Fear Moves

Fear Moves

Fear Moves

I wrote quite a few moves now an after looking at them i realised i wrote a multitude of “fear” or intimidation type moves.

I have been reading a lot of Magic the gathering Game Design columns in the last weeks and in Magic Fear bascially works like X. Sometimes it work a bit differently but most of the times it’s at least pretty close.

Should all of these moves be “the same” or is it okay to have moves that create different outcomes along a same path?

Especially Primal Howl and Jungel-Terror Cry are pretty similiar. JTC on the other hand is a fire and forget type move that you only get in certain situations while PW is useable whenever you want to.

The moves

Fear Itself

When you reach into the mind of someone you are Linked In with and manipulate it to appear as something they are absolutely afraid of roll+CHA. On a hit they choose 1

* Back away cautiously, then flee

* Focus their attacks purely on you

* Ignore you as long as you keep up this disguise

On a 10+ you also gain +1 forward against them

Primal Howl

When you howl like the monsters that stalk the night to scare away your enemies roll+CHA

On a 10+ they choose 1

* Flee in panic

* Stand there in shock for a moment

On a 7-9 they choose 1

– do what they think you want

– treat you as the most obvious threat to be dealt with

– barricade themselves securely in and wait

Jungle-Terror Cry

When you infuse your cry with the power of spirits to scare away your enemies, roll +CHA

On a hit they flee in terror but on a 7-9 a bigger threat has heard you and will answer your challenge

(Rune of the Berserker

When you inscribe this rune, name one of the Barbarians Herculean Appetites. As long as this rune is active the bearer of this rune has this move with the hunger you specified. They may burn out the rune to terrify an enemy in sight.)

One other move was allready kicked out

What do you think? Is there a more streamlined and or elegant way to do this? It feels like using the same move for all of them is just lazy design when i could open up different situations instead…

Question on Last Breath

Question on Last Breath

Question on Last Breath

I can’t work my head around the last breath move and making Death a common occurrence in the setting. It feels too terrypratcheresque to me.

How do you guys handle it once your characters keep meeting death? What does death ask of them? Why? Do the characters talk between them about it?

Does anyone use alternative rules?

This is an idea I had, not sure about it.

This is an idea I had, not sure about it.

This is an idea I had, not sure about it.

Oath

When someone asks you to do something important for them and you do it, if you hold no debt, roll+CHA. On a 10+, hold 2 debt against them. On a 7-9, hold 1 debt against them. When you ask them to do something for you and they do it, reduce their debt by 1. If they refuse you, spend a debt to have the GM make one of these hard moves against them, your choice:

·        Deal damage.

·        Separate them.

·        Turn their move back on them.

·        Use up their resources.

Only one person can be in debt to you at a time because of oaths.

#FighterWeek Signature Weapon

#FighterWeek Signature Weapon

#FighterWeek Signature Weapon

I think this move is weak. You compare the Fighter to the Paladin and you wonder why one guy has so much more stuff, and it feels like if you don’t want to break things, there’s no real point, because your weapon is supposed to be special but all it does is +1 damage.

But what if instead of 2 enhancements, you get 1 enhancement… and one of these?

·Bane: Kills one specific type of monster (your choice) with but a single wound.

·Blessed by the Gods: This weapon is divine.

·Boomerang: It always returns to your hand.

·Flaming: +1d4 damage when on fire.

·Protector: Two-handed, gives you +1 armour while you wield it in melee.

·Sentient: This weapon is intelligent and can communicate.

·Stonecutter: Cuts through stone like butter.

·Vorpal blade: Ignores armour.

·Choose two more enhancements instead of a special power.

And then I can play Thor if I want to.

#FighterWeek   #Races   #DungeonWorld

#FighterWeek   #Races   #DungeonWorld

#FighterWeek   #Races   #DungeonWorld  

Sometimes you just want to scream “Hulk smash!” and cleave some goblins, but it seems a bit bland when you are not the same size as the Hulk. Meet the minotaur, a new fighter race for people who like to bludgeon their foes into submission! Or apart

Minotaur: When putting your full weight behind your blows, hammers and axes you wield gain the forceful and messy tags.

