In my current campaign there’s an evil cleric and a paladin on a quest to convert a city into the worship of Zatar,…

In my current campaign there’s an evil cleric and a paladin on a quest to convert a city into the worship of Zatar,…

In my current campaign there’s an evil cleric and a paladin on a quest to convert a city into the worship of Zatar, the God of Revenge. I made a simple point system for the city’s conversion, where beneficial actions and successful charisma rolls convert more of the city, and negative actions like running people through with swords in the name of Zatar lowers the points.

I also made a few custom moves:

When you are going around town preaching your god, roll +CHA.

On 10+ you get a large crowd of interested people who want to hear your word.

On a 7-9, pick one

– you draw a big crowd but they are hostile to your preaching

– you draw a tiny crowd but they are not hostile to your preaching

On a miss, you draw unwelcome attention and possibly a crowd of onlookers to laugh at you.

When you are performing rites for your god to gain a blessing, roll +CHA.

On 10+ choose 3. On 7-9 choose one.

– You don’t attract unwelcome attention

– You don’t have to go on a mission

– Your god will not mark you

– The rites are not exhausting.

On a miss, your god is angry with you and instead of a blessing, you gain a debility.

I feel these need more work, though. Any ideas?

Work continues at a snail’s pace on my crashed spaceship adventure.

Work continues at a snail’s pace on my crashed spaceship adventure.

Work continues at a snail’s pace on my crashed spaceship adventure. Because I keep getting sidetracked by other ideas like this.

When you are exposed to glowstone, roll +CON. On a 10+ you’re good. On a 7-9, you gain a mutation from the table below.

Roll 2d6 to see how you’re warped.

2: You get a permanent monster move of the GM’s choosing. TELL: Depends on the move.

3: Natural weapons of some sort; claws, tentacles on your back, whatever. You can deal your weapon damage even when “unarmed”, OR your unarmed attack gets an appropriate weapon tag. TELL: You have claws or tentacles or whatever.

4: Increase one of your stats by 2. This can put you over the stat cap. Then decrease one of your other stats by 2. Your stats can’t go below 3. TELL: Your body has an exaggerated visual of the stat changes (huge muscles, giant throbbing brain, etc.)

5: You get a “monster attack”; the GM will pick it for you, and determine which stat it’s based off of. When you use your monster attack, roll+Stat. On a 10+ the attack works, on a 7-9 it still hits but you open yourself up to a counterattack.  TELL: Depends on the attack.

6: You get a natural armor-2, but attempting to wear anything but loose clothing over it gives you -1 ongoing due to the discomfort. TELL: Scales, chitin, biometal, whatevs. 

7: You gain a move of the GM’s choosing from another class. The only move from the core classes you can’t take is “Spellbook”. Yes, this means you can get a Ranger pet (you spawn a symbiotic creature) or a Signature Weapon (enjoy your new sword hand). TELL: Depends on the move.

8: You gain a permanent Debility. TELL: An exaggerated symptom of the debility.

9: Halve your max HP. TELL: An overall weakened body.

10: 

11: 

12: 

EPIC LEVEL! DUNGEON WORLD! YEAH!

EPIC LEVEL! DUNGEON WORLD! YEAH!

EPIC LEVEL! DUNGEON WORLD! YEAH!

I haven’t made use of any of these moves, but I had a spare 15 minutes and wanted to mess around with the idea.

Feel free to take any of these for your game. Here’s one of them:

Witchfinder, Demonslayer

When you kill someone in the presence of their loved ones or peers, roll+CHA. 

On a 10+, choose two. 

On a 7-9, choose one.

– Convince them of the deceased’s guilt, whether true or fabricated.

– They back-down, stand in shock or flee, for now.

– Gain an ally, their long held grudge revealed.

– Rumour spreads to nearby steadings that you slayed a villain most foul.

One of my gang is playing a Druid and wants to have an over-the-top pivotal scene where his emotional devastation…

One of my gang is playing a Druid and wants to have an over-the-top pivotal scene where his emotional devastation…

One of my gang is playing a Druid and wants to have an over-the-top pivotal scene where his emotional devastation allows him to shift into a huge dragon.

