Hey I’m currently tooling around doing some pre US game prep, (what little you can do without the player’s…

Hey I’m currently tooling around doing some pre US game prep, (what little you can do without the player’s…

Hey I’m currently tooling around doing some pre US game prep, (what little you can do without the player’s involvement). So i have been making some random magical items and stuff, ready to be used in game if needed.

I figured i might ask to see if anybody else would post examples of custom moves they have made for magical items or trinkets.

To start the ball rolling, here is an item i made a custom move for (item concept not originally mine).

Box of secrets:

An ornately carved wooden box that, if opened and the bottom is placed on a surface, will create a magical “hole” in the surface that the user can then use to see or hear anything through. It is possible to reach through the box and take an item out of the other side, but it hurts like a bitch.

• Move: When you place the box on a flat surface like a wall or a floor and open it roll Wild;

o On hit, you can see through the hole to the other side. On a 10+ pick 2. On a 7-9 pick 1.

 You can hear noise through the hole but no noise travels the other way.

 The hole is visible from the other side and can be looked through.

 Noise passes both directions through the hole so conversations can be had.

 At a cost of 1 harm you can reach through the hole as though the surface was an inch thick.

o On a miss, mark 1 corruption but you can still see through the hole.

3 thoughts on “Hey I’m currently tooling around doing some pre US game prep, (what little you can do without the player’s…”

  1. Here is Hallowed arcane artifact move.

    In conclusion after seeing this move being used I’m not fully happy from the design of it.

    *

    When you display your arcane artifact and draw on it’s power to influence the situation, roll +Power.

    On a hit choose 1:

    – gain special movement ability;

    – summon and shape an inanimate object born of chaos into the scene;

    Power has it’s costs, on a 10+ choose 1, on a 7-9 choose 2:

    – take 1-harm ap;

    – your flock pay’s the ultimate price, one of them sacrifices his life and you owe 1 debt to your flock for that;

    – power often changes hands, a third party makes a move to take possession of your artifact

    On a miss shit just hit the fan.

    *

    As for your move “Box of secrets”. It is very very detailed action and in most cases I imagine someone would like to use it for spying purpose, in which case it is simply like Extending Senses from existing move Let it Out. Also 7-9 option is almost just as successful as 10+ without any “cost” or “price” attached. With just 1 option to pick from the list you can see and hear the other side while being not discovered yourself. I’d advice to add some cost to 7-9 so that character using it has to either pay the cost and choose 1 from the list or not pay the cost but be able to only see – somehow having not full information is fun as character needs to act not knowing all that happened.

  2. I have an item I have I have made for the hallowed in my game. It’s his Relic, a tome of knowledge written by an elder god (very lovecraftian)

    I would love feed back so take a look and let me know.

    Tome of Power

    Move: When you perform a ritual translated from the Tome of Power roll Spirit. On a hit take 2 forward. During the session you can spend the hold 1 for 1 to;

    • Uncover hidden knowledge: You can investigate a places of power without having to be at the location.

    • Reveal a secret: You uncover secret knowledge about someone. Gain 1 debt from a PC or NPC of your choice. Be warned, debts gained in this fashion are likely to upset the targeted person.

    • Arcane protection: Grant your flock +1 Harm or +1 Armour for a scene.

    • Will of the Elder Gods: Make a Let it out move at +10.

    On a Roll of a 10+ choose 1 of the following costs; On a roll of 7-9 chose 2. You can choose an additional cost to take 1 more forward;

    • Mark 1 corruption as the alien knowledge tears at your mind.

    • Your ritual draws unwanted attention

    • Your ritual drains; you cannot affect your Flock with a let it out move for the remainder of the session while they recover from the stresses of the ritual.

    On a miss the ritual is especially taxing and chaotic; Take one forward and all three of the cost options are applied.

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