Hey everybody, I need a custom move for MotW that combines fairy tale logic and lawyering but I’m stumped.

Hey everybody, I need a custom move for MotW that combines fairy tale logic and lawyering but I’m stumped.

Hey everybody, I need a custom move for MotW that combines fairy tale logic and lawyering but I’m stumped. Any ideas?

26 thoughts on “Hey everybody, I need a custom move for MotW that combines fairy tale logic and lawyering but I’m stumped.”

  1. When you try to file a legal motion in court or to a judge, if this is the first or second time you have attempted this motion, it will run into an obstacle, the Keeper will tell you:

    – Who has taken a special dislike to you or your client, blocking your attempt.

    – What strange coincidence in your personal life distracts you from successfully filing the motion.

    – What aggravating technicality derails your motion.

    If this is the third time you attempted to file this motion, roll +Sharp. Your motion causes reality to subtly change, so that it better suits the intent of the motion. On a 10+, you decide two details (below), on a 7-9, decide one detail, and the Keeper decides one, on a 6-, the Keeper decides both:

    – What past event is changed, and how it has been rewritten.

    – Who among the affected people from that event undergoes a new tragedy in their lives.

    Only you, your client, and one other person (Keeper’s choice) remember reality as it was.

  2. When you try to file a legal motion in court or to a judge, if this is the first or second time you have attempted this motion, it will run into an obstacle, the Keeper will tell you:

    – Who has taken a special dislike to you or your client, blocking your attempt.

    – What strange coincidence in your personal life distracts you from successfully filing the motion.

    – What aggravating technicality derails your motion.

    If this is the third time you attempted to file this motion, roll +Sharp. Your motion causes reality to subtly change, so that it better suits the intent of the motion. On a 10+, you decide two details (below), on a 7-9, decide one detail, and the Keeper decides one, on a 6-, the Keeper decides both:

    – What past event is changed, and how it has been rewritten.

    – Who among the affected people from that event undergoes a new tragedy in their lives.

    Only you, your client, and one other person (Keeper’s choice) remember reality as it was.

  3. I’m imagining something around contracts or agreements being binding. The fairy tale part could be that there is always invisible ink – like the player can roll to add a condition ex post facto, even something non sequeter. Could apply to written or verbal contracts.

  4. I’m imagining something around contracts or agreements being binding. The fairy tale part could be that there is always invisible ink – like the player can roll to add a condition ex post facto, even something non sequeter. Could apply to written or verbal contracts.

  5. Oli Jeffery monster has a travel moratorium placed. He’s bartering for its removal via mediation. Hunters can act as opposing counsel.

  6. Oli Jeffery monster has a travel moratorium placed. He’s bartering for its removal via mediation. Hunters can act as opposing counsel.

  7. Will P kinda. A balance of power is upended and the antagonistic monster is kidnapping campers to use as barter to mediate lifting a travel ban.

  8. Will P kinda. A balance of power is upended and the antagonistic monster is kidnapping campers to use as barter to mediate lifting a travel ban.

  9. When you confront a being of magic with evidence of a broken promise roll + SHARP. On a hit the being is gravely weakened. on a 10+ the being is magically compelled to do one service for the wronged party. It may not avoid or delay this penalty without painful or even deadly consequence.

  10. When you confront a being of magic with evidence of a broken promise roll + SHARP. On a hit the being is gravely weakened. on a 10+ the being is magically compelled to do one service for the wronged party. It may not avoid or delay this penalty without painful or even deadly consequence.

  11. When you speak the full name of a magical being, imparting each syllable with magic, roll + weird. On a 10+, gain 2 hold on the creature. on a 7-9, same as 10+ but the creature also gains a hold on you. spend hold to:

    *receive an honest and direct answer to any question.

    *force the creature to return to its lair till dawn.

    *force the creature to give you something of itself.

    *force the creature to appear.

    gain +1 on this roll if you willingly give the creature a hold.

  12. When you speak the full name of a magical being, imparting each syllable with magic, roll + weird. On a 10+, gain 2 hold on the creature. on a 7-9, same as 10+ but the creature also gains a hold on you. spend hold to:

    *receive an honest and direct answer to any question.

    *force the creature to return to its lair till dawn.

    *force the creature to give you something of itself.

    *force the creature to appear.

    gain +1 on this roll if you willingly give the creature a hold.

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