The Charming Opener

The Charming Opener

The Charming Opener

#MagicItemMonday

Yes I know it’s not Monday but enjoy a bit of useful/silly.

This is an open palmed right hand made out of brass. From the wrist extends a small protrusion similar to a key. When the hand is inserted into a lock and shook as though greeting an old friend… Roll+CHA. On a 10+ The lock greets you back and opens up for it’s friend. On a 7-9 the lock will ask a question aloud from the Charming and Open Bard move, to which the character must answer honestly. On a 6 or less the lock begins to scream for help.

Compendium Class: Doppelganger

Compendium Class: Doppelganger

Compendium Class: Doppelganger

You did the Take Watch move and several 6s later your dead at the hands of a Doppelganger!

Wanted to make a class for this type of old trope, or maybe for a character who wandered off in a dungeon and then is met back in town. Could be used for other “body snatched” type scenarios as well.

When you are overcome and replaced by a Doppleganger take this move next time you level up:

A whole new man!

When a Doppelganger behaves in a manner different then the person they are impersonating, roll+CHA. On a 10 or more you can explain it away as your new attitude/mindset/religious view, etc. On a 7-9 you hesitate too long or your facts are a little off. On a 6 or less it is clear you are doing something suspicious.

Some ideas for moves:

Knowing what’s next:

the Doppelganger’s telepathic abilities often let it anticipate what’s expected of them, as such you can always ask “What is about to happen here?” when Discerning Realities, even on a 6 or less.

Faces in the crowd:

When you changes faces quickly to escape detection, roll+INT. On a 10+ you avoid detection.  On a 7-9 you aren’t the guy they’re are looking for, but there’s something off about you. On a 6 or less the transformation has gone awry.

Do I know you?

When you are approached by a victim’s friend and they question you, roll+INT, in a 10+ your telepathy allows you to answer the question exactly as they expect you too. On a 7-9 you answer satisfies them for now, but hey still need convincing. On a 6 or less, you clearly have no idea what you are talking about.

What’s on your mind?

You have honed your telepathy to be able to read a little deeper than surface thoughts. When you have time and concentrate on scanning someone, roll+INT. On a 10+ you can ask 2 questions from the list below. On a 7-9 you can ask 1.

-How does this person expect me to behave?

-What memories does this person share with my victim?

-What about me is not as they expect?

-How does this person feel about my victim?

-Are they being honest?

-What is their general mood?

EDIT

New Alignment might be needed as well:

Evil: Shift blame or consequences by impersonating another.

Chaotic: Benefit yourself by creating confusion or paranoia

Neutral: Stay safe by imitating another

Just kind of spit-balling with it at this point. Any and all help appreciated.

Shut your mouth when you’re talking to me!

Shut your mouth when you’re talking to me!

Shut your mouth when you’re talking to me!

When you listen to the lunatic’s/drunk’s/possessed child/dying man’s ravings, roll +INT. On a 10+ You can figure out the clues in the madness! Pick two, on a 7-9 pick one:

-You learn where something is

-You learn what something is

-You realize something was right under your nose

-You have a suspicion confirmed

Move I am working on, thoughts?

Flying Carpet

Flying Carpet

Flying Carpet

This is a magical flying carpet about the size of a good sized area rug one which one or two people could stand comfortably. Unfortunately since it is a carpet and made of cloth it provides no support when in flight. Attempts to fasten wooden support from below or rolling a person up inside it and sending them flying through the air like an arrow have been tried to limited success. Hardly the stuff of legends, many an adventurer has been disappointed by this “treasure” and is best used with caution.

When you go for a magic carpet ride… describe how you try to ride on the unstable carpet and roll.

On a 10+ whatever you did it worked…this time.

On a 7-9 Flying was easy,landing not so much.

On a 6 or less…SPLAT!

I’D RATHER DIE!

I’D RATHER DIE!

I’D RATHER DIE!

Just had a player refuse the deal from Death in last night’s game.

The offer was to return to life and when they completed their current quest for the Waters of Life, that they be turned over to the party’s evil Drider Queen. All in all it was well roleplayed by everyone and the Drider is good at being evil without being disruptive to the party. So much so that no one trusts her and she was already killed once (part of HER deal was she would have amnesia about getting killed by her “friends”).

With all that in mind the dead character, who is the only one who can get them to the Waters of Life, stayed dead and now the party is in a race to get his body to the city’s University so the Alchemist can try to put the dead character’s brain into his Hominoculs body.

Play to find out what happens indeed!

Yes/No? What do you think?

Yes/No? What do you think?

Yes/No? What do you think?

Trade taking another move at leveling up for an increase in base class damage. Yes/No? Good idea? Bad? Why?

I’d be inclined to allow it, as always, if it followed the fiction. If I had a Wizard who was training to become an Arcane Warrior and had taken Heavy Armor prof as a move and was training with the Fighter. If a Thief thinks he’s seen enough combat and as a continuation of his Viper move, he’s getting deadlier, etc.

I think it’s an interesting option to offer.

Brisbane and Morley

Brisbane and Morley

Brisbane and Morley

Two city guards with a knack for showing up at the wrong time, but every once in awhile these bufoons can be a goldmine.

When you are confronted by Brisbane and Morley, tell them what the meaning of all this is and roll +CHA. On a 10+ they are easily fooled and reveal a piece of useful information. On a 7 -9 pick one:

Their stupidity wastes your time.

Their stupidity costs you money.

Their stupidity smears your good name.

On a 6 or less, you’re going down town!

Good Compendium Class Lich

Good Compendium Class Lich

Good Compendium Class Lich

Have a Drider character who is on the way to Lichdom (or being killed by party members….again) but am not having much luck finding a good compendium class Lich. Does anyone know of any? If not I’ll share what moves I can come up with.

Thanks!

Wand = Volley with INT

Wand = Volley with INT

Wand = Volley with INT

Wands are intensely personal and each practitioner of the Arcane must craft their own. After researching the arcane rituals (and consulting with the GM) the Ritual move can be used to craft a wand. The GM is free to choose or add from the following conditions in addition to those already present in the Ritual move:

-It must be made form the bones/horns of a ______

-It must be bathed in the ___ of a ___.

-You must imprison a ___ inside the wand.

After the Ritual is complete you may use your wand to focus a blast and deal class damage by using INT to perform the Volley move. You may not choose to reduce AMMO but instead that option is replaced with : You affect more or less than you intended to. Wands will only function for their creators.

Advanced Move: 2-5

Warded Wand – You always know where you wand is. You have an inherent sense of where it is in relation to yourself at all times. If anyone other than you touches your wand they take class damage instantly and you are alerted, waking instantly and fully awake. If in Near range and unhindered/unimpeded, you can call it to you hand instantly.