Special Moves

Special Moves

These moves come from Dungeon World by Sage LaTorra & Adam Koebel.

Last Breath
When you’re dying, roll +nothing: on a 10+, you’ve cheated Death — you’re in a bad spot but you’re still alive; on a 7–9, Death himself will offer you a bargain — take it and stabilize or refuse and pass beyond the Black Gates into whatever fate awaits you; on a 6-, your fate is sealed. and you’ll cross the threshold soon. The GM will tell you when.

When you make a move while carrying weight, you may be encumbered. If your weight carried…

  • … does not exceed your load, you suffer no penalty.
  • … exceeds your load by no more than 2, you take -1 ongoing until you lighten your burden.
  • … exceeds your load by 3 or more, drop at least 1 weight and roll at -1, or automatically fail.

End of Session
When you reach the end of a session, choose one bond that you feel is resolved, ask the player of the character you have the bond with if they agree; if they do, mark XP and write a new bond with whomever you wish.

Then, if you fulfilled your alignment at least once this session, mark XP.

Then, answer these questions together:

  • Did we learn something new and important about the world?
  • Did we overcome a notable enemy?
  • Did we loot a memorable treasure?

For each “yes,”everyone marks XP.

When you return triumphant and throw a big party, spend 100 coins and roll +1 for every extra 100 coins spent: on a 10+, choose 3; on a 7–9, choose 1; on a 6-, choose one, but things get out of hand (ask the GM how).

  • You befriend a useful NPC
  • You hear rumors of an opportunity
  • You gain useful information
  • You are not entangled, ensorcelled, or tricked

When you go to buy something, you can buy it at market price if it’s readily available. If it’s something special, roll +CHA: on a 10+, you find it, at a fair price; on a 7–9, you’ll have to pay more, jump through some hoops, or settle for something that’s not exactly what you wanted (ask the GM which).

When you do nothing but rest in comfort and safety, after a day of rest you recover all your HP. After three days of rest you remove one debility of your choice. If you’re under the care of a healer, you heal a debility for every two days of rest instead.

Outstanding Warrants
When you return to a civilized place in which you’ve caused trouble before, roll +CHA: on a 10+, word has spread of your deeds and everyone recognizes you; on a 7–9, as above, and the GM chooses a complication:

  • The local constabulary has a warrant out for your arrest
  • Someone has put a price on your head
  • Someone important to you has been put in a bad spot as a result of your actions

When you spend your leisure time in study, meditation, or hard practice, you gain preparation. If you prepare for a week or more, take 1 preparation. If you prepare for a month or longer, take 3 instead. When your preparation pays off, spend 1 preparation for +1 to any roll. You can only spend one preparation per roll.

Special Moves

Inferno of the Living Jason