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Apocalypse World / Re: Custom Moves Compendium
« on: March 19, 2011, 01:10:48 PM »
My group got lost in these weird tar pits north of Sharpstown, looking for the source of this black smoke that was rising up in a column. I made up a move for that on the spot.
When you try to navigate the spooky tar pits, roll +sharp. On a 10+ choose two. On a 7-9 choose one.
-- You don't get lost.
-- Nothing finds you before you get there.
-- It's a quick trip.
They were getting hungry and the Faceless tried to stomp one of those weird snakes for something to eat.... and got bitten.
When you try to treat someone bitten by the weird snakes of the tar pits, roll +sharp. If you're an angel you can add +stock spent.
On a 10+, pick two. On a 7-9, pick one.
-- They stay conscious
-- They take less harm (2 harm ap instead of 3 harm ap)
-- They don't hallucinate for 24 hours straight[/li][/list]
When you try to navigate the spooky tar pits, roll +sharp. On a 10+ choose two. On a 7-9 choose one.
-- You don't get lost.
-- Nothing finds you before you get there.
-- It's a quick trip.
They were getting hungry and the Faceless tried to stomp one of those weird snakes for something to eat.... and got bitten.
When you try to treat someone bitten by the weird snakes of the tar pits, roll +sharp. If you're an angel you can add +stock spent.
On a 10+, pick two. On a 7-9, pick one.
-- They stay conscious
-- They take less harm (2 harm ap instead of 3 harm ap)
-- They don't hallucinate for 24 hours straight[/li][/list]