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La ciénaga

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08/05/2021, 23:04
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FRENTE: LOS OTROS LADOS

MOLLA (Enemiga arcana)
Impulso: Aprender y conseguir la inmortalidad y la eterna juventud.
Versión oscura procedente de otra dimensión de la profesora recién llegada al pueblo.
Ha sacrificado a los niños dle pueblo en su mundo y quiere hacer lo mismo con los de otras dimensiones.
Destino aciago: Pestilencia (el malestar y la enfermedad se expanden, el fin del bienestar).
Presagios oscuros:

  • Molla llega al pueblo y encuentra un grimorio perdido.
  • La Molla oscura llega con la próxima niebla, viajando desde otra dimensión y al pasado, sabedora de que su contrapartida de este mundo intentará detenerla.
  • Usurpa el lugar de su contrapartida de este mundo y trata de confundir a los aventureros.
  • Sacrifica adolescentes de este mundo y desencadena una peste de la que se alimenta.

Movimientos:
Aprender conocimientos prohibidos.
- Lanzar un conjuro a través del tiempo y el espacio.
- Atacar a un enemigo con magia, directa o indirectamente.
Espiar a alguien mediante algún tipo de magia que lo permita.
- Reclutar a un seguidor o subalterno.
Tentar a alguien con promesas.
- Exigir un sacrificio.

LA CIÉNAGA (Territorio impío)
Impulso: Extenderse, romper sus límites.
La ciénaga es un portal dimensional que se ha visto viciado, ganando más poder, gracias a los experimentos de la Molla oscura. Ahora es una entidad con voluntad propia y quiere abrirse a nuevos mundos a la vez que extiende su pantano alrededor de su núcleo.
Destino aciago: Caos desenfrenado (las leyes de la realidad, la sociedad o el orden en general desaparecen).
Presagios oscuros:

  • El portal es creado por la Molla oscura.
  • Aumenta de tamaño y poder cuando los pueblerinos del otro lado viajan a este mundo para tratar de salvar a los niños de este lado, abduciéndolos.
  • Con el paso de la Molla oscura a este lado, el radio del pantano comienza  acrecer exponencialmente, afectando a las tierras de cultivo y comenzando a absorber el propio pueblo en su avance.
  •  Con los sacrificios de Molla se abren portales a otros mundos y seres del otro lado los emplean para divertirse y esclavizarlos.
  • El caos generado por los portales hace que la ciénaga pueda alimentarse de todo el mundo.

Movimientos:
- Vomitar un monstruo menor.
- Extenderse a un lugar adyacente.
Atraer a alguien a su interior.
- Crecer en intensidad o profundidad.
- Dejar un efecto persistente en un habitante o visitante.
- Ocultar algo a la vista.
- Ofrecer poder.
- Impedir la magia o intensificar sus efectos.
- Confundir u ofuscar la verdad o la orientación.
- Corromper las leyes naturales.

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09/05/2021, 16:03
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Dejo por aquí una colección de criaturas y objetos mágicos para pantanos que ha hecho un fan. Lo de tener a una bruja zancuda (Bueno, voladora también podría servir) paseándose por ahí con una linterna mágica es tentador. También hay un enano coleccionista de ojos...

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COSAS QUE PUEDEN MOLAR:

- Voy a tirar 1d4 para ver cuanto tarda en reaparecer la niebla, me parece un poco gratuito que ya vuelva en la primera noche en juego. Bah, aparece la segunda noche. ;P

- Al explorar el pantano alguno de los pjs encuentra el colgante de Stella en un barrizal, sirviendo como pista de que hay una realidad alternativa relacionada con lo que está pasando. OPCIONAL: al tratar de cogerlo, algo tira desde el otro lado dando la opción de usar el movimiento Mirar al Abismo, dando una pista de la naturaleza como portal del pantano. EL colgante puede pertenecer al Joseph (Abuelo de Stella) del oro lado, una dimensión en la que Stella no existe.

- El enano comerciante de ojos y la bruja de la linterna (ver stats y desripciones en le link del post anterior) pueden ser encuentros en el pantano. La linterna de la segunda puede tener un número de usos limitado (d4? d6? Movimiento personalizado?) y abrir túneles a través de la niebla o hacia el otro lado. El comerciante puede vender un ojo que permita ver cosas al otro lado, pero este ofrece imágenes random (O movimiento personalizado), ambos objetos mágicos tal vez sea demasiado.

- En el pantano pueden habitar changelings, que es una especie con fama de intercambiar a sus crías por crías humanas, claro que no es lo que está pasando aquí. O puede que los changelings sean la versión oscura de los medianos de otra dimensión, pudiendo encontrarse Sam con algún conocido de su pueblo pero enmascarado, en los pantanos, como un doble malvado. OPCIONAL: Puedo preguntarle a Sam si conoce alguna leyenda sobre el origen de los changelings (si decidimos que existen en su mundo) y ver si realmente fueron parte del pueblo de los medianos en su día.

- Puede aparecer algún mercenario de Ashur proveniente del otro lado, confundiendo a Taddeus, estos serían amorales y más destructivos peor portarían armaduras y espadas similares a los de nuestro mundo.

- Si se opta porque los críos duerman todos juntos y vigilados en la nueva escuela del pueblo, cuando vuelva la niebla, Molla, la profesora, habrá sido sustituida por su doble oscura, y preferirá disimular los sacrificios de los críos como accidentes al tratar de salvarlos de los captores del otro lado, que son contrapartidas de sus familias tratando de salvarles de ella.

- Tiradas (1)

Motivo: Nieba

Tirada: 1d4

Resultado: 1 [1]

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15/05/2021, 00:15
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Si varias criaturas atacan a la vez, tira el daño más alto de todas ellas y luego añade un +1 por cada monstruo además del primero.

