Need a few ideas for the creative community:

Need a few ideas for the creative community:

Need a few ideas for the creative community:

A player accidently lost his eye and it was replaced by the “lost” eye of a and ancient insectiod “god”.  The eye is hard and gem-like, multifaceted and is much larger than his other normal eye.  It has been set in motion that this being now knows his lost eye has been found and will come looking for it. (sort of riffing off Chronicles of Corum).

I have established that he can now see magical auras and that, when wrapped in gauze/cover with eye patch, he can still see though that eye.  What I would like to do is come up with some cool moves with his eye…I can come up with a few but they are not that exciting or fun. What are your thoughts? 

I would need some help with creating a custom move for a PC who is more of a talker than a fighter.

I would need some help with creating a custom move for a PC who is more of a talker than a fighter.

I would need some help with creating a custom move for a PC who is more of a talker than a fighter.

I would like the move to read as as follows: “When the situation is about to get out of hand, roll 2D6+CHA. 10+: choose 3. 7-9: choose 1”

What should the list of option be?

Ideally I would like 4 so that even if you roll 10+ you still have to make an interesting choice.

Any suggestion?

When you try to tell a foolhardy and impetuous village youth what to do roll +Charisma

When you try to tell a foolhardy and impetuous village youth what to do roll +Charisma

When you try to tell a foolhardy and impetuous village youth what to do roll +Charisma  

On a 10+ Choose 2

*They do it without getting in over their head

*They don’t resent you for it

*They do it right away, instead of at the last possible minute

On a 7-9 Choose 1

On a 6- You’re a meddlesome old fogey, and they’ll act out just to spite you.

When you try to decode the mumblings of Thrice-Drunk Winston first make sure you’re drunk yourself. You’re drunk? Okay, good… then roll +the number of bars you’ve gotten roaring drunk in tonight (max +3).

On a 10+ Choose 2

*You’re able to decipher advice that proves strangely relevant to your current problem.

*His drunken ramblings gird you for what is to come. This counts as 1 preparation for whatever great task you’re party is trying to accomplish

*You don’t pass out soon after Winston finishes dispensing his incomprehensible wisdom.

On a 7-9 choose 1, or choose 2 and accept that your visit with the drunken sage will be interrupted by a massive bar fight. He’ll finish what he was saying after the fists, knives, and flagons stop flying.

What do you guy’s/gals/folks of non-binary gender(s) think? A couple of custom moves that I’ve been kicking around for a DW game I have planned that will begin in a piss-stain of an old fishing town, turned shelter for the families of slain soldiers, turned back into a piss-stain of an old fishing town called Widow’s Landing.

Looking for help.

Looking for help.

Looking for help.  Running the second session of a DW campaign on Monday.  First session, the heroes blocked an attempted coup (after the death of the king).  The supposed ringleader died whispering that his master will avenge him.  Seems likely they’ll check out the ringleader’s manor for clues, and I want to have a few magical traps there.  However, I’m hitting a wall creating (or finding) custom sorcerous trap moves.  Anybody got something they’ve used before that I can “borrow”?

Saw this at Receding Rules, and couldn’t help but think it would make the basis for a great custom move:

Saw this at Receding Rules, and couldn’t help but think it would make the basis for a great custom move:

Saw this at Receding Rules, and couldn’t help but think it would make the basis for a great custom move:

Pick Lock/Disarm Trap

   When you attempt to pick a lock or disarm a trap roll+DEX. On a 10+, you have 2 chances, on a 7-9 you get 1. The GM will tell you the rating of the lock or trap, and you have to make guesses using only the verbs “bump”, “twist”, “rake” or “probe”. Do this in the correct order, and you’re successful. The rating on the lock also functions as it’s vulnerability to damage; the higher the rating the more likely it is to jam or break. For each failed attempt roll a d6; rolling under the rating breaks or jams the lock.

http://recedingrules.blogspot.ca/2011/04/procedural-lockpicking.html

What are people’s opinions of quasi-multiclass moves to give other classes spell-casting capabilities?

What are people’s opinions of quasi-multiclass moves to give other classes spell-casting capabilities?

What are people’s opinions of quasi-multiclass moves to give other classes spell-casting capabilities? The Ranger’s God Amidst the Wastes move is one way of doing it, though I’ve used a different move elsewhere.

