Show Me the Money? – Shopping and scavenging in Dungeon World and 13th Age

Show Me the Money? – Shopping and scavenging in Dungeon World and 13th Age

Show Me the Money? – Shopping and scavenging in Dungeon World and 13th Age

http://mystictheurge.wordpress.com/2013/07/26/show-me-the-money/

Behold, The Swashbuckler.

Behold, The Swashbuckler.

Behold, The Swashbuckler. I had seen a few variations before, but I felt many had some weak rules or took too much from existing classes. I think I’ve made something here that feels unique. This is a first revision, there is plenty of work to be done in regards to cleaning up language and balancing rules.

I’ve included commentary on the majority of the sheet. Let me know what you think.

STEALTH MOVES

STEALTH MOVES

STEALTH MOVES

I set out to create a stealth move for Dungeon World as a challenge and to gain some experience in making up custom moves. Frankly, I think that Defy Danger is well-suited to handling stealth, but it seems that a lot of people were interested in something more dedicated.

Others have made some decent Stealth moves but I found that most fell into one of two camps: “Hide In Shadows”, or “Sneak”. I wanted to create a single move that would work for both situations; hiding in one place, or moving undetected.

Hide & Sneak

When you attempt to remain undetected by an obstacle, roll+DEX. On a 10+ the obstacle remains unaware of your presence. On a 7-9, you’re still hidden, but choose one:

– You’re still hindered by the obstacle

– You fail to cover your tracks

– You lose something valuable

The obstacle could be a patrolling guard you’re attempting to sneak past… or hide from. Either way, if you’re still hindered by the guard (as per a 7-9 result), they’re either still in your way as you try to sneak around, or they stop and have a smoke break right in front of your hiding spot!

I’ll post more about my thoughts on using Defy Danger later this week.

#ThiefWeek  

Would you happen to have a good move when your party flee/pursue some monsters?

Would you happen to have a good move when your party flee/pursue some monsters?

Would you happen to have a good move when your party flee/pursue some monsters?

It’s the kind of things that can happen in a dungeon.

Here is a move I came up with while advertising Dungeon world to one of my players.

Here is a move I came up with while advertising Dungeon world to one of my players.

Here is a move I came up with while advertising Dungeon world to one of my players. We were discussing his future character – Sage’s Battlemind when he said an interesting thing I couldn’t resist turning into a move showing him what DW is all about. What he said was that his character has a hobby, he sometimes spends days or weeks engraving different items, “creating their destinies”. Hence the move.

Destinysmith

When you spend a long time engraving an object to forge its fate, roll +XP you want to spend. On 10+ choose 2, on 7-9 choose 1.

– You tell the GM what is the destiny of the object /this dagger will be used to kill the bug-eyed swamp dragon Lee Qin; this flute will start a war this world has never seen before/

– You tell the GM how the object’s destiny is going to be fulfilled /party’s ranger Bob will stick the dagger deep into Lee Qin’s eye socket; the flute’s tune will charm а queen of a remote land and she’ll escape her country with a young prince, making her husband swear vengeance/ 

– You tell the GM when it happens

I’m not totally happy with the move, feeling that it is too restrictive and too prone to being exploited /hence +XP roll/ at the same time. Maybe you’ll help me fix it. Correcting grammar is also welcome.

When you are trippin’ balls, roll +WIS.

When you are trippin’ balls, roll +WIS.

When you are trippin’ balls, roll +WIS. On a 10+, pick one. On a 7-9, pick two and the GM will pick one. On a miss, the GM will pick as many as seems appropriate. Whatever the picks are, you experience and/or believe them to be real. If the source of the hallucinations is sufficiently magical, they might actually BE real…

– your eyeballs attempt to flee

– there is a giant snail nearby singing a popular tune

– your clothing begins shrinking and constricting

– your friends or allies jeer or mock you with demonic voices

– “down” is at ninety degrees to the usual orientation

– the sky opens and the stars stare at you

– nearby hair grows uncontrollably

– the number of fingers you have changes constantly

– the most beautiful butterfly you’ve ever seen flutters past

extra suggestions for potential hallucinations encouraged!

When you search a dark, damp, dank, and almost-certainly monster-infested area for Panacea Mushrooms (the main…

When you search a dark, damp, dank, and almost-certainly monster-infested area for Panacea Mushrooms (the main…

When you search a dark, damp, dank, and almost-certainly monster-infested area for Panacea Mushrooms (the main ingredient in healing potions), roll +WIS. 

On a hit, you find a cluster, it’s size relative to the size of the underground complex you find it in (bigger caves mean more mushrooms). On a 7-9, pick one as well:

-it’s actually some other potentially useful mushroom (GM’s choice) instead.

-it’s difficult, dangerous or inconvenient to get to.

-you attract the attention of something nearby.

Some significant argument as to how to do this move arose during my last session. Anybody got any thoughts?