TEXT: Dungeon World 
  Quick Start Pack 
   
  Simplified basic playbooks for quick and easy-to-learn 
  One-shots or mini campaigns of Dungeon World 
   
  Including rules for both players and gamemaster 
  and tools for both world and adventure creation with no prep 
   
  A complete experience in one pack! 
   
   
  For use with the role-playing game Dungeon World, by Sage LaTorra and Adam Koebel 
   
   
   
   
   
   
  Written by Peter Johansen. Version October 27, 2017 
  This work is licensed under the Creative Commons Attribution 3.0 Unported License. To view a copy of this license, visit 
  http://creativecommons.org/licenses/by/3.0/ or send a letter to Creative Commons, 444 Castro Street, Suite 900, Mountain View, 
  California, 94041, USA. 
  
   
   
  Dungeon World is a world of fantastic adventure. A world of magic, gods 
  and demons, of good and evil, law and chaos. Brave heroes venture into the 
  most dangerous corners of the land in search of gold and glory. 
   
  Adventurers take many shapes in Dungeon World. Some are near-invincible 
  beasts of battle encased in iron armor. Others are more mysterious, conjuring 
  up and wielding the mighty forces of magic. Treasure and glory are sought 
  by a holy cleric, a tricky thief, a mighty paladin, and more. 
   
  It isn’t all easy heroics and noble bravery, though. Every time the ranger 
  guides his friends through the ancient woods there are a hundred things 
  waiting to bite his head off. Slavering hordes of goblin troops, maybe. Or is 
  this the Cursed Wood, where dwells the Gray Witch? Or the throngs of 
  hateful dead, looking to drag a meaty corpse back to their lair? Scary, sure, 
  but there’s treasure, too. More gold and jewels and magic lost to man have 
  fallen between the cracks in the world than you can imagine. Who better to 
  retrieve it than a band of stalwart heroes? 
   
  You and your friends are those heroes. You go where others can’t—or won’t.  
  There are monstrous things lurking in the world. Are you ready to face 
  them? 
   
  So, why play Dungeon World? 
  First, to see the characters do amazing things. To see them explore the 
  unexplored, slay the undying, and go from the deepest bowels of the world 
  to the highest peaks of the heavens. To see them caught up in momentous 
  events and grand tragedies. 
   
  Second, to see them struggle together. To gather as a party despite their 
  differences and stand united against their foes, or to argue over treasure, 
  debate battle plans, and join in righteous celebration over a victory hard-won. 
   
  Third, because the world still has so many places to explore. There are 
  unlooted tombs and dragon hoards dotting the countryside just waiting for 
  quick-fingered and strong-armed adventurers to discover them. That 
  unexplored world has plans of its own. Play to see what they are and how 
  they’ll change the lives of our characters. 
   
  What’s Dungeon World like to play? 
  Playing Dungeon World is all about finding out what happens when your 
  characters encounter dangerous and exciting monsters, strange ruins, and 
  unusual people on their quest for gold and glory. It’s a conversation between 
  the players and the GM—the GM tells the players what they see and hear in 
  the world around them and the players say what their characters are thinking, 
  feeling, and doing. Sometimes those descriptions will trigger a move—
  something that’ll cause everyone to stop and say “time to roll the dice to see 
  what happens.” For a moment everyone hangs on the edges of their seats as 
  the dice clatter to a stop. Tension and excitement are always the result, no 
  matter how the dice land. 
   
  To play Dungeon World, you’ll need to gather a few friends. Choose one 
  person to be the Game Master (GM); they take the GM playbook and two 
  GM sheets. Everyone else will be a player, taking the role of the characters 
  in the game (we call these the player characters or PCs). As you play, the 
  players say what their characters say, think, and do. The GM describes 
  everything else in the world. 
   
  Everyone at the table will need something to write with and some six-sided 
  dice. Two dice is the minimum but two dice per player is a good idea. 
  You’ll also need some special dice: four-sided, eight-sided, and ten-sided. 
   
   
  This quick-start pack contains the basic rules of Dungeon World in 
  abbreviated form, designed to facilitate ease of learning of core concepts, 
  especially for new players. The playbooks included here are modified to get 
  characters created as quickly as possible by omitting certain features more 
  relevant to long-term play. While these characters are designed with one-shot 
  sessions in mind, they can easily be adapted for longer play. The goal is to 
  help new players become comfortable with Dungeon World; its rules, its 
  conventions, and its style.   
   
   
  To begin, select one of the eight provided playbooks, whichever one catches 
  your eye. Then perform the steps under “Start here”, detailed as follows: 
  • 
  Give your character a name, and choose options under Look to 
  describe your appearance (or make up some of your own) 
  • 
  Choose one of the listed backgrounds, which will give you 
  bonuses to two of the six stats: Strength (STR), Dexterity (DEX), 
  Constitution (CON), Intelligence (INT), Wisdom (WIS), and 
  Charisma (CHA). Record these bonuses in the appropriate boxes in 
  the sheet. Your background will also give you an additional piece 
  of gear, record this in the Gear section. 
  • 
  Choose one of your six stats, and add 1 to it as a personal specialty. 
  Choose another of the six stats, and subtract 1 from it as a personal 
  weakness. This may give you a stat of -1, that’s fine! Set any stats 
  that have not been modified to zero. 
  • 
  Choose any other options that your playbook may require, such as 
  the fighter’s signature weapon or the thief’s poison. 
   
  When you are done, read the “How to Play” heading on the back of your 
  sheet. This section will also give you some questions to think about in the 
  next phase: building the world together.  
   
  To begin with everyone on similar footing, we will assume that the 
  characters all come from the same hometown, and the story will unfold near 
  it. Your characters will know each other, and while they might not always 
  get along like best friends, they should at least be civil with one another and 
  have motivation to work together for a common goal, even if they have their 
  own motivations for pursuing these goals. If it helps, you can act each other 
  questions to better understand how your characters relate to one another. At 
  this point, you may wish you answer the questions you have under Bonds, 
  which will establish the shared past between your characters. It is not 
  necessary to answer them all right now; you can save some for later. 
   
  The questions on your playbooks will give you starting points to begin 
  describing your hometown and the lands around it. Perhaps your home is a 
  rough mining camp, a sleepy island port, or an idyllic place hidden deep in a 
  forest. If you think of other questions to ask other players, feel free to do so, 
  especially questions that will build the relationships you have with one 
  another. Perhaps you’d like to tell us about the last adventure you had 
  together; that’s a great way to build both the world and your group. The GM 
  will come up with more questions as well. The answers you give will weave 
  together this new world.  
   
  Next, the GM will ask questions that establish the premise of the situation, 
  what your characters are doing and why. These questions will connect your 
  characters to the threat or opportunity that you are facing. Lost ruins, 
  monstrous hordes, and towers of evil wizards all make for good premises, 
  but each character will have their own stake in the action. The GM’s 
  questions will also help them create the opposition you will face on your 
  adventure. When you have enough details, the GM will give you a tense 
  situation, one that requires you to act, and ask, “What do you do?” The 
  action begins here. 
   
  Your playbook provides you with a list of your moves, as well as a reference 
  of basic moves on the reverse side of the sheet that everyone can do. This 
  may seem like a lot of information, but you don’t have to learn it all at once. 
  Remember, Dungeon World is about having a conversation. Don’t think of 
  your moves as buttons to push to accomplish something, nor are these moves 
  your only options in any situation. Rather, moves are the way the game rules 
  react to your actions in the story. When you describe your character carefully 
  creeping across a shaky suspension bridge, the GM will tell you to Defy 
  Danger. Now it’s time to roll the dice, and see what happens. Focus on the 
  fiction. Do you want to Hack and Slash that goblin? Say how you attack it. 
  The GM will help you to notice when your actions trigger a move. In 
  general: to do it, do it. There are some additional special moves on the back 
  of this page, but don’t worry about them just yet. They’ll come up in due 
  time. 
   
   
   
   
  Introduction 
  Getting Started 
  
   
   
  A good adventure usually ends with a reward, whether fame, favors, or 
  fortune. Wealth in Dungeon World is measured in coin: the currency of the 
  realm. It’s good pretty much everywhere.  
   
  After an adventure or at a break in the action, the characters may wish to 
  refill their backpacks and quivers. The following is a list of items that will 
  typically be available for purchase:  
   
  Short Bow 
   
   
   
   
  15 coins 
  A common bow with a short but respectable range. 
   
  Long Bow 
   
   
   
   
  60 coins 
  A bow of exceptional craftsmanship, capable of much greater range. 
   
  Bundle of arrows (3 ammo)  
   
   
  1 coin 
   
  Throwing knife 
   
   
   
   
  1 coin 
   
  A simple weapon  
   
   
   
  2 coins 
  Clubs, staves, and daggers. How lethal they are depends on the skill of the 
  one wielding it. 
   
  A martial weapon  
   
   
   
  8 coins 
  Swords, axes, warhammers, spears, and maces. Try to stick the pointy bits in 
  your enemies. 
   
  Leather armor (1 armor) 
   
   
   
  10 coins 
  Boiled to make a rigid but lightweight cuirass. A good bit of armor often 
  means the difference between life and death in Dungeon World. 
   
  Chainmail (2 armor) 
   
   
   
  50 coins 
  More protection, but heavy and tough to move around with. Take -1 ongoing 
  to all rolls while wearing this armor, unless you have the Armored move. 
   
  Shield (+1 armor)  
   
   
   
  15 coins 
  Increases your armor by 1 when worn upon your arm.  
   
  Adventuring gear (5 uses)   
   
   
  20 coins 
  Adventuring gear is a collection of useful mundane items such as chalk, 
  poles, spikes, ropes, etc. When you rummage through your adventuring gear 
  for some useful mundane item, you find what you need and mark off a use. 
   
  Bandages (3 uses)   
   
   
   
  5 coins 
  When you have a few minutes to bandage someone else’s wounds, heal them 
  of 4 damage and expend a use. 
   
  Poultices and herbs (2 uses)  
   
   
  10 coins 
  When you carefully treat someone’s wounds with poultices and herbs, heal 
  them of 7 damage and expend a use. 
   
  Healing potion  
   
   
   
   
  50 coins 
  When you drink an entire healing potion, heal yourself of 10 damage or 
  remove one debility, your choice. 
   
  Bag of books (5 uses)  
   
   
   
  10 coins  
  When your bag of books contains just the right book for the subject you’re 
  Spouting Lore on, consult the book, mark off a use, and take +1 to your roll. 
   
  Antitoxin  
   
   
   
   
  10 coins 
  When you drink antitoxin, you’re cured of one poison affecting you. 
   
  Dungeon rations (5 uses)  
   
   
   
  3 coins 
  Salted meats, dried fruit, and hardtack. Don’t forget to drink plenty of water. 
   
  Within Dungeon World are many lost artifacts and magical items. These 
  typically cannot be bought with coin, but instead must be found or earned. 
   
  Magic items are for you to make for your game. When making your own 
  magic items, keep in mind that these items are magical. Simple modifiers, 
  like +1 damage, are the realm of the mundane—magic items should provide 
  more interesting bonuses. 
   
   
  Special moves are moves that come up less often or in more specific 
  situations. They’re still the basis of what characters do in Dungeon World—
  particularly what they do between adventures. Introduce them as they are 
  needed during the flow of the conversation. 
   
  Last Breath 
  When you’re dying, you catch a glimpse of what lies beyond the Black 
  Gates of Death’s Kingdom (the GM will describe it). Then roll (just roll, 
  +nothing—yeah, Death doesn’t care how tough or cool you are). *On a 10+, 
  you’ve cheated Death—you’re in a bad spot but you’re still alive. *On a 7-9, 
  Death himself will offer you a bargain. Take it and stabilize or refuse and 
  pass beyond the Black Gates into whatever fate awaits you. *On 6-, your fate 
  is sealed. You’re marked as Death’s own and you’ll cross the threshold soon. 
  The GM will tell you when. 
   
  Make Camp 
  When you settle in to rest, consume a ration. If you’re somewhere 
  dangerous decide who will keep watch as well. When you wake from at least 
  a few uninterrupted hours of sleep, heal damage equal to half your max HP. 
   
  You usually make camp so that you can do other things, like prepare spells 
  or commune with your god, or just get some sleep. Whenever you stop to 
  catch your breath for more than an hour or so, you’ve probably made camp. 
   
  Staying a night in an inn or house is making camp, too. Regain your hit 
  points as usual, but only mark off a ration if you’re eating from the food you 
  carry, not paying for a meal or receiving hospitality. 
   
  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 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. 
  • 
  The quartermaster reduces the number of rations required by one. 
  *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. 
   
  You can’t assign more than one job to a character. If you don’t have enough 
  party members, or choose not to assign a job, treat that job as if it had been 
  assigned and the responsible player had rolled a miss. 
   
  Distances in Dungeon World are measured in rations. A ration is the amount 
  of supplies used up in a day. Journeys take more rations when they are long 
  or when travel is slow. A perilous journey is the whole way between two 
  locations. You don’t roll for one day’s journey and then make camp only to 
  roll for the next day’s journey, too. Make one roll for the entire trip. 
   
  This move only applies when you know where you’re going. Setting off to 
  explore is not a perilous journey. It’s wandering around looking for cool 
  things to discover. Use up rations as you camp and the GM will give you 
  details about the world as you discover them. 
   
  Supply 
  When you go to buy something with coin on hand, if it’s something readily 
  available in the place you’re in, you can buy it at market price. If it’s 
  something special, beyond what’s usually available here, or not mundane, 
  roll+CHA. *On a 10+, you find what you’re looking for at a fair price. *On a 
  7-9, you’ll have to pay more or settle for something that’s not exactly what 
  you wanted, but close. The GM will tell you what your options are. 
   
  Recover 
  When you do nothing but rest in comfort and safety, after a day of rest 
  you recover all of your HP. After three days of rest you remove one debility 
  of your choice. If you’re under the care of a healer (magical or otherwise) 
  you heal a debility for every two days of rest instead. 
  Equipment 
  Special Moves 
  
  Building the World 
  Next Steps 
   
   
  This sheet isn’t for the other players, it’s for you, the Dungeon World GM. 
  It’s not just advice or optional tips and tricks on how best to play. These are 
  your procedures. These are your rules.  
   
  The material on these sheets is taken from the GM chapter of Dungeon 
  World. (pages 159-174, 180-182) New GMs should review these rules 
  before playing, while veteran GMs may still find them to be helpful 
  references to consult. 
   
  Running a game of Dungeon World means following a framework created 
  by three things you have as a GM: Your agenda is what you set out to do 
  when you sit down at the table. Your principles are the guides that keep you 
  focused on that agenda. Your moves—the GM moves, dungeon moves, 
  monster moves, etc—are the concrete, moment-to-moment things you do to 
  move the game forward. These are detailed on the second GM sheet; read 
  them over before you begin play and keep them by your side, especially the 
  list of moves. When you’re having trouble deciding what happens next, look 
  at the list of moves and principles to get some ideas. 
   
  When you sit down at the table as a GM you do these things: 
  Describe the world: First and foremost, you describe the immediate 
  situation around the players at all times. This is how you start a session, how 
  you get things rolling after a snack break, get back on track after a great 
  joke: tell them what the situation is in concrete terms. The situation around 
  them is rarely “everything’s great, nothing to worry about.” They’re 
  adventurers going on adventures—give them something to react to. 
   
  Use detail and senses to draw them in. The situation isn’t just an orc 
  charging you, it’s an orc painted in blood swinging a hammer and yelling 
  bloody murder. You can leverage a lack of information, too. The sound of 
  clattering armor and shuffling feet, for instance. 
   
  When you describe the situation, always end with “What do you do?” 
  Dungeon World is about action and adventure! Portray a situation that 
  demands a response. 
   
  Follow the rules: This means your GM rules, sure, but also keep an eye on 
  the players’ moves. It’s everyone’s responsibility to watch for when a move 
  has been triggered, including you. Stop the players and ask if they mean to 
  trigger the rules when it sounds like that’s what they’re doing. 
   
  Part of following the rules is making moves. Your moves are different than 
  player moves and we’ll describe them in detail in a bit. Your moves are 
  specific things you can do to change the flow of the game. 
   
  Exploit your prep: At times you’ll know something the players don’t yet 
  know. You can use that knowledge to help you make moves. Maybe the 
  wizard tries to cast a spell and draws unwanted attention. They don’t know 
  that the attention that just fell on them was the ominous gaze of a demon 
  waiting two levels below, but you do. 
   
  “Prep” can mean a wide variety of resources. You might have brought a 
  dungeon or other location to the game, already mapped out, or you may have 
  a cast of characters, and know all their motivations. Or perhaps you simply 
  decided something was true and now you are acting on that information. You 
  can also ask the players about their characters’ lives and histories, and add 
  those details to your prep. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Building a whole world with almost no preparation can seem like a daunting 
  task. It requires trust in your fellow players, and a willingness to come out of 
  your shell and let go of your own preconceived notions. Dungeon World 
  works best when everyone contributes, and the important stuff happens at the 
  table, and not in the GM’s head. 
   
  To begin with, ask questions. Each playbook has a list of starting questions 
  to get players thinking about their characters’ place in the world. Every 
  answer they give you is an element that they would like added to the game, 
  so use as many as possible.   
   
  A good way to make your world seem more real and connected is by making 
  a map, both of your village and the local area around it. Grab a blank piece 
  of paper and take turns add features to it to make a map of your village. 
  Every player (including the GM) then draws one or two buildings or features 
  of the village on the map, at least one of which should be relevant to 
  someone they know in the village. For example, if a character is an 
  apprentice blacksmith, they can draw a smithy. The new building should also 
  introduce the NPC that the character is connected to. Don’t forget to name 
  your village! 
   
  For the area map, start with the location of the village in the center of the 
  sheet, then each player draws one or two features on the map. These can be 
  parts of the terrain, an interesting ruin, a natural landmark, or even a distant 
  town. The GM can also suggest an overarching theme that ties everything 
  together. For example, there may be an evil cult at work in the area, an 
  aggressive neighbor is bent on conquest of the area, or the village’s defenses 
  may have been devastated during a recent raid.  
   
  Once you have a map and some connections to the world, you should have a 
  good idea of the status quo of the village. Adventure hasn’t come knocking 
  just yet, but there are rumbles of thunder in the distance. Now it’s time to 
  start shaking these foundations. How have things changed, recently, and for 
  the worse? Perhaps there are rumors that the undead horde is on the march, 
  or many of the village’s able-bodied men have recently fallen ill or been 
  killed in a battle. Relate the situation back to the characters to give them each 
  something that makes this danger personal, and finish by presenting a tense 
  situation that requires action.  
   
  As your players are filling in their map, you should be looking over your 
  own Gamemaster playbook. Here, you’ll find a list of prompts to fill that 
  will give you the basic structure of an adventure. Some of them you may 
  already be able to fill, other you may need to press for more information. 
  You can answer a few in secret yourself, and keep them as surprises to be 
  revealed in play. Once you have enough details, take a short break, give 
  people time to stretch their legs while you answer the questions under the 
  “prep the dungeon” move, and get ready for the action to begin.  
   
   
   
  By the end of your first session, you should have the seed of a world to 
  explore with plenty of blanks left on the map, as well as some potential 
  threats that need to be defeated. While these quick-start characters are 
  designed for one-shots or short campaigns, they can easily keep going for as 
  long as you wish just as they are. If you would like your characters to be able 
  to grow in power as your campaign progresses, you can do so.  
   
  The rules for experience points and character advancement have been 
  purposefully left out of this quick-start to cut down on complexity, but 
  they’re easy enough to add into the game. Alternatively, you can award the 
  characters an advancement at certain milestones, such as at the end of the 
  session. We have included advance cards with different options for each 
  class to choose when they advance, in the style of advanced moves. 
   
   
   
   
   
   
   
   
  Gamemaster’s Rules 
  There are no rules for assigning ad hoc modifiers to the 
  players’ rolls for more difficult tests. Instead of raising the 
  difficulty, raise the stakes by making harder moves. A failed 
  move against a dragon will hurt a lot more than a failed move 
  against a goblin.  
   
  Likewise, you can put obstacles in the characters’ way. The 
  charming gaze of a vampire or the incredible speed of a 
  master swordsman may mean that you have to Defy Danger 
  just to get into striking range. 
   
  If you are having difficulty improvising details, just go 
  with whatever seems the most likely or obvious to you 
  at the moment. What seems obvious to you may seem 
  brilliantly original to others. 
   
  
   
   
  Your role during character creation is threefold: help everyone, ask questions, 
  and take notes. When a player makes a choice—particularly for their 
  bonds—ask them about it. Get more detail. Think about what these details 
  mean. Look for interesting facts established by the characters’ bonds, moves, 
  classes, and descriptions and ask about those things. Be curious! When 
  someone mentions the demons that slaughtered their village, find out more 
  about them. After all, everything they give you is fuel for future adventures. 
   
  Also pay attention to the players’ questions. When mechanical questions 
  come up answer them. When questions of setting or fiction come up your 
  best bet is to turn those questions around. When a player says, “Who is the 
  King of Torsea,” say, “I don’t know. Who is it? What is he like?” 
  Collaborate with your players. Asking a question means it’s something that 
  interests them so work with them to make the answers interesting. Don’t be 
  afraid to say, “I don’t know” and ask them the same questions. Work 
  together to find a fantastic and interesting answer. 
   
  If you’ve come to the table with some ideas about stuff you’d like to see in 
  the world, share them with the players. Their characters are their 
  responsibility and the world is yours—you’ve got a lot of say in what lives in 
  it. If you want the game to be about a hunt for the lost sorcerer-race of aeons 
  past, say so! If the players aren’t interested or they’re sick to death of 
  sorcerers, they’ll let you know and you can work together to find some other 
  way. You don’t need pre-approval for everything but making sure everyone 
  is excited about the broad strokes of the world is a great start. 
   
  Once everyone has their characters created you can take a deep breath. Look 
  back over the questions you’ve asked and answered so far. You should have 
  some notes that will point you towards what the game might look like. Look 
  at what the players have brought to the table. Look to the ideas that have 
  been stewing away in your head. It’s time for the adventure to begin! 
   
   
  Start the session with a group of player characters (maybe all of them) in a 
  tense situation. Use anything that demands action: outside the entrance to a 
  dungeon, ambushed in a fetid swamp, peeking through the crack in a door at 
  the orc guards, or being sentenced before King Levus. Ask questions right 
  away—“who is leading the ambush against you?” or “what did you do to 
  make King Levus so mad?” If the situation stems directly from the 
  characters and your questions, all the better. 
   
  Here’s where the game starts. The players will start saying and doing things, 
  which means they’ll start making moves. For the first session you should 
  watch especially carefully for when moves apply, until the players get the 
  hang of it. Often, in the early sessions, the players will be most comfortable 
  just narrating their actions—this is fine. When a move triggers, let them 
  know. Say, “It sounds like you’re trying to...” and then walk them through 
  the move. Players looking for direction will look to their character sheet. 
  When a player just says “I Hack and Slash him” be quick to ask, “How?” or 
  “With what?” Sometimes they may try to do something that doesn’t trigger 
  any of their moves. That means they are likely looking to you to see what 
  happens next, so make one of your moves. 
   
  Establish details, describe: All the ideas and visions in your head don’t 
  really exist in the fiction of the game until you share them, describe them, 
  and detail them. This is the time to establish the basics of what things look 
  like, who’s in charge, what they wear, what the world is like, and what the 
  immediate location is like. Describe everything, but keep it brief enough to 
  expand on later. Use a detail or two to make a description really stand out as 
  real. 
   
  Ask questions: You’re using what they give you, right? What if you need 
  more? That’s when you draw it out by asking questions. Poke and prod about 
  specific things. Ask for reactions: “What does Lux think about that?” “Is 
  Avon doing something about it?” 
   
