I am planning my Sci-Fantasy campaign of DW for my local group and had an idea to give everyone a ship role move at…
I am planning my Sci-Fantasy campaign of DW for my local group and had an idea to give everyone a ship role move at the start to signify their role aboard the party’s ship. Here are the ones I have so far (Ignore the mentions of custom moves). I was wondering if you all had any other suggestions on roles that would be on a space ship.
Captain
Take Command – When your ship comes under attack, Roll+CHA; 10+ crew gets +1 forward, 7-9 the same, but you hesitate and the enemy makes a move before you get your commands out.
Pilot
Leaf on the Wind – When you Defy Danger while piloting a ship, on a 12+ you completely transcend the danger in some way, GM tells you how.
Mechanic
Mr. Fix-It – When you Jury Rig something, on a 12+ the repair will hold as if it had been repaired, but take -1 ongoing to Jury Rig until your can perform Maintenance.
Gunner
Bullseye – When you Fire At Will on a 12+ the target loses something. One of their systems shuts down, they lose an engine, a weapon, control, etc.
Medic
Angel of Mercy – Your allies treat you as a skilled healer for the purposes of the Recover move when they rest in your Medbay.
Cook
Best Food in the Galaxy – When you Make Camp and are in charge of the food, your allies gain an additional 1d6 hit points.
Navigator
Steady the Course – When you Set a Course, you always succeed on the Starblazer role as if you rolled 10+.
Security
Not On My Ship – When you Defend an area of your ship, on a 12+ you gain an advantage over your enemies. The GM will tell you what.
Scientist
When you study something closely in your lab, take +1 to Spout Lore about it.
Communications Expert
When your ship is docked at a spaceport or some other bastion of civilization, you can tell the GM about a useful NPC that can be found there.