COCODRILO Grupo, Grande.
PG 10 ArmaduraMordisco (daño d8+3) Cerca, Corto alcance.
Cualidades especiales: Anfibio, Camuflaje. Instinto: Comer.
• Atacar a una víctima desprevenida. • Escaparse por el agua. • Agarrar algo con fuerza entre sus fauces.

DOPPELGÄNGER Solitario, Taimado, Inteligente
PG 12 ArmaduraDaga (daño d6) Cerca 
Cualidades especiales: Cambio de forma. Instinto: Infiltrarse.
• Asumir la forma de una persona cuya carne haya probado. • Usar la identidad de otro para sacar ventaja.
• Destrozar la reputación de alguien.

FUEGO FATUO  Solitario, Diminuto, Mágico.
PG 12 Armadura 0 Rayo (daño p[2d8–2]) Medio alcance.
Cualidades especiales: Cuerpo de luz. Instinto: Desorientar.
• Llevar a alguien por el camino equivocado. • Trazar un camino hasta el peor lugar posible.

PUDIN NEGRO Solitario, Amorfo
PG 15 Armadura 1 Toque corrosivo (daño d10, ignora armadura) Cerca
Cualidades especiales: Amorfo. Instinto: Disolver.
• Comerse el metal, la carne o la madera. • Rezumar en algún lugar comprometido: comida, armadura, estómago.

REPTADOR DEL PANTANO Solitario, Grande, Mágico
PG 23 Armadura 1 Azotar (daño d10+1) Cerca, Corto alcance, Contundente,
Cualidades especiales: Forma de pantano. Instinto: Conservar y crear pantanos.
• Pedir ayuda al mismo pantano. • Fundirse con el pantano. • Reestructurar su cuerpo en una nueva forma.

RECOLECTORA DE ALMAS Solitaria, Cauta, Inteligente
PG 6 Vieja brujería (daño d6+1)
Cualidades especiales: Vuelo, linterna de mundos (Permite ver otras dimensiones). Instinto: recolectar almas de quien muere en el pantano.
• Protegerse con fetiches y baratijas mágicas • Separar alma y cuerpo • Desaparecer en la niebla • Moverse a gran velocidad • Absorver alma con su linterna.

RECLAMO Grande, Solitario, Construído, Terrorífico, Sigiloso, Taimado.
PG 16 Armadura 4 Mordisco (Daño d12+2, penetrante 3) Cerca, Escabroso
Instinto: Cazar.
• Imitar a un ahogado en forma y voz • Mascar con enormes mandíbulas • Combustión gaseosa • Crecer

OLHONOK OJOPANTANO
Enano comerciante de ojos de otra dimensión. Ofrece visiones con ellos.
Ojos que puede tener:
- Ojos de un demonio
- Ojos de una mujer ciega
- Ojos de un elemental de fuego
- Ojos vanguardistas de cristal
- Ojos de un campesino del otro lado

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17/05/2021, 14:27
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Posibles movimientos para el pantano extraídos del suplemento Shellback Swamp
1 ESCAPES ÍGNEOS: En las zonas más secas de la ciénaga, precedidos de un silbido característico, pueden darse escapes de fuego. Pequeñas cadenas de llamas menores o una gran llamarada también pueden darse.

2 NUBE DE MOSCAS: Puede ser tan densa que impida la visibilidad, oír o incluso concentrarse. Pueden portar orugas pudridoras (PG 3 Armadura 0 Excavar (daño d6–2) Toque, Horda, diminutas, Cualidades especiales: Excavar carne.  Instinto: Infectar.• Excavar bajo la piel. • Poner huevos. • Emerger de una criatura infectada.

3 GASES DEL PANTANO: Bolsas de metano inflamables. Este gas no tiene un olor característico y puede ocasionar desorientación, desmayos o incluso muerte para aquellos que permanezcan allí demasiado tiempo.

4 MONOS DEL PANTANO: Criaturas anfibias de rostros bioluminiscentes variados, como neones. Descienden sobre el grupo con intención de robar todo aquello que les interese e irse. Su dieta de frutos del pantano y bichos venenosos les confiere la capacidad de excretar heces cargadas de toxinas narcóticas, no letales.

5 LODO: Llanos de pegajoso barro absorbente. Existen leyendas que hablan de gente devorada por estos fenómenos.

6 CAMPOS DE LOTOS ACUÁTICOS: Cada uno de estos enormes lirios flotantes es coronado por una flor de loto luminosa de tonos sonrosados, azules y verdes. Un espectáculo, sobre todo en la oscuridad, producen un aroma placentero que llena a las criaturas humanoides de sensaciones felices. Aquellos seducidos por esta fragancia corren el peligro de perder todo interés en la vida excepto por reposar entre las flores, inhalando su perfume hasta perecer.

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PREGUNTAS SOBRE MAZMORRAS
✳ ¿Quién o qué se cree que construyó el lugar?
✳ ¿Con qué propósito fue construida?
✳ ¿Cómo se convirtió en ruinas?
✳ ¿Qué peligros se comenta que esconde? (Monstruos, fuerzas, trampas, etc.)
✳ ¿Qué Descubrimientos puede albergar? (Pistas, acertijos, tesoro, etc.)

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EXPLORAR UN LABERINTO

Whenever you navigate a labyrinth without a map, Roll +WIS.

  • On a 6-, the GM will tell you what happens

  • On a 7-9, gain 1 hold and expose yourself to the dangers of the labyrinth.

  • On a 10+, gain 1 hold or gain 2 hold and expose yourself to the dangers of the labyrinth.