  If you ever find yourself at a loss, pause for a second and ask a question. Ask 
  one character a question about another. When a character does something, 
  ask how a different character feels or reacts. Questions will power your game 
  and make it feel real and exciting. Use the answers you find to fill in what 
  might happen next. 
  Leave blanks: It’s one of your principles, but it’s especially true during the 
  first session. Every blank is another cool thing waiting to happen; leave 
  yourself a stock of them. 
   
  Look for interesting facts: There are some ideas that, when you hear them, 
  just jump out at you. When you hear one of those ideas, just write it down. 
  When a player mentions the Duke of Sorrows being the demon he bargained 
  with, note it. That little fact is the seed for a whole world. 
   
  Help the players understand the moves: You are likely the one most 
  familiar with the game, while the players may just be getting their first taste, 
  so it’s up to you to help them if they need it. The fact is, they likely won’t 
  need it much. All they have to do is describe what their character does; the 
  rules take care of the rest. 
   
  The one place they may need some help is remembering the triggers for the 
  moves. Keep an ear out for actions that trigger moves, like attacking in 
  melee or consulting their knowledge. After a few moves the players will 
  likely remember them on their own. 
   
  Give each character a chance to shine: As a fan of the heroes (remember 
  your agenda?) you want to see them do what they do best. Give them a 
  chance at this, not by tailoring every room to their skills, but by portraying a 
  fantastic world (agenda again) where there are many solutions to every 
  challenge. Give the Bard someone to talk to, and give the Thief chances to 
  be sneaky 
   
  Introduce NPCs: NPCs bring the world to life. If every monster does 
  nothing more than attack and every blacksmith sets out their wares for 
  simple payment the world is dead. Instead give your characters, especially 
  those that the players show an interest in, life (principles, remember?) 
  Introduce NPCs but don’t protect them. The recently deceased Lord of 
  Goblins is just as useful for future adventures as the one who’s still alive. 
   
   
   
   
   
   
   
   
   
   
   
  Sooner or later blades are drawn and blood is shed. When this happens the 
  players are likely to start hacking and slashing, volleying, and defending. 
  Think about more than just the exchange of damage. Monsters might be 
  trying to capture the characters or protect something from them. Understand 
  what the fight is about, what each side wants and how that might affect the 
  tide of battle. 
   
  No self-respecting monster just stands still for their beating. Combat is a 
  dynamic thing with creatures moving in and out of range, taking cover, and 
  retreating. Sometimes the battlefield itself shifts. Have your monsters take 
  action that the players will react to. Make sure you’re making use of moves 
  beyond deal damage, even in a fight. This includes monster moves too, so 
  when your goblin orkaster is summoning something beyond it’s control, you 
  can make the move “pour forth magical chaos”. 
   
  Make sure everyone has a chance to act, and that you know where each 
  player is during the chaos of combat. If you would find it helpful, sketch a 
  map of a complex battle location so that everyone knows just what’s 
  happening and can describe their actions appropriately. 
   
  If you’re stumped as to what happens next, look to your principles and do 
  what seems like would most be most obvious to you. Paradoxically, that 
  obvious thing may, to everyone else, seem original and brilliant. 
   
   
   
  If you have enjoyed this quick-start pack, please consider purchasing the full 
  game of Dungeon World, by Sage LaTorra and Adam Koebel, available at 
  your friendly local game store or online at drivethrurpg.com. 
  Playing the Game 
  Remember that Dungeon World is all about the fiction, not 
  numbers. Don't go out of your way to trigger moves, whether 
  you're a player or the GM. Taking a quick glance around a 
  room isn't Discerning Realities, and asking someone nicely 
  for a favor without any leverage is not Parley. If a player 
  move doesn't trigger, and everyone is looking to you to see 
  what happens next, it's time to make a GM move. 
  
   
   
  Your agenda describes the things you aim to do at all times while GMing a 
  game of Dungeon World: 
   
  Portray a fantastic world: Dungeon World is all about guts, guile, and 
  bravery against darkness and doom. It’s about characters who have decided 
  to take up a life of adventure in the hopes of some glorious reward. It’s your 
  job to participate in that by showing the players a world in which their 
  characters can find that adventure. Without the player characters the world 
  would fall into chaos or destruction—it might still even with them. It’s up to 
  you to portray the fantastic elements of that world. Show the players the 
  wonders of the world they’re in and encourage them to react to it. 
   
  Fill the characters’ lives with adventure: This means working with the 
  players to create a world that’s engaging and dynamic. Adventurers are 
  always caught up in some kind of world-threatening danger—encourage that 
  kind of action in the game. 
   
  Adventures should never presume player actions. A good adventure portrays 
  a setting in motion—someplace significant with creatures big and small 
  pursuing their own goals. As the players come into conflict with that setting 
  and its denizens, action is inevitable. It’s your job to honestly portray the 
  repercussions of that action. 
   
  Play to find out what happens: You’re sharing in the fun of finding out 
  how the characters react to and change the world you’re portraying. You’re 
  all participants in a great adventure that’s unfolding. Don’t plan too hard—
  the rules of the game will fight you. 
   
  Everything you say and do at the table exists to accomplish these three goals 
  and no others. Things that aren’t on this list aren’t your goals. You’re not 
  trying to beat the players, test their ability to solve complex traps, or kill 
  their characters (though monsters might be). You’re not here to give them a 
  chance to explore your finely crafted setting and you’re most certainly not 
  here to tell everyone a planned-out story. 
   
   
   
   
  Your principles are your guides. Often, when it’s time to make a move, 
  you’ll already have an idea of what makes sense. Consider it in light of your 
  principles and go with it, if it fits. 
   
  Address the characters, not the players: This means that you don’t say: 
  “Tony, is Dunwick doing something about that wight?” Instead, you say: 
  “Dunwick, what are you doing about the wight?” Speaking this way keeps 
  the game focused on the fiction and not on the table. 
   
  It’s important to the flow of the game, too. If you talk to the players you may 
  leave out details that are important to what moves the characters make. Since 
  moves are always based on the actions of the characters, you need to think 
  about what’s happening in terms of those characters—not the players 
  portraying them. 
   
  Ask questions and use the answers: Part of playing to find out what 
  happens is explicitly not knowing everything, and being curious. If you don’t 
  know something, or you don’t have an idea, ask the players and use what 
  they say. 
   
  Think about time when asking questions: ask about what came before, what 
  is true now and what might happen in the future. Ask the Cleric about the 
  gods, ask the Wizard about magic, then switch it up—maybe the Thief has 
  some ideas about the gods, too? 
   
  Be a fan of the characters: Think of the players’ characters as protagonists 
  in a story you might see on TV. Cheer for their victories and lament their 
  defeats. You’re not here to push them in any particular direction, merely to 
  participate in the fiction that features them and their actions. 
   
   
   
   
  Begin and end with the fiction: Everything you and the players do in 
  Dungeon World comes from, and leads to, fictional events. When a player 
  makes a move, they describe their character taking action. Then you apply 
  the rules and get a fictional effect. When you make a move it always comes 
  from the fiction. 
   
  Draw maps, leave blanks: Dungeon World exists mostly in the 
  imaginations of the people playing it; maps help everyone stay on the same 
  page. You won’t always be drawing them yourself, but any time there’s a 
  new location described, make sure it gets added to a map. 
   
  When you draw a map, don’t try to make it complete. Leave room for the 
  unknown. As you play you’ll get more ideas and the players will give you 
  inspiration to work with. Let the maps expand and change. 
   
  Embrace the fantastic: Magic, strange vistas, gods, demons, and 
  abominations—the world is full of mystery and magic. Embrace that in your 
  prep and in play. Think about “the fantastic” on various scales. Think about 
  floating cities or islands crafted from the corpse of a god. Think about 
  village wise-men and their spirit familiars, or the statue that the local bandits 
  touch to give them luck. The characters are interesting people, empowered 
  by their gods, their skill at arms, or by mystical training. The world should 
  be just as engaging. 
   
  Give every monster life: Monsters are fantastic creatures with their own 
  motivations, whether simple or complex. Give each monster details that 
  bring it to life: smells, sights, sounds—enough to make it real. But don’t cry 
  when it gets beat up or overthrown, that’s what the players’ characters are 
  supposed to do! 
   
  Make a move that follows: When you make a move, what you’re actually 
  doing is taking an element of the fiction and bringing it to bear against the 
  characters. Your moves should always follow from the fiction. They help 
  you focus on one aspect of the current situation and do something interesting 
  with it. When it’s your turn to say something, ask yourself: “What’s going 
  on? What move makes sense here?” Then describe what happens in the 
  fiction as an event. 
   
  Name every person: Anyone and everyone that the players speak with has a 
  name. They probably have a personality and goals or opinions too, but you 
  can figure that out as you go. Start with a name. The rest can flow from there. 
   
  Never speak the name of your move: There is no quicker way to ruin the 
  consistency of Dungeon World than to tell the players what move you’re 
  making. Your moves are prompts for you, not things you say directly. 
   
  You never show the players that you’re picking a move from a list. You 
  know the reason the slavers dragged Omar away was because you made the 
  “put someone in a spot” move, but you show it to the players as a 
  straightforward outcome of their actions, since it is. 
   
  Think dangerous: Everything in the world is a target. You’re thinking like 
  an evil overlord: no single life is worth anything and there is nothing 
  sacrosanct. Everything can be put in danger, everything can be destroyed. 
  Nothing you create is ever protected. Whenever your eye falls on something 
  you’ve created, think how it can be put in danger, fall apart or crumble. The 
  world changes. Without the characters’ intervention, it changes for the worse. 
   
  Think offscreen too: Just because you’re a fan of the characters doesn’t 
  mean everything happens right in front of them. Sometimes your best move 
  is in the next room, or another part of the dungeon, or even back in town. 
  Make your move elsewhere and show its effects when they come into the 
  spotlight. 
   
   
   
   
   
   
   
   
   
   
  Principles 
  Agenda 
  There are no combat turns, rounds, initiative or order. You don’t 
  “go into combat”. The GM sets up a situation, the players 
  respond, moves are triggered and resolved as necessary. Think 
  of it like a movie battle scene, switching between characters as 
  needed. Any player can jump in (or be asked what they do) at 
  any time, as long as it makes sense in the fiction. 
  
   
   
  You make a move when: 
  • 
  Everyone looks to you to find out what happens. 
  • 
  The players give you a golden opportunity. 
  • 
  They roll a 6 or less (a miss). 
   
  Each move is something that occurs in the fiction of the game—they aren’t 
  code words or special terms. “Use up their resources” literally means to 
  expend the resources of the characters, for example. 
   
  Never speak the name of your move (that’s one of your principles). Make it 
  a real thing that happens to them: “As you dodge the hulking ogre’s club, 
  you slip and land hard. Your sword goes sliding away into the darkness. You 
  think you saw where it went but the ogre is lumbering your way. What do 
  you do?” 
   
  No matter what move you make, always follow up with “What do you do?” 
  Your moves are a way of fulfilling your agenda—part of which is to fill the 
  characters’ lives with adventure. When a spell goes wild or the floor drops 
  out from under them adventurers react or suffer the consequences of inaction. 
   
  When making a move, keep your principles in mind. In particular, never 
  speak the name of your move and address the characters, not the players. 
  Your moves are not mechanical actions happening around the table. They are 
  concrete events happening to the characters in the fictional world you are 
  describing. What you say is what happens. You never need to touch the dice.  
   
  Note that “deal damage” is a move, but other moves may include damage as 
  well. When an ogre flings you against a wall you take damage as surely as if 
  he had smashed you with his fists. 
   
  Generally when the players are just looking at you to find out what happens 
  next, you make a soft move; one without immediate, irrevocable 
  consequences. That usually means it’s something not all that bad, like 
  revealing that there’s more treasure if they can just find a way past the golem 
  (offer an opportunity with cost). It can also mean that it’s something bad, but 
  they have time to avoid it, like having the goblin archers loose their arrows 
  (show signs of an approaching threat) with a chance for them to dodge out of 
  danger. Soft moves are often the result of a 7-9 roll.  
   
  Hard moves, on the other hand, have immediate consequences. Dealing 
  damage is almost always a hard move, since it means a loss of HP that won’t 
  be recovered without some action from the players. A soft move ignored 
  becomes a golden opportunity for a hard move. If the players do nothing 
  about the hail of arrows flying towards them it’s a golden opportunity to use 
  the deal damage move. When you have a chance to make a hard move you 
  can opt for a soft one instead if it better fits the situation. Sometimes things 
  just work out for the best. 
   
  Remember, Dungeon World is a conversation, and your moves are designed 
  to keep the conversation going. “Nothing happens” is not an appropriate 
  response to a 6- roll.  
   
  To choose a move, start by looking at the obvious consequences of the action 
  that triggered it. If you already have an idea, think on it for a second to make 
  sure it fits your agenda and principles and then do it. Let your moves 
  snowball. Build on the success or failure of the characters’ moves and on 
  your own previous moves. If your first instinct is that this won’t hurt them 
  now, but it’ll come back to bite them later, great! That’s part of your 
  principles (think offscreen too). Make a note of it and reveal it later, when 
  the time is right. 
   
  Deal damage: When you deal damage, choose one source of damage that’s 
  fictionally threatening a character and apply it. In combat with a lizard man? 
  It stabs you. Triggered a trap? Rocks fall on you. Consult the source of the 
  danger to find out how much damage 
   
  Most damage is based on a die roll. When a player takes damage, tell them 
  what to roll. You never need to touch the dice. If the player is too cowardly 
  to find out their own fate, they can ask another player to roll for them.  
   
  Give an opportunity that fits a class’ abilities: The thief disables traps, 
  sneaks, and picks locks. The cleric deals with the divine and the dead. Every 
  class has things that they shine at—present an opportunity that plays to what 
  one class shines at. 
   
  It doesn’t have to be a class that’s in play right now though. Sometimes a 
  locked door stands between you and treasure and there’s no thief in sight. 
  This is an invitation for invention, bargaining, and creativity. If all you’ve 
  got is a bloody axe, doesn’t every problem look like a skull?  
   
  Offer an opportunity, with or without cost: Show them something they 
  want: riches, power, glory. If you want, you can associate some cost with it 
  too, of course. 
   
  Remember to lead with the fiction. You don’t say, “This area isn’t dangerous 
  so you can make camp here, if you’re willing to take the time.” You make it 
  a solid, fictional thing and say, “Helferth’s blessings still hang around the 
  shattered altar. It’s a nice safe spot, but the chanting from the ritual chamber 
  is getting louder. What do you do?” 
   
  Reveal an unwelcome truth: An unwelcome truth is a fact the players wish 
  wasn’t true: that the room’s been trapped, maybe, or that the helpful goblin 
  is actually a spy. Reveal to the players just how much trouble they’re in. 
   
  Separate them: There are few things worse than being in the middle of a 
  raging battle with blood-thirsty owlbears on all sides—one of those things is 
  being in the middle of that battle with no one at your back. 
   
  Separating the characters can mean anything from being pushed apart in the 
  heat of battle to being teleported to the far end of the dungeon. Whatever 
  way it occurs, it’s bound to cause problems. 
   
  Put someone in a spot: A spot is someplace where a character needs to 
  make tough choices. Put them, or something they care about, in the path of 
  destruction. The harder the choice, the tougher the spot. 
   
  Show a downside to their class, race, or equipment: Just as every class 
  shines, they all have their weaknesses, too. Do orcs have a special thirst for 
  elven blood? Is the cleric’s magic disturbing dangerous forces? The torch 
  that lights the way also draws attention from eyes in the dark. 
   
  Show signs of an approaching threat: This is one of your most versatile 
  moves. “Threat” means anything bad that’s on the way. With this move, you 
  just show them that something’s going to happen unless they do something 
  about it. 
   
  Tell them the requirements or consequences and ask: This move is 
  particularly good when they want something that’s not covered by a move, 
  or when they’ve made a move and missed. They can do it, sure, but they’ll 
  have to pay the price. Or, they can do it, but there will be consequences. 
  Maybe they can swim through the shark-infested moat before being 
  devoured, but they’ll need a distraction. Of course, this is made clear to the 
  characters, not just the players: the sharks are in a starved frenzy, for 
  example. 
   
  Turn their move back on them: Think about the benefits a move might 
  grant a character and turn them around in a negative way. Alternately, grant 
  the same advantage to someone who has it out for the characters. If Ivy has 
  learned of Duke Horst’s men approaching from the east, maybe a scout has 
  spotted her, too. 
   
  Use a monster, danger, or location move: Every monster in an adventure 
  has moves associated with it, as do many locations. A monster or location 
  move is just a description of what that location or monster does, maybe “hurl 
  someone away” or “bridge the planes.” If a player move (like hack and 
  slash) says that a monster gets to make an attack, make an aggressive move 
  with that monster. 
   
  Use up their resources: Surviving in a dungeon—or anywhere dangerous—
  often comes down to supplies. With this move, something happens to use up 
  some resource: weapons, armor, healing, spells, time, whatever. You don’t 
  always have to use it up permanently. A sword might just be flung to the 
  other side of the room, not shattered. 
  Moves 
  
   
    
  16 
  o Historian 
  +2 CHA, +1 WIS, starts with bandages (3 uses) 
  You’re the town’s unofficial record-keeper and storyteller. 
  Poring over the village’s histories and lore has taught you much, 
  though your knowledge tends to be folk wisdom rather than 
  academic. What field of knowledge does the village specialize 
  in? 
  You’re very well-studied. Choose a second area of expertise for 
  Bardic Lore. 
  o Wandering Minstrel 
  +2 CHA, +1 CON, starts with adventuring gear (5 uses) 
  You roam the land in search of stories of heroism to share, and 
  earn your keep telling your stories and singing your songs in 
  taverns and inns. Perhaps you’ll find some new stories here. 
  What are your favorite stores to tell for an audience? 
  Your arcane art is strong. When you use Arcane Art, choose two 
  effects instead of one. 
  o Swashbuckler 
  +2 CHA, +1 DEX, starts with leather armor (1 armor) 
  You’re a dashing rogue, adept at both swordplay and magic. 
  With a quick smile and an even quicker blade, you’re the finest 
  swordsman in the land! You’ve had plenty of adventures, but 
  something—or someone—keeps you coming back here. What is 
  it? 
  You begin with a duelist’s rapier instead of a short sword. When 
  you Hack and Slash with a duelist’s rapier, you roll with 
  +DEX instead of +STR, and you also take +1 armor forward. 
   
   
   
   
   
   
  You begin with: 
  Dungeon rations (5 uses) 
  A unique or magical musical instrument, describe it! 
  A short sword 
  Leather armor (1 armor) 
  Arcane Art 
  You know the secrets of infusing music with magical power. When you weave a 
  performance into a basic spell, choose an ally and an effect: 
  • 
  They are healed of 1d8 damage 
  • 
  They take +1d4 forward to damage 
  • 
  Their mind is shaken clear of one enchantment 
  • 
  The next time someone successfully assists the target with aid, they get +2 
  instead of +1 
  Then roll+CHA. *On a 10+, the ally gets the selected effect. *On a 7-9, your spell still 
  works, but you draw unwanted attention or your magic reverberates to other targets 
  affecting them as well, GM’s choice. 
   
  Bardic Lore 
  Your studies have made you an expert on a subject. Choose an area of expertise: 
  o 
  Spells and Magicks 
  o 
  The Dead and Undead 
  o 
  Grand Histories of the Known World 
  o 
  A Bestiary of Creatures Unusual 
  When you first encounter an important creature, location, or item (your call) covered 
  by your Bardic Lore, you can ask the GM any one question about it; the GM will answer 
  truthfully. The GM may then ask you what tale, song, or legend you heard that 
  information in. 
   
  Charming and Open 
  When you speak frankly with someone, you can ask their player a question from the list 
  below. They must answer it truthfully, then they may ask you a question from the list 
  (which you must answer truthfully). 
  • 
  Whom do you serve? 
  • 
  What do you wish I would do? 
  • 
  How can I get you to _________? 
  • 
  What are you really feeling right now? 
  • 
  What do you most desire? 
   
   
   
  Who have you adventured with before? ____________________ 
   
  Who have you heard stories of before meeting them in person? ____________________ 
   
  Who has trusted you with a secret? ____________________ 
   
  Whose adventures are you writing a ballad or story about? ____________________ 
   
  Who doesn’t trust you, and with good reason? ____________________ 
   
  Who is most often the butt of your jokes? ____________________ 
   
   
   
   
  Start here: Choose a name, looks, and background for your character.  
  Mark the extra gear and bonuses to your stats that your background gives you. 
  Add +1 to one stat of your choice, and -1 to another stat of your choice.  
  Any stats that did not receive a modifier start at +0.  
  Write the names of your fellow adventurers in your bonds. 
   
  Knowing Eyes, Fiery Eyes, or Joyous Eyes 
  Fancy Hair, Wild Hair, or Stylish Cap 
  Finery, Traveling Clothes, or Poor Clothes 
  Fit Body, Well-fed Body, or Thin Body 
  THE BARD 
  Background 
  Gear 
  Bonds 
  o
  The Planar Spheres 
  o
  Legends of Heroes Past 
  o
  Gods and their Servants 
   
  
   
    
  Hack and 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, 
  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 make the shot, placing you in danger of the 
  GM’s choice 
  • 
  You have to take what you can get: -1d6 damage (minimum 1) 
  • 
  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 do; 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. So 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 1 damage to the attacker  
   
  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. 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? 
   
  Aid or Interfere 
  When you help or hinder someone you have a bond with, roll+Bonds with 
  them. *On a 10+ they take +1 or -2, your choice. *On a 7-9 you also expose 
  yourself to danger, retribution, or cost. 
   
  Parley 
  When you have leverage on an NPC 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. 
   
  Dungeon World is a game of adventure fantasy. You'll play an adventurer in 
  a dangerous world. Maybe you fight for glory, or for profit, or for good or 
  evil, or out of loyalty to your friends. You'll decide that here at the table, and 
  the adventure will emerge around your decisions. Your characters already 
  have some history one another, so we can get right into the action. This 
  shared history is represented in the Bonds on your sheet. The gamemaster 
  (GM) will ask you questions about where your character is from, what the 
  world is like, and what they are doing. Your answers will shape the world 
  and your adventure. We play to find out what happens. 
   
  Playing Dungeon World means having a conversation; somebody says 
  something, then you reply, maybe someone else chimes in. Players take turns 
  in the natural flow of the conversation, which always has some back-and-
  forth. The GM says something, the players respond. The players ask 
  questions or make statements, the GM tells them what happens next. The 
  conversation works best when we all listen, ask questions, and build on each 
  other’s contributions. 
   
  Sometimes, the GM may tell you that your actions have triggered a move, 
  such as Defy Danger. To make a move, roll two six-sided dice and add the 
  indicated ability from your sheet.  
  • 
  If the total is 10 or higher, you’ve achieved a strong hit; you’ve 
  succeeded at your task.  
  • 
  If the total is between 7 and 9, it’s a weak hit; a success that comes 
  at some cost. Perhaps there’s a downside to your action, or you 
  don’t get everything you wanted. 
  • 
  If the total is 6 or less, it’s a miss; your attempt has gone poorly, 
  and the GM can now make their move against you. 
   
  Some moves may say “take +1 forward.” That means to take +1 to your next 
  move roll (not damage). The bonus can be greater than +1, or even a penalty, 
  like -1. The bonus may also apply to a specific condition, such as taking +1 
  the next time you use your armor, or +1d4 the next time you deal damage. 
  Some moves may give you “hold.” Hold is currency that allows you to make 
  some choices later on by spending the hold as the move describes. Hold is 
  always used on only the move that generated it. 
   
  Your Hit Points (HP) determines how much stamina you have, and much 
  punishment you can take before you fall. When you take damage, subtract it 
  from your HP. If you have armor, reduce the damage taken by your armor 
  value. When your HP reaches zero, you are out of action and maybe dead. 
   
