One of my players wants to play a dark elf priest. Any idea for a racial move?
One of my players wants to play a dark elf priest. Any idea for a racial move?
One of my players wants to play a dark elf priest. Any idea for a racial move?
One of my players wants to play a dark elf priest. Any idea for a racial move?
One of my players wants to play a dark elf priest. Any idea for a racial move?
Letters, welcoming adventurers from other worlds to Dis. Choose a world and go to town.
Letters, welcoming adventurers from other worlds to Dis. Choose a world and go to town.
Dark Sun, Rock of Bral, Empire of the Petal Throne…where else?
https://githyankidiaspora.wordpress.com/2013/04/22/welcome-to-dis-letters-to-get-started/
Zagibu Ugibaz
Zagibu Ugibaz
When you Cast a Spell you may speak your spell backwards to cast it with inverted effect.
When you share an intimate moment with a fellow party member during the blessed fertility ceremony of Hippotara…
When you share an intimate moment with a fellow party member during the blessed fertility ceremony of Hippotara (short-tempered goddess of fertility, rivers, and hippos), very shortly after you’ve stolen a sacred object from her temple, you…
…what? Defy Danger vs. Divine retribution? Qualify for a Compendium Class? Both? Other?
Hey, did I see a move in here about communicating with somebody when you lack a language in common?
Hey, did I see a move in here about communicating with somebody when you lack a language in common? Or was it somewhere else? I’m not seeing it.
Would this move work?
Would this move work?
When you perform trickster magic to trick, ridicule or humor someone roll+ CHA
And then you have to choose from a list like that
10+ 2 and 3/4 on a 7-9
(still unsure)
-you have to speak the spell in rhyme
-you have to touch the person
-it has weird side effects
-there will be consequences for you too
-you can only do a weaker/related effect, not exactly like you wanted
How would you guys portray a character that for some reason has attained superhuman strength in DW?
How would you guys portray a character that for some reason has attained superhuman strength in DW? I’ve been thinking about it for a while, and I have no idea how to handle it as a GM.
To me, the problem is that Strength is a statistic in DW. Modifying statistics outside the normal advancement system is something I’m a little concerned about doing.
I don’t want it to be “+X ongoing when using brute strength” or “+X damage”, because that’s just really boring in my book. Let me see your custom moves! 🙂
It doesn’t have to be an all-compassing move. It might be several.
The thief cried “BUT I WANNA A FERRET” so I came up with this:
The thief cried “BUT I WANNA A FERRET” so I came up with this:
Hairy Accomplice
You are followed by a little ball of fur that shares your interest in theft and deception. Name it and choose its species:
ferret, parrot, monkey, mouse, magpie, cat, owl, spider, viper, bat
Choose a base:
Cunning +2, Skill +1, Malice +1, Humanity +1
Cunning +1, Skill +2, Malice +1, Humanity +1
Cunning +1, Skill +1, Malice +2, Humanity +1
Cunning +2, Skill +2, Malice +1, Humanity +2
Choose as many talents as its cunning:
quick, stealthy, cute, talking, camouflage, keen senses, tiny, agile, intelligent, threatening
Choose as many fields of competence as its skill plus 1:
pick locks, pick pockets, find traps, disarm traps, misdirect, juggle, lookout, investigate, secrete poison, spy, extortion
Choose as many flaws as its humanity:
greedy, coward, liar, naughty, clumsy, noisy, vain, annoying, garish, yucky
When you work with your hairy accomplice in one of its fields of competence…
…and you use your tricks of the trade, add its skill to your roll.
…and you act as a trap expert, add its cunning to your roll.
…and you make some doses of poison, you make as many extra doses as its malice.
…and you discern realities, add its cunning to your roll.
…and you parley, add its cunning to your roll.
…and you backstab, add its malice to your damage.
…and someone interferes with you, add its humanity to their roll.
First of all, the tweaked version of “undertake a perilous journey” we use in my group: the quartermaster rolls on…
First of all, the tweaked version of “undertake a perilous journey” we use in my group: the quartermaster rolls on Int, the trailblazer on Con and the scout on Wis. In this fashion, various classes tend to prefer one job over the others and this adds cool details on what the class’ role is even during travel. Also, we already played with standard seafaring in the past and I just replaced the trailblazer with the pilot and the scout with the lookout.
Now that the pcs are sailing on a interplanar ship, I’d like to throw in some serious custom moves. Currently, they travel on a catamaran capable of sail in various environments (we’ve seen it “floating” in the plane of fire and going full-submarine in the material plane). Basically, the plane-jump works in this way: the navigator selects the right amount of raw elemental particles that the big, column-like steampunk engine at the center of the ship processes like a sort of code; a harpoon is then launched and it breaches through the aether sea reaching the plane with the same proportions of the elemental particles processed. The ship then follows, crossing the opened portal, pulled by the harpoon, traversing the aether sea until it arrives at destination. The trick is, using very specific and highly detailed ingredients, you can reach out individual places; e.g., the players used a fragment of a unique mineral found in the first rooms of the dungeon to come back to that place.
They’ve got hirelings who do the job for them, but they’re very prone to mutiny, so we will soon need a custom move to have the characters handle the ship. I was thinking of reworking UaPJ, using these four roles:
The Shipwright (Con): on a 7-9, the ship is ok and will be able to sail again after the few hours of usual preparation and maintenance every ship needs; on a 10+, the ship can sail again right away. [he’s the mechanic of the ship]
The Navigator (Int): on a 7-9, you lead the ship within reasonable vicinity to your designed destination; on a 10+, you may also automatically sail back from whence you came as soon as the ship is ready to sail again. [he keeps, gathers and selects the elemental particles the engine processes]
The Pilot (Str): on a 7-9, you’re steady and precise, avoiding the obstacles of the aether-sea; on a 10+, your skill allows you to seize an opportunity during the navigation, the GM will tell you what. [he’s basically the helmsman that keeps steady the ship while it is pulled by the harpoon; by opportunity I mean things like having the drop on a target or crossing the aether sea unexpectedly quick]
plus the lookout, who acts exactly like a scout and rolls on Wis.
Suggestions, feedback and any kind of comment is much appreciated!
I have this idea for an interesting collaborative project.
I have this idea for an interesting collaborative project. I was loosely prepping a DW module, and I kept wondering about how to best design “custom moves” for the dungeon. The usual problems adventurers face – traps, obstacles, curses, disease, poison and the like. Sure, one could use the “Defy Danger” basic move in most situations, but I think having a list of handy moves to plug into your game would be great.
Would folks be interested in assembling a join list of “Custom Moves” for situations like these?