After some input I have revised the move and changed the equipment to a move as well.

After some input I have revised the move and changed the equipment to a move as well.

After some input I have revised the move and changed the equipment to a move as well.

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Vertical Limit

When you undertake a daunting climb up a sheer face, roll + nothing. You may add you STR if you are at one half your max load or less. On a 10+ choose one, on a 7-9 you make it to top and choose two:

– It took more out of you than you thought it would. You are WEAK until you can recover.

– You lost your footing on the way up, dropping 1 d2 in weight of your Load. Your choice.

– You had to change your route in mid climb using more supplies than expected. Mark an additional use off of your gear (only available if gear was used and uses remain)

On a miss, you choose one and GM chooses one plus whatever the GM says. You cannot fall if you used adventure gear.

Prepare for the Ascent

When you take the time to prepare for you climb and you have Adventure Gear at your disposal, mark one use and roll + WIS. On a 10+ take +1 forward for you climb, on a 7-9 take +1 forward and choose one, on a Miss choose one and whatever else the GM says

– You’re supplies are inadequate and preparation requires some creativity. Describe what you had to do and mark an additional use from your adventure gear.

– After preparing your path, you are more than a little intimidated by the challenge. You are Confused until you have an opportunity to collect yourself.

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This all came from trying to work out a trigger for my climbing oriented Compendium Class (in the works). This is what I have as the CC trigger:

 

“When you successfully scale a vertical cliff or wall without any gear or aid, you may take the move…”

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Original Post

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This is a move I thought up for when a PC needs to climb a large vertical surface. This is the first move I have written, so be gentle :).

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Vertical Limit

When attempting to climb a sheer cliff or wall of 300ft or more, roll +(STR – Load). On a 10+ choose one, on a 7-9 you make it to top and choose two:

– It took more out of you than you thought it would. You are WEAK until you can recover.

– You lost your footing on the way up, dropping 1 d2 in weight of your Load. Your choice.

– You had to change your route in mid climb using more supplies than expected. Mark an additional use off of your gear (only available if gear was used and uses remain)

– The climb takes longer than expected. Ask the GM how.

On a miss, you choose one and the GM chooses one in addition to whatever else the GM says.

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I am not happy with the name or with the trigger. Any suggestions for something punchier?

Do the penalties seem balanced?

I also made some climbing equipment to go along with such a challenge.

I know adventure gear can help you out here in undertaking the climb to begin with, but I thought that an item specific to climbing could offer an incentive.

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Climbing Gear

5 uses, 20 coin, 1 weight

Climbing gear is a collection of useful mundane items specific to climbing steep or near vertical surfaces such as pitons, a hammer, rope, spikes, etc. When used in the preparation for a climb, you may take +1 forward on your next roll related to your climb and mark off one use.

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Thanks!

Spell Research (Wizard Advanced Move for levels 6-10)

Spell Research (Wizard Advanced Move for levels 6-10)

Originally shared by Craig “Tezrak” Hatler

Spell Research (Wizard Advanced Move for levels 6-10)

When you consult far-flung curiosity cabinets, kibbutz with exotic arcanists, and filch half-finished manuscripts from rival eldritch masters in an effort to discover a new arcane formula, draft a magical effect not covered by an existing spell. Work with your DM to determine this new spell’s level. Roll +INT : On a 10+, you can add the new spell to your spellbook and can prepare it as you would any other. On a 7-9, the spell counts as one level higher than what was agreed upon. Regardless of the result, spend a number of XP equal to the level of the spell.

#DungeonWorld

In retrospect, this seemed obvious:

In retrospect, this seemed obvious:

In retrospect, this seemed obvious:

The City Thief

The following changes represent a slightly different type of Thief – one perhaps involved in… darker projects.

Starting moves:

Replace Poisoner with:

Avoid the Light

When you stand in shadows or darkness without talking or moving, NPCs will never notice you as long as they haven’t already spotted you. If you’re more than a few feet away from them, they won’t see you even if you move or attack and even if they know you’re there.

Advanced moves 2-5:

Add: 

Mechanical Eye

You have a mechanical replacement for one of your eyes. You can see without difficulty in total darkness and its increased visual acuity gives you +1 to hit targets at range, but sudden exposure to bright light disorients you.

Replace Brewer with: 

Contortionist

You’re adept at bending your body in ways it was seemingly not designed to bend. You can fit into uncomfortably small places, and when you Defy Danger by dramatically dodging out of the way, take +1.

Replace Poison Master with:

Thieves’ Highway

When you use the city’s secret paths to travel to your destination or escape pursuit, roll+Dex. On a 10+, choose 2; on a 7-9, choose 1:

– you get there unseen or lose your pursuers

– you get there in half the time it would normally take 

– you leave nothing that could be traced back to you or your friends

(This is actually from my Assassin playbook, but, well, the only reason it’s there is because it wasn’t in the Thief playbook already.)

Advanced moves 6-10:

Add:

Without Being Heard

You’re preternaturally silent, and will never make any noise unless you want to. You never need to Defy Danger to move about quietly.

Replace Alchemist with:

Thief-Acrobat

You never lose your balance, and you always land on your feet. When you fall from any height, as long as you can find a way to break or cushion your fall, you take no damage. 