  If you have adventuring gear, you may mark off a use to find some mundane 
  but useful item, such as chalk, rope, a torch, or something similar. 
   
  If you have bandages, when you have a few minutes to bandage someone 
  else’s wounds, heal them of 4 damage and mark off a use. 
   
  As the Bard, you’re the most charming member of the team. You may be 
  called upon to do the public speaking or negotiation. You also have a wealth 
  of knowledge that can give your team useful clues about the dangers they 
  face, and you know a few magical songs to support them in battle. Be sure to 
  read the Aid Another and Parley moves on this sheet.  
   
  Our story will begin in or near your hometown. You may not necessarily hail 
  from this village, but you should have something that connects you to it. You 
  and your fellow players will build the town and the surrounding areas 
  together as part of the game. The GM will ask you questions about your 
  backstory, such as defining people, places, or events. Your answers will 
  become lore.  
   
  Some questions which you should consider for building your world: 
  • 
  How are outsiders accepted here, and where might they come 
  from? 
  • 
  What is the nearest settlement to the village? How are they 
  different, and what is the relationship with them like? 
  • 
  Where is the farthest you’ve been from here, and what keeps you 
  coming back here? 
  • 
  What recent event has shaken the status quo? 
  How to Play 
  Basic Moves 
  
   
    
  16 
  o The Dawning Lord 
  +2 WIS, +1 STR, starts with adventuring gear (5 uses) 
  You follow the god of the sun, who represents righteous order 
  and civilization. You petition your god by proving yourself in 
  combat. Why has your deity or order sent you here? 
  The light of the Dawning Lord strikes down the undead. When 
  you Turn Undead, on a hit you also deal your damage to one 
  undead creature you can see. 
  o The Earth Mother 
  +2 WIS, +1 CHA, starts with poultices and herbs (2 uses) 
  You follow the goddess of the earth and healing. You petition 
  your goddess by offerings of nature’s bounty. What do you 
  usually offer? What do you offer on special occasions? 
  The Earth Mother helps you to heal those in need. When you 
  heal someone, either by magic or administering a healing 
  item (like poultices and herbs), you heal an extra 1d4 HP. 
  o The Moon Goddess 
  +2 WIS, +1 INT, starts with a bag of books (5 uses) 
  You follow the goddess of night and mystery. You petition your 
  goddess by acquiring secret knowledge and whispering them to 
  her. What types of secrets does your goddess prefer to deal in? 
  Your goddess has imparted to you secret magical knowledge. 
  Choose an effect from the Wizard’s list of effects under Cast a 
  Spell, and add it to your list for Cast a Spell. 
   
   
   
   
   
   
   
   
   
   
   
  You begin with: 
  Dungeon rations (5 uses) 
  Your holy symbol, describe it! 
  A mace 
  Blessed vestments (1 armor)
  Cast a Spell 
  Your faith and your deity have granted you miraculous powers that most people call 
  magic. When you cast a holy spell, choose one of the following effects: 
  • 
  You conjure a sacred light that will follow you around, as long as you wish. 
  • 
  You heal an ally you touch of 1d8 HP. 
  • 
  A corpse you touch answers any three questions you ask it, to the best of the 
  knowledge it had in life and the knowledge it gained in death. 
  • 
  The weapon you hold while casting this spell does +1d4 damage until the next 
  time you cast a spell. 
  • 
  A target you can see is filled with supernatural fear of you, and will react 
  accordingly, until the next time you cast a spell. 
  Then roll+WIS. *On a hit, the spell is cast successfully. *On a 7-9, choose one: 
  • 
  You draw unwelcome attention or put yourself in a spot. The GM will tell you 
  how. 
  • 
  The spell strains your devotion—take -1 to cast a spell until the next time you 
  pray. This penalty is cumulative each time you take it. 
  • 
  After it is cast, your deity revokes it. You cannot cast the spell again until the 
  next time you pray. 
   
  When you spend uninterrupted time (an hour or so) in quiet prayer to your deity, you 
  remove any of the above penalties and recover all of your lost spells. 
   
  Turn Undead 
  When you hold your holy symbol aloft and call on your deity for protection, 
  roll+WIS. *On a hit, so long as you continue to pray and brandish your holy symbol, no 
  undead may come within reach of you. *On a 10+, you also momentarily daze intelligent 
  undead and cause mindless undead to flee. Aggression breaks the effects and they are able 
  to act as normal. Intelligent undead may still and ways to harry you from afar. They’re 
  clever like that. 
   
  Divine Guidance 
  When you petition your deity according to the precept of your religion, you are 
  granted some useful knowledge or boon related to your deity’s domain. The GM will tell 
  you what. 
   
   
   
  Who has your deity ordered you to convert to your faith? ____________________ 
   
  Who needs your protection to keep them safe? ____________________ 
   
  Who has proven themselves to you with their goodness? ____________________ 
   
  Who doesn’t respect your deity or your faith? ____________________ 
   
  Start here: Choose a name, looks, and background for your character.  
  Mark the extra gear and bonuses to your stats that your background gives you. 
  Add +1 to one stat of your choice, and -1 to another stat of your choice.  
  Any stats that did not receive a modifier start at +0.  
  Write the names of your fellow adventurers in your bonds. 
   
  Kind Eyes, Sharp Eyes, or Sad Eyes  
  Tonsure, Strange Hair, or Bald 
  Flowing Robes, Habit, or Common Garb   
  Thin Body, Knobby Body, or Flabby Body 
  THE CLERIC 
  Background 
  Gear 
  Bonds 
  
   
    
  Hack and 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, 
  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 make the shot, placing you in danger of the 
  GM’s choice 
  • 
  You have to take what you can get: -1d6 damage (minimum 1) 
  • 
  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 do; 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. So 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 1 damage to the attacker  
   
  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. 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? 
   
  Aid or Interfere 
  When you help or hinder someone you have a bond with, roll+Bonds with 
  them. *On a 10+ they take +1 or -2, your choice. *On a 7-9 you also expose 
  yourself to danger, retribution, or cost. 
   
  Parley 
  When you have leverage on an NPC 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. 
   
  Dungeon World is a game of adventure fantasy. You'll play an adventurer in 
  a dangerous world. Maybe you fight for glory, or for profit, or for good or 
  evil, or out of loyalty to your friends. You'll decide that here at the table, and 
  the adventure will emerge around your decisions. Your characters already 
  have some history one another, so we can get right into the action. This 
  shared history is represented in the Bonds on your sheet. The gamemaster 
  (GM) will ask you questions about where your character is from, what the 
  world is like, and what they are doing. Your answers will shape the world 
  and your adventure. We play to find out what happens. 
   
  Playing Dungeon World means having a conversation; somebody says 
  something, then you reply, maybe someone else chimes in. Players take turns 
  in the natural flow of the conversation, which always has some back-and-
  forth. The GM says something, the players respond. The players ask 
  questions or make statements, the GM tells them what happens next. The 
  conversation works best when we all listen, ask questions, and build on each 
  other’s contributions. 
   
  Sometimes, the GM may tell you that your actions have triggered a move, 
  such as Defy Danger. To make a move, roll two six-sided dice and add the 
  indicated ability from your sheet.  
  • 
  If the total is 10 or higher, you’ve achieved a strong hit; you’ve 
  succeeded at your task.  
  • 
  If the total is between 7 and 9, it’s a weak hit; a success that comes 
  at some cost. Perhaps there’s a downside to your action, or you 
  don’t get everything you wanted. 
  • 
  If the total is 6 or less, it’s a miss; your attempt has gone poorly, 
  and the GM can now make their move against you. 
   
  Some moves may say “take +1 forward.” That means to take +1 to your next 
  move roll (not damage). The bonus can be greater than +1, or even a penalty, 
  like -1. The bonus may also apply to a specific condition, such as taking +1 
  the next time you use your armor, or +1d4 the next time you deal damage. 
  Some moves may give you “hold.” Hold is currency that allows you to make 
  some choices later on by spending the hold as the move describes. Hold is 
  always used on only the move that generated it. 
   
  Your Hit Points (HP) determines how much stamina you have, and much 
  punishment you can take before you fall. When you take damage, subtract it 
  from your HP. If you have armor, reduce the damage taken by your armor 
  value. When your HP reaches zero, you are out of action and maybe dead. 
   
  If you have poultices and herbs, when you carefully treat someone’s wounds 
  with poultices and herbs, heal them of 7 damage and mark off a use. 
   
  If you have a bag of books, when you are Spouting Lore you may mark off a 
  use to find a useful book and take +1 to the roll. 
   
   
  As the Cleric, you bring holy power to the team. Your spells bolster and heal 
  your allies in combat, or they may be used to hold your foes at bay. Your 
  connection with your deity may also offer you insights into the dangers you 
  may face, or the divine favor you need.  
   
  Our story will begin in or near your hometown. You may not necessarily hail 
  from this village, but you should have something that connects you to it. You 
  and your fellow players will build the town and the surrounding areas 
  together as part of the game. The GM will ask you questions about your 
  backstory, such as defining people, places, or events. Your answers will 
  become lore.  
   
  Some questions which you should consider for building your world: 
  • 
  What god or gods are worshipped here, yours or others, and how? 
  • 
  What legends of the gods or divine forces linger around here? 
  • 
  What do the people avoid or simply not do because they are scared 
  of evil? 
  • 
  What is there a dire need for in the village, right now? 
  How to Play 
  Basic Moves 
  
   
    
  16 
  o Green Faith 
  +2 WIS, +1 CHA, starts with poultices and herbs (2 uses) 
  Your family keeps the old ways of the ancestors, and have raised 
  you in this faith of spirits and nature. Why do they hold onto 
  these old beliefs? Do they need to keep this a secret? 
  Your are initiated into the mysteries by your faith. When you 
  spend time in a place, making note of its resident spirits and 
  calling on the spirits of the land, roll+WIS. You will be 
  granted a vision of significance to you, your allies, and the spirits 
  around you. *On a 10+ the vision will be clear and helpful to 
  you. *On a 7-9 the vision is unclear, its meaning murky. *On a 
  miss, the vision is upsetting, frightening, or traumatizing; the 
  GM will describe it and you take -1 forward. 
  o Spirit’s Call 
  +2 WIS, +1 DEX, starts with adventuring gear (5 uses) 
  The spirits of the wild have deliberately sought you out to mark 
  you as theirs, and you have felt them calling to you in your 
  dreams. What was their initiation like? What does they know 
  about you that you don't? 
  Changing your shape comes naturally to you. When you change 
  your shape, you get +1 hold, even on a miss. 
  o Marked 
  +2 WIS, +1 CON, starts with hide armor (1 armor) 
  You were born with your Tell showing plainly for all to see. For 
  this, you were left upon the ancient altar in the wilderness. An 
  elder druid took you in and taut you their craft. Despite being 
  outcast, your mentor has asked you for forgive the villagers and 
  use your gift to help them. How do you accomplish this? 
  You understand the connectedness between men and beasts. 
  When you mark an animal (with mud, dirt, or blood), you can 
  see through that animal’s eyes as if they were your own, no 
  matter what distance separates you. Only one animal at a time 
  may be marked in this way. 
   
   
   
  You begin with: 
  A token of the land, symbolizing your connection with Nature, 
  describe it!  
  A spear
  Shapeshifter 
  You learned your magic in a place whose spirits are strong and ancient, and they’ve 
  marked you as one of their own. No matter where you go, they live within you and allow 
  you to take their shape. Choose three of the following animal forms you may shapeshift 
  into, and choose a Tell—a physical attribute that marks you as a Druid. It may be an 
  animal feature like antlers or leopard’s spots or something more general: hair like leaves 
  or eyes of glittering crystal. Your Tell remains no matter what shape you take. 
  o 
  Wolf (Track by scent, Hamstring the weak, Call the pack) 
  o 
  Owl (Spot something far away, Strike from above, Fly away silently) 
  o 
  Squirrel (Climb to safety, Hide something for later, Snatch something shiny) 
  o 
  Bear (Maul them, Lumber through a hazard, Shrug off small nuisances) 
  o 
  Stag (Run tirelessly, Move gracefully through danger, Listen to the Wild) 
  o 
  Serpent (Venomous bite, Sneak through silently, Lie in wait) 
  o 
  Cat (Pad silently, Leap and balance with great agility, Miraculously survive) 
   
  When you call upon the spirits to change your shape, roll+WIS. *On a 10+, hold 3. 
  *On a 7-9, hold 2. *On a miss, hold 1 in addition to whatever the GM says; Nature 
  demands a heavy price for her favors. You and your possessions meld into a perfect copy 
  of that animal’s form. You have any innate abilities and weaknesses of the form, like 
  claws, wings, or venomous fangs. You still use your normal stats but some moves may be 
  harder to trigger—a squirrel will find it difficult to Hack and Slash an ogre. 
   
  Each form has three moves associated with it. Spend a hold to make one of your form’s 
  moves; no roll is necessary, you just make that move. If a move would deal damage, use 
  your own damage die. When you’re out of hold, you return to your natural form. At any 
  time, you may spend all your hold and revert to your natural form. 
   
  By Nature Sustained 
  The powerful energies of life flowing through you sustain your body. You do not need to 
  eat or drink, though you can if you want. You don’t need to carry any dungeon rations. 
   
  Spirit Tongue 
  The grunts, barks, chirps, and calls of the creatures of the wild are as language to you. 
  You can speak with and understand animals, as well as closely study them and Parley with 
  them as if they were people. 
   
   
   
  Who smells more like prey than a hunter to you? ____________________ 
   
  Who have the spirits warned you is in danger? ____________________ 
   
  Who have you shared secret rites of the Land with? ____________________ 
   
  Who have you formed a blood-bond with? ____________________ 
   
   
   
   
   
  Start here: Choose a name, looks, and background for your character.  
  Mark the extra gear and bonuses to your stats that your background gives you. 
  Add +1 to one stat of your choice, and -1 to another stat of your choice.  
  Any stats that did not receive a modifier start at +0.  
  Write the names of your fellow adventurers in your bonds. 
   
  Wise Eyes, Wild Eyes, or Haunting Eyes 
  Furry Hood, Messy Hair, or Braided Hair 
  Ceremonial Garb, Practical Leathers, or Weathered Hides 
  Tell:___________________________________________ 
  THE DRUID 
  Background 
  Gear 
  Bonds 
  
   
    
  Hack and 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, 
  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 make the shot, placing you in danger of the 
  GM’s choice 
  • 
  You have to take what you can get: -1d6 damage (minimum 1) 
  • 
  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 do; 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. So 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 1 damage to the attacker  
   
  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. 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? 
   
  Aid or Interfere 
  When you help or hinder someone you have a bond with, roll+Bonds with 
  them. *On a 10+ they take +1 or -2, your choice. *On a 7-9 you also expose 
  yourself to danger, retribution, or cost. 
   
  Parley 
  When you have leverage on an NPC 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. 
   
  Dungeon World is a game of adventure fantasy. You'll play an adventurer in 
  a dangerous world. Maybe you fight for glory, or for profit, or for good or 
  evil, or out of loyalty to your friends. You'll decide that here at the table, and 
  the adventure will emerge around your decisions. Your characters already 
  have some history one another, so we can get right into the action. This 
  shared history is represented in the Bonds on your sheet. The gamemaster 
  (GM) will ask you questions about where your character is from, what the 
  world is like, and what they are doing. Your answers will shape the world 
  and your adventure. We play to find out what happens. 
   
  Playing Dungeon World means having a conversation; somebody says 
  something, then you reply, maybe someone else chimes in. Players take turns 
  in the natural flow of the conversation, which always has some back-and-
  forth. The GM says something, the players respond. The players ask 
  questions or make statements, the GM tells them what happens next. The 
  conversation works best when we all listen, ask questions, and build on each 
  other’s contributions. 
   
  Sometimes, the GM may tell you that your actions have triggered a move, 
  such as Defy Danger. To make a move, roll two six-sided dice and add the 
  indicated ability from your sheet.  
  • 
  If the total is 10 or higher, you’ve achieved a strong hit; you’ve 
  succeeded at your task.  
  • 
  If the total is between 7 and 9, it’s a weak hit; a success that comes 
  at some cost. Perhaps there’s a downside to your action, or you 
  don’t get everything you wanted. 
  • 
  If the total is 6 or less, it’s a miss; your attempt has gone poorly, 
  and the GM can now make their move against you. 
   
  Some moves may say “take +1 forward.” That means to take +1 to your next 
  move roll (not damage). The bonus can be greater than +1, or even a penalty, 
  like -1. The bonus may also apply to a specific condition, such as taking +1 
  the next time you use your armor, or +1d4 the next time you deal damage. 
  Some moves may give you “hold.” Hold is currency that allows you to make 
  some choices later on by spending the hold as the move describes. Hold is 
  always used on only the move that generated it. 
   
  Your Hit Points (HP) determines how much stamina you have, and much 
  punishment you can take before you fall. When you take damage, subtract it 
  from your HP. If you have armor, reduce the damage taken by your armor 
  value. When your HP reaches zero, you are out of action and maybe dead. 
   
  If you have adventuring gear, you may mark off a use to find some mundane 
  but useful item, such as chalk, rope, a torch, or something similar. 
   
  If you have poultices and herbs, when you carefully treat someone’s wounds 
  with poultices and herbs, heal them of 7 damage and mark off a use. 
   
   
  As the Druid, you command the forces of nature. Your abilities to change 
  your form make you capable of filling many different roles within the team, 
  but you must use the powers responsibly, or Nature may exact a heavy price 
  from you. 
   
  Our story will begin in or near your hometown. You may not necessarily hail 
  from this village, but you should have something that connects you to it. You 
  and your fellow players will build the town and the surrounding areas 
  together as part of the game. The GM will ask you questions about your 
  backstory, such as defining people, places, or events. Your answers will 
  become lore.  
   
  Some questions which you should consider for building your world: 
  • 
  How do you help other people in the village, and how do they treat 
  you for it?  
  • 
  What significant or unusual natural features are nearby? 
  • 
  What important spirits linger near the village? 
  • 
  Why is there unrest in the spirit world right now? 
  How to Play 
  Basic Moves 
  
   
    
  20 
  o Bearer 
  +2 STR, +1 CHA, starts with healing potion 
  Sometimes you wield a weapon, sometimes it wields you. 
  Whether by destiny or the will of the gods, your signature 
  weapon has chosen you as its wielder. Together, you will do 
  great things, even if that means you’ll never lead a normal life. 
  What manner of spirits reside in your weapon? What do they 
  want? 
  When you consult the spirits that reside within your 
  signature weapon, they will give you an insight relating to the 
  current situation, and might ask you some questions in return, 
  roll+CHA. *On a 10+, the GM will give you good detail. *On a 
  7-9, the GM will give you an impression. 
  o Retired Adventurer 
  +2 STR, +1 WIS, starts with adventuring gear (5 uses) 
  You left behind a life of bloodshed and a name that mothers used 
  to scare their children. That was years ago. For whatever reason, 
  the people here took you (back?) in and treat you like one of 
  their own. And while you hoped to live in peace, it doesn’t 
  always work out that way. What was your last adventure? 
  You keep a cool head in combat. When you Discern Realities 
  while in battle, take +1. 
  o Scion 
  +2 STR, +1 CON, starts with bandages (3 uses) 
  Your signature weapon is an old family heirloom, wielded 
  famously by someone in your line, either recently or in ages past. 
  What do you know of the legend of your ancestor? Does your 
  name still carry that fame—or infamy?  
  Heroism is in your blood. When you Defend, you get +1 hold, 
  even on a miss. 
   
   
   
   
  You begin with: 
  Dungeon rations (5 uses) 
  Your signature weapon 
  Chainmail armor (2 armor) 
  A dagger
  Bend Bars, Lift Gates 
  When you use pure strength to destroy an inanimate obstacle, roll+STR. *On a 10+, 
  choose 3. *On a 7-9, choose 2. 
  • 
  It doesn’t take a very long time 
  • 
  Nothing of value is damaged 
  • 
  It doesn’t make an inordinate amount of noise 
  • 
  You can fix the thing again without a lot of effort 
   
  Signature Weapon 
  You own a unique weapon that has extraordinary abilities. Tell us how you came to own 
  your weapon! Choose your weapon, and add it to your list of gear: 
  o 
  Crom Faeyr, the ancient hammer of dwarven kings, and its companion shield. 
  When you strike an enemy with this weapon, it knocks them back with a clap 
  of thunder, and the shield grants you +1 armor while you are using it. 
  o 
  Meofainn, the terrible battle-axe bathed in the heart-blood of a dragon. The 
  damage this weapon inflicts is particularly destructive, ripping both people and 
  things apart with its cruel edge. When you deal damage with this weapon, roll 
  your damage die twice, and take the better result. 
  o 
  Ironfang, the ornate spear of the greatest chieftain the northern clans have ever 
  known. When you throw Ironfang in battle, you make the Volley move with 
  STR instead of DEX, and after you throw it, it returns to your hand by magic. 
  (You can’t select to reduce ammo when you Volley with a thrown weapon.) 
  o 
  Sindarin, the graceful elven blade that shines like the crescent moon. The 
  uncanny sharpness of this blade ignores the enemy’s armor, and it glows when 
  goblins and their kin are near. 
  o 
  Bielgrim, the greatsword of a legendary knight. This weapon can always sense 
  the taint of darkness or chaos, and reacts in its presence. When you strike a 
  creature of darkness or chaos with Bielgrim, it ignites with holy fire; you 
  either deal +1d4 damage or suppress one of its unnatural powers, your choice.  
   
  Armored 
  You’re used to wearing heavy armor, and it doesn’t slow you down or make you clumsy. 
  You can wear chainmail and heavier armor without penalty. 
   
   
   
  Who have you sworn to protect from harm, and why? ____________________ 
   
  Who owes you their life, and why? ____________________ 
   
  Who do you worry about surviving the coming danger? ____________________ 
   
  Who do you need to toughen up if they want to survive? ____________________ 
  Start here: Choose a name, looks, and background for your character.  
  Mark the extra gear and bonuses to your stats that your background gives you. 
  Add +1 to one stat of your choice, and -1 to another stat of your choice.  
  Any stats that did not receive a modifier start at +0.  
  Write the names of your fellow adventurers in your bonds. 
   
  Hard Eyes, Dead Eyes, or Eager Eyes 
  Wild Hair, Shorn Hair, or Battered Helm 
  Calloused Skin, Tanned Skin, or Scarred Skin 
  Built Body, Lithe Body, or Ravaged Body 
  THE FIGHTER 
  Background 
  Gear 
  Bonds 
  
   
    
  Hack and 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, 
  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 make the shot, placing you in danger of the 
  GM’s choice 
  • 
  You have to take what you can get: -1d6 damage (minimum 1) 
  • 
  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 do; 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. So 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 1 damage to the attacker  
   
  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. 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? 
   
  Aid or Interfere 
  When you help or hinder someone you have a bond with, roll+Bonds with 
  them. *On a 10+ they take +1 or -2, your choice. *On a 7-9 you also expose 
  yourself to danger, retribution, or cost. 
   
  Parley 
  When you have leverage on an NPC 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. 
  Dungeon World is a game of adventure fantasy. You'll play an adventurer in 
  a dangerous world. Maybe you fight for glory, or for profit, or for good or 
  evil, or out of loyalty to your friends. You'll decide that here at the table, and 
  the adventure will emerge around your decisions. Your characters already 
  have some history one another, so we can get right into the action. This 
  shared history is represented in the Bonds on your sheet. The gamemaster 
  (GM) will ask you questions about where your character is from, what the 
  world is like, and what they are doing. Your answers will shape the world 
  and your adventure. We play to find out what happens. 
   