At any time, spend 1 hold to perform the move Discover a Room in a Labyrinth.

At any time, spend 1 hold to return to the entrance to the labyrinth

At any time, spend 3 hold to reach the other end of the labyrinth, be it the exit you want, or the key item from inside.

Whenever you discover a room in the labyrinth roll +WIS

  • On a 6-, the GM will tell you what happens

  • On a 7-9, pick one from the list below

  • On a 10+, pick two from the list below

  1. Discover a useful tool or weapon

  2. Discover medical supplies

  3. Discover food (+2 uses of rations)

  4. Discover information or important items

  5. Discover a defensible location that is suitable for resting

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EMBOSCADA,
Tira +SAB.

  • 10+ detectas y evitas la emboscada.
  • 7–9 detectas la emboscada con tiempo para preparate o huir.
  • 6- caes en la emboscada.
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CONTROL MENTAL

El pj tira +INT/+SAB:

  • 12+: Se libra del control
  • 10-11: 1 punto de reserva
  • 7-9: 3 puntos de reserva
  • 6 El pj se rompe

Cuando el director pida al pj que haga algo debido a ese control, el jugador gasta 1 punto de reserva y realiza la acción, recibiendo a cambio 1 punto de experiencia.

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(Movimiento extraidos de Perilous Wilds)

Caving

When you venture into the caves of [Delver’s Defile], roll +WIS:

  • On 10+, You find your way to the vein of precious metal deep within, but getting out is another matter
  • On 7-9, you encounter a foul denizen or deadly hazard (ask the GM what).

Obscured Pits/Falls

When you cross [Ghost Hollow on a misty morning], roll +WIS:

  • On 10+, You notice the drop, and not a moment too soon
  • On 7-9, you step into it, but you have a split-second to save yourself from falling to a fate of the GM’s choosing. What do you do?

Foraging

When you spend a day seeking food in the wild, and your surroundings are not Barren, roll +WIS:

  • 10+ You gain 1d4 rations, +1d4 rations if you have the knowledge and gear needed to trap or hunt.
  • 7-9 As above, but first face a Discovery or Danger of the GM’s choice.
  • 6- Mark XP, and GM makes a move.

Journey

When you travel by a safe route, through safe or dangerous lands, indicate your destination on the map. The GM will tell you how long the trip takes, and what—if anything—happens along the way. When you reach your destination, choose someone to Manage Provisions to determine how many rations were consumed over the course of the trip.

Make Camp

When you settle in to rest, choose one member of the party to Manage Provisions. Then, if you eat and drink, and have enough XP, you may level up. If you’re bedding down in dangerous lands, decide on a watch order. Then, the GM chooses one person on watch during the night to roll +nothing:

  • 10+ The night passes without incident.
  • 7-9 GM chooses 1 from the list below.
  • 6- Everyone marks XP, and a Danger manifests. You’d better Stay Sharp!
    • The person on watch notices a nearby Discovery
    • One party member of the GM’s choice suffers a restless night
    • One or more followers causes trouble
    • A Danger approaches—it’s not immediately hostile, but whoever’s on watch had better Stay Sharp anyway

Stay Sharp

When you wake from at least a few hours of uninterrupted sleep, and you ate and drank the night before, heal damage equal to half of your max HP.

Undertake a Perilous Journey

When you travel through dangerous lands, and not on a safe route, indicate the course you want to take on the map and ask the GM how far you should be able to get before needing to Make Camp. If you’re exploring with no set destination, indicate which way you go. Then, choose one party member to Scout Ahead and one to Navigate, resolving those moves in that order.

Scout Ahead

When you take point and look for anything out of the ordinary, roll +WIS:

  • 10+ Choose 2 from the list below.
  • 7-9 Choose 1 from the list below.
  • 6- Mark XP, and GM makes a move.
    • You get the drop on whatever lies ahead
    • You discern a beneficial aspect of the terrain—shortcut, shelter, or tactical advantage (describe it)
    • You make a Discovery (ask the GM)
    • You notice sign of a nearby Danger —ask the GM what it is, and what it might signify

Suggested GM Moves for Scout Ahead

  • Soft Moves
    • The weather worsens
    • Scout attracts unwanted attention
    • Scout becomes lost
  • Hard Moves
    • Scout encounters a Danger
    • Scout is ambushed
    • The rest of the party is ambushed
    • Scout is captured or trapped
    • Scout suffers an injury

Navigate

When you plot the best course through dangerous or unfamiliar lands, roll +INT:

  • 10+ You avoid dangers and distractions and make good time, reaching a point of the GM’s choosing before you need to Make Camp.
  • 7-9 GM chooses 1 from the list below.
  • 6- Mark XP, and GM makes a move.
    • You happen upon a Discovery missed by the scout
    • The going is slow, or you wander off course. The GM says which, and where you end up on the map
    • You encounter a Danger; whether or not you’re surprised depends on whether the scout has the drop on it

Suggested GM Moves for Navigate

  • Soft Moves
    • The weather worsens
    • They’re being followed
    • They must backtrack, losing valuable time
  • Hard Moves
    • Someone slips and is injured
    • They stumble into a Danger
    • hey get lost

Manage Provisions

  • When you prepare and distribute food for the party, roll +WIS:
  • 10+ Choose 1 from the list below.
    • Careful management reduces the amount of rations consumed (ask the

GM by how much)

    • The party consumes the expected amount and the food you prepare is excellent—describe it, and everyone

who licks their lips takes +1 forward

  • 7-9 The party consumes the expected amount of rations (1 per person

if Making Camp, 1 per person per day if making a Journey).

  • 6- Mark XP, and GM makes a move.

