I killed two party members tonight, the bard ran away (rerolled Paladin), but the Thief came out alive and…

I killed two party members tonight, the bard ran away (rerolled Paladin), but the Thief came out alive and…

I killed two party members tonight, the bard ran away (rerolled Paladin), but the Thief came out alive and fighting.  As a reward, she recovered a bone wand from the Gelatinous Cube that devoured her friends, and got the following new move:

Activate Device

When you activate an arcane device, roll+INT.  On a 10+, the device functions exactly as intended.  On a 7-9, the device functions, but choose one:

* The device loses one charge

* The device affects another target of the GM’s choice

* The device’s effect is halved

Thoughts?  I’m not 100% certain on the third option…

—EDIT—-

Thanks for the suggestions!  The final 3 choices are:

* The Device loses one charge

* The Device affects more or less than you wanted

* The Device’s effects are maximized, but the device becomes inoperable until after you next Make Camp.

I’ll keep Charges, even though other magic items may not use them- after all, not all Ranged weapons use Ammo!  Magic Staves may just have a limited number of daily uses, for example, and be unable to choose the Charge option.

Thanks for your comments!  I’m thinking about a Wizard move for Use Device as well…

Hi everyone!

Hi everyone!

Hi everyone! I just got exposed to my first Dungeon World game and it was a blast! 🙂 Right now I’m DMing my friends in a 4e D&D game, but I see some places where I can incorporate DW ideas, particularly with an upcoming “Infiltrate the Duke’s Estate to Steal a Magic Wolfskin” challenge. I need some interesting location moves that the Duke’s estate can make against the PCs when they fail a check. This would be the equivalent of getting 6 or less in DW, so think “hard fails that don’t stop the infiltration entirely.”

For example…the Duke’s estate makes one of these moves…

* Increases patrols, forcing the PCs to separate to avoid detection. Also, double the number of men-at-arms in any “soft fail” move from the random encounter table (which is used when the enter a new area or when needed to move the action).

* Captus that PC and throws them in the dungeon to be interrogated by a very unpleasant gaoler.

I’m still figuring out the distinction between “hard” and “soft” fails, so I would love some help figuring this out! read a beginner’s guide to DW by @Scrape on another site that was good) Might even get me warmed up to introduce DW to my group! Thanks!

Here’s a bard move. It’s written from personal experience.

Here’s a bard move. It’s written from personal experience.

Here’s a bard move. It’s written from personal experience.

When you play a gig, roll + CHA. On a 10+ pick three, on a 7-9, pick 1.

* The innkeeper pays you what was agreed upon without trying to stiff you

* You leave the tavern with, um, companionship

* No one tries to steal your lute

* When you jokingly told the guy who asked you to play “Sweet Home Blackmoor” that you’d do it for 50 coin, he actually paid and stopped trying to sit in on ocarina

* While sharing halfling pipe leaf behind the tavern with the piper and morris dancers, you learn some useful gossip

* The innkeeper asks you to play again next week. Take +1 forward to your next “Play a Gig” roll.

Study the Sword

Study the Sword

Study the Sword

When you observe closely the fighting style of an enemy roll + INT. On a 10+ you learn their alignment and their player must tell you one revealing fact about their psychology. On a 7-9 you learn some interesting trivia about the school at which they trained. On a miss, you are sorely misinformed, giving your foe some advantage over you.

Attempting to write an advanced move for my almost-complete Swashbuckler and I love this concept, but am unsure of…

Attempting to write an advanced move for my almost-complete Swashbuckler and I love this concept, but am unsure of…

Attempting to write an advanced move for my almost-complete Swashbuckler and I love this concept, but am unsure of resolution mechanics. Here is what we have:

Heraldry

When you confidently announce your presence and purpose to NPCs, spouting forth your long list of titles and achievements, roll +Cha.

I want to avoid anything like +1 forward, some options more rooted in the fiction would be nice. Any ideas?

This is a simple custom move my GM asked me to make for him as he has a tendency to forget to simulate the travel…

This is a simple custom move my GM asked me to make for him as he has a tendency to forget to simulate the travel…

This is a simple custom move my GM asked me to make for him as he has a tendency to forget to simulate the travel portion of the game. Maybe it’ll be useful to others too. Mention of the Captain is because our group is playing with the sheets from Inverse World.

If you would like to add, alter, or suggest additions, I’d greatly appreciate it as my group will be using this in our game too.

When the party is about to move on to another location, consult the following list in order.

… If the Captain is present and the ship is in use, Chart the Course.

… If a market is available and the party isn’t making a daring escape, check if anyone needs to re-Supply.

… if days are skipped before departure, charge coin for room and board.

… If traversing through hostile or wild territory, Undertake a Perilous Journey.

… Sometimes, Make Camp

… Does anything happen along the way? Take Watch if appropriate.

… Upon arriving at a destination, check Outstanding Warrants.

… Call for other class-specific moves.

The Captain’s Share is effective only if the Captain spends downtime meeting merchants and nobles. 

I like how the Mage generalizes magic. But perhaps it is too abstract?

I like how the Mage generalizes magic. But perhaps it is too abstract?

I like how the Mage generalizes magic. But perhaps it is too abstract?

Green Magic

When you use magic to enhance an ally, roll +INT. *On a 10+, they gain+2 forward or deal +4 damage with their next attack. *On a 7-9, they gain +1 forward or deal +2 damage. Additionally, choose one of the options below…

a) Your spell has unwanted side effects

b) Your spell draws unwanted attention to you

c) The casting saps your energy. Take -1 ongoing to INT until you have had time to clear your head.

Gray Magic

When you stand in defense of a person, item, or location under attack by using magic, roll +INT. On a 10+, hold 3. On a 7–9, hold 2. So long as you stand in defense, when you or the thing you defend is attacked you may spend hold, 1 for 1, to choose an option:

a) Halve the attack’s effect or damage

b) Open up the attacker, giving any ally +1 forward against that attacker

c) Deal 3 damage that ignores armor to the attacker

Unlike the normal defend move, you don’t necessarily need to be near the item you are defending when using gray magic.

Both of these basically augment how basic moves work while stipulating that the user need not be anywhere near his target. I’m not sure if these are strong enough to be starter moves. That said, I’m thinking gray magic needs another option… … …

So… I’m searching for any idea for my Eberron campaign (with a dungeon world hack)

So… I’m searching for any idea for my Eberron campaign (with a dungeon world hack)

So… I’m searching for any idea for my Eberron campaign (with a dungeon world hack)

.

A warforged player found a docent component, a small metal sphere which can be attached to his  body. This sphere hold an ancient “A.I.”…

For now it’s just a new NPC (“she” is very friendly, but lost most of her memory of  the ancient age) I’m not sure what special power/move should I give her (if any).

Any cool tips anyone? If you got crazy idea, I have no problem going crazy 😀

thanks!

I am looking for a custome move to manage in a fun and entertaining way the invocation of a demon.

I am looking for a custome move to manage in a fun and entertaining way the invocation of a demon.

I am looking for a custome move to manage in a fun and entertaining way the invocation of a demon. Any good move out there?

Iam looking for something along the line of “When you invoke the Devil, roll 2D6+CHA and…”