Table of Contents
Splintering Wheel Moves
Moves from Ash McAllan's Splintering Wheel home game
Counter Attack
When you are attacked by an enemy you are prepared for, you may, immediately trigger a move to attack them first and then take the damage from their attack afterwards if they are still capable of delivering it.
Spellwise
When you study magic worked by another, roll WIS.
- On a success: the GM will tell you it's nature and its vulnerability.
- On a twist: the GM will tell you it's nature.
Patient Defence
When you prepare to defend yourself from an enemy's attack, they must roll their damage twice and take the lowest result.
Double Strike
You strike with multiple attacks at once. When you successfully deal damage with a weapon you may roll your damage twice and apply both.
Embedded Weapon
One weapon is a part of you. Its weight does not count toward your carrying capacity. It cannot leave your person unless destroyed.
Embedded Armor
Your armor is a part of you. Its weight does not count toward your carrying capacity. It cannot leave your person unless destroyed.
Monstrous
You can rend flesh and bone with your bare hands.
Flight
You can fly by exerting a similar amount of effort as when jogging.
Divination
When you consult signs and oracles for knowledge of what lies ahead, ask a question and roll WIS.
- On a success: you see the future that would have occurred had you not looked.
- On a twist: you see omens and portents which you must interpret.
Farsight
When you gaze into the distance or through a seeing token, roll WIS.
- On a success: your vision is clear and directed.
- On a twist: your vision is obscured and you see only snatches.
Summoning
When you perform sacred rites to call forth an unseen spirit in your presence, invoking its name, roll CHA.
- On a success, they manifest before you.
- On a twist a sacrifice must be made.
An unseen spirit includes those who are hiding or invisible, those still within their body after death, and those possessing objects or the living.
Banishment
When you perform sacred rites to banish a spirit in your presence, invoking its name, roll CHA.
- On a success: they are banished, sending them away from this place and making their return difficult.
- On a twist: an appropriate sacrifice must be made.
Booksmart
You own a book of your choice. When you try to recall information from books you own, you may roll INT.
- On a success, ask the GM one question whose answer would be in a book you own and one follow up question.
- On a twist ask the GM one question whose answer would be in a book you own.
Dominate Will
You can dominate the mind of another. When you make eye contact with a creature with the intent to dominate them, roll CHA.
- On a success: you may control them like a puppet until they are injured or hurt.
- On a twist, you control them like a puppet until they leave your sight, they are injured or hurt, or one of you falls asleep.
Your victim is always aware of the fact that you dominated them.
Charm
When you go to Parley with someone whose image you carry, you may harness that image to roll +1d.
Dangersense
When you Struggle to react to a surprise, explain your preparations, premonitions, or premeditations and take +1d.
Animate the Dead
When you take some part of a dead thing and bond it to your own life. It becomes animated and obeys your simple commands as best it can.
Knit Flesh
When you, with knives and twine, attach parts to bodies, roll INT.
- On a success: it works as if a part of their very selves.
- On a twist: choose one:
- It never disobeys them.
- It doesn't poison them over time.
- It has its full range of capability.
Patronage
You have a patron, they may be a deity or something profoundly different. You know what is required to summon their attention and have some small understanding of what pleases or displeases them.
Remarkable Proportions
You are either very large or very small. Not both.