So, like, if you look like a normal person, but this exterior is just a thin mask covering your true form, which is…

So, like, if you look like a normal person, but this exterior is just a thin mask covering your true form, which is…

So, like, if you look like a normal person, but this exterior is just a thin mask covering your true form, which is a nightmare, what would your signature move be?

Pick your favourite iteration

Pick your favourite iteration

Pick your favourite iteration 

Which of these two moves do you like more? 

Whipit! 

When you Defy Danger through using a Whip, take +1 forward. 

Whipitagain! 

When you Defy Danger through using a Whip and it is 

by disarming or triping someone, roll+STR

by using acrobatics and your Whip as a swing, roll+DEX 

On a 7+ you do what you set out to do and the danger doesn’t come to pass. On a 10+, take +1 forward as well. 

I’m considering an augmentation to the Supply move to include selling items, as my group wants a Cash Converter…

I’m considering an augmentation to the Supply move to include selling items, as my group wants a Cash Converter…

I’m considering an augmentation to the Supply move to include selling items, as my group wants a Cash Converter option:

Supply / Offload

When you go to buy something with gold on hand, if it’s something readily available in the settlement you’re in, you can buy it at market price. If it’s something special, beyond what’s usually available here, or non-mundane, or you wish to sell something, roll+Cha. 

✴On a 10+, you find what you’re looking for at a fair price, and people will buy your unwanted items for 75% of their market value.

✴On a 7–9, you’ll have to pay more or settle for something that’s not exactly what you wanted, but close. The GM will tell you what your options are. People will buy some of your unwanted items at 50% of their value.

✴On a miss: No stock, and no takers.

So I’m having trouble with the Paladin in my group spamming his healing.

So I’m having trouble with the Paladin in my group spamming his healing.

So I’m having trouble with the Paladin in my group spamming his healing.  I’ve already stated that he takes the damage he heals on a 7-9, but he took the move that allows him to heal himself as well as a target, so that almost makes that rule moot.  I feel this is draining the tension out of the game.  I talked about limiting his healing to Level per Day, but they don’t like that rule.  So, I had another idea.  Since the Paladin in question is a Paladin of Dionysius and claims to be a “Party Paladin” I thought about adding a consequence to his healing.  On a roll of 7-9, the target is healed but is drunk for 1d4 – CON hours.  A drunk character would suffer a -1 ongoing to DEX and WIS, but have a +1 to CHA when dealing with social situations.  Is this rule out of line?  I haven’t mentioned it to the group yet, so I don’t know how they’ll react.

I’d like to share a move I made for my campaign, I call it:

I’d like to share a move I made for my campaign, I call it:

I’d like to share a move I made for my campaign, I call it:

Tell us a tale: At the start of the session, if you are the first to recount the party’s adventures from last time, mark xp.

We play once a week and it’s really hard sometimes for players to remember what happened last time (we’re all busy adults and such) this encourages them to write it down so they can claim the xp next week. As to having to be the first to tell us a tale, that’s for a perfect world, I’m usually pretty lenient as it often takes 2 or more to tell the whole tale so I usually let both mark xp. Anyone else try a move like this in their games?

Has anyone come up with some new foci for Jacob Randolph ‘s Mage class? I’m especially interested in a Mountain focus

Has anyone come up with some new foci for Jacob Randolph ‘s Mage class? I’m especially interested in a Mountain focus

Has anyone come up with some new foci for Jacob Randolph ‘s Mage class? I’m especially interested in a Mountain focus

A mechanic for continuous effects with a limited duration, e.g. Potions, spells, scrolls, etc:

A mechanic for continuous effects with a limited duration, e.g. Potions, spells, scrolls, etc:

A mechanic for continuous effects with a limited duration, e.g. Potions, spells, scrolls, etc:

You gain any benefits and drawbacks of the effect. You may end this effect when ever you would like. If you make the “Make Camp” or “Recover Move” the effect ends. Depending on the expected duration of the effect the GM may end the effect when changing from one scene to the next when appropriate time has pass; the GM will tell when the effect ends.

Roll+(?):

10+: Hold 3

7-9: Hold 1

<=6: You get momentary benefits along with any other moves made by the GM.

From now until the effect ends if you roll a failure on a move spend one hold. If you can not the effect ends.

Not super tight but it’s a good mechanic for taking time in a non-turn based rules set.

OK, now that my season finale is done I have a couple of custom moves to share.

