One of my group members came up with the idea of move combo’s that produce more than the sum of the individual moves.
One of my group members came up with the idea of move combo’s that produce more than the sum of the individual moves. We immediately rewrote some of the Sea Dog playbook moves to test the idea. (The first draft Animal Companion move was slightly boring, so that got an overhauled anyway.)
1) Animal Companion
You have an almost supernatural connection with a loyal parrot or monkey. You can’t talk to it per se but it always acts as you wish it to.
When your parrot distracts your enemy and you roll 12+ on Hack and Slash, take +1d4 damage.
When your monkey picks a pocket or steals a small object, Roll+Cha
10+ He gets away with it
7-9: He succeeds in taking it but the GM chooses one.
He draws attention to you.
He gets the wrong item, although it is not totally useless.
He gets chased and disappears for the rest of the day.
2) Lady Killer / Black Widow
When you parley with someone of the opposite sex and it fits the fiction, take +1
If you have the monkey as animal companion, you are allowed to reroll a failed Parley move once. (Describe why)
3) Insult Fighting (Cha)
When you utter a grievous insult to your opponent or his mother. (Somewhat intelligent humanoids only). If the GM thinks your insult is funny, original or deserving of recognition, take +1.
Roll+Cha
10+: Take +1 and +1d4 damage forward against that opponent
7-9: Take +1 forward against that opponent
6-: Your opponent makes the perfect comeback and takes +1d4 damage forward against you.
You may insult an opponent or his mother only once.
If you have a parrot as Animal Companion, your parrot gets to insult your opponent or his mother as well.