Showing posts with label apocalypse world. Show all posts
Showing posts with label apocalypse world. Show all posts

Sunday, 7 November 2010

[AW-style move]Recall a Cure

Recall a Cure (d20+Knowledge+Mind)
Roll when a party member is afflicted by some horrible condition (such as a curse, disease, or whatnot), and you need to remember how to cure it.

14-: the GM picks one option from the following list.
15-19: as above, but the player picks instead.
20+: the players gets to pick three.

  • The cure is nearby, and won't take a long journey to reach.
  • Acquiring the cure will not require spending much money.
  • The process of getting the cure will not be overly dangerous.
  • The party won't owe anybody any favors in exchange for the cure.
  • The process of getting the cure will give the party some other benefit in addition to its restorative properties.

Friday, 29 October 2010

AW style movies - Roguish Edition

Pick a Pocket (d20+Subterfuge+Dex)
14-: major failure, pick two results (see below)
15-19: minor failure, pick one result (see below)
20+: success!

Results:
  • You fail to pick the target's pocket
  • Somebody (50% chance it's the target, otherwise somebody nearby) notices you. If this result is picked twice, everybody nearby is aware of what you did.
Pick a Lock Under Pressure (d20+Subterfuge+Mind)
Performing this move requires a set of thieves' tools.
14-: pick one
15-19: pick two
20+: pick three

  • You open the lock
  • You don't break any of your tools
  • You aren't noisy in the process
  • You don't take very long
Sneak Past Some Guards (d20+Subterfuge+Dex or Mind)
In some cases, the GM may require a distraction before you have a chance to use this move.
14-: pick one
15-19: pick two
20+: pick three
  • You get where you want to go.
  • You don't spend much timing waiting for an opportunity/to realize it's not going to work.
  • The guards don't notice you.
Trade on the Black Market (d20+Subterfuge+Mind)
14-: pick three
15-19: pick two
20+: pick one
  • The price involved is unreasonable (and not in your favor).
  • Getting the deal done takes a heap more time than you intended.
  • You get mixed up in trouble in the local underworld.
  • The suspicions of the local law enforcement are aroused.

Sunday, 24 October 2010

New Cleric Mechanic/AW-Style Move

Balance issues are yet to be tested...

Pray (1d20+Communication+Mind-10)
A character may only try to do this once per day.

14-: nothing happens
15-19: receive one miracle
20+: receive three miracles

Clerics ignore the penalty, and may re-roll the check, although they must take the second result, even if it’s worse.

Miracles:
  • 1d6 damage, + 1d6 per two character levels, damage to all unholy creatures in 30 ft. (save for half). Said unholy creatures may halve the damage they take, but if so they must flee from the praying individual.
  • Cast a level 2+ spell as if you were a wizard. (GM may veto spell if it doesn’t seem to match your god of choice, or alternately say that some other power supplied the spell...).
  • Ignore the fact you're wearing armour for spellcasting purposes.
  • All allies within 30ft. may spend a healing surge as a free action, and may re-roll the result.
  • All allies within 30ft. may roll a new save against any negative ongoing non-permanent effect they’re experiencing.
  • Be given another chance to pray for a miracle today.

Friday, 20 August 2010

Apocalypse Dungeon Style Moves (part II)

Fly (1d20+Knowledge+Dex - Stone carried):
Roll if you want to do anything other than cruise around at more than half speed and/or turn gently.

Miss (14-): lose control and drop 1d4x10 ft.
Hit (15+): pick 1
Good hit (20+): pick 3

  • Move less than half speed
  • Hover (need to be moving less than half speed)
  • Tight turn
  • Fly Straight up
  • Regain control (after you lose control, you'll need to do this before you try anything else)


Leap (1d20+Physical+Str or Dex - Stone carried):
Roll when actively leaping across a chasm or down from a ledge.

Miss (14-): pick 1, take 1d6 damage
Hit (15+): pick 2
Good Hit (20+): pick 3

  • Reduce damage by 1 dice
  • Move 5 ft. laterally (counts as 2 picks if you didn’t have a run-up)
  • Move 10ft. laterally and take 1d6 damage (counts as 2 picks if you didn’t have a run-up). You may only take this option once.

Carouse (1d20+Physical+Str)
Get 1d6 xp, spend 100 times that in gp. Double in a major city.

Miss (14-): GM picks Mishap.
Hit (15+): Player picks Mishap.
Good Hit (20+): No Mishap.

(optionally, the player can decide that any result under 20 will result in a random mishap)

Tuesday, 3 August 2010

Stealing from Apocalypse D&D

Apocalypse D&D, by Tony Dowler, is awesome. While I'm not planning on using it myself, there are certain aspects that I full intend to use in my own D&D campaign. Below, mostly for my own use, are two Moves, almost direct quotes from Apocalypse D&D, with a little jiggery-pokery to make it use a MicroLite20 stats and system.

Spout Lore (Knowledge)
Spouting lore means taking some time to examine or observe the thing and demonstrate your great intelligence. To spout lore regarding a device or magical artifact requires that you handle the thing experimentally, like tasting a potion, or pointing a wand.

Roll (1d20+knowledge+Mind)
1-14: you have no clue.
15-19: ask one question.
20+: ask three questions.

Questions about anything:
  • Is it dangerous to me?
  • What’s its name and history?
Questions about a thing:
  • Who is its previous or current owner?
  • How does it work?
  • What does it do?
  • What’s it worth?
  • Is it magical?
Questions about a monster:
  • What type of monster is it?
  • How could I prevent it from attacking me?
  • How effective is (particular plan or method of attack) likely to be?

Hold a Parlay
(Communication)
To Hold a Parley you need to be in a position to spend some time talking and making your wishes known. Do this when you have an opportunity to interact with potentially hostile parties, monsters, or individuals.

Roll (1d20+communication+Mind)
1-14: you don't get much out of it
15-19: Hold 1, spend to ask.
20+: Hold 3, spend to ask.
  • What’s your real name and identity?
  • Is your character telling the truth?
  • What’s your character really thinking?
  • What does your character intend to do?
  • What does your character wish to do?
  • How could I get your character to do __________?

Sunday, 27 June 2010

[TranStellar RPG] Weird moves

Basic Moves

To break the fourth wall, roll + weird. On a 10+, you receive a genre-aware insight about the current situation and take +1 forward. On a 7-9, you receive an insight but expose yourself to writer anger.

Advanced Moves

To scan minds and influence people, roll + weird. On a 10+, hold 3. On a 7-9, hold 1. Spend one to ask a question from the read person list or compel one person to follow your instructions. If they're a leading character, they can choose not to follow but they mark experience if they do. If you read another psychic's mind, you experience psychic feedback. You take -1 ongoing and can't roll + weird until you shake it off.

To predict the future, roll + weird. On a 10+, you get a good insight into a future event. On a 7-9, you get an incorrect insight into a future event, but take +1 ongoing until you figure out you're wrong or cause it to become true.

To create haute cuisine, roll + weird. On a 10+, choose 3. On a 7-9, choose one.
  • It isn't flammable or explosive.
  • It actually tastes good.
  • It isn't actively poisonous.
  • It doesn't require special ingredients.