“You can cast a spell from the cleric list as if you were a cleric of your class level-1 by spending 1 [hard to get resource], no roll is necessary. ” I think this may be too powerful though. What do other people think? A possible compromise would be to add “spend 1 [hard to get resource]” to the Cast a Spell 7-9 list, require spending a resource to make the roll at all.

Have recently been reading Iron Kingdoms, from Privateer Press.

Have recently been reading Iron Kingdoms, from Privateer Press.

Have recently been reading Iron Kingdoms, from Privateer Press. I thought it would be cool to adjust the hireling rules so that a character could have their own Steamjacks – or, frankly, any sort of automaton.

I’m not sure if anyone has put something like this together, so here it is – advice on refinements or clarifications is welcome and desired. 

All of this is the result of natural outcroppings of the regular hireling rules – I thought they worked far too elegantly for the situation to ignore. This may all be entirely too obvious to take up a post in the community, but i figure, meh, why not? 

___________

Mechanical (non-sentient) Hirelings are defined by their SKILL (or skills), a COST, and a FUNCTIONALITY score.

“When  a [Mechanical] hireling finds themselves in a dangerous, damaging, or flat out crazy situation due to your orders, roll+FUNCTIONALITY. On a 10+ they stand firm and carry out the order. On a 7-9 they do it, but they are damaged or impeded in some way, reduce FUNCTIONALITY by 1. 

If a [Mechanical] hireling’s FUNCTIONALITY falls below 0, it is damaged beyond operation. Severe abuse or lack of maintenance may eventually lead to its utter destruction.  

A [Mechanical] hireling can be repaired to restore +1 or more FUNCTIONALITY, depending upon the skill of the repairer. The absence of regular maintenance may reduce FUNCTIONALITY by -1.

NEW COST: ‘maintenance and repairs.’ 

A [mechanical] hireling’s starting numbers will be based on where it was acquired or the skill of its inventor, ranging from 2-5, 4-6, 5-8, and 6-10. 

One of my players has promised to honour the memory of a fallen dwarf by challenging a dwarven bartender to a…

One of my players has promised to honour the memory of a fallen dwarf by challenging a dwarven bartender to a…

One of my players has promised to honour the memory of a fallen dwarf by challenging a dwarven bartender to a drinking ritual. This is my first attempt at the custom move for it:

When you and a partner toast the memory of a fallen comrade, gain 1 drink, describe the memory, and roll+CON-drinks.

*On a 10+, you pour one for your partner and they propose the next toast. 

*On a 7-9, you pour one for each of you and they propose the next toast. (gain 1 drink)

*On a miss, you pass out and you partner will hold your defeat against you when next you meet, for anything from good-natured humiliation to blackmail about what you did in the missing hours.

If you can’t describe the memory, you are obviously too drunk, didn’t know them well enough, or didn’t really care about them. Treat as a 6-.

I had this idea for a move for intuitive mechanical savant type characters, and was wondering what people think:

I had this idea for a move for intuitive mechanical savant type characters, and was wondering what people think:

I had this idea for a move for intuitive mechanical savant type characters, and was wondering what people think:

When you take time to closely examine a magical or mechanical device, Roll +INT.

On a 10+ You comprehend the function and use of the device perfectly (Similar to Spout Lore)

7-9 choose 2

6- choose 1, GM makes move

-You know exactly what the device does

-You know how to operate the device

-You understand how to recreate the device

-Using the Device does not consume resources

-Using the device has no side effects

So I’m working on a custom move for a mage in a PbP I’m running.

So I’m working on a custom move for a mage in a PbP I’m running.

So I’m working on a custom move for a mage in a PbP I’m running.  The player told me that if he casts too much magic, the spell starts to affect his thinking.  For instance, too much Charm spell will make him more manipulative.

Right now, he has summoned the spirit of a High Mage from an ancient kingdom to learn how to control magic instead of being controlled, and I’m thinking of the move below.  Thoughts or suggestions?

Magic from Within: When you fail to cast a spell (roll 6-) you can attempt to reach within your mind to save the spell, but doing so risks worse consequences. To do so, roll + WIS. On a 10+, the spell goes off as if you originally rolled a 7-9. On a 7-9, the spell goes off, but choose two from “cast a spell’s” 7-9 list. On a 6-, the spell controls your mind. The GM will tell you how.