Hello. Among other things I'm working on an AW hack where the players are Giants in midieval England. The idea germinated in this story-games-thread:
http://story-games.com/forums/discussion/comment/429872 As you can see it was Potemkin that had the great idea from the beginning but then revised his outlook. I continued on with the original premise.
Now I've gotten stuck on the moves. The stats I've settled for are Violence, Cunning, Finnicky and Wyrd. Violence and Cunning are pretty self-explanatory, Finnicky is everything to do with humans and Wyrd is to do with the domain of spirits.
So far these are the basic moves I have:
Rage - swift and mindless violence is dealt. Roll +Violence +1. Add one to Fatigue/Hunger.
-6 Fail, You suffer Harm as established and the MC can make a hard move
7-9: Success, You suffer Harm and Deal Harm as established
10+: Success, You suffer Harm and Deal Harm +2 as established
Attack - violence is dealt in a controlled manner. Roll +Violence
-6: You suffer Harm and Deal Harm as established
7-9: Success, you suffer Harm and Deal Harm as established and choose one from the list below
10+: Success, you suffer Harm and Deal Harm as established and choose three from the list below
Suffer less Harm (you suffer -1 Harm)
Deal greater Harm (you deal Harm +1)
Rout the enemy
Take hold of something important
Gain the advantage
Demand - Threaten to get what you want. Roll +Violence
-6: Fail, the MC can make a hard move
7-9: Success, they do as you want but you must promise something first and keep this promise.
10+: Success, they do as you want but you must promise something first. It is up to you if you keep your word or not.
Foraging and Hunting - The giant spends a day Foraging and Hunting. Roll +Cunning
-6 Ravaging! The Giant cannot control its hunger and cleans the area of anything edible. The area of the map is turned fallow and the Fatigue/Hunger stat is reduced by two. Also any settlements in the area get their Wealth reduced by one. If this means a settlement gets reduced to zero wealth that settlement is deserted and left in ruins.
7-9 Overeating. Despite the Giant’s intentions he or she cleans the land. The Fatigue/Hunger stat is reduced by one and the area of the map is turned fallow.
10+ Foraging and hunting. The Fatigue/Hunger stat is reduced by two.
Read a situation - See where opportunities and dangers lie. Roll +Cunning OR +Finnicky depending on the opposition (Giants or Humans)
-6: Fail, the MC can make a hard move
7-9: Success, you can ask one question from the list and the MC or player will answer truthfully
10+: Success, you can ask all questions on the list and the MC or player will answer truthfully
Who is most dangerous?
How can I escape?
What are the motives of the others?
How can I gain the upper hand?
Manipulate - Get another giant to do what you want, Stat: Cunning
-6: Fail, the MC can make a hard move
7-9: Success, they do as you want but you must promise something first and keep this promise. The other Giant marks experience when doing it.
10+: Success, they do as you want but you must promise something first. It is up to you if you keep your word or not. The other Giant marks experience when doing it.
Talk to the spirits - Get knowledge from the spirits, Stat: Wyrd
-6: Fail, you loose something important and the MC can make a hard move
7-9: The MC will tell you something new and interesting about the current situation, and might ask you a question or two; answer them
10+: The MC will give you good detail. If you already know all there is to know, the MC will tell you that.
Demand of the spirits - Control the weather, increase fertility of the land, etc, Stat: Wyrd, must give up something vital (a finger for minor stuff, all of childhoods memories for more important stuff).
-6: Fail, you loose something important and the MC can make a hard move
7-9: The spirits accept your offering but demand a promise. If you follow through mark experience.
10+: The spirits accept your offering.
Haggle - Bargain with humans, Stat: Finnicky
-6: Fail, the MC can make a hard move
7-9: Success, you get your deal but you must promise something first and keep this promise.
10+: Success, you get your deal but you must promise something first. It is up to you if you keep your word or not.
OK, so I realize a bit of these rules make no sense without the other rules but I'm just wondering if you spot anything missing if the players are 20ft Giants ravaging peasants in 17th century England?