Without simply flooding his homeland with huge dragons to justify his shift beyond the humbler drakes, I am considering a custom move, maybe even charging some XP (maybe level+4) to activate it. How does everyone feel about using XP as currency to limit this glorious grandstanding? I want it to be big and amazing, but not every player, every session.

===

When a devastating life-event acts as a crucible for the advancement of your powers, you may exceed the restrictions of your class for one dramatic scene. A halfling could engage a much larger enemy, a cleric could receive a public audience with their deity, or a druid could shift into a huge dragon.

During this scene, your moves work as normal, only BIGGER. 

Having seen Guardians of the Galaxy, I am deeply interested in a game about Dissian Freebooters in a setting where…

Having seen Guardians of the Galaxy, I am deeply interested in a game about Dissian Freebooters in a setting where…

Having seen Guardians of the Galaxy, I am deeply interested in a game about Dissian Freebooters in a setting where not all of Dis’ boroughs are interconnected and sometimes you have to hop a space ship to get there.

My feelings on space ships are basically: they’re cool enough that I want them to be badass, I want them to gel with basic monster rules, and I want them to feed into the freebooter framework of scraping by. So…

When you get ahold of a spacecyst, a songship, fireflier, or other ship the GM will give you some of the info below.

If it’s big enough for two freebooters (or one and a whole mess of silver), it’s got 4 HP and the tag confined.

If it’s big enough for a whole party of freebooters (or one and plenty of living space), it’s got 8 HP and the tag cozy.

If it’s bigger still, big enough for the Sultana, or an uneasy alliance of freebooting scum, or just big enough that it takes a while to get around, it’s got 16 HP and the tag biggun.

If it’s a gunboat or warship, give it 1-armor and it’s got the tag serious weapons that can put a dent in other astral vessels and really put a damper on most creatures’ moods. At your discretion, give it 2-armor if you want everyone in the astral sea to know you’re an a-hole looking for a fight.

If it’s a freetrader, cargo hauler, or carrion ship, take the tag cargo hold, and bump it up one size if possible.

If it’s a spacecyst, the vessel is a naturally occurring growth on the planes of Dis as the boroughs become compressed or overgrown, and the buildings and alleys look for a way to escape. If you have to take any risks when guiding these sprawling collections of rooms, streets, and towers through space, you’ll roll +WIS to understand their own internal logic.

If it’s a songship, the vessel is an alien creature of iron wing, with a living star beating in its heart. These creatures soar in the void of the astral plane in pods, or hunt weaker songships in isolation, or prey upon other vessels dead and adrift — all the while singing with the joy of flight. If you have to take any risks when coaxing these birds through space, you’ll roll +CHA to lure its starheart into joining your chorus.

If it’s a fireflier, the vessel is artificial, a machine, put together for the purpose of crossing the space between boroughs in orbit of Dis proper. Metal and steam and fire and engines, looking like they’re gliding across black glass as their engine smoke pours out and pools in their wake. If you have to take any risks when driving this boat through space, you’ll roll +INT to sort out its cogs and levers and parts and set them right.

If the vessel’s purpose is to be a Fighter, take the following moves:

>Strike fear with a terrible silhouette

>Rain down hell, overwhelm defenses

>Shake off critical damage

If the vessel’s purpose is to be a Thief, take the following moves:

>Sneak something under the radar

>Destroy something critical

>Kick in the afterburner and run

If the vessel’s purpose is to be a Cleric, take the following moves:

>See to the health of all those aboard

>Appeal to someone’s good nature

>Find a way to where it really needs to be

If the vessel’s purpose is to be a Wizard, take the following moves:

>Serve as a place of magical power

>Reveal strange defenses perfect for the moment

>Divulge lore both arcane and immediately useful

If the vessel’s purpose is something else, take any three moves above or make up your own, and be specific.

When you settle your vessel down in the boroughs for a long stretch of downtime, roll+100s of Silver spent on maintenance and a tune-up. On a hit, the vessel will have full HP and be in good condition when you’re ready to go. On a 10+, hold 2-tune. On a 7-9, hold 1-tune. On a 6-, it won’t be ready to go when you are, and choose: 1-tune, full HP, or good condition. You may have a maximum of 2-tune at any time.