  Playing Dungeon World means having a conversation; somebody says 
  something, then you reply, maybe someone else chimes in. Players take turns 
  in the natural flow of the conversation, which always has some back-and-
  forth. The GM says something, the players respond. The players ask 
  questions or make statements, the GM tells them what happens next. The 
  conversation works best when we all listen, ask questions, and build on each 
  other’s contributions. 
   
  Sometimes, the GM may tell you that your actions have triggered a move, 
  such as Defy Danger. To make a move, roll two six-sided dice and add the 
  indicated ability from your sheet.  
  • 
  If the total is 10 or higher, you’ve achieved a strong hit; you’ve 
  succeeded at your task.  
  • 
  If the total is between 7 and 9, it’s a weak hit; a success that comes 
  at some cost. Perhaps there’s a downside to your action, or you 
  don’t get everything you wanted. 
  • 
  If the total is 6 or less, it’s a miss; your attempt has gone poorly, 
  and the GM can now make their move against you. 
   
  Some moves may say “take +1 forward.” That means to take +1 to your next 
  move roll (not damage). The bonus can be greater than +1, or even a penalty, 
  like -1. The bonus may also apply to a specific condition, such as taking +1 
  the next time you use your armor, or +1d4 the next time you deal damage. 
  Some moves may give you “hold.” Hold is currency that allows you to make 
  some choices later on by spending the hold as the move describes. Hold is 
  always used on only the move that generated it. 
   
  Your Hit Points (HP) determines how much stamina you have, and much 
  punishment you can take before you fall. When you take damage, subtract it 
  from your HP. If you have armor, reduce the damage taken by your armor 
  value. When your HP reaches zero, you are out of action and maybe dead. 
   
  If you have adventuring gear, you may mark off a use to find some mundane 
  but useful item, such as chalk, rope, a torch, or something similar. 
   
  If you have bandages, when you have a few minutes to bandage someone 
  else’s wounds, heal them of 4 damage and mark off a use. 
   
  If you have a healing potion, when you drink it, heal yourself of 10 damage 
  or remove one debility, your choice. 
   
   
  As the Fighter, you’re the best at martial combat. Your signature weapon is 
  the strongest weapon around, and you wear the heaviest armor. Your job is 
  to be on the front lines of battle, facing danger head-on. Be sure to read the 
  Hack and Slash and Defend moves on this page. 
   
  Our story will begin in or near your hometown. You may not necessarily hail 
  from this village, but you should have something that connects you to it. You 
  and your fellow players will build the town and the surrounding areas 
  together as part of the game. The GM will ask you questions about your 
  backstory, such as defining people, places, or events. Your answers will 
  become lore.  
   
  Some questions which you should consider for building your world: 
  • 
  What was the most significant battle to happen near here long ago? 
  • 
  What fight made your reputation? 
  • 
  …But what aspects of it are people less keen to discuss? 
  • 
  Who do people look to for leadership in times of crisis? 
  How to Play 
  Basic Moves 
  
   
    
  20 
  o Faith Militant 
  +2 STR, +1 CHA, starts with healing potion 
  You are a member of the military arm of a religious 
  organization. The common people look to you as their shield 
  against the forces of evil. Why have you been sent here, and 
  what do you expect to find? 
  You have a keen sense for the taint of evil. When you pray for 
  guidance, even for a moment, and ask, “What here is evil?” 
  the GM will tell you, honestly. 
  o Anointed 
  +2 CHA, +1 STR, starts with bandages (3 uses) 
  Though you are a knight, you consider yourself a member of the 
  faith first and foremost. You prefer the small chapel in your 
  hometown to the great cathedrals of your order. What is it that 
  keeps you here? 
  Your faith is powerful. When you heal someone with Lay on 
  Hands, you heal an extra +1d4 damage, which is never 
  transferred to you. 
  o Sheriff 
  +2 STR, +1 CON, starts with adventuring gear (5 uses) 
  You keep order around here and protect the town from outside 
  threats. As the hand of a local lord or other authority figure, 
  everyone knows you’ve the might to back up your words. Who 
  do you serve? 
  You let your reputation do your talking for you. When dealing 
  with people who know you or your reputation, you roll for I 
  Am The Law with STR instead of CHA. 
   
   
  You also get this move, regardless of background: 
  Armored 
  You’re used to wearing heavy armor, and it doesn’t slow you 
  down or make you clumsy. You can wear chainmail and heavier 
  armor without penalty. 
   
   
  You begin with: 
  Dungeon rations (5 uses)  
  A long sword 
  Chainmail armor (2 armor) 
  A shield (+1 armor) 
  I Am The Law 
  When you give an NPC an order based on your divine authority, roll+CHA. *On a hit, 
  they choose one: 
  • 
  Do what you say 
  • 
  Back away cautiously, then flee 
  • 
  Attack you 
  *On a 10+, you also take +1 forward against them. *On a miss, they do as they please and 
  you take -1 forward against them. 
   
  Lay on Hands 
  When you touch someone else, skin-to-skin, and pray for their well-being, roll+CHA. 
  *On a 10+, you heal them of 1d8 damage, or remove a disease from them. *On a 7-9, they 
  are healed, but the damage or disease is transferred to you. 
   
  Quest 
  When you dedicate yourself to a mission through prayer and ritual cleansing, state 
  what you set out to do: 
  • 
  Slay _______, a great blight on the land 
  • 
  Defend _______ from the iniquities that beset them 
  • 
  Discover the truth of _______ 
  Then choose up to two boons: 
  • 
  An unwavering sense of direction to _______ 
  • 
  Invulnerability to _______ (e.g., edged weapons, fire, enchantment, etc.) 
  • 
  A mark of divine authority 
  • 
  Senses that pierce lies 
  • 
  A voice that transcends language 
  • 
  A freedom from hunger, thirst, and sleep 
  The GM will then tell you what vow or vows is required of you to maintain your blessing: 
  • 
  Honor (forbidden: cowardly tactics and tricks) 
  • 
  Temperance (forbidden: gluttony in food, drink, and pleasure of the flesh) 
  • 
  Piety (required: observance of daily holy services) 
  • 
  Valor (forbidden: suffering an evil creature to live) 
  • 
  Truth (forbidden: lies) 
  • 
  Hospitality (required: comfort to those in need, no matter who they are) 
   
   
   
   
   
  Whose misguided behavior endangers their very soul? ____________________ 
   
  Who has stood by you in battle and can be trusted completely? ____________________ 
   
  Who is the bravest soul you know? ____________________ 
   
  Whose beliefs do you respect, even if they aren’t the true way? ____________________ 
  Start here: Choose a name, looks, and background for your character.  
  Mark the extra gear and bonuses to your stats that your background gives you. 
  Add +1 to one stat of your choice, and -1 to another stat of your choice.  
  Any stats that did not receive a modifier start at +0.  
  Write the names of your fellow adventurers in your bonds. 
   
  Kind Eyes, Fiery Eyes, or Glowing Eyes 
  Helmet, Styled Hair, or Bald 
  Worn, Fancy, or Bloodstained Holy Symbol 
  Fit Body, Bulky Body, or Thin Body 
  THE PALADIN 
  Background 
  Gear 
  Bonds 
  
   
    
  Hack and 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, 
  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 make the shot, placing you in danger of the 
  GM’s choice 
  • 
  You have to take what you can get: -1d6 damage (minimum 1) 
  • 
  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 do; 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. So 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 1 damage to the attacker  
   
  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. 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? 
   
  Aid or Interfere 
  When you help or hinder someone you have a bond with, roll+Bonds with 
  them. *On a 10+ they take +1 or -2, your choice. *On a 7-9 you also expose 
  yourself to danger, retribution, or cost. 
   
  Parley 
  When you have leverage on an NPC 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. 
  Dungeon World is a game of adventure fantasy. You'll play an adventurer in 
  a dangerous world. Maybe you fight for glory, or for profit, or for good or 
  evil, or out of loyalty to your friends. You'll decide that here at the table, and 
  the adventure will emerge around your decisions. Your characters already 
  have some history one another, so we can get right into the action. This 
  shared history is represented in the Bonds on your sheet. The gamemaster 
  (GM) will ask you questions about where your character is from, what the 
  world is like, and what they are doing. Your answers will shape the world 
  and your adventure. We play to find out what happens. 
   
  Playing Dungeon World means having a conversation; somebody says 
  something, then you reply, maybe someone else chimes in. Players take turns 
  in the natural flow of the conversation, which always has some back-and-
  forth. The GM says something, the players respond. The players ask 
  questions or make statements, the GM tells them what happens next. The 
  conversation works best when we all listen, ask questions, and build on each 
  other’s contributions. 
   
  Sometimes, the GM may tell you that your actions have triggered a move, 
  such as Defy Danger. To make a move, roll two six-sided dice and add the 
  indicated ability from your sheet.  
  • 
  If the total is 10 or higher, you’ve achieved a strong hit; you’ve 
  succeeded at your task.  
  • 
  If the total is between 7 and 9, it’s a weak hit; a success that comes 
  at some cost. Perhaps there’s a downside to your action, or you 
  don’t get everything you wanted. 
  • 
  If the total is 6 or less, it’s a miss; your attempt has gone poorly, 
  and the GM can now make their move against you. 
   
  Some moves may say “take +1 forward.” That means to take +1 to your next 
  move roll (not damage). The bonus can be greater than +1, or even a penalty, 
  like -1. The bonus may also apply to a specific condition, such as taking +1 
  the next time you use your armor, or +1d4 the next time you deal damage. 
  Some moves may give you “hold.” Hold is currency that allows you to make 
  some choices later on by spending the hold as the move describes. Hold is 
  always used on only the move that generated it. 
   
  Your Hit Points (HP) determines how much stamina you have, and much 
  punishment you can take before you fall. When you take damage, subtract it 
  from your HP. If you have armor, reduce the damage taken by your armor 
  value. When your HP reaches zero, you are out of action and maybe dead. 
   
  If you have adventuring gear, you may mark off a use to find some mundane 
  but useful item, such as chalk, rope, a torch, or something similar. 
   
  If you have bandages, when you have a few minutes to bandage someone 
  else’s wounds, heal them of 4 damage and mark off a use. 
   
  If you have a healing potion, when you drink it, heal yourself of 10 damage 
  or remove one debility, your choice. 
   
  As the Paladin, you wield both martial prowess and holy power. You have 
  high damage and good armor, along with powerful support abilities that heal 
  your allies or give you miraculous abilities. Your place is to be on the front 
  lines against the forces of evil. Be sure to read the Hack and Slash and 
  Defend moves on this page. 
   
  Our story will begin in or near your hometown. You may not necessarily hail 
  from this village, but you should have something that connects you to it. You 
  and your fellow players will build the town and the surrounding areas 
  together as part of the game. The GM will ask you questions about your 
  backstory, such as defining people, places, or events. Your answers will 
  become lore.  
   
  Some questions which you should consider for building your world: 
  • 
  What authority, religious or secular, rules over these lands? 
  • 
  Who granted you knighthood, and why? 
  • 
  How have you lived up to your vows? How have you failed? 
  • 
  What great evil has this region faced before? 
  How to Play 
  Basic Moves 
  
   
    
  18 
  o Raised by Wolves 
  +2 DEX, +1 CON, starts with poultices and herbs (2 uses) 
  Okay, maybe not literally… but you’ve always gotten along 
  better with animals than people, and you prefer a life in the 
  wilds. What keeps you connected to the village?  
  You enjoy a strong bond with your companion. Choose an extra 
  training for your animal companion. 
  o Forester 
  +2 DEX, +1 WIS, starts with extra bundle of arrows (3 ammo) 
  You are a protector of the great wilderness. You patrol the 
  surrounding lands, sometimes hunting game, occasionally 
  guarding against bandits or dangerous animals. What threat most 
  often needs your attention? 
  You’ve mastered the art of camouflage. When you keep still in 
  natural surroundings, enemies never spot you until you make a 
  movement, and when you strike with a ranged weapon from 
  hiding, your first shot never gives away your position. 
  o Warden 
  +2 WIS, +1 DEX, starts with adventuring gear (5 uses) 
  You have devoted yourself to hunting the unnatural things that 
  skulk in the darkness and the wilds, and you’re hot on the trail of 
  something around here. What troubling or ominous signs have 
  you found so far?  
  Your intuition helps you to face danger in the wilderness. When 
  you Spout Lore about a monster, you roll with +WIS instead 
  of +INT, and on a hit, you take +1 forward when acting on the 
  information you recall. 
   
   
   
   
   
   
   
   
   
   
  You begin with: 
  Dungeon rations (5 uses) 
  Leather armor (1 armor) 
  A spear 
  A long bow 
  A bundle of arrows (3 ammo)
  Hunt and Track 
  When you follow a trail of clues left behind by passing creatures, roll+WIS. *On a hit, 
  you follow the creature’s trail until there’s a significant change in its direction or mode of 
  travel. *On a 10+, you also choose one of the following: 
  • 
  Gain a useful bit of information about your quarry, the GM will tell you what     
  • 
  Determine what caused the trail to end 
   
  Called Shot 
  When you attack a defenseless or surprised enemy at range, you can choose to deal 
  your damage, or name your target and roll+DEX: 
  • 
  Head: 10+: As 7-9, plus your damage. 7-9: They do nothing but stand and drool 
  for a few moments. 
  • 
  Arms: 10+: As 7-9, plus your damage. 7-9: They drop anything they’re holding. 
  • 
  Legs: 10+: As 7-9, plus your damage. 7-9: They’re hobbled and slow moving. 
   
  Animal Companion 
  You have a supernatural connection with a loyal animal. You can’t talk to it per se, but it 
  almost always acts as you wish it to. Name your animal companion and choose one: 
  o 
  Wolf: Ferocity +2, Cunning +1, 1 Armor, Instinct +1 
  o 
  Hawk: Ferocity +2, Cunning +2, 0 Armor, Instinct +1 
  o 
  Great Cat: Ferocity +1, Cunning +2, 1 Armor, Instinct +1 
  o 
  Bear: Ferocity +3, Cunning +1, 1 Armor, Instinct +2 
  Choose as many strengths as its ferocity: 
  Fast, burly, huge, calm, adaptable, quick reflexes, tireless, camouflage, ferocious, 
  intimidating, keen senses, stealthy 
  Choose as many weaknesses as its instinct:  
  Flighty, savage, slow, broken, frightening, forgetful, stubborn, lame 
   
  Your animal companion is trained to fight humanoids. Choose as many additional 
  trainings as its cunning: hunt, search, scout, guard, fight monsters, perform, labor, travel 
   
  When you work with your animal companion on something it’s trained in... 
  • 
  ...and you attack the same target, add its ferocity to your damage 
  • 
  ...and you track, Discern Realties or Parley, add its cunning to your roll 
  • 
  ...and you take damage, add its armor to your armor 
  • 
  ...and someone interferes with you, add its instinct to their roll. 
   
   
   
  Who have you guided through the wilderness before? ____________________ 
   
  Who has proven to be a friend of nature? ____________________ 
   
  Who needs you to teach them about life in the wilds? ____________________ 
   
  Who has the least respect for nature? ____________________ 
  Start here: Choose a name, looks, and background for your character.  
  Mark the extra gear and bonuses to your stats that your background gives you. 
  Add +1 to one stat of your choice, and -1 to another stat of your choice.  
  Any stats that did not receive a modifier start at +0.  
  Write the names of your fellow adventurers in your bonds. 
   
  Wild Eyes, Sharp Eyes, or Animal Eyes 
  Hooded Head, Wild Hair, or Bald  
  Cape, Camouflage, or Traveling Clothes 
  Lithe Body, Wild Body, or Sharp Body 
  THE RANGER 
  Background 
  Gear 
  Bonds 
  
   
    
  Hack and 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, 
  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 make the shot, placing you in danger of the 
  GM’s choice 
  • 
  You have to take what you can get: -1d6 damage (minimum 1) 
  • 
  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 do; 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. So 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 1 damage to the attacker  
   
  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. 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? 
   
  Aid or Interfere 
  When you help or hinder someone you have a bond with, roll+Bonds with 
  them. *On a 10+ they take +1 or -2, your choice. *On a 7-9 you also expose 
  yourself to danger, retribution, or cost. 
   
  Parley 
  When you have leverage on an NPC 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. 
  Dungeon World is a game of adventure fantasy. You'll play an adventurer in 
  a dangerous world. Maybe you fight for glory, or for profit, or for good or 
  evil, or out of loyalty to your friends. You'll decide that here at the table, and 
  the adventure will emerge around your decisions. Your characters already 
  have some history one another, so we can get right into the action. This 
  shared history is represented in the Bonds on your sheet. The gamemaster 
  (GM) will ask you questions about where your character is from, what the 
  world is like, and what they are doing. Your answers will shape the world 
  and your adventure. We play to find out what happens. 
   
  Playing Dungeon World means having a conversation; somebody says 
  something, then you reply, maybe someone else chimes in. Players take turns 
  in the natural flow of the conversation, which always has some back-and-
  forth. The GM says something, the players respond. The players ask 
  questions or make statements, the GM tells them what happens next. The 
  conversation works best when we all listen, ask questions, and build on each 
  other’s contributions. 
   
  Sometimes, the GM may tell you that your actions have triggered a move, 
  such as Defy Danger. To make a move, roll two six-sided dice and add the 
  indicated ability from your sheet.  
  • 
  If the total is 10 or higher, you’ve achieved a strong hit; you’ve 
  succeeded at your task.  
  • 
  If the total is between 7 and 9, it’s a weak hit; a success that comes 
  at some cost. Perhaps there’s a downside to your action, or you 
  don’t get everything you wanted. 
  • 
  If the total is 6 or less, it’s a miss; your attempt has gone poorly, 
  and the GM can now make their move against you. 
   
  Some moves may say “take +1 forward.” That means to take +1 to your next 
  move roll (not damage). The bonus can be greater than +1, or even a penalty, 
  like -1. The bonus may also apply to a specific condition, such as taking +1 
  the next time you use your armor, or +1d4 the next time you deal damage. 
  Some moves may give you “hold.” Hold is currency that allows you to make 
  some choices later on by spending the hold as the move describes. Hold is 
  always used on only the move that generated it. 
   
  Your Hit Points (HP) determines how much stamina you have, and much 
  punishment you can take before you fall. When you take damage, subtract it 
  from your HP. If you have armor, reduce the damage taken by your armor 
  value. When your HP reaches zero, you are out of action and maybe dead. 
   
  If you have adventuring gear, you may mark off a use to find some mundane 
  but useful item, such as chalk, rope, a torch, or something similar. 
   
  If you have poultices and herbs, when you carefully treat someone’s wounds 
  with poultices and herbs, heal them of 7 damage and mark off a use. 
   
   
  As the Ranger, you’re the best in the wilderness. Your bow allows you to 
  attack enemies at a distance, and your animal companion can provide some 
  great support for you. Your part of the team is to find tracks and paths 
  through the wilderness, and take out enemies at a distance. Be sure to read 
  the Volley move on this page. 
   
  Our story will begin in or near your hometown. You may not necessarily hail 
  from this village, but you should have something that connects you to it. You 
  and your fellow players will build the town and the surrounding areas 
  together as part of the game. The GM will ask you questions about your 
  backstory, such as defining people, places, or events. Your answers will 
  become lore.  
   
  Some questions which you should consider for building your world: 
  • 
  What wild frontier is closest to the village? 
  • 
  How did you meet your animal companion?  
  • 
  What was the most dangerous thing you ever tracked or hunted? 
  • 
  What is the nearest danger that lurks near the village? (Don’t 
  describe it exactly, just the signs or impressions you’ve found so 
  far.) 
  How to Play 
  Basic Moves 
  
   
    
  16 
  o Life of Crime 
  +2 DEX, +1 STR, starts with healing potion 
  You’ve left the big city after a… colorful life. The people here 
  have taken you (back?) in, but the past always seems to come 
  back to haunt you. Who or what did you leave behind? 
  You’re a professional. When you Spout Lore or Discern 
  Realities about criminal activities, take +1. 
  o “Expert Treasure Hunter” 
  +2 DEX, +1 WIS, starts with adventuring gear (5 uses) 
  You fancy yourself to be a treasure hunter after that one lucky 
  time you explored that old ruin. The story about that curse is 
  probably just superstition anyway. What did you find, both good 
  and bad? 
  You have a nose for loot. When you Discern Realities, you may 
  also ask, “Is there treasure here, and if so, where?” for free. 
  o Trickster 
  +2 DEX, +1 CHA, starts with 1 extra use of your chosen poison 
  You’ve got a silver tongue and a reputation for bending the rules 
  and causing mischief. Sure, you might have gotten chased out of 
  a pantry or two, but you’ve never gone too far, and you use your 
  talents for good when you can. Who is your favorite foil in the 
  village? 
  You’re well-connected in the community. When you ask your 
  connections about something you want or need, roll+CHA. 
  *On a 10+, someone has it, just for you. *On a 7-9, you’ll have 
  to settle for something close or it comes with strings attached, 
  your call. 
   
   
   
   
   
   
  You begin with: 
  Dungeon rations (5 uses)  
  3 throwing knives  
  A set of lockpicks 
  Leather armor (1 armor) 
  A short sword 
  3 uses of your chosen poison 
  (Note that your throwing knives are not the same as ammo; when 
  you throw them, you can’t choose to mark off ammo on a 7-9. 
  Once you throw a knife, it’s gone until you can recover it.)
  Trap Expert 
  When you spend a moment to survey a dangerous area, roll+DEX. *On a 10+, hold 3. 
  *On a 7-9, hold 1. Spend your hold as you walk through the area to ask these questions: 
  • 
  Is there a trap here and if so, what activates it? 
  • 
  What does the trap do when activated? 
  • 
  What else is hidden here? 
   
  Tricks of the Trade 
  When you pick locks or pockets or disable traps, roll+DEX. *On a 10+, you do it, no 
  problem. *On a 7-9, you still do it, but the GM will offer you two options between 
  suspicion, danger, or cost. 
   
  Backstab 
  When you attack a surprised or defenseless enemy with a melee weapon, you can 
  choose to deal your damage or roll+DEX. *On a 10+ choose two. *On a 7-9 choose one. 
  • 
  You don’t get into melee with them 
  • 
  You deal your damage+1d6 
  • 
  You create an advantage, granting +1 forward to you or an ally acting on it 
  • 
  Reduce their armor by 1 until they repair it 
   
  Poisoner 
  You’ve mastered the care and use of a poison. Choose a poison from the list below; that 
  poison is not dangerous for you to use, and when you have time, material, and safety to 
  brew, you can make more of it. Note that some poisons are applied, meaning you have to 
  carefully apply it to the target or something they eat or drink. Touch poisons just need to 
  touch the target; they can even be used on the blade of a weapon. 
  o 
  Oil of Tagit (applied): the target falls into a light sleep 
  o 
  Bloodweed (touch): the target deals -1d4 damage ongoing until cured 
  o 
  Goldenroot (applied): the target treats the next creature they see as a trusted 
  ally, until proven otherwise 
  o 
  Serpent’s Tears (touch): Anyone dealing damage to the target rolls twice and 
  takes the better result. 
   
   
   
  Who have you stolen something from before? ____________________ 
   
  Who has your back when things go wrong? ____________________ 
   
  Who has worked with you on a con before? ____________________ 
   
  Who knows incriminating details about you? ____________________ 
  Start here: Choose a name, looks, and background for your character.  
  Mark the extra gear and bonuses to your stats that your background gives you. 
  Add +1 to one stat of your choice, and -1 to another stat of your choice.  
  Any stats that did not receive a modifier start at +0.  
  Write the names of your fellow adventurers in your bonds. 
   
