When you buy a drink from Dooley and pick his brain, roll+CHA.

When you buy a drink from Dooley and pick his brain, roll+CHA.

When you buy a drink from Dooley and pick his brain, roll+CHA.

On a 10+ “Listen to me kid, I’ll give you the straight dope about that…”

On a 7-9 “I seem to recollect sumpin’ about what you’re talking about..”

On a 6 or less “Huh?! What?!? BAH! Drink or get out!”

I’m working on a custom move for my GUMSHOE-hack of DW for a mystery adventure I’m running next weekend.

I’m working on a custom move for my GUMSHOE-hack of DW for a mystery adventure I’m running next weekend.

I’m working on a custom move for my GUMSHOE-hack of DW for a mystery adventure I’m running next weekend. I wanted something with more “teeth” than the standard Parlay/Discern/Lore options. In the GM side of this hack, this move always results in a clue, if there is a clue to be found, even if the player rolls a 6-.

Suggestions, feedback, and advice welcome.

Investigate a Scene

When you investigate a crime scene, say how you approach the investigation. If you do it:

* by carefully searching the area for evidence, roll 2d6+Wis

* by analysing a piece of evidence and connecting it to what happened, roll 2d6+Int

* by talking with witnesses and people who may know something about the event, roll 2d6+Cha

On a 10+, you uncover information which you know is relevant to solving the mystery. The GM may ask you how you find it– tell the truth now. On a 7-9, you find more than one clue, of which at least one is key to solving the mystery.

EXTRAS/PEONS/GRUNTS

EXTRAS/PEONS/GRUNTS

EXTRAS/PEONS/GRUNTS

One of my peeves about any RPG is tracking HP for the cannon fodder that the heroes chew through. This is a rule I baked up for another game, but it ports well.

THE EXTRA RULE

Extras will have a rating somewhere between 2-5. When an extra takes damage in combat, he dies if the damage meets or exceeds his toughness rating. If the damage is less than his toughness, he takes no damage at all. He parries the blow, dives out of the way, or is just lucky.

I’ve ran into a bit of a problem with the Demolisher playbook I’m doing. The problem is blast range of his grenades.

I’ve ran into a bit of a problem with the Demolisher playbook I’m doing. The problem is blast range of his grenades.

I’ve ran into a bit of a problem with the Demolisher playbook I’m doing. The problem is blast range of his grenades.

The wizards fireball does this:

 You evoke a mighty ball of flame that envelops your target and everyone nearby, inflicting 2d6 damage which ignores armor.

I am sure this is a good description of a blast range, but say you want a bomb that has a wider blast than a grenade – does it then become “everyone not so nearby?” Or “Everyone a but further”?

How do you upgrade it if the base description is so vague?

Help me out here, please.

Hey gang, I’m making some races/racial options.

Hey gang, I’m making some races/racial options.

Hey gang, I’m making some races/racial options.

Its still rough at the moment, but would anyone like to take a look to offer critic or just to borrow some stuff for their own game?

So far I’ve completed deep elves, troglodytes, lizardmen and insectmen, and tomorrow I’ll be on to half-demons, giants, goblins and automatons.

Hi all

Hi all

Hi all,

I was wondering about a new advanced move for the Fighter I’m currently playing (huge guy, very huge cestus, good hearth, many sons, loves destroy things with fighter base move which we use more broadly than it is written).

I took an advanced move from the “Brute” by James Hawthorne and changed a little bit (a lot actually).

Name: under review…any suggestion?

When you take damage during a fight, taste your blood and roll+COS: 10+ chose 2, 7-9 chose 1

a) +2 dmg vs the enemy that hit you (or +1 frwd)

b) give a killer look to enemies (or howl, or make the very angry hulk, anything that fit with your warrior);those who see you flinch and loose an action

c) your next attack has also the Stun property (and also deal damage)

Any suggestion?

I’m especially doubtful with the c).

Thanks in advance.

I’m a big fan of Batman Arkham XYZ. I wonder, is there a way to capture the feel of combat in that game?

I’m a big fan of Batman Arkham XYZ. I wonder, is there a way to capture the feel of combat in that game?

I’m a big fan of Batman Arkham XYZ. I wonder, is there a way to capture the feel of combat in that game?

So I’d like some help in creating a custom move about owning an Inn.

So I’d like some help in creating a custom move about owning an Inn.

So I’d like some help in creating a custom move about owning an Inn.  Our group has recently acquired an Inn (long story) and have put an NPC in charge of it.  We plan to stop back in town every once and great while to check up on things and collect any “profits” that might have acquired (more than likely get into trouble as a result of the Inn).

I was looking for some ideas on what a custom move like this would look like.  Any one done anything like this?

My first ideas, which I admittedly don’t love but it’s a start.

On a 10+ Choose 3, On a 7-9 Choose 1

* The Inn is profitable!  Roll and collect that many coins.

* The Inn is currently the home to an interesting NPC.  The Gamemaster will tell you who and for how long they intend to stay.

* A rival hasn’t opened up shop in town.

*other interesting stuff — 3-6 options in total?

New Wizard Move (with inspiration from Backstab and Called Shot):

New Wizard Move (with inspiration from Backstab and Called Shot):

New Wizard Move (with inspiration from Backstab and Called Shot):

Use Arcane Device

When you activate an arcane device that you’ve identified, it just works for you.  If the device has Charges, you may expend 1 Charge and roll +INT.  On a 10+, the device works, and choose 2.  On a 7-9, the device works, and choose 1. 

* The device immediately regains the Charge you spent.

* The effects are maximized.

* It affects an additional target of your choice.

* You deal the device’s Arcane Power

* You avoid notice or retribution for the activation

A device would look something like this, where it has a standard effect and an additional Arcane Power effect, accessible only to Wizards who expend Charge:

Wand of Disintegrate

b[1d10] damage

2 Piercing, Far, Requires: Thief, Wizard

* Arcane Power: Reduce the target’s armor by 2 until they repair it.

Wand of Fireball

b[1d8] damage

Near, Area, Requires: Thief, Wizard

* Arcane Power: Set the ground ablaze

Your thoughts?  This would definitely tend to push most devices towards having some kind of Charges.