When you’re sailing between the orbiting boroughs of Dis, spend tune 1-for-1 to use any of your ship’s Moves. So long as your ship is already in good condition, you can gain 1-tune whenever there is downtime to fine-tune the ship’s performance. You may have a maximum of 2-tune at any time.

When your ship takes a hit in combat, you can spend 1-tune to ignore HP loss if the damage could conceivably miss anything vital, and knock systems out of sync instead.

When your ship is in good condition, you have day-to-day tools and supplies to keep her running, fuel to make it where you want to be if you don’t change direction, no big holes in the hull, a full compliment of ammunition, and the like. When your ship is not in good condition, it is a golden opportunity for the GM.

And for the heck of it…

The Milano

8HP 1-armor

cozy, serious weapons

>Sneak something under the radar

>Destroy something critical

>Kick in the afterburner and run

Working on a new class (The Wartorn Vet).  These particular 2-5 moves from the list could also easily be ported into…

Working on a new class (The Wartorn Vet).  These particular 2-5 moves from the list could also easily be ported into…

Working on a new class (The Wartorn Vet).  These particular 2-5 moves from the list could also easily be ported into The Fighter (as per the Custom Move section of the core book – “As you get more experienced you might create moves to expand a class or create your own class entirely”)

Soldier’s Greatest Trick (a core move for the Vet)

You can sleep while doing other things – walking, talking, cleaning your kit, eating, standing guard….. 

Additionally you can sleep through anything, but can also choose to wake up at any time.

If you make a 2d6 roll while asleep take -2 to the result. 

Live By The Sword, Die By The Sword

Nothing other than a direct, targeted attack by a creature intent on killing you can reduce you below 1 hp.

When you crack the egg of a Haast’s Eagle and chug the contents, roll +CON.  On a 10+ take 2, on a 7-9 take 1.

When you crack the egg of a Haast’s Eagle and chug the contents, roll +CON.  On a 10+ take 2, on a 7-9 take 1.

When you crack the egg of a Haast’s Eagle and chug the contents, roll +CON.  On a 10+ take 2, on a 7-9 take 1.

* Your sweat does not begin to reek of child murder to the senses of ever Haast Eagle within miles.

* For the next week your vision gains a level of detail that would put your average hawk’s to shame.

* Your attacks become vicious and primal.  For the next week when you roll +12 on a Hack and Slash (or attack a helpless target) your class damage is treated as being two die value higher. (D8 becomes D12, D10 becomes D20. D12 becomes B[2D20], etc)

Hey everyone, Rory MacLeod and I have been working on a point buy system for #DungeonWorld  over the past few weeks…

Hey everyone, Rory MacLeod and I have been working on a point buy system for #DungeonWorld  over the past few weeks…

Hey everyone, Rory MacLeod and I have been working on a point buy system for #DungeonWorld  over the past few weeks and it’s finally in an alpha state that we’re ready to share and allow others to poke holes in! The character creation doc will step you through the process, the motives and origins docs will tell you how to deal with alignment and race and the auto fill character sheet will keep track of points for you as you build out a character. Give it a go and let us know what you think!

https://drive.google.com/folderview?id=0By6w_Fd5yhN5RGNNanlndF80NkE&usp=sharing

Sorry to bring this up again, but does anyone understand or have a fix for Mike Burnett’s Phylactery advanced move…

Sorry to bring this up again, but does anyone understand or have a fix for Mike Burnett’s Phylactery advanced move…

Sorry to bring this up again, but does anyone understand or have a fix for Mike Burnett’s Phylactery advanced move from Grim Portents ‘Zine issue #2’s Necromancer?

As written:

Phylactery

Choose an item you can carry to be your phylactery. When you

reach 0 HP and your phylactery is unbroken and within your reach, your soul will be tethered to the phylactery, beyond Death’s reach. You become undead. While undead, you do not have to breathe, eat, or sleep, and you use CON for all rolls.

Any additional damage you take while undead reduces your HP stat, and it remains lowered until you rest in the light of the moon. If your HP stat reaches 0 while you are undead, you die permanently and do not make the last breath move. If you gain hit points while undead, you return to life and lose the undead tag, but gain a debility.