  Shifty Eyes, Cunning Eyes or Criminal Eyes 
  Hooded Head, Messy Hair, or Cropped Hair 
  Dark Clothes, Fancy Clothes, or Common Clothes 
  Lithe Body, Knobby Body, or Flabby Body 
  THE THIEF 
  Background 
  Gear 
  Bonds 
  
   
    
  Hack and 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, 
  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 make the shot, placing you in danger of the 
  GM’s choice 
  • 
  You have to take what you can get: -1d6 damage (minimum 1) 
  • 
  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 do; 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. So 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 1 damage to the attacker  
   
  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. 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? 
   
  Aid or Interfere 
  When you help or hinder someone you have a bond with, roll+Bonds with 
  them. *On a 10+ they take +1 or -2, your choice. *On a 7-9 you also expose 
  yourself to danger, retribution, or cost. 
   
  Parley 
  When you have leverage on an NPC 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. 
  Dungeon World is a game of adventure fantasy. You'll play an adventurer in 
  a dangerous world. Maybe you fight for glory, or for profit, or for good or 
  evil, or out of loyalty to your friends. You'll decide that here at the table, and 
  the adventure will emerge around your decisions. Your characters already 
  have some history one another, so we can get right into the action. This 
  shared history is represented in the Bonds on your sheet. The gamemaster 
  (GM) will ask you questions about where your character is from, what the 
  world is like, and what they are doing. Your answers will shape the world 
  and your adventure. We play to find out what happens. 
   
  Playing Dungeon World means having a conversation; somebody says 
  something, then you reply, maybe someone else chimes in. Players take turns 
  in the natural flow of the conversation, which always has some back-and-
  forth. The GM says something, the players respond. The players ask 
  questions or make statements, the GM tells them what happens next. The 
  conversation works best when we all listen, ask questions, and build on each 
  other’s contributions. 
   
  Sometimes, the GM may tell you that your actions have triggered a move, 
  such as Defy Danger. To make a move, roll two six-sided dice and add the 
  indicated ability from your sheet.  
  • 
  If the total is 10 or higher, you’ve achieved a strong hit; you’ve 
  succeeded at your task.  
  • 
  If the total is between 7 and 9, it’s a weak hit; a success that comes 
  at some cost. Perhaps there’s a downside to your action, or you 
  don’t get everything you wanted. 
  • 
  If the total is 6 or less, it’s a miss; your attempt has gone poorly, 
  and the GM can now make their move against you. 
   
  Some moves may say “take +1 forward.” That means to take +1 to your next 
  move roll (not damage). The bonus can be greater than +1, or even a penalty, 
  like -1. The bonus may also apply to a specific condition, such as taking +1 
  the next time you use your armor, or +1d4 the next time you deal damage. 
  Some moves may give you “hold.” Hold is currency that allows you to make 
  some choices later on by spending the hold as the move describes. Hold is 
  always used on only the move that generated it. 
   
  Your Hit Points (HP) determines how much stamina you have, and much 
  punishment you can take before you fall. When you take damage, subtract it 
  from your HP. If you have armor, reduce the damage taken by your armor 
  value. When your HP reaches zero, you are out of action and maybe dead. 
   
  If you have adventuring gear, you may mark off a use to find some mundane 
  but useful item, such as chalk, rope, a torch, or something similar. 
   
  If you have a healing potion, when you drink it, heal yourself of 10 damage 
  or remove one debility, your choice. 
   
  As the Thief, you’re the sneakiest. Your allies will count on you to deal with 
  the dangerous traps and locks that bar your path. While you may not be 
  strong in a face-to-face fight, if you can get the drop on your foe to Backstab 
  them, you can really do some damage. You will need to rely on your cunning 
  to succeed in the dungeon. Be sure to read the Volley move on this page.  
   
  Our story will begin in or near your hometown. You may not necessarily hail 
  from this village, but you should have something that connects you to it. You 
  and your fellow players will build the town and the surrounding areas 
  together as part of the game. The GM will ask you questions about your 
  backstory, such as defining people, places, or events. Your answers will 
  become lore.  
   
  Some questions which you should consider for building your world: 
  • 
  What opportunity is there for excitement or treasure nearby that 
  most people are afraid of attempting? 
  • 
  Who do you know outside of here that holds a grudge against the 
  village, and why? 
  • 
  Who is someone that you are certain you can trust? 
  • 
  What’s the most valuable thing in the village, and where’s it 
  hidden? 
  How to Play 
  Basic Moves 
  
   
    
  12 
  o Antiquarian 
  +2 INT, +1 WIS, starts with bag of books (5 uses) 
  You are self-taught but untried, learning magic from a few 
  ancient tomes. How did you get them? Around here, you’re the 
  village know-it-all, or perhaps their assistant. 
  You never call up what you can’t put down. Add the following 
  option to Cast a Spell: 
  • 
  You counter a spell or ritual that is being cast, or 
  dispel a magical effect present. 
  o Fae Foundling 
  +2 INT, +1 DEX, starts with healing potion 
  You were found as an infant beneath the ancient standing stones 
  near the village. Some of the villagers were kind enough to take 
  you in to raise you as their own. How are you different or 
  otherwise marked, compared to other people? 
  You have a natural gift with magic. You do not need to cast a 
  spell to ask the GM what here is magical; you can just ask them 
  whenever you like, without rolling. 
  o Pact 
  +2 INT, +1 CHA, starts with antitoxin 
  You learned magic by swearing allegiance to someone—or 
  something—else. Who are they? What do you owe them? What 
  is their place of power like? 
  Your patron controls a place of power, which they will let you 
  use if you ask nicely, and if you ask for help on a project, they 
  usually will support you. Of course, you may have to convince 
  them to help you first. 
   
   
   
  You also get this move, regardless of background: 
  Enchanter 
  When you have time and safety to study a magic item, you 
  may ask the GM what it does; they will answer you truthfully. 
   
   
  You begin with: 
  Dungeon rations (5 uses) 
  Your spellbook, describe it! 
  A staff
  Cast a Spell 
  You possess a magical book of spells that contains arcane words of magical power. When 
  you cast a magical spell, choose one of the following effects: 
  • 
  You conjure a magical light that will follow you around, as long as you wish. 
  • 
  The GM will tell you what here is magical. 
  • 
  You or an ally you touch becomes invisible, until the next time they make an 
  attack or you cast another spell. 
  • 
  Bolts of pure magic spring from your fingers; deal 2d4 damage to one target. 
  • 
  The person (not beast or monster) you touch while casting this spell counts you 
  as a friend until they take damage or you prove otherwise. 
  • 
  You perform a minor trick of true magic, such as making cosmetic changes to 
  an object you touch, or creating a simple, but crude and obvious illusion. 
  Then roll+INT. *On a hit, the spell is cast successfully. *On a 7-9, choose one: 
  • 
  You draw unwelcome attention or put yourself in a spot. The GM will tell you 
  how. 
  • 
  The spell disturbs the fabric of reality as it is cast—take -1 to Cast a Spell until 
  the next time you study. This penalty is cumulative each time you take it. 
  • 
  After it is cast, the spell is forgotten. You cannot cast the spell again until the 
  next time you study. 
   
  When you spend uninterrupted time (an hour or so) in quiet contemplation of your 
  spellbook, you remove any of the above penalties and recover all of your forgotten spells. 
   
  Ritual 
  When you draw on a place of power to create a magical effect, tell the GM what you’re 
  trying to achieve. You can accomplish just about anything with a ritual, but the GM will 
  give you one to four of the following conditions: 
  • 
  It’s going to take days/weeks/months 
  • 
  First you must ________ 
  • 
  You’ll need help from ________ 
  • 
  It will require a lot of money 
  • 
  The best you can do is a lesser version, unreliable and limited 
  • 
  You and your allies will risk danger from ________ 
  • 
  You’ll have to sacrifice ________ to do it 
   
   
   
   
   
  Whose destiny have you foreseen? ____________________ What did you see? 
   
  Who do need to teach about how magic really works? ____________________ 
   
  Who is keeping a secret from you? ____________________ 
  Start here: Choose a name, looks, and background for your character.  
  Mark the extra gear and bonuses to your stats that your background gives you. 
  Add +1 to one stat of your choice, and -1 to another stat of your choice.  
  Any stats that did not receive a modifier start at +0.  
  Write the names of your fellow adventurers in your bonds. 
   
  Haunted Eyes, Sharp Eyes, or Crazy Eyes  
  Styled Hair, Wild Hair, or Pointed Hat 
  Worn Robes, Stylish Robes, or Strange Robes 
  Pudgy Body, Creepy Body, or Thin Body 
  THE WIZARD 
  Background 
  Gear 
  Bonds 
  
   
    
  Hack and 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, 
  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 make the shot, placing you in danger of the 
  GM’s choice 
  • 
  You have to take what you can get: -1d6 damage (minimum 1) 
  • 
  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 do; 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. So 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 1 damage to the attacker  
   
  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. 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? 
   
  Aid or Interfere 
  When you help or hinder someone you have a bond with, roll+Bonds with 
  them. *On a 10+ they take +1 or -2, your choice. *On a 7-9 you also expose 
  yourself to danger, retribution, or cost. 
   
  Parley 
  When you have leverage on an NPC 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. 
   
  Dungeon World is a game of adventure fantasy. You'll play an adventurer in 
  a dangerous world. Maybe you fight for glory, or for profit, or for good or 
  evil, or out of loyalty to your friends. You'll decide that here at the table, and 
  the adventure will emerge around your decisions. Your characters already 
  have some history one another, so we can get right into the action. This 
  shared history is represented in the Bonds on your sheet. The gamemaster 
  (GM) will ask you questions about where your character is from, what the 
  world is like, and what they are doing. Your answers will shape the world 
  and your adventure. We play to find out what happens. 
   
  Playing Dungeon World means having a conversation; somebody says 
  something, then you reply, maybe someone else chimes in. Players take turns 
  in the natural flow of the conversation, which always has some back-and-
  forth. The GM says something, the players respond. The players ask 
  questions or make statements, the GM tells them what happens next. The 
  conversation works best when we all listen, ask questions, and build on each 
  other’s contributions. 
   
  Sometimes, the GM may tell you that your actions have triggered a move, 
  such as Defy Danger. To make a move, roll two six-sided dice and add the 
  indicated ability from your sheet.  
  • 
  If the total is 10 or higher, you’ve achieved a strong hit; you’ve 
  succeeded at your task.  
  • 
  If the total is between 7 and 9, it’s a weak hit; a success that comes 
  at some cost. Perhaps there’s a downside to your action, or you 
  don’t get everything you wanted. 
  • 
  If the total is 6 or less, it’s a miss; your attempt has gone poorly, 
  and the GM can now make their move against you. 
   
  Some moves may say “take +1 forward.” That means to take +1 to your next 
  move roll (not damage). The bonus can be greater than +1, or even a penalty, 
  like -1. The bonus may also apply to a specific condition, such as taking +1 
  the next time you use your armor, or +1d4 the next time you deal damage. 
  Some moves may give you “hold.” Hold is currency that allows you to make 
  some choices later on by spending the hold as the move describes. Hold is 
  always used on only the move that generated it. 
   
  Your Hit Points (HP) determines how much stamina you have, and much 
  punishment you can take before you fall. When you take damage, subtract it 
  from your HP. If you have armor, reduce the damage taken by your armor 
  value. When your HP reaches zero, you are out of action and maybe dead. 
   
  If you have a healing potion, when you drink it, heal yourself of 10 damage 
  or remove one debility, your choice. 
   
  If you have a bag of books, when you are Spouting Lore you may mark off a 
  use to find a useful book and take +1 to the roll. 
   
  If you have antitoxin, you may drink it to cure yourself of one poison 
  afflicting you. 
   
  As the Wizard, you’re the master of the arcane. While you might be weak in 
  hand-to-hand combat, your spells and knowledge will make you a match for 
  any danger. With a Ritual, you can accomplish anything, though you may 
  need some help to achieve your goals. Be sure to read the Spout Lore move. 
   
  Our story will begin in or near your hometown. You may not necessarily hail 
  from this village, but you should have something that connects you to it. You 
  and your fellow players will build the town and the surrounding areas 
  together as part of the game. The GM will ask you questions about your 
  backstory, such as defining people, places, or events. Your answers will 
  become lore.  
   
  Some questions which you should consider for building your world: 
  • 
  What ancient relic or mystical feature unique to the village has 
  “always been there”? 
  • 
  How do the people of the village view magic? 
  • 
  What makes a place a “place of power” to you for your rituals? 
  • 
  What dire omen or portent has been revealed to you? 
  How to Play 
  Basic Moves 
  
  Prep the Dungeon 
   
   
  • 
  Portray a fantastic world 
  • 
  Fill the characters’ lives with adventure 
  • 
  Play to find out what happens 
   
   
   
  • 
  Draw maps, leave blanks 
  • 
  Address the characters, not the players 
  • 
  Embrace the fantastic 
  • 
  Make a move that follows 
  • 
  Never speak the name of your move 
  • 
  Give every monster life 
  • 
  Name every person 
  • 
  Ask questions and use the answers 
  • 
  Be a fan of the characters 
  • 
  Think dangerous 
  • 
  Begin and end with the fiction 
  • 
  Think offscreen, too 
   
   
   
  • 
  Use a monster, danger, or location move 
  • 
  Reveal an unwelcome truth 
  • 
  Show signs of an approaching threat 
  • 
  Deal damage 
  • 
  Use up their resources 
  • 
  Turn their move back on them 
  • 
  Separate them 
  • 
  Give an opportunity that fits a class’ abilities 
  • 
  Show a downside to their class, race, or equipment 
  • 
  Offer an opportunity, with or without cost 
  • 
  Put someone in a spot 
  • 
  Tell them the requirements or consequences and ask 
   
   
   
  • 
  Change the environment 
  • 
  Point to a looming threat 
  • 
  Introduce a new faction or type of creature 
  • 
  Use a threat from an existing faction or type of creature 
  • 
  Make them backtrack 
  • 
  Present riches at a price 
  • 
  Present a challenge to one of the characters 
   
  You make a GM move when… 
  • 
  Everyone looks to you to find out what happens 
  • 
  The players give you a golden opportunity 
  • 
  They roll a 6 or less 
  After every move you make, always ask, “What do you do?” 
   
   
   
   
  • 
  Establish details, describe 
  • 
  Use what they give you 
  • 
  Ask questions 
  • 
  Leave blanks 
  • 
  Look for interesting facts 
  • 
  Help the players understand the moves 
  • 
  Give each character a chance to shine 
  • 
  Introduce NPCs 
   
   
   
   
   
   
   
   
   
  When you speak of the dangers that lurk in the wild, ask questions to 
  establish the following details, but keep one or two to answer yourself as 
  surprises: 
  • 
  The danger that threatens the village  
   
   
  • 
  Who leads them, and what makes them special or unusual (Use 
  this answer to write a location move for their lair)  
   
   
   
  • 
  What they want (Choose an established person, place, or thing) 
  and why they want it 
   
   
   
  • 
  What else is involved or at stake, that might cause a distraction, 
  a moral quandary, make it personal, or complicate things 
   
   
   
  • 
  An established NPC who has already become involved, and how 
   
   
  • 
  What pushes the characters to act 
   
   
  • 
  The location of their lair (Choose an established place) 
   
   
  • 
  A valuable treasure kept in their lair 
   
   
   
   
   
  When you prep the dungeon, answer the following prompts about places 
  and things within the dungeon, using what has been established above:  
  • 
  What guards the entrance, or otherwise prevents entry? 
   
   
  • 
  What remains of this place from before? 
   
   
  • 
  How does the terrain change as you explore? 
   
   
  • 
  What mystery, puzzle, or foe cannot be defeated with violence? 
   
   
  • 
  How can things go wrong, or become more complicated? 
   
   
  • 
  What unwelcome truth or hint of further trouble awaits 
  discovery? 
   
   
   
  When you introduce a new location, describe a notable impression and 
  ask one of your players to describe a notable impression too: 
  • 
  Sources of light 
  • 
  A notable feature that fits the dungeon’s theme or history 
  • 
  Ambient sounds 
  • 
  Moisture and smell of the air 
  • 
  Natural hazards 
   
   
   
   
  Agenda 
  Principles 
  Moves 
  First Session Goals 
  Adventure Setup 
  THE GAME MASTER 
  Dungeon Moves 
  
  Monsters 
   
   
  We have included a sample of monsters on the supplemental GM sheets 
  for your use. More monsters can be found in the Dungeon World rulebook. 
  To make a new monster on the fly, use one of these templates to start: 
  • 
  It appears as a horde (6 or more): 3 HP, 0 Armor, d6 damage 
  • 
  It appears as a small group (3-5): 6 HP, 1 armor, d8 damage 
  • 
  It appears by itself, or a leader: 12 HP, 2 Armor, d10+2 damage 
  Give each monster an instinct that describes what it wants, a move to 
  describe its favorite tactics, and another move that shows or describes why 
  it is especially dangerous. 
   
  If the monster has any of these properties, give them the listed tags or 
  apply the listed modifiers to the monster’s stats: 
  • 
  It doesn’t have organs or discernible anatomy: amorphous, +1 
  armor, +3 HP 
  • 
  It’s as smart as a human or thereabouts: intelligent 
  • 
  It’s kept alive by something beyond simple biology: +4 HP 
  • 
  It’s armaments are vicious and obvious: +2 damage 
  • 
  It wields spells and magic: magical, write a move about its 
  spells 
  • 
  Armor doesn’t help with the damage it deals (due to magic, size, 
  • 
  etc.): ignores armor 
  • 
  It possesses exceptional strength or endurance: +2 damage, +2 
  HP, or both 
   
  Remember your principles: give every monster life, think dangerous, and 
  begin and end with the fiction. Make your monsters smart and proactive, 
  not just punching bags full of HP. A razor boar that does numbers for 
  damage doesn’t feel like a threat. A razor boar that cuts through armor like 
  paper and can mangle limbs with its tusks as it chases the party through 
  the forest will. Likewise, a monster that just sits there waiting for the PCs 
  to come and vanquish it isn’t dangerous. Like any other NPC, monsters 
  have desires and instincts. Act on them to make them feel more real. 
   
   
  Goblin 
   
   
               Horde, Small, Intelligent, Organized 
  Spear (d6 damage)  
   
   
   
   3 HP 1 Armor 
  Elves say they’re the dwarves’ fault, dredged up from a hidden place 
  beneath the earth. Dwarves say they’re bad elvish children, taken away at 
  birth and raised in the dark. The truth of the matter is that goblins have 
  always been here and they’ll be here once all the civilized races have 
  fallen and gone away. They just breed too quickly to exterminate.  
  Instinct: To multiply 
  • 
  Charge! 
  • 
  Call more goblins 
  • 
  Retreat and return with (many) more 
   
  Goblin Orkaster             Solitary, Small, Magical, Intelligent, Organized 
  Acid orb (d10+1 damage, ignores armor)  
                 12 HP 0 Armor 
  Oh lord, who taught them magic?  
  Instinct: To tap power beyond their stature 
  • 
  Unleash a poorly understood spell 
  • 
  Pour forth magical chaos 
  • 
  Use other goblins for shields 
   
  Ogre 
   
   
   
                 Group, Large, Intelligent  
  Club (d8+5 damage) 
   
   
                10 HP 1 Armor  
  In days when men were merely dwellers-in-the-mud with no magic to call 
  their own, they split in two: one camp left their caves and the dark forests 
  and built the first city to honor the gods. The others, a wild and savage lot, 
  retreated into darkness. They grew, there. In the deep woods a grim 
  loathing for their softer kin gave them strength. They found dark gods of 
  their own, there in the woods and hills. Ages passed and they bred tall and 
  strong and full of hate. We have forged steel and they match it with their 
  savagery. We may have forgotten our common roots, but somewhere, 
  deep down, the ogres remember.  
  Instinct: To return the world to darker days 
  • 
  Destroy something 
  • 
  Fly into a rage 
  • 
  Take something by force 
   
  Iron Golem   
   
   
   
  Group, Large, Construct 
  Metal fists (d8+5 damage) 
   
   
                10 HP 3 Armor 
  A staple of the enchanter’s art. Iron is a misnomer, though. These 
  guardians are crafted of any metal, really: steel, copper, or even gold, in 
  some small cases. Unceasing watchdog, stalwart defender, the iron golem 
  lives to serve, following its orders eternally.  
  Instinct: To serve 
  • 
  Follow orders implacably 
  • 
  Use a special tool or adaptation, built-in 
   
  Skeleton   
   
   
   
   
               Horde 
  Slam (d6 damage)  
   
   
   
   7 HP 1 Armor 
  Dem bones, dem dry bones.  
  Instinct: To take the semblance of life 
  • 
  Act out what it did in life 
  • 
  Snuff out the warmth of life 
  • 
  Reconstruct from miscellaneous bones 
   
  Bandit 
   
   
   
          Horde, Intelligent, Organized 
  Dirk (d6 damage)  
   
   
   
   3 HP 1 Armor 
  When times are tough, what else is there to do but scavenge a weapon and 
  take up with a clan of nasty men and women? Highway robbery, poaching, 
  scams and cons and murder most foul but we’ve all got to eat, so who can 
  blame them? Then again, there’s evil in the hearts of some and who’s to 
  say that desperation isn’t a need to sate one’s baser lusts?  
  Instinct: To rob 
  • 
  Steal something 
  • 
  Demand tribute 
   
  Bandit King 
   
   
        Solitary, Intelligent, Organized 
  Trusty knife (d10+2 damage)    
   
                 12 HP 1 Armor 
  Better to rule in hell than serve in heaven. Instinct: To lead 
  • 
  Make a demand 
  • 
  Extort 
  • 
  Topple power 
   
  Cave Rat  
   
   
   
                    Horde, Small 
  Gnaw (d6 damage 1 piercing)   
   
   
   7 HP 1 Armor 
  Who hasn’t seen a rat before? It’s like that, but nasty and big and not 
  afraid of you anymore. Maybe this one was a cousin to that one you 
  caught in a trap or the one you killed with a knife in that filthy tavern in 
  Darrow. Maybe he’s looking for a little ratty revenge.  
  Instinct: To devour 
  • 
  Swarm 
  • 
  Rip something (or someone) apart 
   
  Troll 
   
   
   
   
                 Solitary, Large 
  Club (d10+3 damage) 
   
     
                 20 HP 1 Armor 
  Special Qualities: Regeneration 
  Tall. Real tall. Eight or nine feet when they’re young or weak. Covered all 
  over in warty, tough skin, too. Big teeth, stringy hair like swamp moss and 
  long, dirty nails. Some are green, some gray, some black. They’re clannish 
  and hateful of each other, not to mention all the rest of us. Near impossible 
  to kill, too, unless you’ve  fire or acid to spare—cut a limb off and watch. 
  In a few days, you’ve got two trolls where you once had one. A real 
  serious problem, as you can imagine.  
  Instinct: To smash 
  • 
  Undo the effects of an attack (unless caused by a weakness) 
  • 
  Hurl something or someone 
   
  Ghoul  
   
   
   
   
   
               Group  
  Talons (d8 damage, 1 piercing, messy)   
                 10 HP 1 Armor 
  Hunger. Hunger hunger hunger. Desperate clinging void-stomach- 
  emptiness hunger. Sharp talons to rend flesh and teeth to tear and crack 
  bones and suck out the so  marrow inside. Vomit up hate and screaming 
  jealous anger and charge on twisted legs—scare the living flesh and 
  sweeten it ever more with the stink of fear. Feast. Peasant or knight, 
  wizard, sage, prince, or priest all make for such delicious meat.  
  Instinct: To eat 
  • 
  Gnaw off a body part 
  • 
  Gain the memories of their meal 
  
  BARD ADVANCES 
   
  o Improved Ability 
  Increase one of your stats by 1, to a maximum of +2. 
   
  o Experienced 
  Choose a second background from your sheet; you gain the 
  move associated with that background (but not the stat bonuses 
  or extra gear).  
   
  o A Little Help From my Friends 
  When you successfully Aid someone, you take +1 forward as 
  well. 
   
  o Bamboozle 
  When you Parley with someone, on a hit you also take +1 
  forward against them as well. 
   
  o Multiclass Dabbler 
  Choose a move from a playbook that no one else is using; you 
  can use that move as if it were one of your own.  
   
  o Mastered Ability 
  Increase one of your stats by 1, to a maximum of +3. 
   
