

Quartermaster Roll +Int on a 10+ you do not consume more rations or torches then you need. On a 7-9 choose either rations or torches, you have used more of those then you would of liked.

When you are trying to get to somewhere you have been before but you haven’t placed on the map Assign Scout, Mapper, and Quartermaster.

Scout Roll +Wis on a 10+ you do not get ambushed by any monsters and you can quickly find your way again when you get lost. On a 7-9 you choose 1 of those options.

Mapper Roll +Int On a 10+ you manage to go around the dangerous part of the journey and can put the location on the map. On a 7-9 choose 1 of those options.

Quartermaster Roll +Int On a 10+ you have used as many rations and torches you would of expected to use. On a 7-9 you choose either torches or rations, you have used more of that then you would of liked.

Need feedback on a move for crawling through a ruined city.

Need feedback on a move for crawling through a ruined city.

Need feedback on a move for crawling through a ruined city. It’s too big to map entirely, so movement between locations will be abstracted similar to perilous journey

DELVE INTO THE RUINS

When you move through the monster inhabited ruins of the city, choose one member for each of the roles below:

The Pathfinder clears rubble and helps the others crawl past hazards. Roll +STR; ✴On a 10+, you uncover a hidden item, or location.

The Orienteer tracks landmarks and keeps the group from getting lost. Roll +Int; ✴On a 10+, you reduce the amount of Daylight burned to get to your destination.

The Lookout watches for traps and ambushes from the surroundings. Roll +Wis; ✴On a 10+, you can choose to either avoid or surprise a potential hostile encounter.

✴On a 7–9, each role performs their job as expected: none of the group is injured by a hazard, the journey takes about as long as expected, and no one gets the drop on you but you don’t get the drop on them either.

You can’t assign more than one job to a character. If you don’t have enough party members, or choose not to assign a job, treat that job as if it had been assigned and the responsible player had rolled a 6.

Distances in the ruined city are measured in Daylight. If you exit through the city gate as soon as it opens, hold 10 Daylight. At 0 Daylight, the city gates close, and you cannot enter the city that way.

Here’s an idea I came up with to get some quick world building done during the first session of a campaign.

Here’s an idea I came up with to get some quick world building done during the first session of a campaign.

Here’s an idea I came up with to get some quick world building done during the first session of a campaign.

When you build a piece of the world, roll +INT.  Continue taking turns defining world features until everyone has had a turn, and there is at least one positive, negative, and terrain feature created.

• On a 10+, create a positive features on the map.  This can be a friendly fortress, safe haven steading, or other bastion of the precarious civilization.

• On a 7-9, create a region of terrain on the map, such as a forest, desert, sea, or mountain range.

• On a 6 or less, create a negative feature on the map.  This can be the stronghold of a lich king, a cursed barrow mound, a forsaken dungeon complex, etc.  These sites invariably contain wealth and artifacts ripe for adventurers to plunder.

Hello fine folks.

Hello fine folks.

Hello fine folks. So a friend of mine is having a birthday soon, and for his birthday we want to run a Teenage Mutant Ninja Turtles themed *World game since hes a big fan. To that end, I am trying to brainstorm some ideas for the different moves.

My basic thinking is that each of the named turtles has a specific move list that makes up their “class” so for example Leonardo would have moves that help via leadership, Raphael would have moves that make him the tough guy, Don the smart guy, Mikey some  party buffs etc.

I am thinking of also giving each of them a weapon specific move since that is sort of a big part of their overall identity.

I think they could all share a racial move called “I love being a turtle” that works something like this:

When you behave like a turtle in some way, using your shell for protection, swimming, or generally doing turtle like things. make a statement or joke about being a turtle and ROLL +CON. 

So I am wondering if anyone has done anything like this previously, or if you have any ideas and suggestions.

Thank you much!

http://www.reddit.com/r/Shadowrun/comments/36bxvg/dw_hack_running_in_new_orleans_now_with_playable/

http://www.reddit.com/r/Shadowrun/comments/36bxvg/dw_hack_running_in_new_orleans_now_with_playable/

http://www.reddit.com/r/Shadowrun/comments/36bxvg/dw_hack_running_in_new_orleans_now_with_playable/

http://www.reddit.com/r/Shadowrun/comments/36bxvg/dw_hack_running_in_new_orleans_now_with_playable

Working on a advanced move for The Wizard for a arcane familiar (which seems like a common enough trope that is…

Working on a advanced move for The Wizard for a arcane familiar (which seems like a common enough trope that is…

Working on a advanced move for The Wizard for a arcane familiar (which seems like a common enough trope that is currently missing). 

Feedback appreciated or examples of other takes on it! (This is super rough draft)

Arcane Familiar

You have a strong magical connection with an arcane creature you have bonded with. When you take this move, describe and name your new familiar. You can communicate telepathically with your familiar, and if it is destroyed it will re-materialize after a nights rest. Additionally your familiar provides one of the following benefits. (Choose One)

– +1 to Discern Realities

– +1 Armor against one related type of damage (fire, ice, electric, divine, necrotic, etc)

– Other benefit C

– Other benefit D

Since the Druid has only nine 6-10 advanced moves, and a conspicuous space for a tenth, I’d like to give this class…

Since the Druid has only nine 6-10 advanced moves, and a conspicuous space for a tenth, I’d like to give this class…

Since the Druid has only nine 6-10 advanced moves, and a conspicuous space for a tenth, I’d like to give this class a move to improve Elemental Mastery. Which of these do you like more?

When you gain this move, choose an element: fire, air, earth, or water. When you use Elemental Mastery with that element, you choose an additional option, even on a miss.

When you use Elemental Mastery, on a 12+ you get all three options.

OK, still preoccupied with random lists.

OK, still preoccupied with random lists.

OK, still preoccupied with random lists.

Here’s a move that makes use of a random list:

https://drive.google.com/file/d/0B9G77aR8YgmbX3FtVnA3cWNabGs/view?usp=sharing

https://drive.google.com/file/d/0B9G77aR8YgmbX3FtVnA3cWNabGs/view?usp=sharing