Suggested GM Moves on Manage Provisions

  • Soft Moves
    • They bicker over ration shares
    • Local animal life is attracted by food
    • Someone becomes weak until they eat 1 additional ration
  • Hard Moves
    • Water is discovered to be tainted or poisonous
    • 1d4 rations are lost due to spoilage or over-consumption
    • Someone gets food poisoning and becomes shaky and sick
    • Nearby Danger is attracted by food

SEVERE WEATHER MOVES

Hunker Down

When you take shelter to wait out the elements, choose 1 party member to roll +nothing:

  • 10+ It doesn’t take long for things to clear up.
  • 7-9 Things aren’t going to change any time soon. You can Forge Ahead, or Make Camp here for the night and hope things have changed by morning.
  • 6- Mark XP, and GM makes a move.

Forge Ahead

When you push on despite powerful opposition from the elements, roll +CON:

  • 10+ You go as far as you are able before needing to pause for a rest.
  • 7-9 Choose 1 from the list below.
  • 6- Mark XP, and GM makes a move.
    • You go as far as you are able, but overtax yourself and become weak, shaky, or sick (choose one).
    • You go as far as you are able, but the weather takes its deepest toll on your gear (ask the GM how).
    • On second thought, maybe you’re better off staying put.

If you make progress, ask the GM where you end up on the map, and if the weather shows any sign of relenting.

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Adventurer vs Adventurer

When you attempt to best a fellow party member in a conflict, you both roll+STAT.

  • On a 10+, you have shown off your skill and your opponent has not gained any advantage over you.
  • On a 7-9, you have put up an impressive display but your opponent has also been able to deal some blows, learn a weakness, or somehow gain an edge over you. Describe how and you gain -1 ongoing until the contest ends (stacking).
  • On a 6-, the contest ends, either because you have lost or you have been interrupted by something terrible.

 

 

Duel

When you cross swords for honor, roll +STR or +DEX. *On a 10+, hold 3, on 7-9 hold 2 and the enemy gains a touch on you. You may spend hold on the following:
  • Draw a small amount of blood, dealing 1 point of damage (2 hold).
  • Avoid the enemy's strikes (1 hold)
  • Touch the opponent without drawing blood (sometimes duels are to a certain number of touches, rather than blood)
*On a 6-, choose one of the following: 
  • You took the enemy's normal damage roll, and lost the duel.
  • You dealt your normal damage roll, and offend some witness for not showing restraint.

 

 

Burning

When you take damage from fire (incidental damage, not damage from a creature), you take…

  • 1d4 damage if it’d cause small, localized burns: a torch, a sleeve on fire, etc.
  • 1d6 damage if it’d cause sizeable, painful burns: a campfire, a brazier full of hot coals, getting splashed with flaming lamp oil, etc.
  • 1d8 damage if it’s a big and engulfing: a bonfire, a house fire
  • 1d10 damage if it’s incinerating: hellfire, a roaring wildfire, lava

When you stop, drop, and roll, roll +CON:

  • On 10+, the flames go out, but the GM might ask you to pick 1 if you were seriously lit up
  • On 7-9, the flames go out but the GM picks 1, and might ask you to pick another
    • Mark a debility : Weakened, Shaky, Sickened, or Scarred (your choice)
    • Something you were wearing burns up; ask the GM what
    • Take damage from the flames; ask the GM how much
  • On a 6-, burn, baby, burn. Roll additional damage as well as anything else the GM does.

 

 

Crafting new spells

When you create a spell for your spell book (one not available on your class spell list), tell the GM what you’re trying to achieve. The GM will give you one to four of the following conditions:

  • It’s going to take days/weeks/months
  • First you must ____
  • You’ll need help from ____
  • It will require a lot of money
  • It will also require _____
  • The best you can do is a lesser version, unreliable and limited
  • It will cost you a point of ____
  • You’ll have to disenchant ____ to do it

 

When you finish spell research, roll+Int

 

  • On 10+, the spell is created and works as intended
  • On 7-9, choose two
    • The spell research is successful but costs you a point of Constitution
    • The spell research is successful but costs you a point of Intelligence
    • Complication of sorts (?)
    • Complication of sorts (?)
  • On 6- the spell research is ruined and must be started again as well as any other moves the GM takes
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Discerning Trouble Ahead

When you announce a significantly dangerous ability {or resource} a potential foe is rumored to have, roll + WIS.

  • On 10+, that rumor is probably true; should you ever find that it is, your foreknowledge lets you take +1 when acting in response. Meanwhile, right now the GM will tell you a weakness that foe also has; you take +1 forward the first time you act on either the rumor or revealed weakness.
  • On 7-9, that rumor is probably correct, and your foreknowledge will grant +1forward if you ever have to act in response.
  • On 6-, who knows how reliable that rumor is? Moreover, right now the GM will reveal an unwelcome truth .

 

Resist Disease

When you make camp while afflicted by a disease and try to resist the effects, roll +CON

  • On a 10+, the disease stage is reduced by 1.
  • On a 7-9+, the disease stage remains the same.
  • On a miss, the disease stage is increased by 1.

A disease normally starts at stage 1. If the disease enters a new stage, the effects of the new stage normally stacks with the effects of the old one. When a disease reaches stage 3, the effects are permanent unless a cured is found.

 

Don't You Know Who I Am?

When you try to cite songs of past exploits or your reputation to gain favor with someone roll+Nothing.

  • On a 10+, they've heard the songs of your dauntless skill and bravery and are wowed by your reputation. Take +1 forward. Tell us what they've heard.
  • On a 7-9, choose one:
    • They've heard of you, but it wasn't in the most favorable light. Whatever you did, it was foolish/scandalous/embarrassing. Still, at least it was entertaining. Take +1 forward. Tell us what they've heard.
    • Your deed may be mighty, but your publicity needs some work. This person has never heard of you.
  • On 6-, they've heard of you, but it was nothing good. Perhaps they're an old rival stoking a grudge, or they've only heard of your brutal, murderous ways. Tell us what they know.

