random snippet of a hangout conversation re: “Strip Dungeon World”

random snippet of a hangout conversation re: “Strip Dungeon World”

random snippet of a hangout conversation re: “Strip Dungeon World”

Sexual Healing

When you take damage you may remove an article of clothing. If you do, take 0 damage instead.

Reaching the finale of a short campaign and I’m going to throw enough threats to potentially kill off a few of the…

Reaching the finale of a short campaign and I’m going to throw enough threats to potentially kill off a few of the…

Reaching the finale of a short campaign and I’m going to throw enough threats to potentially kill off a few of the characters during an epic battle.

Should anyone die, I wanted to come up with a few moves they could perform as souls to keep them involved in the game. Possessions? Haunting? What do people think?

So thinking about fixed damage.

So thinking about fixed damage.

So thinking about fixed damage. Playing world of dungeons last night with its 12+ extra success result and loving the I/M/S damage system of burning wheel, I came up with this for my upcoming houserule-heavy conanesque campaign.

Damage is a fixed value. Every class has a damage value equal to half the maximum result of its normal damage die (d4 = 2, d6 = 3 and so on). The weapon’s bonus damage and general fixed bonus damage apply as normal. Bonus damage from spells, moves and other buffs expressed in dice works like class damage (half the max result).

Hack ‘n’ Slash

On a 7+, you deal your damage.

12+: you deal one and a half your damage, rounded down.

10-11: you can choose to deal one and a half damage, rounded down, but expose yourself to the enemy’s attack.

7-9: choose one: you deal half your damage, rounded up; or you expose yourself to the enemy’s attack.

When halving or multiplying damage, start from the normal class damage plus any bonus damage as base, then calculate the actual damage. Every other move will be modified accordingly to match this system. Probably nerfing HP for both characters and monsters to balance things out and actually having a deadlier atmosphere.

Another example:

Magic Missile’s damage is 5.

On a 12+ on spellcasting, the spell’s effect is enhanced (so 7 damage for a MM).

On a 10-11 you can choose to enhance the spell’s effect, but you have to choose one of the three standard options for a roll of 7-9.

On a 7-9, you have an extra option: the spell’s effect is reduced (so 3 damage for a MM).

What do you think?

So, I have a Thief in my game who is constantly attempting to seduce unwitting men.

So, I have a Thief in my game who is constantly attempting to seduce unwitting men.

So, I have a Thief in my game who is constantly attempting to seduce unwitting men. It is happening enough that I think I need a custom move for it. Here it is so far…

When you use the powers of seduction to entice someone who might be interested Roll+CHA. ✴On a 10+ you have the individual enthralled with you. ✴On a 7–9 they are somewhat interested, but chose one of the following:

 – ???

 – ???

 – ???

#PaladinWeek

#PaladinWeek

#PaladinWeek  

So what moves have people made for Paladins? I have been working on hacking the base classes and made some new Paladin moves. Any feedback is appreciated. 

Holy Shield

Requires: A shield

Your shield glows with the holy energy of your god. When you Defend an ally, you may spend 1 Hold to knock one attacker back with divine power after they make their attack. Deal damage to them. 

Aura of Thorns

Whenever you take a moment and pray for divine protection, roll+WIS.

✴On a 10+: When you or an ally within near of you takes damage from an opponent, that opponent takes 1d4 damage.

✴On a 7-9: Suffer a debility, or take -1 ongoing while you maintain the aura. 

The aura ends when you lose concentration on maintaining it’s effect. 

Edit: Changed the starting moves and added the advanced moves.

Edit: Changed the starting moves and added the advanced moves.

Edit: Changed the starting moves and added the advanced moves.

https://docs.google.com/file/d/0ByvmLppdEQ3RengxTmlkWHFmQzA/edit?usp=sharing

I’ve been working on a Samurai class for quiet a bit now. I think I might finally be getting closer to how I want it and into a working order. This is only the first page. What do the starting moves look like to you guys? Not shown here is the death move “Seppuku” that is part of Bushido. It goes: 

An Honorable Death/Seppuku:

When you die with your Honor intact, or you are Dishonored but end your own life in Seppuku, name a reason or cause that you have lived for. You will die knowing that your sacrifice will not go unnoticed. People from around the world will have heard of your noble end and take up your cause in their name. 

Thought I’d sneak this in before Paladin Week takes over ;)

Thought I’d sneak this in before Paladin Week takes over 😉

Thought I’d sneak this in before Paladin Week takes over 😉

Here are a couple of moves intended for my Ars Magica hack. I’d love to hear what you think.

Spells recorded in a spellbook are often referred to as formulaic spells (as opposed to spontaneous spells). By their nature, formulaic spells are less flexible, but they are also safer and more consistent.

When you spend a few weeks researching a specific magical effect, come up with a cool name for the spell and roll+Book. On a hit, record it in your spellbook and on a 10+ choose 2, on a 7-9 choose 1.

*The spell is slightly better than you anticipated. Work with the GM to add a bonus effect or tag.

*Research takes less time than you were expecting.

*You learn something new about the nature of magic. Mark experience.

On a miss, you either fail to develop a viable spell, or record it in your spellbook but choose 2.

*Your research attracts unwanted attention. The GM will let you know what kind.

