Not sure if this is quite the right spot to post racial moves, but I’ve been pondering running a Dungeon World game in the Elder Scrolls setting, and I was hoping to get some critique on these racial moves I’ve made.
As a note, I plan on using the Class Warfare book instead of the predefined playbooks.
ARGONIAN:
— You are immune to mundane diseases and poisons, and can breathe underwater.
KHAJIIT:
— Your hands count as weapons with the [HAND] range, and either the [PRECISE] or [MESSY] tags. You can see perfectly even in complete darkness.
ALTMER (High Elf):
— Whenever a magical effect happens close by, you can feel it.
Choose one Cantrip and one 1st Level spell. You can cast it even if you lack spellcasting ability otherwise.
BOSMER (Wood Elf):
— You can speak to, and understand, animals as if they were people. When you Spout Lore or Discern Realities regarding wilderness environments or creatures take +1.
DUNMER (Dark Elves):
— Whenever you take damage from a fire-based source, reduce the damage by half. You also have an Ancestor Guardian spirit that acts as a hireling. The hireling has no Cost, but only 1 point to spend on Skills, and if lost can be resummoned when you Make Camp.
ORSIMER (Orc):
— Once per battle you may reroll a single damage roll (yours or someone else’s). You can judge the worth and mettle of armor and arms at a glance.
BRETON:
— Choose one Cantrip. You may cast it even if you otherwise lack spellcasting ability. If you are adversely affected by a spell or directly magical effect, take +1 forward to your next roll.
IMPERIAL:
— When you make camp in a dungeon or city, you don’t need to consume a ration. Whenever you find treasure, you find 2d6 Gold in addition to whetever else you find.
NORD:
— You are completely immune to mundane cold, and take half damage from magical cold. As long as you are touching the ground, you cannot be moved by attacks that also deal damage.
REDGUARD:
–Gain +1 forward to parley with anyone who
has seen you fight. Gain +1 to spout lore on anything related to warfare.