So here is the Automaton of the evolving Clockpunk.  (I think I settled on his name – Clockpunk.)

So here is the Automaton of the evolving Clockpunk.  (I think I settled on his name – Clockpunk.)

So here is the Automaton of the evolving Clockpunk.  (I think I settled on his name – Clockpunk.)

Automaton

You have created an independent clockwork agent, the size of a rat. It’s artificial intelligence is based on clockwork mechanisms harnessing zero-point time-space sourcery. It is roughly as smart  as a trained monkey or a stupid goblin. 

Choose its form: arachnoid, insectoid, reptiloid or  animaloid.

It has a mechanical eye and can record everything it sees, to be read later by anybody with the technological know how. 

Choose  2 upgrades

It is stealthy.

It can squeeze through very small openings. 

It can fly with mechanical propellers or wings. 

It is waterproof and can move under water with no problem.

It has mechanical ears and can record sound also.

It has an inbuilt flintlock pistol and can deliver one shot for 1d6 damage at close range to a predetermined target. (Gunpowder has to stay dry!)

When you have wound the automaton you may send the automaton to scout, it will come back a bit later with information. It must be wound up for a few minutes before it can be used again. 

Automaton upgrade: Jump back

When you send your automaton to scout, it can jump back to the time you sent it out when it returns.  The effect is that for you, it takes the automaton no time to scout. 

You may send the automaton back in time for up to a few months or even years to scout for you and bring information back to the present. Remember that if your automaton changes history, you will know that before you send him back… (The past cannot be moved…)

Mechanical eye.

When you lost your eye in battle (or otherwise), the next time you level up you may install (with the help of healing magic) a mechanical eye in your eye socket. It is linked via a zero-point time-space rift to your automaton, so you see everything it sees in real time, even if it is scouting the past. 

#bardweek

#bardweek

#bardweek

So, I decided to go with Tim Franzke’s suggestion for the Street Cred move for the Wardancer CC about attracting a group of fans.

Street Cred

Your mad dancing skills attract all the b-boys and flygirls in town. When you make a street performance showcasing your latest and most difficult moves roll+CHA. On a hit you attract a group of fans. On a 7-9 they can introduce you to some useful and influential people in the city’s underground. On a 10+ one of the fans has some influence in the city’s underground milieu and is willing to pull some strings for you.

#BardWeek

#BardWeek

#BardWeek  

Maybe one of THE bard tropes is the bard that travels from village to village, seduces people and then gets into trouble with their significant others on the next day. 

Therefore: 

FOOLING AROUND 

When you seduce a GM character someone after an evening of performance, roll+CHA 

On a hit you get some interesting information out of the pillow talk. 

On a 7-9, choose 1 complication 

– In the heat of the moment you divulge some information you shouldn’t have.  Tell the GM what it is

– You get caught by their significant other or parents

– They will fall in love with you and will cause a scene 

You may choose an extra option from the 7-9 list, if you do you learn some information that is useful to your current adventure or troubles.  

I am not sure how I feel about ‘social’ moves but came up with a setting specific bond (_ is confused by the lies of…

I am not sure how I feel about ‘social’ moves but came up with a setting specific bond (_ is confused by the lies of…

I am not sure how I feel about ‘social’ moves but came up with a setting specific bond (_ is confused by the lies of their homeland, and I will show them the truth) and thought that this particular case, two characters bickering about their cultures, might be good fodder for a move.

So, this idea came to me just before bed last night in a sleepy haze. Usable? Useful? Fun?

When World Collide, Roll + Cha

On a 10+, you concede your culture has a problem or respect the gulf between your cultures and each other. Both take +1 Forward to Aid or Interfere with one another.

On a 7-9, You agree to disagree – But someone is slighted and becomes angry, upset, or disappointed. The GM will tell you when you refuse to communicate something vital. 

Sorry to spam your tavern stream, but I feel that I and Gladio Joel Giannitelli came to a brilliant conclusion.

Sorry to spam your tavern stream, but I feel that I and Gladio Joel Giannitelli came to a brilliant conclusion.

Sorry to spam your tavern stream, but I feel that I and Gladio Joel Giannitelli came to a brilliant conclusion.

Holden’s Magic Hand level 3, ongoing

You evoke a magical hand of pure force that acts as you wish at the best of its ability. Treat the hand as a character, but with access to only the basic moves. It has a +1 modifier for all stats, 1 HP and moves by hovering around. When you cast this spell, choose the size of the hand:

• Tiny: it has Dex +2, d4 damage and it takes +1 to aid or interfere rolls.

• Small: it has Str +2, d8 damage and the forceful tag.

• Medium: it has Con +2, d6 damage and +2 HP for each level you have.

The hand lasts until it is destroyed by taking damage in excess of its HP, or until you end the spell. While this spell is ongoing you take -1 to cast a spell.

Named after Holden, our Wizard, Guardian of the Blue Veil, whose spells all have a “magical hand” skin, and the first to ever research such a spell.

A couple of simple Moves questions.

A couple of simple Moves questions.

A couple of simple Moves questions.

1. Can a Move be awarded for actions during the game?  For example – You have saved the Princess. When you are in the kingdom and call upon the king, he will send aid?

2. Can a player acquire a Move during a session?

3. I’ve several custom moves where, rather than giving a +1, the threshold for failure has been lowered, i.e., Treat any total of 6 as 7. Does this “half bonus” seem too excessive or out of place?

New spell for our force hands-using defensive wizard:

New spell for our force hands-using defensive wizard:

New spell for our force hands-using defensive wizard:

Blocking Hand level 1, ongoing

A floating hand comes to your side ready to protect you and your allies. While the spell is ongoing, you can Defend in near range, rolling+INT instead of +CON, and you take -1 ongoing to cast a spell. If you redirect an attack this way, you redirect it to the hand instead but you still suffer the damage dealt, because maintaining the hand while it’s being attacked is consuming and exhausting; don’t apply normal armor, but instead the hand grants you 1 armor when suffering the damage from a redirected attack.

Hey folks

Hey folks

Hey folks,

 

I am currently designing a new game, based on the Dungeon World mechanical framework. It’s meant to allow an all-rogue (Thief, Acrobat, Bard etc) party with premade characters. Each character has six moves in total, all of which consist of 3 options. Each character will have four of the core moves, and two more unique moves.

I need your help and keen eyes to scrutinize these moves! Threat and Harm are bad things, while Treasure and Equipment are good. You can consider them to be handy custom moves for any of your DW games!

 

Thank you for any feedback you might have! Just leave comments below on this post, if you are willing.

Finally found a way to make this move work!

Finally found a way to make this move work!

Originally shared by T. Franzke

Finally found a way to make this move work! 

Old: 

IRE STRIKE

When you strike an enemy in melee and still hold psi your anger flows over to your allies. 

Choose one ally and one effect.

– They take +1d4 damage forward to their next attack

– They take +1 forward to an act of aggression or reckless impulse

Should they take defensive action, or any action that requires them to remain calm, they lose this bonus

 

New: 

You gain an extra psi-connection bond: 

_____ and I are fueled by the same rage! 

When you strike an enemy while holding Psi, some of your anger flows over to the character named in that psi-connection bond. 

Choose 1 effect: 

– They take +1d4 damage forward to their next attack

– They take +1 forward to an act of aggression or reckless impulse

You can spend 1 psi to grant this bonus to someone not named in that bond instead. 

Should they take defensive action, or any action that requires them to remain calm, they lose this bonus

Ha!