 

Fishing

When you spend some time fishing in a spot where the fish are biting, roll+WIS.

  • On 7-9, you take in enough to feed yourself and your companions; these count as rations if you Make Camp in that same day.
  • If you roll 10+, choose 1 additional:
    • You find a mysterious item as you clean your catch – an engraved ring, a crystal key, a treasure map, or whatever the GM tells you
    • One of the fish you reel in speaks your tongue, and offers you a boon if you will spare its life.
    • You gain a new understanding of a companion that fishes with you – you can rewrite a bond you have with them, or they can rewrite a bond they have with you
    • You attract the attention of a curious and mostly benign creature or spirit.
    • One of these fish swam through the Well of Wisdom in the land of Faerie; the next time you Spout Lore, treat a 6- as a partial success.
    • You become familiar with the countryside and wildlife around you – take +1 ongoing to whichever role you choose when you Undertake a Perilous Journey in this area.
    • Tell the GM what person, place, or thing you recently encountered and are spending your time thinking about, and ask them one question from the Discern Realities list about it.

 

Love Letter

Un movimiento creado específicamente para un jugador o el grupo con el que se intenta establecer el resultado de alguna acción, proyecto o proceder abordado durante bastante tiempo (Por ejemplo, algo que cueste meses de trabajo). La spersonas implicadas tirarán los 2d6 de rigor y sumarán el bono de la habilidad que parezca más apropiada para su manera de abordar el desafío.
Como es usual, un resultado de 10+ es perfecto, e soluciona el conflicto y se obtiene alguna ventaja adicional, con 7-9 se puede haber logrado el objetivo, pero a cambio de un alto coste, y con 6- se falla o los costes exceden lo conseguido.
También se pueden emplear al inicio de una partida para implicar a los personajes o para introducir a un personaje si lleva tiempo sin participar en la partida.
En ocasiones pueden ofrecer varias posibles opciones negativas para el jugador/grupo. Si sacan 10+ escogen una opción, con 7-9 escogen dos opciones, y con 6- el director escoge dos opciones.

 

 

Mind Control

Resist

When you are compelled to act against your will, mark XP if you act as bidden. If you resist, roll +WIS:

  • On 10+, you shake off the compulsion and act as you wish;
  • On 7-9, choose 1:
    • Stand dazed, fighting for control of your mind
    • Start acting as compelled but stop yourself at the last moment
    • Harm yourself to regain control (1d6 damage, ignores armor)
  • On a 6-, you come to your senses having done gods-know-what.

Under The Influence

When you are ensorcelled, beguiled, or charmed, ask the GM to describe what the enchantment would have you do (such as “keep the secret of the Blue Idol,” “please the dryad and earn her affection,” “treat Bargle as a trusted friend and confidant,” or “burn it all down”). Write this directive down, along with as many boxes as the GM says

  • 1 box for a weak enchantment
  • 3 for a powerful one
  • 5 for a truly mighty one).

While you are so enchanted, the GM gains this move:
Compel them to act on their enchantment When you act according to your enchantment, without being compelled to do so, mark XP. Each session, you can mark XP this way only once per box you have drawn (marked or not). When you would act contrary to your enchantment, it compels you to do otherwise. When you resist the compulsion of your enchantment and roll a 10+, mark one of the boxes. If you roll a 6-, add another box. When you mark the last box, you break free.

 

Navigating The Lower Depths

When navigating the Lower Depths, spend 1 ration per party member and roll + WIS.

  • On a 10+, choose 3.
  • On a 7-9, choose 2.
  • On 6 or less, choose 1 in addition to whatever else the GM says.
    • You don't become so lost you cannot return to where you started from;
    • You are not ambushed;
    • You find what you are looking for;
    • You don't spend an extra day (and an extra ration per party member) finding your way;
    • You discover something unexpected and useful.

 

Prowling about

When you move silently and hidden from sight, hold 3 Cloak. When you risk revealing your presence while holding Cloak, roll 2d6+ Cloak :

  • On a 10+, you remain undetected.
  • On a 7-9, choose 1 (the GM will fill in the details):
    • You arouse suspicion and lose 1 Cloak.
    • You are spotted but have the drop on them.
    • You stumble on an obstacle you did not expect.
    • You leave behind incriminating evidence.
  • On a 6-, lose 1 Cloak in addition to whatever the GM says.

When your Cloak reaches 0, the jig is up.

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Reaction check

When you approach a wary or hostile NPC and try to communicate, roll +CHA:

  • on 10+, they'll hear you out and choose 2
  • on 7-9, they'll hear you out and choose 1
    • They are impressed, intrigued, or amused by you, as the GM sees fit (otherwise, they remain wary or hostile)
    • You've got their complete attention, for now at least (otherwise, they remain alert)
    • You glean a valuable insight; ask a question from the Discern Realities list at take +1 forward to act on the answer

 

Read the Fates

Divination can be added to a custom playbook or added as a custom move for anyone with a mundane or magical oracle device and the skill at using it.

During Make Camp, you can spend some time (an hour or two) attempting divination. Ask a question about the most likely fate of a specific person, location or object.  Roll 2d6 + WIS.

  • On a 10+, you receive (from the GM) a detailed vision of images, sounds, smells, etc., of the object of your query and can ask 3 additional questions that the GM will answer honestly.  If any unleashed Grim Portents involve the object, that information may be introduced by the GM if it seems relevant.  
  • On a 7-9, you are presented with somewhat nebulous and hard to interpret visions of the object of your query and can ask 1 additional question.  
  • On a 6-, you are presented a disturbing or unclear vision in addition to any GM move. 