OK, now that my season finale is done I have a couple of custom moves to share.

OK, now that my season finale is done I have a couple of custom moves to share.

The first was to use navigating a crypt.  I drew out a path with several spaces (length based on dificulty).

When you attempt to navigate the labyrinth Roll+Wis

10+ Move one step closer to your destination.

7-9 Move one step closer to your destination and choose 1

6- Choose 1 and DM chooses 1

*You get lost

*You find something . . . . strange

*You are not alone

*Your group becomes separated.

For lost/separated I simply created alternate paths that took more steps to reach the destination, players each rolled in turn as they went.

In the basement of the thieves guild was an artifact that drained the luck from people.  The guild was using it to improve the gambling house profits.  These two moves relate to that

When you enter the gambling hall while the “luck engine” is in operation Roll+Nothing (luck is fickle)

10+ Hold 2 Good Luck.  Before a roll, you may spend 1 Good Luck to add +1 to the roll.

7-9 Hold 1 Bad Luck.  The next time you roll a result of 7, spend 1 Bad Luck and change the result to a 6- 6- Take -1 ongoing until you get a result of 12+ on a roll.  Then Hold 1 Good Luck as in 10+ above.

The engine had a control amulet.  The one being used was a replica and did not have all the functionality of the real thing (the players had the real thing)

When you tamper with the “Luck Engine” Roll+Int

10+ Choose 2

7-9 Choose 1 but . . .

*Deactivate the engine

*Activate the engine

*Hold 2 Good Luck (same as above)

*Give someone else in the chamber 1 Luck of your choice (good or bad)

*Remove the control amulet

& if the “true” amulet is placed in the control panel

*Permanently damage the engine

*Turn the engine up to 11!

They ended up turning it to 11! The resulting citywide bad luck resulted in a meteor hitting the city.  They also destroyed it so in the end it was a great end to season 1.  We are going to pick up 1 year after the “rain of fire” at a memorial to those who died.  It will be Epic!

I was musing on a custom move for brewing potions this morning, and I know people have treaded this water with…

I was musing on a custom move for brewing potions this morning, and I know people have treaded this water with…

I was musing on a custom move for brewing potions this morning, and I know people have treaded this water with specific classes (Witch, Alchemist, Cultist), and discussions like this one: https://plus.google.com/u/0/112484087750169360510/posts/aGs9QZCB97u, but I wanted to come up with something you could give to an amateur potion-maker. Here’s what I came up with:

The quality and potential side-effects of the potion are unknown until it is consumed, and the brewer simply knows they aren’t a master of their craft, and risks ensue. This eliminates the “I brewed a poison by accident, I’ll only dose my enemies” workaround which sneaky players often do.

I didn’t want to use the standard range of Success/Partial/Miss wherein it goes ALL right, SEMI-right or ALL-wrong, or choices for the imbiber based on CON because I really wanted a random element for dubious quality brews, hence the percentages for the B and C-grade potions below. Does this method rub anyone the wrong way? How would you achieve this?

===MY EXAMPLE:

When you add the third eye of the frost-troll to your potion, you create one dose of Stone Skin. When someone drinks the dose, the brewer rolls+INT. On a 10+, the potion was A-grade; +2 armour for an hour. On a 7-9, the B-grade potion could just as easily petrify you for the same duration. On a miss, the C-grade potion has a 50% chance of petrification as above, 25% chance of permanently turning you to stone, but a 25% chance that the +2 armour could last for a whole month! 

===

You could roll a d4 or d100 to determine the outcome, using the lowest numbers as the worst results.

“Only in dreams…” Specifically used in the Shade from Grim World.

“Only in dreams…” Specifically used in the Shade from Grim World.

“Only in dreams…” Specifically used in the Shade from Grim World. It’s my first stab at emulating dream logic, specifically when you can’t quite seem to get from A to B in a direct manner.

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Whenever you attempt to accomplish anything in the Shade, roll+what quality of sleep you have:

– 30-minute nap in a dangerous area: +0

– 4 hours in camp: +1

– 8 hours in a soft bed: +2

* On a 10+, you achieve your goal directly. * On a 7-9, the GM may twist your intent or make a move against you. * On a 6-, you are frozen momentarily and must bear witness to the unfolding events as a silent observer.

There are artifacts, potions, etc. that can be used to affect this move.

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Feedback welcome, of course.