I'm looking at running a Dungeon World game soon that's inspired in equal parts by Avatar, Planescape, and Perdido Street Station. My instinct is to remove the idea of non-human races from the setting - or at least the idea of mechanically differentiated races - but that leaves a hole in the game where the current race moves are.
Inspired by some retro-clone I came across a while ago, and have completely forgotten, my solution is to give everyone "kung-fu" moves instead. The idea is that any adventurer in this setting will know at least the basics of one martial art, even the least physically inclined wizard. Essentially, it gives everyone access to a few "spells" they can use to impact the fiction automatically, without rolling - but as a strictly limited resource.
I'm also looking for a better name than "kung-fu moves".
---
When you spend time practicing your forms and meditating, roll +WIS. On a 10+, hold 3-breath. On a 7-9, hold 2-breath. On a 6-, hold 1-breath, but the DM holds 1 over you to inflict your school’s weakness at some point. Spend your breath to use your kung-fu moves.
Drunken Monkey
Appear totally harmless.
Taunt an enemy into moving into an advantageous position.
Trick someone into attacking an ally.
Weakness: Incautious.
Flowing Water
Redirect an enemy’s attack into another foe.
Move swiftly out of the path of danger.
Use an enemy’s momentum against them.
Weakness: Softness.
Immovable Mountain
Shrug off the damage from a single attack.
Resist being pushed or forced to move.
Deliver an unstoppable blow.
Weakness: Inflexibility.
Celestial Fist
Smite an unholy opponent with your fists.
Strike an incorporeal or invulnerable being.
Fly free from gravity for a few moments.
Weakness: Arrogance.
Shadow Dancer
Hide in plain sight.
Strike without warning.
Move swiftly out of the path of danger.
Weakness: Fragility