Surprised.
Is it only part of Called Shot and Backstab, or does it have other mechanical implications? I scanned the rulebook but didn’t find any.
Thanks!
Surprised.
Surprised.
Is it only part of Called Shot and Backstab, or does it have other mechanical implications? I scanned the rulebook but didn’t find any.
Thanks!
Hello Tavern patrons.
Hello Tavern patrons. I threw together a fairly simple hunting & gathering move for wilderness adventures. Suggestions, things I’m missing, a better move already online somewhere?
When you hunt or forage in dangerous territory, roll +WIS. On a 10+, chose 2. On a 7-9, chose 1.
* There is enough to feed your whole group for the night.
* You can smoke, dry or bottle the equivalent of 1d6 rations.
* You don’t get into trouble with a predator or monster.
Today on the Mystic Theurge blog – Blue Magic (for all you Final Fantasy junkies out there)!
Today on the Mystic Theurge blog – Blue Magic (for all you Final Fantasy junkies out there)!
edit: moved sites, new link
http://dailylibertine.com/wordpress/mystictheurge/blue-magic/#sthash.14VzPEvB
Strange Idea #33: Group Moves
Strange Idea #33: Group Moves
I had a fairly dramatic situation in a campaign earlier this year, and the whole party pulled together and rolled to affect a single result. It was damn cool and really tense, and since then I’ve been thinking about moves that require the entire party to pull off. I’m thinking each class could have one Group Move, and you’d roll 2d6+ number of helpers. Here’s a wizard example:
Pentagon
When your blood brothers place themselves on each point of a carved star, and you stand in the centre as they draw their own blood, roll +Help.
On a 10+ you call on the power and cast a potent spell from outside your normal reach (e.g. one of the level 7 or 9 spells, or a custom list)
On a 7-9 the side effects reverberate throughout the circle, inflicting pain or vulnerabilities in your blood brothers.
That move could be tied into ritual effects.
I reckon there’s tons of potential for really, really cool moves. Probably about halfway in power between a normal move and Grim World’s death moves, with fairly big consequences for failure. How would we work the rolling, though? Should it require a number of characters, or just give a set bonus for the entire party joining in? Maybe just Bonded characters, or +Bonds? In the example below we did a load of separate Aid rolls, but would it be better with one single roll?
In the actual campaign I mentioned above, the whole group came together to stab a vampire in the back. It was a momentous occasion; the vampire had been found in the halls of the dead and had been feasting on that city’s gods, so was elevated to god-like powers itself. The knife was ridiculously potent though, and if one guy could just stab the vampire with it then this Big Bad would die, releasing the gods trapped within.
One of the characters got into position and tried to stab but rolled a 7-9; everyone else decided to Aid, and we ended up with a few +1s bringing it into a 10+. Then the Gladiator, who’d been promised eternal life by the vampire, hindered the stabbing instead of aiding; carnage ensued, and the stabber got his neck snapped!
I know Aid is only supposed to stack once, but it was bloody cool all the same 🙂
New fighter race. Too powerful?
New fighter race. Too powerful?
Orc – Your signature weapon has the two-handed tag and an extra enhancement.
Here’s a little custom move I was thinking about (after consulting with Iacopo Benigni ).
Here’s a little custom move I was thinking about (after consulting with Iacopo Benigni ). It’s for playing demos and one-shots, but mostly demos.
The point is: in a demo, if you’re showing the game to someone, you want them to understand how cool their characters can be. But what if they are really unlucky with rolls? I mean, of course you mark experience that way, but what do you need experience for, if we’re playing a demo?
So, I thought about giving some “luck point” (a la Monster of The Week) that you can expend to turn a 6- roll in a 12+. Iacopo came with a better idea: what if instead of “luck points” we made the Experience Points expendable in that way? So, if you’ve had little luck before, for the rest of the demo your character will surely have at least one shiny moment!
What do you think about it?
I think this is possibly my new favourite move:
I think this is possibly my new favourite move:
Well-to-Do
You can freely obtain mundane goods or services worth up to ten times your Charisma in coins without paying anything. You can also call on contacts and distant allies to acquire rare, unusual or particularly noteworthy items that would not normally be for sale, given enough time; the GM will tell you how much you need to pay for anything you want to obtain this way.
It’s from Andri Erlingsson’s upcoming Halfling playbook. It turns out 180 coins (assuming 18 Charisma) isn’t actually a huge amount – you can afford weapons and armour (no plate, though) and basically never have to pay for room or board again, but that’s pretty much it.
You can, however, buy “infinite” horses (75gp), hovels (20gp), wagons (150gp), boats (150gp) and assassinations (120gp). So if you want to pay the assassins’ guild to kill everyone who owns a logistics business then buy out all their equipment and become a combination shipping magnate/slumlord, you can do that and it’s awesome.
And obviously, just because you can buy those doesn’t mean it happens instantly or without hitches, so if you decide to do that, the GM’s just been handed infinite golden opportunities on a platter.
I’m not sure if this is the right sub-section, but.
I’m not sure if this is the right sub-section, but… I’m thinking of using 2D12 instead of 2D6 for the basic roll. 13+ is a hit, while 18+ is a flawless result. What do you think?
How do folks feel about this advance as a modification to Signature Weapon (call it a 6-10 advance?):
How do folks feel about this advance as a modification to Signature Weapon (call it a 6-10 advance?):
Masterful Weapon
Requires: Improved Weapon
Select an additional enhancement for your Signature Weapon. When you spend uninterrupted time communing with your weapon, you may trade out its enhancements for different ones on a one-for-one basis. Your weapon’s base form, range and look remain unchanged.
The aim being to show that the weapon has become like an extension to the Fighter’s body, and they have learned to retrain it, building off of the growth that it showed with the prerequisite move.
Out of fiction, I think it adds a little more meat to the base move, and gives the class some flexibility that is otherwise lacking.
How’s this for a Thief move:
How’s this for a Thief move:
Kansas City Shuffle
When you successfully Parley with someone, you may also immediately pick their pockets, using the results of your Parley roll as your Tricks of the Trade roll.