 

Replacing a Signature Weapon

When you acquire a new weapon to replace your lost signature weapon , Roll +Int

  • On 10+ You are able to quickly adapt to this new weapon. It fits you almost as well as your lost Signature Weapon. Choose the new base description, range, and look. Then choose 1 new enhancement from the normal signature list. After your nextMake Camp or Recover move, choose the second enhancement.
  • On 7-9: This weapon may be similar, but it's just not the same. Use a d8 damage die until your next "Make Camp" or "Recover" move. This becomes your new Signature Weapon after a few modifications (spend 100 coin in a city with a blacksmith).
  • On 6-: This weapon is nothing at all like you are used to. Use a d8 damage die until your next "make camp" or "Recoer" move. This weapon will never become your Signature Weapon. If hunting for a new weapon using the Supply move, treat all 6- as a 7-9

 

Scouting Ahead

When you go off on your own to explore a dangerous area, tell us how you do it then Roll+:

  • DEX if you rely on stealth and agility
  • CON if your path is one of hardship and endurance
  • CHA if you blend in with the locals

On a 7+, you make it back safely and the GM will describe what you encountered. Then:

  • On 10+ pick 3:
  • On 7-9 pick 1:
    • Ask a question from Discern Realities about what you encountered (you can choose this more than once)
    • You were able to sneak something out of there; ask the GM what
    • You made some preparation or created some advantage to exploit upon your return; work out the details with the GM
    • You got away clean: leaving no trace, rousing no suspicion, etc.

Regardless of your choices, answer the GMs questions about what happened out there. On a 6-, mark XP and choose 1 plus anything else the GM does:

  • You make it back to the others but with trouble hot on your heels!
  • You're missing in action; the details will be revealed late

 

Seek Out

When you go looking for someone you know, describe them and roll+CHA:

  • On 10+, choose 2
  • On a 7-9, choose 1
    • You don’t owe them a favor
    • They’re not already in some sort of trouble
    • They don’t have a dangerous secret
  • On 6- The GM might wish you’d never found them in the first place.

 

Serving Notice

When you warn people (NPCs) of an Impending Doom or Grim Portent ...Roll+CHA

  • On a 10, they believe you and do what they can to help.
  • On a 7-9 pick one:
    • They are hesitant to believe you until there is more evidence.
    • Some panic and do something foolish.
    • The trouble will arrive sooner than any expected.

 

Strength of Will

When being questioned while under the effects of (the Truthspeak spell, the Grand Inquisitor of Elik the Reaping's gaze, too much booze, etc) roll + CHR and obey the results for the remainder of the conversation.

  • 10 + : Your character can say whatever they like.
  • 7-9 : Your character cannot directly lie, but can lie by omission or balance their statements to give false impressions.
  • 6- : Not only can you not lie, either in spirit or literally, you feel compelled to answer any questions. You also blurt out something ... unfortunate... and true. The GM may 'help' you with coming up with your error.

 

Tinker

When you go to build or create something never seen before, tell the GM what you are trying to invent and what it does. The GM will give you one or more of the following conditions and costs:

  • It requires considerable study
  • You need someone else's expertise to see it to completion
  • The components are rare and hard to come by
  • The components are expensive
  • It will take a very long time.
  • It will require continuous experimentation. 

 

Trouble Ahead

When you announce a significantly dangerous ability a potential foe is rumored to have, roll + WIS:

  • On 10+, that rumor is probably true; should you ever find that it is, your foreknowledge lets you take +1 when acting in response. Meanwhile, right now the GM will tell you a weakness that foe also has; you take +1 acting on that knowledge, too.
  • On 7-9, that rumor is probably correct, but your foreknowledge will let you take +1 if you ever have to act in response.
  • On 6-, who knows how reliable that rumor is? Moreover, right now the GM will reveal an unwelcome truth as well as any other action.

 

Working Together

When you Defy Danger as a group, acting despite the same imminent threat or suffering the same calamity, roughly describe your strategy and you each roll +stat.

  • On 10+, you get someone else out of a spot, if you can tell us how.
  • On 7-9, you get through just fine
  • On 6-, you find yourself in a spot, tell us how you got there; if you roll a 6- and someone else saves you, don’t mark XP.
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HOW TO MAKE MOVES

Before we get started there are some things to keep in mind:
 

  • Not every move requires a roll. A lot do, or modify another move, but some just let you do something new without any dice involved.
  • Adding +1 is perfectly fine. No matter what some people will try to shout this down and tell you to do something else, but they're fucking idiots: sometimes just being plain better at doing something than everyone else makes the most sense.
  • Having a defined miss result is also perfectly fine. This is another one I've seen people complain about, but as with a +1 sometimes it just makes sense to have a preset miss result. If it makes you feel better, append "in addition to whatever else the GM says" to your miss result. Even if you don't want to include one, some possible examples for GMs to use can't hurt.
  • Opening up a 12+ option is also perfectly fine. Yet another thing I've seen a couple people whine about. This isn't Apocalypse World, but--for better or worse--a Dungeons & Dragons hack, so creating a few "crit" options is okay in my book (and the book creates a precedence).

 

Types of Moves

Here's a rundown of the various types of moves:

NO ROLL
These moves have no roll, they just constantly do/enable something, or have an effect that takes place whenever the fictional criteria is met. Their "mechanical" effect or impact depends on how easy they are to trigger, if they even require a trigger at all; the fighter's Armored just lets you ignore the clumsy tag when wearing armor; the thief's Halfling move lets you deal +2 damage, but only with ranged weapons; and the paladin's Setup Strike grants a +1d4 damage bonus to an ally, but only after you hack and slash.