   
   
   
   
   
   
   
   
   
   
  CLERIC ADVANCES 
   
  o Improved Ability 
  Increase one of your stats by 1, to a maximum of +2. 
   
  o Experienced 
  Choose a second background from your sheet; you gain the 
  move associated with that background (but not the stat bonuses 
  or extra gear).  
   
  o Invigorate 
  When you heal someone, the next time they deal damage, they 
  deal +2 damage. 
   
  o Empower 
  When you cast a spell, on a 10+ you choose and option from the 
  7-9 list. If you do, you may choose one of these effects as well: 
  • 
  The spell’s effects are doubled 
  • 
  The spell’s targets are doubled 
   
  o Divine Intervention 
  When you Commune, lose any hold you already had on this 
  move, then hold 1. Spend this hold when you or an ally takes 
  damage to call on your deity; they intervene with an appropriate 
  manifestation (a sudden gust of wind, a lucky slip, a burst of 
  light) and negate the damage. 
   
  o Mastered Ability 
  Increase one of your stats by 1, to a maximum of +3. 
   
   
  DRUID ADVANCES 
   
  o Improved Ability 
  Increase one of your stats by 1, to a maximum of +2. 
   
  o Experienced 
  Choose a second background from your sheet; you gain the 
  move associated with that background (but not the stat bonuses 
  or extra gear).  
   
  o Red of Tooth and Claw 
  While you are in an appropriate animal form (something 
  dangerous), your damage die is increased to d8. 
   
  o Thing-Talker 
  You see the spirits in the sand, the sea and the stone. You may 
  now apply your Spirit Tongue to inanimate natural objects 
  (plants and rocks) or creatures made thereof, as well as animals. 
   
  o Formcrafter 
  When you shapeshift, choose a stat; you take +1 to all rolls 
  using that stat as long as you remain you remain shapeshifted. 
  The GM will choose a stat too; you take -1 to all rolls using that 
  stat as long as you remain shapeshifted. 
   
  o Mastered Ability 
  Increase one of your stats by 1, to a maximum of +3. 
   
   
   
   
   
   
   
   
  FIGHTER ADVANCES 
   
  o Improved Ability 
  Increase one of your stats by 1, to a maximum of +2. 
   
  o Experienced 
  Choose a second background from your sheet; you gain the 
  move associated with that background (but not the stat bonuses 
  or extra gear).  
   
  o Scent of Blood 
  When you Hack and Slash an enemy, your next attack against 
  that same enemy deals +1d4 damage. 
   
  o Iron Hide 
  You get +1 armor at all times. 
   
  o Armor Mastery 
  When you make your armor take the brunt of damage dealt 
  to you, the damage is negated but you must reduce the armor 
  value of your armor or shield (your choice) by 1. If the reduction 
  leaves the item with 0 armor, it is destroyed. 
   
  o Mastered Ability 
  Increase one of your stats by 1, to a maximum of +3. 
   
   
   
   
   
   
  
  PALADIN ADVANCES 
   
  o Improved Ability 
  Increase one of your stats by 1, to a maximum of +2. 
   
  o Experienced 
  Choose a second background from your sheet; you gain the 
  move associated with that background (but not the stat bonuses 
  or extra gear).  
   
  o Setup Strike 
  When you Hack and Slash, choose an ally; their next attack 
  against your target does +1d4 damage.  
   
  o Staunch Defender 
  When you Defend, you get +1 hold, even on a miss. 
   
  o Holy Power 
  When you begin a quest, choose either +1 armor or +1d4 
  damage. You get that bonus as long as you are still on the quest. 
   
  o Mastered Ability 
  Increase one of your stats by 1, to a maximum of +3. 
   
   
   
   
   
   
   
   
   
   
   
   
  RANGER ADVANCES 
   
  o Improved Ability 
  Increase one of your stats by 1, to a maximum of +2. 
   
  o Experienced 
  Choose a second background from your sheet; you gain the 
  move associated with that background (but not the stat bonuses 
  or extra gear).  
   
  o Blot Out the Sun 
  When you Volley, you may spend ammo before rolling. For 
  each point of ammo spent, you may choose an extra target to hit 
  with your attack. Roll once for the move, and deal your damage 
  to every target on a hit. 
   
  o Wild Empathy 
  You can speak with and understand animals. If you have 
  leverage, you can Parley with them too. 
   
  o Dire Beast 
  Your animal companion gets +2 Ferocity and +1 Instinct. 
   
  o Mastered Ability 
  Increase one of your stats by 1, to a maximum of +3. 
   
   
   
   
   
   
  THIEF ADVANCES 
   
  o Improved Ability 
  Increase one of your stats by 1, to a maximum of +2. 
   
  o Experienced 
  Choose a second background from your sheet; you gain the 
  move associated with that background (but not the stat bonuses 
  or extra gear).  
   
  o Cheap Shot 
  When you deal damage with Backstab, deal an additional +1d6 
  damage. 
   
  o Envenom 
  You can apply even complex poisons with a pinprick. When you 
  apply a poison that’s not dangerous for you to use to your 
  weapon, it is delivered by touch instead of applied. 
   
  o Shoot First 
  You’re never caught by surprise. When an enemy would get 
  the drop on you, you get to act first instead. 
   
  o Mastered Ability 
  Increase one of your stats by 1, to a maximum of +3. 
   
   
   
   
   
   
   
   
   
   
  WIZARD ADVANCES 
   
  o Improved Ability 
  Increase one of your stats by 1, to a maximum of +2. 
   
  o Experienced 
  Choose a second background from your sheet; you gain the 
  move associated with that background (but not the stat bonuses 
  or extra gear).  
   
  o Empower 
  When you cast a spell, on a 10+ you choose and option from the 
  7-9 list. If you do, you may choose one of these effects as well: 
  • 
  The spell’s effects are doubled 
  • 
  The spell’s targets are doubled 
   
  o Logical 
  When you use strict deduction to analyze your surroundings, 
  you can Discern Realities with +INT instead of +WIS. 
   
  o Expanded Spellbook 
  Choose an effect from the Cleric’s Cast a Spell list of effects, 
  and add it to your list of effects for Cast a Spell. 
   
  o Mastered Ability 
  Increase one of your stats by 1, to a maximum of +3. 
   
   
   
   
   
  
   
  These advanced moves can give your characters some 
  customization as they grow and gain experience. We’ve 
  formatted them so you can cut each sheet into four cards. 
   
  To use these cards, print them about and take the card associated 
  with your class. You gain one of the advanced moves when the 
  GM tells you. 
  
   
   
   
  The following is a scenario to be used with the Dungeon World Quick Start 
  pack. It shows how a group of players can build an adventure for themselves 
  through leading questions and collaboration, with only a simple premise as 
  preparation. This scenario will guide you through the process, offering 
  questions based upon the playbooks each character selects to create a world 
  custom made for you. 
   
  To begin, the gamemaster will set the stage and tone of the game by giving 
  the central premise of the scenario. The gamemaster should read or 
  paraphrase the following: 
  “Tragedy has struck our home. The warriors of our village, our source of 
  strength, are broken. Through battle, deceit, or plague, we find ourselves 
  near-defenseless now. So many of our brave men and women now lie dead, 
  or may be shortly. In this dark hour, we turn to you, the next generation of 
  heroes.” 
   
  “Already summer has begun to fade, and the omens point to a difficult 
  winter. Without leaders for our village, we will not survive. There is no time 
  to waste.  Young as you are, you must go forth on your rite of passage 
  immediately. A long and dangerous journey through the wilds awaits you, 
  and we have no guide to spare. Prepare yourselves for this ordeal, and may 
  you all return home safely.” 
   
  Next, as a group, decide on the nature of this calamity. What has caused the 
  deaths or disappearances of so many of the village’s able-bodied adults? 
  Choose one of the following or make up your own: 
  • 
  A nearby rival rode forth in force to steal our herds. Though we 
  beat them back, the cost was terrible. 
  • 
  A plague has spread through our home like wildfire, slaying the 
  adults but miraculously sparing the children. 
  • 
  Our liege lord has demanded that everyone who can fight must 
  march with him to face a great army, far across the land. 
  • 
  Omens of doom have appeared in the sky. All the people we can 
  spare have set out in search of answers or refuge for when the 
  doom strikes. 
   
  Each player should now, in turn, make the following statement, filling in the 
  blank with whatever they think is appropriate: “Without ________, we won’t 
  survive the winter.” The gamemaster should write down these responses, as 
  they will be very valuable in the future. These truths should also be 
  represented on the map. When a new truth about the world is revealed, add it 
  to the map. You can also do this in reverse; draw something interesting on 
  the map and say what it represents. 
   
  Each player should also, in turn, describe a person who is no longer with 
  them, having been taken by the calamity. This may be a parent, older sibling, 
  mentor, or even a romantic interest. Whatever the choice, they are now gone. 
  Ask each player one thing that person taught them and what they did not 
  teach them. Coping with this loss will be a part of this story. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Keeping this premise in mind, each player should now select one of the eight 
  character playbooks, whichever catches their eye. As they fill them out, keep 
  in mind that these characters are as of yet untried; they may have faced some 
  danger before, but never on their own. They may be apprentices of the 
  person in their backgrounds, instead of that role themselves, such as a 
  Paladin selecting the Sheriff background. The characters know each other, 
  and while they might not always get along like best friends, they should at 
  least be civil with one another. 
   
  After everyone has made their characters, the group will work together to 
  create their world, in wide brushstrokes. Each player will get a chance to 
  answer a question or two, based upon the playbook they have chosen. This 
  exercise is intended to create some context as to the nature of your world, 
  but it is deliberately designed to give just enough to get the story going. 
  Remember, ask questions and use the answers, and draw maps, leave blanks. 
  If something interested gets raised in the course of your conversation, invite 
  the person who came up with that idea to draw it on the map. If you like, you 
  can make two maps: one of the world, and one of the village itself, including 
  the characters’ homes. 
  • 
  Bard: Who is most likely to exchange tall tales about myths and 
  legends of the land? How are these stories kept? 
  • 
  Cleric: How are the gods worshipped around here? What makes 
  the worship around here unique? 
  • 
  Druid: What unusual natural feature nearby is home to powerful 
  spirits? Do people go there? Why or why not?  
  • 
  Fighter: How are warriors in the village trained, and for what 
  purpose? 
  • 
  Paladin: What scar of great evil marks the land, though long since 
  defeated? What happened there? 
  • 
  Ranger: What dangerous wildlands must you cross to reach your 
  goal, and what beasts hunt there that threaten people? 
  • 
  Thief: What nearby village holds a grudge against us, and why? 
  • 
  Wizard: What ruins are there of ancient civilizations nearby? 
  What magics linger there? 
   
  It is now time to prepare for the characters’ rite of passage. The characters 
  will, as a group, travel out into the wilds alone. Going around the table, ask 
  each player to answer one of the following questions: 
  • 
  Where out in the wilds are children of the village initiated into 
  adulthood?  
  • 
  What history does the village have with this place that makes it 
  special? 
  • 
  Why don’t people go there usually? 
  • 
  What makes the trip so dangerous? 
  • 
  How are the initiates ritually prepared before they leave? 
  • 
  Once you reach this place, what do you need to do for your 
  initiation? 
  • 
  What is the initiation supposed to test about you? 
  • 
  How do you prove you’ve succeeded? 
  The answers to these questions will be used to make your first adventure.  
   
  Now that you know where you are going, review the “Undertake a Perilous 
  Journey” move, and ask who will take each of the three roles: the trailblazer, 
  the scout, and the quartermaster. The site is approximately two days away, 
  so each player should mark off two rations during the journey. This is your 
  chance to further set the mood and tone of the adventure; the characters are 
  young and untried, going off into the wilds with relatively poor preparation. 
  Think of what may go right, or wrong. If you need an idea for what can 
  happen, just pick one of your GM moves. For example, you can “show signs 
  of an approaching threat” by hinting that one of the dangers suggested during 
  your prep is coming due sooner than they would have liked. Try not to take 
  up too much time, or use up too much of their resources just yet. There’s still 
  an entire adventure ahead. 
   
  If you want some of the details of worldbuilding to be done at this step too, 
  now is a good time to ask the characters some more details about what they 
  do and what they know (see the sidebar to the left). For example, you might 
  ask what the bring with them on the journey that reminds them of home, and 
  what they have lost. This is a chance to reinforce the theme of the adventure 
  and set the tone for what is to come. 
   
   
  Rite of Passage 
  In Dungeon World, there's a line between what the players are 
  responsible for and what the GM is responsible for. The players 
  are in charge of their characters: what they do and say, what they 
  think, feel, and believe. The GM is responsible for the world: the 
  environment, the NPCs, the dangers and the discoveries. 
  When engaging in worldbuilding, either formally before the action 
  starts or during play by prompting a player to supply a detail, this 
  line can be blurred. When the GM asks Avon's player about the 
  threat to the characters' home village, it puts the player in the 
  position of doing something normally within the GM's 
  responsibility: making up details about the world. 
  The trick is to address the characters, not the players. Rather 
  than asking the player to say what is happening, ask the character 
  to make up the details of what is happening from their frame of 
  reference. The details come from the character's experiences: what 
  they know, what they feel, or what they have done before. 
  
  For this adventure, we will be using the “five-room dungeon” model. This is 
  a framework used to create simple yet rewarding dungeons with a variety of 
  challenges. While the name specifies “rooms”, this does not mean that your 
  dungeon will have exactly five rooms. Think of them instead as pinch-points 
  in the story or encounters that must be dealt with to advance. Likewise, it is 
  not necessary to have each room go in order linearly. Dungeons are more 
  interesting when they branch and offer choices. Neither does it mean that 
  there are literal “rooms” between the characters and their goal. Each room 
  can instead be part of the environment; an outdoor complex spanning miles 
  of terrain that must be passed to complete the rite of passage. Despite the 
  linear nature of this model, you should still strive to give the characters as 
  much agency as you can. 
   
  Don't be shy about giving out information. If it's something that is easily 
  observable or that the characters would reasonably be aware of, tell them. If 
  it would take more investigation, then they may be triggering Discern 
  Realities. The players can't make informed choices without enough 
  information. If they ask clever questions, reward them with good answers. 
   
  The approach to a problem should not be the only one, as that takes away 
  choices. How to deal with each obstacle should involve the players making 
  meaningful decisions. Prep a situation, and give the characters lots of options 
  as to how they want to approach it. 
   
   
  Room 1: The Guardian 
  There’s a reason why people don’t come to this place. Something actively 
  keeps people away from the entrance to this site where young warriors seek 
  their rite of passage. This is also a chance to establish the mood and theme of 
  your site, so dress it up with care. 
  • 
  The entrance is trapped  
  • 
  There's multiple entrances, but only one is correct  
  • 
  The entrance requires a special key or ceremony: "speak friend and 
  enter"  
  • 
  A guardian was deliberately placed at the entrance 
  • 
  A hidden ambush waits in the shadows 
   
   
  Room 2: The Puzzle 
  After overcoming the guardian, present the characters with a trial that cannot 
  be solved with steel. This keeps problem solvers in your group happy and 
  breaks the action up for good pacing. This room can be a puzzle, a test of 
  skill, or require some clever roleplaying to pass. Change up the gameplay 
  compared with the challenge of the previous room, and give another 
  character a chance to shine. Be sure to allow for multiple solutions to prevent 
  the game from stalling. You can also plant hints in the entrance about how to 
  proceed. 
  • 
  Recessed basins must be filled with water, according to runes 
  carved on the wall 
  • 
  Someone else is here, not hostile but not yet friendly either 
  • 
  A spirit must be convinced to let them pass 
  • 
  Mad ghosts taunt the characters, though they can give a clue if 
  appeased 
  • 
  A brazier on the altar must be lit with a certain flame, in 
  accordance with legend 
  • 
  The way forward is hidden in such a way that only someone from 
  the PCs village will know where to look 
  • 
  The terrain is hazardous, requiring courage or ingenuity to cross 
   
   
  Room 3: The Setback 
  The next room should be something that builds tension or ups the stakes. 
  Something goes wrong, or something unexpected happens. Perhaps there’s a 
  fork in the road or some other kind of difficult choice to make. It may also 
  sap the characters' resources for the big battle ahead, which is fine too. This 
  is a good time to present a challenge to a character that hasn't gotten 
  involved yet. If your players prefer a certain type of action, such as combat, 
  you can give them another taste of it, but don't make it straightforward. 
  • 
  A relatively weak monster uses a tactical advantage to harry the 
  characters 
  • 
  There's another monster here, but it will only attack if disturbed--
  for example, by opening its sarcophagus in search of loot 
  • 
  This room is a red herring from a forked path that punishes those 
  who go the wrong way or fall into temptation 
  • 
  You've found the goal...but it isn't real, it's just another trap. 
  • 
  Reveal a betrayal 
  • 
  A side-route offers valuables, but at a price 
   
   
  Room 4: The Climax 
  This is it, the big moment. This is the main and final conflict before the 
  reward. Go all out with this one, digging deep into your bag of tricks to 
  make this a dramatic fight. Push the characters to their limit to make them 
  dig deep too. Include something for everyone. 
  • 
  Mix up the terrain, don't make it a flat, empty room 
  • 
  The boss has some minions 
  • 
  There's time pressure from some impending doom 
  • 
  The environment is changing or dangerous, such as crumbling 
  floors or collapsing ceilings 
  • 
  The boss is nigh-invulnerable, unless the characters exploit a 
  weakness they learned in the previous rooms 
  • 
  The boss has a hostage or some other kind of leverage, such as 
  threatening to destroy the item the characters are here for 
   
   
  Room 5: The Payoff 
  At last, the challenge has been overcome, and the characters are ready to 
  complete the ritual of initiation. Give them time to bask in their success and 
  feel that rush of accomplishment and you describe them fulfilling their goal. 
  You can also callback to some of what was created during the worldbuilding 
  phase to make the victory more meaningful. This does not, however, mean 
  that there's nothing left here. You can introduce or foreshadow more dangers 
  ahead, or leave a mystery unsolved, but those will be for next time. Don't 
  negate their victory, but you can make it a touch bittersweet. 
  • 
  There's evidence of rival having been here before 
  • 
  A clue suggests the fate of the lost adults of the village 
  • 
  The true meaning of the legends of this place is revealed--and it's 
  not what the characters expected 
  • 
  The Boss defeated in Room 4 is revealed to be a minion of a much 
  larger threat, now alerted 
  • 
  The Boss defeated in Room 4 was paid to ambush the characters 
  by someone in the village who would prefer the characters not 
  make it back alive 
  • 
  The characters are supposed to have sponsors present, ask what 
  tokens of their missing loved ones they bring instead 
   
   
  After a long, hard adventure, your group should hopefully be good and ready 
  to go home. The return home offers a chance to celebrate, but it also 
  highlights the gap that comes from having the characters’ loved ones being 
  still absent. Take some time to have the PCs adjust back to their old (new?) 
  lives, and play up the mundane details. But also highlight how things have 
  changed, and the impacts of the characters’ actions. A Hero’s Journey is a 
  transformative affair, after all. Will there be pushback from other people 
  within the village?  
   
  This of course is not necessarily the end of the story. All those dangers 
  discussed during the worldbuilding are beginning to rumble in the distance, 
  and now there will be some hard choices as to how they will survive this 
  winter. Now recognized as adults, the characters are empowered to make 
  more decisions. Again, showing them the impact of their actions on their 
  home will make them care much more. Perhaps as a result of their decisions, 
  someone else in the village dies, or a rival group tries to take over authority 
  from the characters. Established dangers that are disregarded eventually 
  come knocking on the door. There’s still places on the map that need to be 
  filled in and explored too. Offer more information, more choices, and more 
  impact, and you can have a campaign that lasts a long time. 
   
   
   
  
  Dungeon World 
  Lore and Lords Pack 
   
  Seven new base classes for Dungeon World 
  the Monk, 
  the Shaman, 
  the Vampire, 
  the Trickster, 
  the Hunter, 
  the Dark Knight, 
  and the Berserker 
  and a new Compendium Class, the Professional 
   
  For use with the role-playing game Dungeon World, by Sage LaTorra and Adam Koebel 
   
   
   
   
   
   
  Written by Peter Johansen. Version January 24, 2017 
  This work is licensed under the Creative Commons Attribution 3.0 Unported License. To view a copy of this license, visit 
  http://creativecommons.org/licenses/by/3.0/ or send a letter to Creative Commons, 444 Castro Street, Suite 900, Mountain View, 
  California, 94041, USA. 
  
  The Monk 
   
  Other people may think that steel and 
  sorcery are what it takes to win a battle. But 
  you know better. Without focus and 
  discipline, even the sharpest blade will not 
  strike true, and the strongest armor is but 
  dead weight. It is the clarity of your thought 
  and the execution of your will that wins a 
  fight. 
  For a lifetime, you have trained yourself to 
  the peak of martial perfection. Your body 
  and your mind are your weapons. You've 
  trained them to an edge as fine as any knife. 
  Your fist strikes with the force of a spiked 
  mace, and your quickness is a finer armor 
  than steel plate. Your body flows like water, 
  receding away from danger, striking back 
  with the force of a tidal wave, and then 
  comes to rest as serene as a still pool.  
  Breathe in, tranquility. Breath out, perfect 
  action.  
   
  While others may rely on steel or magic to 
  survive in the dungeon, the monk hardens 
  his body into a weapon, and hones his skills 
  to survive. But there is more to the monk 
  than just punching things. The Monk can 
  become a master of stealth and infiltration, 
  or his insights can bring peace to conflicts 
  and reveal secrets that men have hidden 
  away. 
   
   
  The Hunter 
   
  The dungeon is a dangerous place for the 
  unwary. Deadly beasts lurk in every cave 
  and behind every tree. To others, they are 
  threats to their homes and lives. But to you, 
  these monsters are your prey. 
  What does it mean to hunt something that 
  hunts you? To pit yourself against monsters 
  armed with only your wits and your bow? 
  You know how they think, how they move. 
  Set your traps, string your body, and take 
  aim. When they come for you, you'll be 
  ready for them. 
  You always get your mark. 
   
  The Hunter is a variant on the ranger class, 
  eschewing the classic animal companion in 
  favor of traps and a greater focus on the bow. 
  To be successful, the hunter will have to 
  think ahead and set his traps to catch or 
  weaken his prey. His hunting abilities make 
  him adept at planning and strategy to take 
  down even the most fearsome of monsters. 
   
  For a variant ranger, we’ve included a 
  compendium class version that can be taken 
  at level 1. 
   
   
   
   
  
  The Vampire 
   
  You used to have a normal life. Maybe you 
  were a common farmer, or perhaps a bored 
  noble looking for romance. Then one night 
  you met a pale stranger. On that night, 
  everything changed. He took your life, but 
  he gave you something else in exchange. 
  Your eyes are opened to a new world now. 
  A world of danger and secrets. You're a  
  hunter now, and people are your prey. What 
  will you do? If you play it smart, you could 
  live forever. Will you make yourself king, or 
  be a kingmaker instead? But how long can 
  you conceal your true nature from your 
  friends? What will happen if you're 
  exposed? And what of the hunger that 
  resides deep in your soul... How long can 
  you keep it at bay? 
  How far will you go to get what you want? 
   
  The Vampire draws inspiration from both 
  classic as well as modern stories from the 
  horror genre. Predator, manipulator, and 
  shade, the Vampire brings an air of menace 
  with his supernatural powers over blood and 
  the night.  
   