When you are broken out of Hell’s prisons,  roll 1d6 to determine your current hit points then roll +WIS:

When you are broken out of Hell’s prisons,  roll 1d6 to determine your current hit points then roll +WIS:

When you are broken out of Hell’s prisons,  roll 1d6 to determine your current hit points then roll +WIS:

On a 10+ choose 1, 7-9 Choose 2 different options, 6- Choose 1 option, the GM picks another.

Your time here has seen you:

-Tortured – take the Scarred Condition.  

-Corrupted – Change Alignment to Evil or, failing that, Chaotic. If already Evil or Chaotic, your time here has been very educational, mark XP.  (Paladins can’t take this option).

-Broken – Lose a class move until you aren’t broken anymore.

-Hunted – Hell’s jailers really didn’t like losing you. They’ve set something on your trail to bring you back.

I was recently reminded of the Madness rules I wrote.

I was recently reminded of the Madness rules I wrote.

I was recently reminded of the Madness rules I wrote. I think this is the same version I posted before. Maybe someone will catch the easter egg this time!

Madness

Madness is a new stat that measures your slow descent into insanity. Madness starts at 0.

When you are confronted with a scene of true horror, be it monster or event, roll +Wis. On a 10+, you manage to stay in control. On a 7-9, you take -1 ongoing until the source of terror is gone or dealt with. On a 6 or less, you gain a point of Madness and must flee, panic, beg, or fight.

THE EFFECTS OF MADNESS

For every point of Madness you have, you take -1 forward when Defying Danger with WIS, or when you are are confronted with a scene of true horror.

Your Madness Threshold is the highest of your INT or WIS, plus one point each at levels 3, 6, and 9.

Price of Insanity

At the start of the session, if your Madness is above your Madness Threshold, you must perform one of the following:

• Take a Debility to any of your stats, and remove a point of Madness.

• Take a Madness Bond, and remove a point of Madness

• Take a Fear Alignment, and remove a point of Madness

• Reliquish control of your character to the GM and create a new character

CURING MADNESS

You can reduce your Madness pool by performing one of the following tasks:

• A Cleric with the “Destruction of Otherworldly Foes” or “Healing and Restoration” domains can use the following new level 3 spell: Restore The Mind – Remove 1 point of Madness from the target.

• A Paladin can use Lay On Hands to transfer a point of Madness from the target to himself instead of healing damage

• A Paladin can take a Quest to remove a point of Madness from any character

• A Ritual can remove a point of Madness from any character

• Take a Debility to any stat to remove one point of Madness

• Take a Madness Bond or Fear Alignment to remove one point of Madness

MADNESS MOVES

The following options for basic class moves are added to the base playbooks and do not require Madness to take:

NEW BARDIC LORE

• Tales of Terror and Madness

NEW CLERIC DIETY DOMAINS

• The Destruction of Otherworldly Foes

• The Will of the Old Ones

NEW CLERIC PRECEPT

• Your religion spreads like a disease: add Petition: Dive Mad With The Truth

• Your religion fights against the darkness: add Petition: Fearlessness

NEW DRUID DOMAINS

• The Void Between The Stars

• The Forgotten Deeps

NEW PALADIN QUEST BOON

• Immunity to Madness

NEW RANGER COMPANION STRENGTH

• Horrifying

When you have at least one point of Madness, you can take the following moves when you level up. If you take one of these moves, your Madness can never drop below 1.

BARD: Voices In Their Heads – You do not need leverage to Parley with someone, but they know you’re doing something weird to their mind.

CLERIC: Speaker for the Old Ones – You can use Turn Undead on creatures of otherworldly origin. It works as per the normal move, but on a 10+ the creatures come under your unwilling control.

DRUID: Shape of Madness – When you Shapeshift, your damage die increases one step, but you gain the Horrifying tag, no matter what you shift into.

FIGHTER: Fanatic’s Fervor – When you deal damage, it’s always considered “messy” and you deal +Madness damage. However, as long as there are valid targets around (friend or foe) you must Defy Danger with WIS to stop fighting.