Other examples include Make Camp, almost every race move, the bard's A Port in the Storm, the paladin's Quest and Smite, the ranger's Wild Empathy, the thief's Flexible Morals, and the wizard's Ritual.

MOVE MODIFIER
These modify an existing move, whether it's a Basic, Special, a Starting Move from their class, or an Advanced Move from their class. Generally they fictionally represent that you're more reliable or outright better at that sort of thing. There are several ways to represent this.

The first is to grant some kind of bonus when you do something specific or in certain situations: you could tack on a +1, have a miss count as a 7-9, a 7-9 count as a 10+, or even just make it so that you always get a 10+.

The fighter's Hafling move lets you take +1 when defying danger, but only when your size matters; the cleric's The Scales of Life and Death lets everyone near you take +1 when taking their last breath; and the ranger's Elf has you automatically succeed with a 10+ whenever you undertake a perilous journey through the wilderness.

The important thing is that the trigger is more specific, requires some sort of preceding event, or could affect something afterwards. Like, a move that gives you a +1 forward to hack and slash (Press the Attack), but only when you miss, or a move that lets your hack and slash be an automatic 10+ (Heedless Assault), but the next time you take damage you take +1d6.

Another way to handle it is to change what a 10+, 7-9, and miss means. For example, the paladin's Staunch Defender lets you hold +1 when you use defend, and on a miss you still get 1 (normally you get jack and shit). Similarly the thief's Extremely Cautious, among other things, lets you hold +1 when you use Trap Expert, even on a miss.

Finally, you can open up a 12+ option. These aren't too common, but again many of the classes have at least one so there's a precedent.

The cleric's Greater Empower let's you choose an empowering effect for free (normally it needs a 10+, and bumps it down to a 7-9), fighter's Superior Warrior lets you impress, dismay, or frighten an enemy when you hack and slash, the paladin's Impervious Defender makes it so that the nearest attacker gives you a clear advantage, the ranger's Hunter's Prey lets you ask a question about a monster, the thief's Evasion lets you transcend danger, and the wizard's Highly Logical lets you ask any three questions you want.

Something I've done, but that I don't see in Dungeon World, is opening up new options like allowing you to ask different questions with Discern Realities, spend hold from Defend to do something else, or add more effects to the bard's Arcane Art.

ROLL-AND-RESULT
Probably for simplicity reasons these moves are more common than roll-and-hold, but less so than move-modifiers. Given that they are self-contained blocks of rules, they tend to be some of the most complex moves to design and deal with: you make a roll, usually add a stat (or at least some circumstantial modifiers), with a 10+, 7-9, and (sometimes) a miss giving you different results.

This can mean absolute effects, like dealing damage and having your opponent attack you (Hack and Slash), or have you make one or more choices from a list (Volley, the wizard's Cast a Spell, the thief's Backstab). Note that if a move does have you make choices, they can include both good and bad options (and often will), potentially forcing the player to choose what they have to deal with.

There are plenty of examples of this in the book: just crack open the Basic Moves, Special Moves, or flip to any class. If you want an example of a move that uses circumstantial modifiers, check out Recruit.

ROLL-AND-HOLD
You make a roll, and hold a variable amount of points depending on how well you roll. Like a roll-and-result move these are self-contained blocks of rules, but where they fictionally differ from roll-and-hold is that the results don't just happen immediately: you instead gain a kind of currency that you can spend on various effects or abilities over a period of time.

From a fictional perspective imagine someone gathering strength or energy (the druid's Shapeshifter), preparing for something (the Bolster basic move), or doing/sustaining something over a period of time (Defend or the thief's Trap Expert).

 

From a mechanics perspective, roll-and-results do one thing per roll: you hit a monster and deal damage, you avoid an attack, you cast a spell and it does it's thing, or make a deal with someone and they give you or do what you want.

With a roll-and-hold you might be able to do several things per roll: conjure blades of force that you can use to stick someone that gets to close, notice folds in reality that allow you to instantly dart about to evade danger, gradually expel magical energy to create several effects, or wriggle your way into someone's mind, forcing them to obey you for a short period of time.
 

Make Your Move

So now that you know the types of moves and generally what they're for, it's time to think about your move without considering mechanics at all. Instead, start by imagining how it works from a purely fictional perspective, envisioning as many outcomes—the good and the bad—as you can.

Example: In Melissa's upcoming, as of yet unnamed adventure, she wants a move for when the characters travel through a forest filled with strange animals and fey creatures. The wood seems to twist and change as you walk, with the rare paths never winding the same way twice. Sibilant whispers and songs can be heard, and scintillating lights and dancing shadows can be seen between distant trees and at the edge of your vision.

Usually people eventually make it through the forest, though they don't seem to recall the entire journey, and the amount of time it takes always seems to change. Often fey creatures will play pranks on travelers, and while most are relatively harmless (physically, anyway), there are more malicious denizens that don't seem to understand—or care—about their victims.

There's already a move that tackles traveling through dangerous regions: Undertake a Perilous Journey. The trigger is when you travel through hostile territory, which seems to fit the forest perfectly. The problem is that this isn't just any forest: people rarely exit the same place twice, and the amount of time it can take is anyone's guess.

So right now we're looking at a move-modifier. A blanket -1 would reduce the overall chance of success across the board, which works, but the thing is that no one makes it out when or where they think they should. Plus, there's no shortage of creatures willing to disorient, harm, and hinder their progress. A simple way to emphasize that is to cap results at a 7-9, and with those two tweaks here's the final move:

When you undertake a perilous journey through the forest, take -1 and a 10+ counts as a 7-9.