   
   
   
   
  The Trickster 
   
  There's too many rules in the world. 
  Everywhere you go, people are telling you 
  what you can and can't do, making idle 
  threats if you don't behave. Who needs that? 
  You're a free spirit. There's never been a 
  situation you couldn't charm your way out of. 
  You're better off without all those pesky 
  rules. 
  Cunning is your sword, deception your 
  armor. But when those fail, you've still got 
  friend with steel armor to hide behind. Nice 
  guys, but still beholden to a world of rules. 
  They need your help to settle the fights that 
  can't be won with violence. A few clever 
  words and careful manipulation can open 
  doors better than a battering ram.  
  Trust me. 
   
  The Trickster is a variant on the thief class. 
  Instead of using poison and sneak attacks, 
  the Trickster is a more socially-oriented 
  rogue. His honeyed words can get the party 
  out of--or into--the tightest of jams. Deceit, 
  manipulation, and dirty tricks are the 
  Trickster's arsenal. 
   
   
   
   
   
  
  The Shaman 
   
  Close your eyes. Do you hear the call? The 
  longing that comes from the deep forest, 
  from the open sea, from the mighty 
  mountains? You see it when you dream, but 
  you know that it isn’t a dream. You have 
  been there, to the lands far beyond the 
  horizon. The Mists part from you, and the 
  mysteries of the Otherworld await. 
  You speak to the world with your heart. The 
  world is out of balance. You can feel it in 
  the ground, smell it in the air. The people 
  need an advocate, someone who can speak 
  with the spirits. Someone to bring nature’s 
  blessing to them, and drive away forces that 
  would do evil. 
  Open your eyes. Bring back the balance. 
   
  The Shaman is designed to fill the need for a 
  more nature-oriented cleric or a more caster-
  oriented druid. While the Shaman borrows 
  from each, his trademark ability of spirit 
  speaking gives him his own niche to fill. 
  Depending on how you shape him, the 
  Shaman can be a mystical warrior, a master 
  of the elements, or a potent healer of both 
  body and soul. 
   
   
   
   
   
  The Dark Knight 
   
  You remember when life was good to you. 
  You had a true love, good friends, a sense of 
  duty and purpose. You did what was right 
  by your lord, and you were granted respect 
  in turn. Then one day, it all came crashing 
  down. Your life was shattered, either by 
  violence or by betrayal. Maybe you survived 
  the fall, or maybe you didn't.  
  But you're not going to take this injustice 
  quietly. In your darkest hour, you forged a 
  pact with Death. He would give you the 
  power to right this terrible wrong, but he 
  warned that you would pay for it, many 
  times over. But you don't care. Not even 
  Death will stop you. You won't stop. You 
  can't stop. Woe to those who stand in your 
  path.  
  Who will come out ahead in this deal? 
  Only your conscience and your new allies 
  keep you from going over the edge. You 
  were a hero once. Are you still one now? 
   
  The Dark Knight is a variant on the Fighter 
  playbook. A fearsome warrior driven by a 
  burning passion, the Dark Knight has 
  entered into a deal with Death for one of his 
  terrible weapons. He has great power, but 
  that power comes with a price. When you 
  use Death's power, he'll want something in 
  return.  
   
   
  
  The Berserker 
   
  Too many men in Dungeon World fear 
  danger and combat. The sight of spilled 
  blood makes them tremble, and they would 
  rather negotiate than fight back. But to you, 
  war and violence are your friends. The 
  anticipation of battle inflames you like 
  nothing else can. 
  A fire burns within your heart. Something in 
  your blood boils. Your muscles harden like 
  iron, and a red haze comes over your vision. 
  When swords are crossed, there’s no rational 
  thought left within you. Only fury. Only 
  destruction.  
  The dungeon calls to you. Fierce foes will 
  test you like a forged blade, tempered within 
  the fires of your boundless rage. You will 
  show no mercy, and expect none in return. 
  You will throw yourself into the abyss and 
  emerge on the other side triumphant, bathed 
  in the blood of those who would stand 
  against you… Or you will fall in a glorious 
  battle, still clutching your weapon until you 
  breathe your last. 
  The land will tremble at your passing. 
  Valhalla awaits. 
   
  The Berserker’s strength is his mighty rage 
  and bloodlust, granting him superhuman 
  physical prowess at the cost of his sanity for 
  a little while. What will happen when he 
  calls upon this terrible fury? 
   
  The Professional 
   
  So, you've made it back. You've returned 
  from where few men dare to tread, bearing 
  wounds, treasures, and stories. The people 
  of this town are starting to look up to you. 
  Some would even follow you. Well, maybe 
  not back into the dungeon again, but to put 
  all that gold you've won to good use. Build a 
  new tavern, or a temple. You know, some 
  place you can settle down. For a while, at 
  least. 
   
  The Professional is a throwback to the days 
  of old-school Dungeons & Dragons, when 
  high-level characters became lord of keeps 
  or guilds. It is based strongly off of the 
  Landed Gentry compendium class, though 
  the flavor has been changed to make the 
  character a businessman rather than a lord, 
  and the moves are optimized to maximize 
  both player choices and plot hooks. Thieves' 
  guilds, taverns, temples, and shops can all be 
  created using this compendium class. 
   
   
  
   
    
  Your alignment is Lawful. Your Alignment move is superseded 
  by your Monk’s Path requirement; you use that instead to mark 
  XP at the end of the session. 
   
   
   
   
   
  o Human 
  When you observe an enemy’s fighting style, ask the GM how 
  much damage they do. 
  o Dwarf 
  You ignore the forceful tag on any attacks made against you. 
   
   
  Fill in the names of your companions in at least one: 
   
  Though __________'s ways are different than mine, I can still 
  learn much from them. 
   
  __________ is troubled, and needs my help to find inner peace. 
   
  I have taught __________ a secret of my order. 
   
  My master would not approve of me traveling with __________. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Ki Focus 
  When you take some time to meditate and focus your inner strength, set your Ki to 3. 
  Your maximum Ki is 3. You may spend 1 Ki to gain one of the following effects: 
  • 
  Deal +1d4 damage forward, once per attack 
  • 
  Roll with an incoming attack, taking +3 armor forward 
  • 
  Break an inanimate object no larger than yourself with a powerful yet precise 
  blow 
  • 
  Use the ability granted by your Monk’s Path 
  You cannot gain or use Ki if you are wearing any armor, including shields.  
   
   
  Martial Artist 
  Your body itself is a weapon. Name your style of martial arts! Your unarmed strikes have 
  a range of hand and the precise tag.  
   
  You can always make unarmed strikes against creatures with dangerous forms—such as 
  fire elementals, iron golems, or creatures covered in spikes—without Defying Danger 
  from these natural defenses.  
   
   
  Monk’s Path 
  You follow a strict path of discipline to focus your inner strength on your journey to 
  enlightenment. Give your order a name, and choose a path from the list on the third page. 
  Each path gives you an additional move, a way to mark XP, and a restriction. When you 
  violate your path’s restriction, lose 1 Ki and take -1 forward. 
   
   
   
  Wire Fu 
  When you perform an act of uncanny agility, balance, or coordination, roll+DEX. *On 
  a 10+ choose one. *On a 7-9 choose two.  
  • 
  The action requires some of your focus, spend 1 Ki 
  • 
  You expose yourself to danger or retribution, or you wind up somewhere you 
  didn’t intend to be  
  • 
  Your action causes some unintended collateral damage or change to the 
  environment 
  • 
  You strain yourself, take -1 ongoing to all DEX moves until you take a few 
  minutes to stretch and limber up 
   
  8 
  Dwarf: Abhin, Daniki, Aras, Mavi, Kala, Qatji, Fehri, Baichi 
  Human: Li, Kaze, Tara, Jade, Sakura, Konrad, Fei, Drake, Ji-dan, Chizu 
   
  Wise Eyes, Eager Eyes, or Deep Eyes 
  Shaved Head, Long Braid, or Headband 
  Monk's Robe, Martial Arts Uniform, or Loose Clothing 
  Toned Body, Tattooed Body, or Graceful Body 
     THE MONK 
  Alignment 
  Race 
  
   
    
  Your load is 6+STR.  You start with dungeon rations (5 uses, 1 weight) and a 
  mark or token of your monastic order, describe it! Choose two: 
  o Monk’s staff (close, precise, two-handed, 1 weight) 
  o Bandages (3 uses, slow, 0 weight) 
  o Adventuring gear (5 uses, 1 weight) 
  o Antitoxin (0 weight) 
  o 3 shuriken (thrown, near, 0 weight) 
   
   
   
   
   
   
   
   
   
   
   
   
   
  When you gain a level from 2-5, choose from these moves. 
  o Awakening 
  When you contemplate your surroundings to see the truth in things, you 
  may Spout Lore with WIS instead of INT. 
  o Be Like Water 
  Add these to the list of deeds you can spend Ki to perform: 
  • 
  Flow around a missile attack, preventing all of the damage 
  • 
  Slip free from anything physically restraining you 
  o Empty Hand Style 
  When you Hack and Slash with an unarmed strike, on a 10+ you may also 
  move your foe somewhere within your reach, knock them down, or pin them 
  in place. 
  o Enlightenment 
  When you meditate, the GM will give you a useful insight into a problem at 
  hand. Take +1 forward when you act on this information. 
  o Monkey Moves 
  When you try to get inside of a foe’s reach, no matter their size, take +1 
  to the attempt and +1 armor forward. 
  o One Hundred Paths 
  You have learned much from studying other paths to enlightenment. When 
  you gain this move, choose a second Monk’s path. You may use that path’s 
  special ability by spending 1 Ki. Note that this does not give you that path’s 
  restriction or extra ability to mark XP. 
  o Pressure Points 
  Weapons you wield with the precise tag, including your unarmed strikes, 
  gain +piercing equal to your WIS. 
  o Shinobi 
  You are preternaturally silent, and will never make any noise unless you 
  choose to. You never need to Defy Danger to act quietly. 
  o Stone Guard 
  While you hold Ki, you have 2 armor. 
  o Wind Walker 
  When you use Wire Fu, on a 10+ you do not need to choose from the list, 
  and on a 7-9 you choose only one from the list. 
   
   
   
  When you gain a level from 6-10, choose from these moves or the level 2-
  5 moves. 
  o Chakra 
  When you manipulate the flow of ki within your own body, take a debility 
  of your choice and gain 1 Ki, up to your maximum. 
  o Dairokkan 
  When something hidden threatens you, the GM will give you a warning in 
  the form of a hunch about where the danger lurks, but not necessarily its 
  nature. 
  o Inner Peace 
  When you meditate, set your Ki to 4 instead of 3. Your maximum Ki is 4. 
  o Flowing Defense 
  When you use flowing movements and quick reflexes to turn an attack 
  back upon itself, you may Defend with DEX instead of CON.  
  o Kirin Strikes 
  When you meditate while holding a magical weapon, you may drain the 
  magic from the weapon. When you make an unarmed strike, you may imbue 
  that attack with the effects of the drained weapon. You may only have one 
  effect at a time, draining a new weapon replaces the one you had before.  
  o Mountain Guard 
  Replaces: Stone Guard 
  You have 2 armor. While you hold Ki, you have 4 armor instead. 
  o Nerve Strike 
  Requires: Pressure Points 
  When you Hack and Slash with a precise weapon (including an unarmed 
  strike), on a 12+ you disrupt your foe’s ki, disabling one of his limbs or 
  senses in additional to dealing your damage. 
  o One Thousand Paths 
  Requires: One Hundred Paths 
  When you gain this move, choose a third Monk’s path. You may use that 
  path’s special ability by spending 1 Ki. 
  o Path Mastery 
  You have attained the rank of master among your order, and will be 
  recognized as such. You may use the master move of your Monk’s Path. 
  o Rising Phoenix 
  You don’t take your Last Breath so long as you hold Ki. If you take damage 
  while at 0 HP, lose 1 Ki instead. 
  
   
    
   
   
  MONK PATHS 
  o Path of Charity 
  You must reject as many worldly possessions as possible. Your Load is 
  reduced to 4+STR, and you begin play with only one piece of gear from the 
  list. You may never own or use a piece of gear that costs more than five 
  coins, and you may never possess more than ten coins worth of wealth or 
  equipment.  
   
  When you speak with simple wisdom as you Parley and spend 1 Ki, you 
  roll with WIS instead of CHA, and on a hit you get to ask their player one 
  question, which they must answer truthfully. You still require leverage to 
  Parley as usual. 
   
  At the end of the session, if you donated a significant amount of wealth or 
  valuables to a worthy charity, mark XP. 
   
   
  o Path of Purity 
  You must keep yourself fastidiously clean at all times. Whenever you or 
  your clothing becomes dirty, you must cleanse yourself at the next available 
  opportunity, no matter how inconvenient. Additionally, you may not touch or 
  be touched by members of the opposite sex. 
   
  When you chant sacred prayers aloud and spend 1 Ki, you may Turn 
  Undead as if you were a Cleric, and this ability also affects spirits. On a 10+, 
  the spirit is driven away or forced out of a person it possesses. 
   
  At the end of the session, if you ritually cleansed and purified a sacred 
  place, mark XP. 
   
   
  o Path of Peace 
  You can never kill another living being. You may not attack an enemy unless 
  you are attacked first, and even then you must only subdue them, not slay 
  them. You cannot eat meat unless you have no other option.  
   
  When you Hack and Slash with an unarmed strike, on a hit you may 
  spend 1 Ki to disable one of your foe’s weapons or stun them for several 
  moments instead of dealing damage.  
   
  At the end of the session, if you calmed a fight without anyone dying, 
  mark XP. 
   
   
  o Path of Truth 
  You can never tell any lies. This includes bluffing, stating half-truths with 
  the intent to deceive, exaggerating, telling white lies, and so on. This does 
  not prevent you from remaining silent if you’d rather not say something. 
   
  When you Defy Danger to act despite fear, an enchantment, or an 
  illusion and spend 1 Ki, you automatically succeed as if you had rolled a 
  10+. 
   
  At the end of the session, if you helped someone come to terms with an 
  unpleasant or difficult truth, mark XP. 
   
   
   
   
   
   
   
   
   
  o Path of the Dragon 
  You can never refuse a challenge or retreat from battle. If someone 
  challenges you to a fight, you must accept, even if your foes outnumber you 
  or are clearly much stronger. 
   
  When you shout with great force as you Hack and Slash with an 
  unarmed strike and spend 1 Ki, your attack has reach range, deals +1d6 
  damage, and gains the forceful tag. Remove the option “deal +1d6 damage 
  forward, once per attack” from the Ki Focus list; this move replaces it.  
   
   
  At the end of the session, if you defeated someone stronger than yourself 
  without help, mark XP. 
   
   
  o Path of Mirrors 
  You can never use any magical objects, even healing potions, nor may you 
  willingly permit yourself to be the subject of a magical spell or effect.  
   
  When you Defy Danger from a magical effect, on a hit you may spend 1 Ki 
  to turn the magic back upon itself, describe how.  
   
  At the end of the session, if you destroyed a magical object of some 
  significance or gave it to a temple for safekeeping, mark XP. 
   
   
  o Path of Shadows 
  You must keep your face covered at all times. You cannot meditate in the 
  presence of any light brighter than a single candle. While you are standing in 
  direct sunlight, you cannot spend Ki. 
   
  You can see clearly in even total darkness. When you step into a patch of 
  deep shadow and spend 1 Ki, you can step out of another one that you can 
  see. The whole of you must step through, with all that you carry. 
   
  At the end of the session, if you killed a foe without being detected, mark 
  XP. 
   
   
  MASTER PATH MOVES 
  When you take the move Path Mastery, you may use the following special 
  move associated with your Monk’s Path: 
   
  Path of Charity: When you enter a friendly steading, a local temple will 
  provide you and your party with free food, shelter, and medical care for as 
  long as you stay, within reason. 
   
  Path of Purity: When you use your sacred prayers to turn the undead or a 
  spirit, on a hit you also deal your damage to the target, ignoring armor. 
   
  Path of Peace: No sentient being will ever attack you unless you do 
  something to provoke them. 
   
  Path of Truth: When someone in your presence tells a lie, you will always 
  detect it. 
   
  Path of the Dragon: Your unarmed strikes gain the fiery tag. 
   
  Path of Mirrors: While you hold a magical object in your hands, any 
  powers that it has are suppressed for as long as you hold it. 
   
  Path of Shadows: When you hide in shadows or darkness, you cannot be 
  detected by any means until you reveal yourself. 
  
   
    
  o Chaotic 
  Free someone from literal or figurative bonds. 
  o Good 
  Endanger yourself to combat an unnatural threat. 
  o Neutral 
  Help an animal or spirit of the wild. 
   
   
  o Elf 
  When you undertake a perilous journey through wilderness 
  whatever job you take you succeed as if you rolled a 10+. 
  o Human 
  When you make camp in a dungeon or city, you don’t need to 
  consume a ration. 
  o Orc 
  Your traps always deal 1d4 damage as an additional effect. 
   
   
  Fill in the names of your companions in at least one: 
   
   
  I have guided ____________ before and they owe me for it.  
   
  ____________ is a friend of nature, so I will be their friend as 
  well. 
   
  ____________ has no respect for nature, so I have no respect for 
  them. 
   
  ____________ does not understand life in the wild, so I will 
  teach them.
  Hunt and Track  
  When you follow a trail of clues left behind by passing creatures, roll+WIS. *On a 7+, 
  you follow the creature’s trail until there’s a significant change in its direction or mode of 
  travel. *On a 10+, you also choose 1: 
  • 
  Gain a useful bit of information about your quarry, the GM will tell you what 
  • 
  Determine what caused the trail to end 
   
   
  Called Shot  
  When you attack a defenseless or surprised enemy at range, you can choose to deal 
  your damage or name your target and roll+DEX. 
  • 
  Head *10+: As 7–9, plus your damage *7-9: They do nothing but stand and 
  drool for a few moments. 
  • 
  Arms *10+: As 7-9, plus your damage *7-9: They drop anything they’re 
  holding. 
  • 
  Legs *10+: As 7-9, plus your damage *7-9: They’re hobbled and slow moving. 
   
   
  Trapper  
  When you set a trap, spend one of your traps and describe how you set it, then choose 
  two effects from the following list:  
  • 
  The trap deals your damage to the target. 
  • 
  The target is ensnared, and cannot escape until it breaks the trap. Strong 
  monsters can break out of the trap more quickly. 
  • 
  The trap sets off a loud alarm. No matter where you are, you'll hear it or be able 
  to sense when it goes off. 
  • 
  The target's leg is crippled; its ability to run is impaired until the injury is healed.  
   
  When a monster stumbles upon your trap, roll+WIS. *On a 10+, you get both effects. 
  *On a 7-9, you get one, your choice. 
   
   
  8 
  Elf: Throndir, Elrosine, Aranwe, Celion, Dambrath, Lanethe, Mariel, Xarai 
  Human: Jonah, Halek, Brandon, Emory, Shrike, Nora, Diana, Eli, Wulf 
  Orc: Kargek, Mordrog, Rashka, Gorthul, Throdok, Balchak, Harga 
  Wild Eyes, Sharp Eyes, or Animal Eyes  
  Hooded Head, Wild Hair, or Bald  
  Cape, Camouflage, or Traveling Clothes  
  Lithe Body, Wild Body, or Sharp Body 
  THE HUNTER 
  Alignment 
  Race 
  
   
    
  Your load is 11+STR.  You start with dungeon rations (5 uses, 1 weight), 
  leather armor (1 armor, 1 weight), Hunter’s bow (near, far, 1 weight), bundle 
  of arrows (3 ammo, 1 weight) and 3 traps (1 weight each). Choose three:  
  o Short sword (close, 1 weight) 
  o Spear (reach, 1 weight) 
   
   
   
   
  o Adventuring gear (5 uses, 1 weight)  
  o Bandages (3 uses, 0 weight) 
  o Antitoxin (0 weight)  
  o Bundle of arrows (3 ammo, 1 weight) 
   
   
   
  Traps cost 3 coins and have 1 weight 
   
   
  You may take this move only if it is your first advancement. 
  o Half-blood 
  Somewhere in your lineage lies mixed blood and it begins to show its 
  presence. You gain the human starting move if you are an elf or an orc. If 
  you are human, you gain the elf or orc starting move. 
   
   
  When you gain a level from 2-5, choose from these moves. 
  o Blot Out the Sun 
  When you Volley, you may spend extra ammo before rolling. For each point 
  of ammo spent you may choose an extra target. Roll once and apply damage 
  to all targets. 
  o Camouflage 
  When you keep still in natural surroundings, enemies never spot you until 
  you make a movement. 
  o Familiar Prey 
  When you Spout Lore about a monster, you roll with WIS instead of INT. 
  o Follow Me 
  When you Undertake a Perilous Journey you can take two roles. You 
  make a separate roll for each. 
  o Improved Traps 
  When you set a trap, add the following to the list of trap effects: 
  • 
  The trap also affects anyone close to the target. 
  • 
  The trap moves the target a short distance. 
  o Man vs. Wild 
  When you Make Camp in the wilderness or in a dungeon, you can 
  scavenge materials to make one trap for free. 
  o A Safe Place 
  When you set the watch for the night, everyone takes +1 to Take Watch. 
  o Tactical Eye 
  When you Discern Realities, add these options to the list of questions: 
  • 
  What is my best escape route? 
  • 
  Where is my best cover? 
  • 
  Which of my allies is the most vulnerable? 
  o Trick Shot 
  When you make an improbable bow shot with an unusual effect, describe 
  what you want to happen and roll +DEX. On a 10+, the GM tells you one 
  thing you have to do to pull off the shot. On a 7-9, up to three things. 
  • 
  Spend some time lining up the shot 
  • 
  Get into a vulnerable position 
  • 
  Spend 1 ammo 
  • 
  Sacrifice or endanger something important 
  When you gain a level from 6-10, choose from these moves or the level 2-
  5 moves. 
  o Adaptation 
  When you observe a place or monster, the GM will tell you a move 
  associated with them. When that move is used against you for the first 
  time, roll+WIS. *On a hit, you avoid, resist, or otherwise negate the move. 
  *On a 10+, you turn the move back on itself. 
  o Black Arrow 
  When you know your target’s weakest point, your arrows ignore armor. 
  o Bull’s-eye 
  When you Volley, on a 12+ you also damage your target’s arms, legs, or 
  head as if you had made a Called Shot. 
  o Hunter’s Mark 
  When you draw an enemy's blood, you may declare that enemy to be your 
  quarry. Your attacks and traps deal +1d4 damage against the quarry, and 
  when you Track your quarry you cannot get a 6-, treat that as a 7-9. You may 
  have only one quarry at a time. 
  o Hunter’s Prey 
  Replaces: Familiar Prey 
  When you Spout Lore about a monster, you roll with WIS instead of INT, 
  and on a 12+, in addition to the normal effects, you may ask the GM any one 
  question about the subject. 
  o Natural Cunning 
  Get one move from the druid or thief class. Treat your level as one lower for 
  choosing the move. 
  o Observant 
  When you Hunt and Track, on a success you may also ask one question 
  about the creature you are tracking from the Discern Realities list for free. 
  o Strider 
  Replaces: Follow Me 
  When you Undertake a Perilous Journey you can take two roles. Roll 
  twice and use the better result for both roles. 
  o Terrain Advantage 
  Choose a land from the druid's Born of the Soil list, adding “the Great City” 
  to the list. While you are in your chosen land you take +1 ongoing to Hunt 
  and Track and Trapper. 
  o Trap Mastery 
  Requires: Improved Traps 
  When you set a trap, choose three options instead of two. When the trap is 
  sprung, on a 10+ you get all three options, on a 7-9 you choose two, and on a 
  6- you still choose one. 
  
