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Dungeon World / Re: Invisibility Spell
« on: June 20, 2013, 03:44:14 PM »
Does a wizard actually sleep invisible when no-one sees him lay his head down to rest?
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Replacing the options & moves for races
When you create a new adventurer, decide on your species, ethnicity, and cultural heritage, choosing anything or any combination of things that sounds interesting to you and the other players.
For example, I might play a marsh-dwarf witch who has some spiderlord ancestry.
Then, pick 2-3 heritage moves to start with, selecting from the “monster moves” that best match your heritage. No matter where or whom you come from, in someone’s eyes, you and your family are monsters.
I pick the Dwarven Warrior move “Drive them back,” the Spiderlord move “Enmesh in webbing,” and invent a move based on the character’s training in wilderness survival, “Scavenge for food and medicinal plants.”
At the beginning of a session or when you invoke your rights of blood and tradition (however you do that), roll+Wis. On a 10+, hold 3. On a 7-9, hold 2. On a miss, you still hold 1. Spend this hold 1-for-1 during play to make a heritage move, just like that.
My favourite part was the Wheel of Justice which the hardholder rolled when someone was caught doing a severe crime.
Make a Saving Throw (Con)
When something inflicts an effect (magic, poison, calamity) upon you, roll+Con. On a 10+, nothing else bad happens.
On a 7-9 the GM chooses one.
On a 6- the GM chooses two.
• You drop something valuable
• You break something mundane
• You miss something important
• You lose your footing
• You lose track of someone or something
• It’s worse than it seemed—take 1d10 damage(ap)