Potential miss effects include having the characters lose their belongings (whether stolen, vandalized, or traded), have their food spoil, suffer from some kind of curse, owe someone a favor for guiding them out, have their hair shaved off, be addicted to strange mushrooms that they had to eat to survive, and so on.

For another example let's take a look at my Expedition to Castle Ravenloft conversion. Early on when you arrive in the village of Barovia (not sure if that's the name of the village, or if it's just "the village" in Barovia), you run into zombies. But these aren't just any zombies; no, they're plague zombies. Think typical zombie movies, where you get bit, eventually die, and later rise as another zombie.

Now I don't want the characters to slowly die because they get bit once, especially with my group, where miss XP accounts for like half of everything they get. I also don't want the characters to have to roll twice for certain attacks. Think about it: you roll to defy danger, get bit, and then have to make another roll to resist plague. Or you roll to hack and slash, get bit, then have to roll to resist. That's just gonna bog the game down.

Ideally I want something that doesn't need a roll, something that emphasizes that these guys are more dangerous than your average zombie, but without making them too lethal. This is what I came up with:

When you are bitten by a plague zombie, hold 1 plague. Reduce your maximum hit points by the amount of plague you hold.

I could have gone with gaining 1d4 plague, but since plague cannot be recovered by typical items I think that's just way too goddamn much, especially for the 1st-level crowd; 1 plague still adds something, and the more bites you rack up the lower your hit point ceiling gets. This is simple, easy to track, and better emphasizes the danger of these zombies. But, how do you get rid of plague? Whelp, that's where this move comes in:

When you make camp and have plague, roll+CON. ✴On a 10+, reduce your plague by 1d4. ✴On a 7-9, reduce your plague by 1. ✴On a miss, increase your plague by 1.

I kind of cribbed this from the 4th Edition Dungeons & Dragons disease mechanic, where you make an Endurance check after every long rest to see if you recover or get worse when you're sick. I've used it for fungus zombies in Something Stirs in the Blackscale Brakes, and suffering statues from If These Stones Could Scream to great effect.

Finally, something from There Was a Method to Her Madness. For a variety of reasons I wanted a move for when you encounter a lone prisoner and try to get them to help you out.

At a glance Parley seems like a good start, as leverage could mean simply not killing them, trying to get their sentence reduced later by speaking on their behalf, letting them go free, and/or just staying out of their way. The problem for me is that results just feel too "safe" for my taste: on a 10+ they'll do what you ask if you merely promise to do what they want you to, and on a 7-9 they'll do what you want if they get some concrete assurance.

I think Parley would work if you just want the prisoner to stand down or leave, but if you want them to help you out—or they just can't go anywhere else—then I think the player should be wondering if/when/how this guy is going to betray them. He is after all a criminal: Will he shank you and leave you to die, especially to save his own skin; If you run into other criminals will they be able to convince him that he should be on "their" side; Will he just abandon you when the going gets tough or you let your guard down?

Here's the roll-and-result I have so far:

When you try to convince a prisoner to listen to reason, roll+CHA. ✴On a 10+, choose 3. ✴On a 7-9, choose 2. ✴On a miss, choose 1 in addition to whatever else the GM tells you.

  • The prisoner helps you to the best of his ability.
  • The prisoner won't harm you when an opportunity presents itself.
  • The prisoner won't be swayed by his fellow inmates to abandon or betray you.
  • The prisoner won't flee.
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Los tres héroes, tras volver de la niebla junto con aquellos que habían ido tras ellos hasta su siniestro corazón y los niños supervivientes, fueron recibidos con una alegría inusitada en aquellas gentes. Las madres corrieron a resguardar a sus pequeños entre sus brazos, jurando que nunca volverían a soltarlos, mientras se abrían las puertas que habían retenido sus lágrimas de felicidad mientras estas habían sido desterradas por las de pesar.

Zorn cruzó miradas con lo tres héroes, como disculpándose por haberse mostrado como un animal ante ellos, mientras su piel tomaba el sanguíneo color de la emoción, con su pequeño casi asfixiado entre sus descomunales brazos.

Molla, que seguía velando por los pequeños que habían quedado atrás y los heridos, corrió hacia Alek y sus compañeros tan pronto como los vio emerger de las tinieblas humeantes del portal, pero quedó por detrás del emocionado Colmillo, que no solo parecía haberse recuperado, aun teniendo el lomo vendado, sino que además mostraba una clara mirada de orgullo y felicidad por volver a reunirse con su compañero de manada, una manada de dos.

La joven profesora se dirigió a todos para comentarles que el alcalde había sucumbido al daño y las emociones previas a su caída por el portal abierto por su falsa doble. Ewant y el resto de sus familiares lloraban al caído. Posiblemente, aquel Niomense sería el nuevo guía de aquellas gentes, al menos hasta que decidiesen quién podría sustituir al antiguo alcalde.

Acto seguido, la mujer se plantó ante Alek y le plantó una buena bofetada en el rostro, mientras sus ojos también se vertían sobre sus sonrojadas mejillas.

- Si... Si estoy cerca de ti cuando algo así vuelva a pasar, QUE NUNCA SE TE OCURRA DEJARME ATRÁS.- Le espetó, entre dolida, nerviosa y emocionada. Estaba claro que era una mujer dura que realmente sentía lo que estaba diciendo, le dolía no haber podido ir con ellos al otro lado, a ayudar, no costaba imaginarla, daga o espada en ristre, siendo capaz de enfrentarse a aquella doble maligna que por motivos todavía no demasiado claros había tratado de privar a Niom de sus jóvenes.

El hermano Gorgorius acudió al encuentro de sir Taddeus

Notas de juego

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