What if all basic moves were done using an alternate attribute?
Here are the basic moves for this alternate Dungeon World (CON and WIS attributes are dropped). Now, all we have to do is to make up a setting in which this moves are fictionally supported. For one thing, it seems that all the main characters in this world are psykers, plot armor is best armor, fix technology with brute force and are able to summon spirits.
What kind of enemies and troubles should they face?
which goals they use to pursue?
Should they be human after all?
LOCKING MINDS (INT)
Whenever you face off a foe with your psychic blast, roll +int.
On a 10, you get a hold on your opponent, you deal damage or you can ask the GM any question about your foe; he'll answer you truthfully, and you take +1 when acting on the answer. You deal +1d6 damage by exposing to a soft move.
On a 7-9, choose also 1 from this list:
-You don't suffer any debility
-You don't give away information or put you in a spot
-You aren't dealt damage
WITHSTAND DAMAGE (CHA)
Whenever you must endure a situation, or are left at 0 HP, roll +cha.
On a 10+, you scratch away the damage by saying a cool one-liner or revealing an unexpected advantage (make up one). If you have 0 HP or less, raise it to 1. On a 7-9, you also choose 1
-you don't spend a valuable resource
-you don't suffer a debility
-you don't suffer a fitting drawback
SUMMONING (DEX)
Whenever you dance from start to finish one of the 1000 dances, roll +dex
On a 10+, the spirit whose dance you've performed will answer a demand within it's possibilities. On a 7-9, choose 1:
-you don't suffer a debility
-the spirit doesn't get inside your body
-the spirit doesn't provoke collateral damage
TINKER (STR)
Whenever you try to force a lock, to dismantle a trap or fix a broken thing, roll + str.
On a 10+, you do it, no problem.
On a 7-9, choose 1
-you don't take more time than you thought
-you aren't put on a spot
-you don't suffer damage or a debility due to overexertion
DEFY DANGER
When you act despite an imminent threat or suffer a calamity, you roll...
...+INT if you use awareness or your mind force.
...+CHA if you claim a relevant invulnerability because you're special (If you achieve a hit, things are like you say, at least for this time).
...+DEX if you perform the specific arcane seals.
...+STR if you use your primitive instincts.
On a 10+, you do what you set out to, the threat doesn’t come to bear.
On a 7-9, you stumble, hesitate, or flinch: the GM will offer you a worse outcome, hard bargain, or ugly choice.