My Party has had a bit of trouble wrapping their heads around Bonds, particularly, writing new Bonds.

My Party has had a bit of trouble wrapping their heads around Bonds, particularly, writing new Bonds.

My Party has had a bit of trouble wrapping their heads around Bonds, particularly, writing new Bonds. They feel that it’s a bit too much effort on their part. We just use the Bonds that are part of character creation and we’ve come up with the following end of session move:

If you successfully Aided/Interfered with a party member this session, mark XP.

When you stand in the creeping moss, roll+WIS.

When you stand in the creeping moss, roll+WIS.

When you stand in the creeping moss, roll+WIS.

On a 10+, you remember to keep moving.

On a 7-9, the moss has crawled over your feet and trapped you while you weren’t paying attention. Take -1 ongoing to physical actions until you can shake it off.

When you eat the creeping moss, roll+CON.

On a 10+, you suffer no ill effects and greatly impress the nearby kobolds, who try to initiate you into their tribe.

This came to me after an incredibly strange bout of deja vu:

This came to me after an incredibly strange bout of deja vu:

This came to me after an incredibly strange bout of deja vu:

Deja Vu

When you remember the immediate future, roll+Int. On a 10+, the vision is useful and you can act on it immediately: when you act on this information you may treat your next roll as if you had rolled a 10.  On a 7-9, your vision is flawed or incomplete, you gain +1 forward when you act on the information in your vision.

Heroic Monster Slayer

Heroic Monster Slayer

Heroic Monster Slayer

When you take the skin of a slain monster, you can fashion it into a clumsy shield worth +1 armour or a clumsy suit worth 1 or more armour, the GM will tell you how much (usually 1 or 2 less than the monster had in life).

What do you think? Level 2-5 move, or level 6-10 move?

Custom Move for my game – any feedback?

Custom Move for my game – any feedback?

Custom Move for my game – any feedback? 

When you consult the great library about the void, roll +weeks spend(max. 3) 

If you find a helpful research assistant, gain +1 forward for the roll

If you can bribe your way into the restricted section, gain +1 forward for the roll

On a 10+ choose 3, on a 7-9 choose 2. On a miss choose 1 anyway but there will be complications.  

On a 12+ choose 3 and ask 1 question of your own about the void. You will get a useful answer 

– You find out how Mitra and the gods banished the void

– You find Gith’s battle techniques

– You find a ritual to banish void taint

– You learn about the common void creatures

– You find some hints about the meteor

– You learn about the origins of the void

– You find an helpful ally in your quest amongs the Wizards of Belverus

– You learn about the last occurence of void influence  

– You learn about 2 useful and legendary artifacts that might help you in your quest

A design sketch for PC Breath Weapons in DW. It is kinda based on the Signature Weapon. What do you think?

A design sketch for PC Breath Weapons in DW. It is kinda based on the Signature Weapon. What do you think?

A design sketch for PC Breath Weapons in DW. It is kinda based on the Signature Weapon. What do you think? 

It’s supposed to go on a comp class with the “when you consume a dragons heart” entry condition.

I’m working on a new class playbook which uses these, but in the meantime I am sufficiently happy with these moves…

I’m working on a new class playbook which uses these, but in the meantime I am sufficiently happy with these moves…

I’m working on a new class playbook which uses these, but in the meantime I am sufficiently happy with these moves and they work well enough as standalones that I figured I’d post them:

Contract Killer

When you have downtime and put out word that you’re looking to take on a contract, roll +Int. On a hit, someone approaches you with a job – they’ll give you a name and maybe a description. Roll 2d6: that’s what the job is worth to them, in tens of coins; take it or leave it. On a 7-9, the job has strings attached – they want you to kill the target in a specific way or place, by a specific time, etc. If you fail to complete a contract, take -1 ongoing to Contract Killer until you prove your worth again.

Ill Repute

When you put out word that you’re looking to take on a contract and get offered a job, their offer is double your roll.

The Professional

Replaces: Ill Repute

When you put out word that you’re looking to take on a contract and get offered a job, name your price. If they can afford it, they’ll pay.

During last night’s game I had to invent a new move on the fly.

During last night’s game I had to invent a new move on the fly.

During last night’s game I had to invent a new move on the fly. I had not determined the total number of Ratfolk in the sewer section the party was clearing so I didn’t have a good grasp on what sort of treasure they might have. Add to this that they are scavengers with little in the way of objects of true value I determined that the best solution was that the party could find oddments worth 1d4 gold/load.

When you dig through the refuse of a nest of scavengers you find oddments worth 1d4 gold per load you are able to take with you. Anything that is left is taken by other scavengers before you can return.