DW Rules & Moves

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Feb 15, 2016 4:05 pm
Basic Moves

Hack & Slash- When you attack an enemy in melee, roll+Str.
✴On a 10+, you deal your damage to the enemy and avoid their attack. At your option, you may choose to do +1d6 damage but expose yourself to the enemy’s attack.
✴On a 7–9, you deal your damage to the enemy and the enemy makes an attack against you.

Volley- When you take aim and shoot at an enemy at range, roll+Dex.
✴On a 10+, you have a clear shot—deal your damage.
✴On a 7–9, choose one (whichever you choose you deal your damage):
-You have to move to get the shot placing you in danger as described by the GM
-You have to take what you can get: -1d6 damage
-You have to take several shots, reducing your ammo by one

Defy Danger- When you act despite an imminent threat or suffer a calamity, say how you deal with it and roll. If you do it
-by powering through, +Str
-by getting out of the way or acting fast, +Dex
-by enduring, +Con
-with quick thinking, +Int
-through mental fortitude, +Wis
-using charm and social grace, +Cha
✴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.

Defend- When you stand in defense of a person, item, or location under attack, roll+Con.
✴On a 10+, hold 3.
✴On a 7–9, hold 1. As long as you stand in defense, when you or the thing you defend is attacked you may spend hold, 1 for 1, to choose an option:
-Redirect an attack from the thing you defend to yourself
-Halve the attack’s effect or damage
-Open up the attacker to an ally giving that ally +1 forward against the attacker
-Deal damage to the attacker equal to your level

Spout Lore- When you consult your accumulated knowledge about something, roll+Int. ✴On a 10+, the GM will tell you something interesting and useful about the subject relevant to your situation. ✴On a 7–9, the GM will only tell you something interesting—it’s on you to make it useful. The GM might ask you "How do you know this?" Tell them the truth, now.

Discern Realities- When you closely study a situation or person, roll+Wis. ✴On a 10+, ask the GM 3 questions from the list below. ✴On a 7–9, ask 1. Either way, take +1 forward when acting on the answers.
-What happened here recently?
-What is about to happen?
-What should I be on the lookout for?
-What here is useful or valuable to me?
-Who’s really in control here?
-What here is not what it appears to be?

Parley- When you have leverage on a GM Character and manipulate them, roll+Cha. Leverage is something they need or want.
✴On a 10+, they do what you ask if you first promise what they ask of you.
✴On a 7–9, they will do what you ask, but need some concrete assurance of your promise, right now.

Aid or Interfere- When you help or hinder someone , roll+bond with them.
✴On a 10+, they take +1 or -2 to their roll, your choice.
✴On a 7–9, they still get a modifier, but you also expose yourself to danger, retribution, or cost.

Make Camp- When you settle in to rest consume a ration. If you’re somewhere dangerous decide the watch order as well. If you have enough XP you may level up. When you wake from at least a few uninterrupted hours of sleep heal damage equal to half your max HP.

Take Watch- When you’re on watch and something approaches the camp roll+Wis.
✴On a 10+, you’re able to wake the camp and prepare a response, everyone in the camp takes +1 forward.
✴On a 7–9, you react just a moment too late; your companions in camp are awake but haven’t had time to prepare. They have weapons and armor but little else.
✴On a miss, whatever lurks outside the campfire’s light has the drop on you.

Undertake a Perilous Journey- When you travel through hostile territory, choose one member of the party to act as trailblazer, one to scout ahead, and one to be quartermaster. Each character with a job to do rolls+Wis.
✴On a 10+:
-the quartermaster reduces the number of rations required by one
-the trailblazer reduces the amount of time it takes to reach your destination (the GM will say by how much)
-the scout will spot any trouble quick enough to let you get the drop on it
✴On a 7–9, each role performs their job as expected: the normal number of rations are consumed, the journey takes about as long as expected, no one gets the drop on you but you don’t get the drop on them either.

End of Session- When you reach the end of a session, choose one of your bonds that you feel is resolved (completely explored, no longer relevant, or otherwise). 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.
Once bonds have been updated look at your alignment. If you fulfilled that alignment at least once this session, mark XP. Then answer these three questions as a group:

-Did we learn something new and important about the world?
-Did we overcome a notable monster or enemy?
-Did we loot a memorable treasure?
For each "yes" answer everyone marks XP.

Level Up- When you have downtime (hours or days) and XP equal to (or greater than) your current level+7, you can reflect on your experiences and hone your skills.
Subtract your current level+7 from your XP.
Increase your level by 1.
Choose a new advanced move from your class.
If you are the wizard, you also get to add a new spell to your spellbook.
Choose one of your stats and increase it by 1 (this may change your modifier). Changing your Constitution increases your maximum and current HP. Ability scores can’t go higher than 18.

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