New equipment:

Blackjack (hand, nonlethal, 10 coins, 1 weight): this small club has a lead-filled leather pouch for a head. It is specially designed to knock victims out, as thieves have generally found it easier to rob people when they aren’t able to protest.

Flash bombs (3 uses, 20 coins, 1 weight): these glass bulbs contain two carefully-separated alchemical substance which, when they come in contact with each other (when the glass is thrown with enough force to break it, for example), emit a very bright flash of light. Anyone who was looking in towards a flash bomb at the moment of impact will end up blinded by the flash for a few seconds – good for making a quick getaway.

Moss arrow (1 use, 20 coins, 0 weight): this arrow’s glass tip contains fast-growing moss spores. When fired against a hard surface, the tip shatters and releases the spores. Over a few seconds, these will grow into enough moss to cover a couple of square feet. The moss is so thick that walking on it won’t make any noise, no matter the underlying surface.

Water arrow (1 use, 5 coins, 0 weight): this arrow’s glass tip contains an alchemical payload designed to snuff out your average torch, lantern or camp fire (despite the name, do not try drinking it). Just shoot it at a hard surface close to the open fire you’re trying to extinguish and gravity will do the rest.

Fire arrow (1 use, dangerous, 50 coins, 0 weight): this arrow’s glass tip contains two highly volatile chemical substances kept carefully separated, much like flash bombs. Unlike flash bombs, when the glass breaks and the two substances mix, the resulting reaction is somewhat… explosive. Anyone within a few feet of a fire arrow’s impact point takes 2d8 damage (forceful, messy, ignores armour).

Gas arrow (1 use, nonlethal, 50 coins, 0 weight): this arrow is tipped with a carefully-designed slow-release mechanism for varenech seed gas. When the tip of the arrow hits something solid, the mechanism starts pumping gas into the surrounding area. Anyone who breathes in even a little bit of this gas takes 4d6 nonlethal damage.

New weapon tag:

Nonlethal: it’s designed to knock people unconscious, not deal real damage. If you reduce them to 0 HP with this, they just get knocked out for a few hours.

New starting gear section:

Your load is 9+Str. You start with adventuring gear (5 uses, 1 weight), leather armor (1 armour, 1 weight), flash bombs (3 uses, 1 weight) and 10 coins.

Choose your arms:

– Blackjack (hand, nonlethal, 1 weight) and short sword (close, 1 weight)

– Dagger (hand, 1 weight) and rapier (close, precise, 1 weight)

Choose a ranged weapon:

– Shortbow (near, 1 weight) and quiver of arrows (3 ammo, 1 weight)

– Throwing knives (thrown, near, 3 ammo, 1 weight)

Choose one:

– Dungeon rations (5 uses, 1 weight) and one healing potion (0 weight)

– 2 water arrows (0 weight) and 2 moss arrows (0 weight)

A little set of themed content…

A little set of themed content…

A little set of themed content…

Last Caress

When you sacrifice an innocent in the name of sweet, sweet Death, erase a Bond and write a bond with Her instead.  When you take your Last Breath, roll +bond with Death instead of nothing.  

Where Eagles Dare

When you do something absolutely bat-shit crazy, take +1 forward on a roll related to your careless madness.

Astro Zombie

Horde, Planar, Construct, Terrifying

a burning hand (d6+4 damage) 11 HP 1 armor

Close, Forceful, Ignores Armor

Special Qualities: immunity to being killed in any normal way, undead, melted flesh

Sent by a vicious wizard from beyond the stars, these shambling corpses melt flesh with their radioactive touch and hunger for one thing – the destruction of all that lives

Instinct: exterminate the human race

*melt flesh with a touch

*arrive from space in great numbers

Okay I’m gonna formalize all this heritage transfusion stuff:

Okay I’m gonna formalize all this heritage transfusion stuff:

Okay I’m gonna formalize all this heritage transfusion stuff:

When you donate your heritage, you lose one of your heritage moves (the GM will choose) and you bodily transform one step closer to raw living clay, to the mean form of all sapient life.  It’s up to the GM to decide what this form is, but it’s almost certainly not a two-legged mammal with opposable thumbs.  Hope you were paid well!

When you receive a heritage infusion, you gain a heritage move appropriate to the donor.  Then, roll minus the number of “native” heritage moves you currently have. On a 7-9, choose one, on a 10+ choose three.

  You may choose the heritage move you gain  

  You permanently gain the heritage move

  You do not bodily transform to resemble the donor

  Your future offspring will be viable  

  You are not haunted by anxious dreams of your appropriated alien heritage

I have made a move about “alter dreamscape” for my DW campaign some weeks ago. Maybe you are interested.

I have made a move about “alter dreamscape” for my DW campaign some weeks ago. Maybe you are interested.

I have made a move about “alter dreamscape” for my DW campaign some weeks ago. Maybe you are interested.

When you are aware you are in the dreamlands you can invoke a memory of a strong emotion and alter the dreamscape around you. Roll +SAG. On a 10+ you change the dreamscape as you like and choose 1; on a 7-9 you change the dreamscape as you like and choose 2.

– the dreamlands becomes aware of one of your biggest fears

– the dreamlands learns one of your secret desires

– the dreamlands permanently change you

Yes, its a little bit “emo”. I would like a move to make the heroes more human without take out their powers.

What do you think? ^^