*Your research takes twice as long.

*The spell is weaker than you intended.

*The spell has a nasty side-effect.

*You gain +1 Warping.

When you speak the name of a spell from your spellbook and channel the corresponding technique and form, roll+Casting. On 10+ the spell works exactly as written. On a 7-9 the spell works and/or choose one. On a 6- choose two.

*You let the spell energy diffuse with no effect.

*You draw unwanted attention. The GM will explain how.

*The casting takes longer than you hoped, exposing you to a threat of the GM’s choosing.

*Take -1 forward to Casting or Book (which ever comes first).

*You gain +1 Warping.

*The magic does 1 harm to you.

Playing with an idea in my head, of how to have players react to drugs and other aspects.

Playing with an idea in my head, of how to have players react to drugs and other aspects.

Playing with an idea in my head, of how to have players react to drugs and other aspects. Decided to put this together. I figure someone on PCP will hit Wrath. Someone who was drugged with an aphrodisiac will hit Lust. Etc.

Note these are the “I’ve already been affected” reactions. Again, soft moves would have been applied, foreshadowing of future events or anything similar, as well as the details of what was to come. i.e., “in combat you watch the mechanical monstrosity fire a volley of darts at the individuals closest, instead of sleep, they seem to be uncomfortable, possibly poisoned.” and if the player decided to charge and failed defy danger, then I would let them know the reaction they would have. Even a deadly poison would have some type of effect beyond killing you.

Anyway, thoughts?

Seven Deadly Sins

Circular, can flow however best suits story – GM Discretion. Each lasts for as long as it fits the story, or if a debility is taken to reflect. If all debilities are taken, GM adds 1 additional choice. If all 7 sins are accumulated before the effects pass, player performs Last Breath. If unsuccessful, character is considered dead, having lost itself to indulgences – can become NPC.

Lust

When affected, roll. No Bonuses. 10+ choose two. 7-9 choose one. 6- Fall to the next sin.

– Keep your Chastity

– Once is enough

– Don’t stop until it’s yours

Wrath

When affected, roll. No Bonuses. 10+ choose two. 7-9 chose one. 6- Fall to the next sin.

– Know friend from foe

– Know when you are hurt

– Know how to keep from destroying objects

Gluttony

When affected, roll. No Bonuses. 10+ choose two. 7-9 chose one. 6- Fall to the next sin.

– Once is enough

– Keep it down

– Can you eat it

Envy

When affected, roll. No Bonuses. 10+ choose two. 7-9 chose one. 6- Fall to the next sin.

– Don’t take what isn’t yours

– Don’t pursue without thought

– Don’t stop until it’s yours

Greed

When affected, roll. No Bonuses. 10+ choose two. 7-9 chose one. 6- Fall to the next sin.

– Know your limit

– Don’t pursue without thought

– Know how to keep from destroying objects

Pride

When affected, roll. No Bonuses. 10+ choose two. 7-9 chose one. 6- Fall to the next sin.

– Know friend from foe

– Don’t be distracted by yourself

– Don’t take what isn’t yours

Sloth

When affected, roll. No Bonuses. 10+ choose two. 7-9 chose one. 6- Fall to the next sin.

– Know your limit

– Stay awake

– Know when you are hurt

I was thinking of ways to do non-lethal moves and this is what I came up with:

I was thinking of ways to do non-lethal moves and this is what I came up with:

I was thinking of ways to do non-lethal moves and this is what I came up with:

False Swipe

When you attack an opponent with the intention to just knock them out, roll +STR.

on a hit deal your damage, halved. If the damage was enough to bring them to 0 HP, they are just knocked out for a couple of hours. On a 7-9 they get the chance to easily retaliate. On a 6- you are at their mercy.

I’m not sure if STR is the right stat or not, its not exactly powering through…

Exploring the Labyrinth v2.

Exploring the Labyrinth v2.

Exploring the Labyrinth v2. Renamed to Exploring the Maze, as I found out that there’s actually a semantic difference between labyrinth and maze…

Also, it really irked me that there was no move for retracing steps, so I added that one as well…

——————–

Exploring the Maze

When you explore the maze, choose one party member as the spotter, one as the rear guard and one as the cartographer (the same character can only have one job). If you don’t have enough party members or choose not to assign a job, treat that job as if it had rolled a 6 . The spotter roll+DEX, the rear guard roll+WIS and the cartographer roll+INT.

On a 10+, the spotter can find a way around any traps on your way. On a 10+ the rear guard will spot any trouble quick enough to let you get the drop on it. On a 10+, the cartographer marks an efficient path on their between the room the left and the new room the enter.

On a 7-9, each role perform their job as expected; you do not blunder into any traps but you still have to deal with them, no one gets the drop on you but you don’t get the drop on them either , and you find a new room without getting lost.

——————–

Retracing your steps

When you seek your way back to a previously visited room, if you have an efficient path marked on your map you get there quickly, though you still have to deal with any traps left behind on that route.

If you do not have an efficient path marked on your map, you still take +1 for each time you visited it when rolling for Exploring the Maze, though on a hit you will get back to the previously visited room instead of a new one.

——————–

I like this one much better, because the Cartohgrapher feels more important here.