PALADIN: But Now I See – You have the following additional option on “I Am The Law”: Drive the target mad for a short time. Your list of available vows when Questing is completely replaced by the following list:

• Violence (forbidden: Allowing enemies to live)

• Hedonism (forbidden: Showing restraint)

• Pestilence (forbidden: Healing the sick)

• Chaos (forbidden: Maintaining a status quo)

RANGER: Symbiote – Your animal companion becomes a literal part of you. It can hide inside your body, and gets +1 Ferocity and the Horrifying tag. Even when hidden, there is an obvious Tell that you’ve got something living inside you, such as a sickly wound that never heals, or something crawling under your skin.

THIEF: The Spaces Between Shadows – When you Defy Danger to go unnoticed, you can take 1 Madness to pass through small cracks or gaps you couldn’t normally pass through, or to fit into small places you shouldn’t be able to fit inside.

WIZARD: Power In Madness – When you roll a 6 or less when Casting a Spell or Spouting Lore, you may take 1 Madness to change it to a 7-9 result.

NEW WIZARD MOVE: Profane Ritual

Requires Ritual, a Madness pool of at least one point

When performing a ritual, you can replace any requirement the GM gives you with one of the following:

• Take a point of Madness

• Sacrifice a living being

I really like these moves for stealth from Apocalypse World:

I really like these moves for stealth from Apocalypse World:

I really like these moves for stealth from Apocalypse World:

Hide In Shadows: When you attempt to move stealthily, roll +DEX. on a 10+ choose two, on a 7-9 choose 1:

* You get to where you’re going.

* You don’t get spotted.

Pick Pockets: When you try and steal something, roll +DEX. on a 10+ choose two, on a 7-9 choose 1:

* You get it.

* You get away clean.

Another example of the cool stuff I’ll include in my streamlined hack of Inverse World if it hits $15,000 in the…

Another example of the cool stuff I’ll include in my streamlined hack of Inverse World if it hits $15,000 in the…

Another example of the cool stuff I’ll include in my streamlined hack of Inverse World if it hits $15,000 in the next SIX DAYS (currently at $12,158). http://www.kickstarter.com/projects/1552912590/inverse-world-a-dungeon-world-sourcebook

Originally shared by J. Walton

Weird Monster Moves

If you’re playing in a genre where the monsters are really weird, replace a few of their moves with some of these or add 1-2 to their existing moves. In genres where the monsters are weird rather than violent (Inverse World, World of Ooo), replace their more violent moves. You should also give the altered monsters new names, probably.

1. Deploys its sadness aura

2. Turns itself inside-out

3. Is really a different monster in a costume

4. Gets really stretchy

5. Invites you over for something (tea, meal, boardgames)

6. Swallows you

7. Inflates like a balloon

8. Opens its mouth really, really wide

9. Jumps into a shadow

10. Turns out to be someone you know, transformed

11. Grows really big or really small

12. Has blood made of something delicious (jelly, ice cream)

13. Sprouts extra body parts (limbs, eyes)

14. Apologizes profusely

15. Falls in bromance with you

16. Starts singing

17. Starts dancing

18. Divides into multiples of itself

19. Resurrects itself from being dead

20. Bounces off of things

21. Tells you about the oath it swore

22. Eats all the food in sight

23. Brags about something it did

24. Knows the person you’re talking about very well

25. Plays a musical instrument

26. Dissolves into a puddle

27. Is the very last of its kind

28. Becomes two-dimensional

29. Reveals its obsession for a certain common substance (cake, watches)

30. Asks you a riddle

Etc.

Extra base move for a Farscape-esque game I’ll be running using dungeon world as a base (even the one human…

Extra base move for a Farscape-esque game I’ll be running using dungeon world as a base (even the one human…

Extra base move for a Farscape-esque game I’ll be running using dungeon world as a base (even the one human character can use it as his biology is weird compared to the local aliens):

When your bizzare alien biology might give you an edge while dealing with a physical problem, roll +CON. On a 10+ some feature of your biology will help you out in this situation. On a 7-9, it still helps you out, but the GM gets 1 hold. On a miss, it’s no help, and the GM gets 1 hold. The GM’s hold is be spent to make unexpected and generally trivial things problematic for you due to your alien biology.