   
    
  o Lawful 
  Coexist with mortals without harming them or their community. 
  o Chaotic 
  Spread fear through a community. 
  o Evil 
  Feed on the innocent and helpless for your own pleasure. 
   
   
  Choose your race. Then choose how you became a vampire. 
   
  o Ancient Vampire 
  You’ve been undead for quite some time. When you Spout Lore 
  about times long past, take +1. 
  o Accursed Vampire 
  You’ve become a vampire by a curse. Choose a tell for your 
  curse, this counts as another weakness for determining the 
  maximum Blood you can hold: 
  o 
  Animals become noticeably agitated by your presence  
  o 
  Food and drink sour at any table you are seated at 
  o 
  Those standing next to you feel an unexplainable chill 
  o 
  Plants wither and die when you walk by 
  o Recently Turned 
  Your appearance can never become monstrously inhuman. 
  Additionally, you may call upon the elder vampire who sired you 
  for assistance, and he’ll help you… for a price. 
   
   
  Fill in the names of your companions in at least one: 
   
  __________ knew my sire, they speak for him in his stead. 
   
  I have tasted __________’s blood, and I want more! 
   
  __________ knows how I am vulnerable, and is not afraid to use 
  it against me. 
  Nosferatu 
  You are a vampire! You do not age, nor do you need to breathe. You start with the 
  following two weaknesses: 
  • 
  Instantly slain by a wooden stake to the heart 
  • 
  Repulsed by and vulnerable to fire and sunlight 
  You may also choose up to three additional weaknesses: 
  o 
  Mirrors repel you; you do not cast a reflection 
  o 
  Repulsed by and vulnerable to garlic 
  o 
  Repulsed by and vulnerable to silver 
  o 
  Repulsed by and vulnerable to holy symbols and places 
  o 
  Cannot cross running water, and destroyed by drowning 
  o 
  May only feed upon people of your own race 
  When you are reduced to 0 hit points, unless you were utterly annihilated or killed by a 
  weakness you turn into mist and return to your last safe resting place and gain 1 Hunger. 
  Apex Predator 
  When you feast on the blood of a living person, hold 2 Blood if you leave them alive or 
  if they are already weakened, or hold 3 Blood if you kill a healthy person. The maximum 
  Blood you can hold is equal to the number of weaknesses you have. 
   
  When you hunt for a victim in a steading, roll+DEX if you use stealth or aggression, or 
  roll+CHA if you use guile or charm. *On a 10+, you find someone you can feed from 
  undisturbed. *On a 7-9, you still find a victim, but choose one: 
  • 
  You only hold 1 Blood 
  • 
  Someone catches you in the act 
  • 
  You leave behind incriminating evidence 
  The Blood is Life! 
  When you make camp, spend 1 Blood or gain 1 Hunger. You do not recover HP when you 
  make camp or rest; you must spend Blood. 
   
  You can spend 1 Blood to: 
  • 
  Make your next melee attack messy, forceful, or deal +1d4 damage 
  • 
  Heal yourself for 2d4 HP 
  • 
  Resist a weakness for a short time 
  • 
  Reduce your Hunger by 1 
   
  The GM can spend 1 Hunger to: 
  • 
  Make you attack the nearest or weakest creature 
  • 
  Make you drain someone's blood completely when you are feeding 
  • 
  Make your appearance monstrously inhuman for a while 
  • 
  Run in terror from a weakness 
  8 
  Names: Ambrose, Anton, Angelique, Donovan, Kurt, Ruby, Trevor, Virgil, Lucius, 
  Ophelia, Selena, Virgil, Vanessa, Crane, Deidre, Sonja, Valentine 
  Deep Eyes, Piercing Eyes, Yellowed Eyes 
  Slick Hair, Silvery Hair, Scarred Scalp 
  Out-of-style Finery, Torn Clothing, Stolen Clothing 
  Gaunt Body, Corpulent Body, Commanding Posture 
  THE VAMPIRE 
  Alignment 
  Background 
  
   
    
  Your load is 7+STR. Choose your armament: 
  o Wicked sharp knife (hand, 1 weight) 
  o Ornate rapier (close, precise, 1 weight) 
  o Long scythe (reach, two-handed, 2 weight) 
  Choose two: 
  o An old family heirloom worth 10 coins 
  o Bag of books (5 uses, 2 weight) 
  o A written promise of a favor owed to you by another vampire 
  o Archaic armor (1 armor, 1 weight) 
   
   
   
   
   
   
   
   
   
  When you gain a level from 2-5, choose from these moves. 
  o Aspect of the Bat 
  Your senses are very sharp. You can sense the approximate location of  
  invisible creatures and navigate even in complete darkness.  
  o Beast-Blood 
  You may spend 1 Blood to take the shape of a wolf or a bat, just as if you 
  had used the druid's Shapeshifter move. You always get 3 hold, no roll is 
  needed. 
  o Blood Bond 
  When you feed some of your blood to a willing NPC and spend 1 Blood, 
  they become your thrall. You may treat them as a hireling, with Loyalty 
  equal to your CHA, one skill equal to your INT, and Cost: their master's 
  blood. 
  o Blood Frenzy 
  While you hold zero Blood, you take +1 ongoing to Hack and Slash and deal 
  +1d4 damage. 
  o Children of the Night 
  When you make eye contact with a predatory animal, you can speak with 
  and understand them, and you can spend 1 Blood to give them a simple 
  telepathic command, which they will obey to the best of their ability. 
  o Cloak of Night 
  When you vanish into the shadows or fog, enemies never spot you until 
  you draw attention to yourself or leave your cover. 
  o Fang and Claw 
  You may grow and retract claws from your fingers at will (hand, +1 damage, 
  messy).  
  o Lord of the Dead 
  You may spend 1 Blood to cast the cleric spell Animate Dead, no roll is 
  needed. Your created zombie has one additional trait from the list, and you 
  also ignore the ongoing effect from the Animate Dead spell. 
  o Mesmerize 
  When you gaze deeply into a person's eyes, spend 1 Blood and roll+CHA. 
  *On a 10+, choose 2. *On a 7-9, choose 1: 
  • 
  They treat you as a friend until you prove otherwise 
  • 
  They run in terror 
  • 
  They give you something they hold 
  • 
  They truthfully answer one question 
  o Vampiric Resilience 
  While you are not in the presence of any of your weaknesses, gain +2 
  armor. 
  When you gain a level from 6-10, choose from these moves or the level 2-
  5 moves. 
  o Blood Power 
  The maximum Blood you may hold is increased by one.  
  o Bloody Killer 
  Requires: Fang and Claw 
  When you Hack and Slash with your claws, on a 12+ you gain 1 Blood. 
  o Diablerie 
  Gain the Ritual move from the wizard playbook. Any ritual you perform will 
  have the cost “Spend some Blood” in addition to whatever the GM says. 
  o Dream-speaker 
  You may visit the dreams of anyone whose blood you have tasted and 
  communicate with them over any distance this way. If they are your thrall, 
  you can compel them to obey you. 
  o Entrance 
  Requires: Mesmerize 
  When you use Mesmerize, you get one additional choice, even on a 6-. Add 
  the following choices to the list: 
  • 
  You plant a false memory in their minds; they will remember it as 
  if it really happened 
  • 
  They forget that you were ever there 
  o For the Dead Travel Fast 
  When you use the shadows to travel to your destination or escape 
  pursuit, roll+DEX. *On a 10+, choose 2. *On a 7-9, choose 1: 
  • 
  You get there unseen or lose your pursuers 
  • 
  You get there much quicker than it would normally take 
  • 
  You leave nothing that could be traced back to you or your friends 
  o Machiavelli 
  When someone is plotting against you, you’ll know it, though you can’t 
  necessarily tell how. At the end of a session, if during this session you 
  dismantled the machinations of a powerful rival, mark XP. 
  o Mist Form 
  Requires: Beast-Blood 
  You may use the Beast-Blood move to transform into a cloud of mist. 
  o Obfuscate 
  Requires: Cloak of Night 
  You may spend 1 Blood to deepen the local shadows or summon a small 
  bank of fog, perfect for vanishing into. 
  o Soul Reaver 
  When you drain a person's blood and kill them, hold 1 additional Blood, 
  and that person can never be resurrected, nor can their spirit be contacted. 
  
   
    
  o Good 
  Use trickery to help people when the law cannot. 
  o Chaotic 
  Expose corruption or hypocrisy with your tricks. 
  o Evil 
  Con people out of their valuables. 
   
   
  o Human 
  When you spend some time trading gossip in a community, 
  roll+CHA. *On a hit, you learn of an interesting opportunity 
  nearby. *On a 10+, you can also start a rumor of your own; it 
  will spread like wildfire. 
   
  o Halfling 
  When you perform a sleight of hand upon an unwary or 
  distracted mark, you succeed and no one’s the wiser. If you’re 
  subject to scrutiny, roll+DEX. *On a 10+, you succeed and no 
  one’s the wiser. *On a 7-9, you succeed or no one’s the wiser, 
  your choice. 
   
   
  Fill in the names of your companions in at least one: 
   
  _____________ has my back when things go wrong.  
   
  _____________ knows a secret about me that could be 
  embarrassing if it was let loose.  
   
  _____________ has helped me run a con before. 
   
  I know a secret about _____________, but he doesn't know that I 
  know.
  Silvertongue  
  When you use lies, bluster, or deception to avoid suspicion or get out of trouble, 
  roll+CHA. *On a hit, your lies are believed, for now. *On a 10+, also choose one: 
  • 
  You direct their attention or suspicion to somewhere else  
  • 
  Your deception will go unchallenged until they see or hear some proof 
  • 
  You cover your friends as well 
   
  Social Engineering  
  When you spend some time scouting a local community for easy marks and 
  opportunities, roll+CHA. *On a 10+, hold 3. *On a 7-9, hold 2. *On a 6-, hold 1, and the 
  GM holds 1. You may spend this hold to call in a favor; you can ask someone to do a 
  simple, non-dangerous task for you, and they'll do it. The GM may spend his hold at any 
  time to introduce a person hostile to you, suspicious of you, or whom you owe big time. 
   
  You cannot extract favors from anyone who is outwardly hostile to you or suspicious of 
  you. Other players are always suspicious of you, since they know you’re the Trickster. 
   
  Smoke Bomb 
  When you have time and safety to prepare a few tricks, you can manufacture up to 
  three smoke bombs. Each has 1 weight, and is dangerous for anyone except you to use. 
  When you throw a smoke bomb at a hard surface, roll+DEX. *On a hit, a cloud of 
  smoke bursts forth, briefly blinding and causing a coughing fit in anyone caught in the 
  cloud, except you. *On a 7-9, choose 1: 
  • 
  Someone you didn’t intend also gets caught in the smoke 
  • 
  The smoke will only last a few moments 
  • 
  A person of the GM's choice is unaffected 
   
   
   
   
   
  6 
  Halfling: Felix, Rook, Mouse, Sketch, Trixie, Robin, Omar, Brynn, Bug, Puck 
  Human: Sparrow, Shank, Jack, Marlow, Dodge, Rat, Pox, Humble, Farley, Reynard 
  Shifty Eyes, Twinkling Eyes, or Sharp Eyes 
  Hooded Head, Messy Hair, or Stylish Hat 
  Gaudy Clothes, Fancy Clothes, or Plain Clothes  
  Lithe Body, Knobby Body, or Quick Body 
  THE TRICKSTER 
  Alignment 
  Race 
  
   
    
  Your load is 9+STR.  You start with dungeon rations (5 uses, 1 weight) and 
  three smoke bombs (1 weight each). Choose your weapons: 
  o Short sword (close, 1 weight) and 3 throwing knives (thrown, near, 0 
  weight) 
  o Rapier (close, precise, 1 weight) 
  o Ragged Bow (near, 2 weight), a bundle of arrows (3 ammo, 1 weight), and 
  a dagger (hand, 1 weight). 
  Choose two: 
  o Adventuring gear (5 uses, 1 weight) 
  o Leather armor (1 armor, 1 weight) 
  o 12 counterfeit coins 
  o Halfling pipeleaf (6 uses, 0 weight) 
   
   
   
   
  When you gain a level from 2-5, choose from these moves. 
  o Concealment 
  Your smoke bombs never affect you; you can always see clearly within the 
  smoke and your actions are unimpaired within it. 
  o Confidence Trick 
  When you make small talk with someone, you can spend a hold from 
  Social Engineering to ask them a question; they’ll answer it truthfully in the 
  form of a slip of the tongue or their body language giving it away, but they’ll 
  be aware that they gave up that information. 
  o Deep Pockets 
  Any items that you carry that could fit in the palm of your hand (including 
  your smoke bombs) are so well concealed on you that they will never be 
  found unless you are completely stripped and searched. 
  o Distracting Shot 
  When you Volley, on a 10+ you may draw your target’s attention elsewhere 
  instead of dealing damage. 
  o Escape Artist 
  When you try to slip free of anything physically restraining you, 
  roll+DEX. *On a hit, you’re free. *On a 10+, choose one: 
  • 
  You take a parting shot at your captor, deal your damage 
  • 
  You make it easier for someone else nearby to escape 
  • 
  You take a little souvenir with you, the GM will tell you what 
  o Lamentable Belaborment 
  When you sow mistrust and discord among your foes, roll+CHA. *On a 
  10+, they're confused and will take some time to argue and sort things out. 
  *On a 7-9, they're still confused, but not for very long.  
  o Legerdemain 
  Gain a spellbook containing all wizard cantrips. You may learn, memorize, 
  and cast cantrips, illusions, and enchantments as if you were a wizard of your 
  level-1, using CHA instead of INT to cast the spell. 
  o New Tricks 
  If you are human, gain the halfling starting move. If you are a halfling, gain 
  the human starting move. 
  o Smokescreen 
  When you Hack and Slash someone caught in your smoke bomb, on a hit, 
  choose one: 
  • 
  You steal something from them. Now it’s yours! 
  • 
  You deal +1d6 damage 
  • 
  Reduce their armor by 1 until they repair it 
  o Sneaky 
  Gain a move from the thief playbook.
  When you gain a level from 6-10, choose from these moves or the level 2-
  5 moves. 
  o Cheat Death 
  When you take your Last Breath, Death will always offer you a bargain, 
  even on a 6-. If you don't keep your end of it, you'll still live, but Death will 
  claim your soul the next time you are reduced to 0 HP. 
  o Flashbang 
  When you create a smoke bomb, you may instead create an incendiary 
  smoke bomb, which also deals your damage to one person caught in the 
  effect on a hit, and may start fires when thrown. 
  o Grifter 
  Requires: Confidence Trick 
  When you use Confidence Trick, your mark will not realize they gave away 
  their information. 
  o Honeyed Words 
  When you use Social Engineering you get +1 hold, even on a miss. 
  o Instigator 
  Requires: Lamentable Belaborment 
  When you use Lamentable Belaborment, on a 10+ the argument also gets a 
  little violent; one of the affected targets deals their damage to another. You 
  choose both parties. 
  o Pants on Fire 
  When a move has another player (including the GM) ask you a question 
  about your character, you can answer however you like (honestly or not). 
  o Smoke and Mirrors 
  Requires: Smokescreen 
  When you Hack and Slash someone caught in your smoke bomb, on a 
  10+ choose two options from Smokescreen instead of one, and add the 
  following options to Smokescreen list: 
  • 
  You draw their full attention to you 
  • 
  You direct their attack into someone/thing else 
  o Trust Me 
  When you use Silvertongue, on a 10+, choose two options from the list, and 
  on a 7-9, choose one option. 
  o Vanishing Trick 
  When you throw one of your smoke bombs at your feet, you may instantly 
  move from where you are to somewhere else in sight or in reach. The smoke 
  cover will make it seem like you just disappeared; you won’t be spotted 
  unless you’re out in the open or draw attention to yourself. 
  o Very Sneaky 
  Gain a move from the thief playbook. 
  
   
    
  o Good 
  Help people to live in harmony. 
  o Neutral 
  Resolve a disturbance in the balance. 
  o Chaotic 
  Reclaim a place or important object for the natural world. 
   
   
  o Dwarf 
  When you are dealing with spirits of earth, stone, or 
  mountains, take +1 to Second Sight and Widdershins. 
  o Human 
  Choose a wizard spell. You may prepare and cast that spell as if 
  it were a shaman spell. 
  o Orc 
  Aspect of the Wolf is a rote for you. 
   
   
  Fill in the names of your companions in at least one: 
   
  The spirits have spoken to me of __________; they have a 
  strange destiny that I will play a part of. 
   
  __________ does not believe in the spirit world, but I will make 
  them listen. 
   
  __________ is out of balance, and a danger to themselves and 
  others. I will help them. 
   
  I have sworn a covenant with __________, the spirits have 
  witnessed it.
  Trance 
  When you spend some time opening your mind to the mysteries of the Otherworld, 
  you lose any spells already prepared and prepare new spells of your choice whose total 
  levels don’t exceed your own level+1, and none of which is a higher level than your own 
  level. You may choose from any spell on the Shaman spell list. You also prepare all of 
  your rotes, which never count against your limit. 
  Cast a Spell 
  When you call forth a spell you’ve prepared, roll+WIS. *On a 10+, the spell is 
  successfully cast and you do not forget the spell—you may cast it again later. *On a 7-9, 
  the spell is cast, but choose one: 
  • 
  You draw unwelcome attention or put yourself in a spot. The gamemaster will 
  tell you how. 
  • 
  The spell disturbs the Mists as it is cast—take -1 ongoing to cast a spell until the 
  next time you Trance. 
  • 
  After it is cast, the spell is forgotten. You cannot cast the spell again until you 
  Trance again. 
  Note that maintaining spells with ongoing effects will sometimes cause a penalty to your 
  roll to cast a spell. 
  Second Sight 
  You are sensitive to the spirit world. When you are in the presence of an influential or 
  important spirit, the GM will let you know. When you open your senses to the Mists to 
  interact with a spirit, roll+CHA. *On a 10+, ask the GM three questions from the list 
  below. *On a 7-9, ask one:  
  • 
  Where exactly are any spirits residing? 
  • 
  What is the nature of the spirits present? 
  • 
  How is the spirit influencing the material world? 
  • 
  What could I offer this spirit that it wants or needs? 
  Regardless of the roll, you may communicate with any spirit you open your senses to, and 
  Parley if you have leverage as usual. Some spirits may be unwilling to talk, or not have 
  much to say.  
  Widdershins 
  When you bind a spirit with rituals or incantations, roll+CHA. *On a hit, you banish 
  the spirit from this place, force it from its host, or put a restriction on it. *On a 7-9, the 
  spirit will retaliate against you in exchange. You can dispel your bindings whenever you 
  wish, but the spirit will then be free to do as it pleases.
  6 
  Dwarf:  Andalen, Larelei, Morak, Halgmar, Garm, Beyla, Rakham, Yara 
  Human:  Semil, Falken, Tanika, Dungarth, Brey, Arando, Celad, Halmir 
  Orc:  Erishnar, Corug, Mirak, Garuk, Prinai, Ranak, Zuakka, Sulha 
  Wise Eyes, Distant Eyes, or Colorless Eyes 
  Long Braids, Furry Hood, or Antlered Hood 
  Rugged Leathers, Animal Hides, or Elaborate Body Designs 
   
  THE SHAMAN 
  Alignment 
  Race 
  
   
    
  Your load is 7+STR.  You start with dungeon rations (5 uses, 1 weight) and a 
  trinket that helps you commune with the spirit world. Describe it!  
  Choose your armament: 
  o Staff (close, two-handed, 1 weight) 
  o Spear (close, thrown, near, 1 weight) 
  o Worn bow (near, 2 weight), bundle of arrows (3 ammo, 1 weight), and 
  dagger (hand, 1 weight) 
  Choose your defenses: 
  o Hide armor (1 armor, 1 weight) 
  o Poultices and herbs (2 uses, 1 weight) 
  Choose one: 
   
  o Adventuring gear (5 uses, 1 weight) 
  o Halfling pipeleaf (6 uses, 0 weight) 
  o Antitoxin (0 weight) 
   
   
   
  When you gain a level from 2-5, choose from these moves. 
  o Covenant 
  When you use Widdershins, on a 10+, choose one: 
  • 
  The spirit can never return to this world after you banish it 
  • 
  The spirit will honor any agreement you make with it. 
  o The Cycle and the Path 
  When you cast a spell you ignore the first -1 penalty from ongoing spells. 
  o The Old Ways 
  When you cast a spell, on a 10+ you have the option of choosing an option 
  from the 7-9 list. If you do, you may choose one of these as well: 
  • 
  The spell’s effects are doubled 
  • 
  The spell’s targets are doubled 
  o One With Nature 
  Gain a non-multiclass move from either the druid or ranger class list. Treat 
  your level as one lower for choosing the move. 
  o Parting the Veil 
  When someone takes their Last Breath in your presence, they take +1 to 
  the roll. 
  o Shaman’s Intuition 
  When you Discern Realities or use Second Sight, hit or miss, you may also 
  ask, “What here is out of balance?” for free.  
  o Spiritual Healer 
  When you heal someone else, add your level to the amount healed. 
  o Stormstrike 
  When you imbue your weapon with primal power, forget a spell (not a 
  rote) you have memorized and choose one of the following. Your weapon 
  gains that effect as long as you wield it, until you use this ability again or 
  until you Trance. 
  • 
  Your weapon gains the fiery tag and deals +1d4 damage 
  • 
  Your weapon mystically shields you, granting +2 armor 
  • 
  Your weapon gains the forceful tag 
  • 
  You attack with this weapon with WIS instead of the usual stat 
  o Touch the Empyrean 
  Choose a spell. You are granted that spell as if it was one level lower. 
  o Well of Wisdom 
  When you listen to the whispers of the spirits, you may Spout Lore with 
  WIS instead of INT. 
   
   
  When you gain a level from 6-10, choose from these moves or the level 2-
  5 moves. 
  o Abjure 
  When you attack a spirit, ghost, or extra-planar entity, you deal +1d6 
  damage, and if it is reduced to zero HP, it is henceforth barred from 
  appearing on the material plane in any form. It can still be encountered in 
  spiritual visions and on other planes, just not your world. 
  o Grounding 
  When you resist an enchantment cast upon you, treat a 6- as a 7-9 result. 
  o The Mask and Mirror 
  Replaces: The Cycle and the Path 
  When you cast a spell you ignore up to two -1 penalties from ongoing spells. 
  o Moondance 
  While your bare skin is bathed in moonlight, the effects of your spells are 
  maximized. 
  o Naturalist 
  Gain a non-multiclass move from either the druid or ranger class list. Treat 
  your level as one lower for choosing the move. 
  o Secrets of the Otherworld 
  Replaces: The Old Ways 
  When you cast a spell, on a 10-11 you have the option of choosing an option 
  from the 7-9 list. If you do, you may choose one of these effects as well. On 
  a 12+ you get to choose one of these effects for free: 
  • 
  The spell’s effects are doubled 
  • 
  The spell’s targets are doubled 
  o Shaman’s Insight 
  When you use Second Sight, choose one more option, even on a 6-, and on a 
  12+, you may ask the spirit one question, and it will answer truthfully. 
  o Spirit Calling 
  When you perform a ritual to summon a spirit, name a spirit you wish to 
  summon, either by name or a type of spirit. It will be brought before you, and 
  you may immediately make the Widdershins move against it before it can 
  act. 
  o Storm, Earth, and Fire 
  Requires: Stormstrike  
  When you use Stormstrike, choose two options instead of one. 
  o Touch the Firmament 
  Requires: Touch the Empyrean  
  Choose a spell in addition to the one you picked for Touch the Empyrean. 
  You are granted that spell as if it was one level lower. 
  
   
    
   
   
  SHAMAN SPELLS 
   
  Every time you trance, you gain access to all of your rotes without having to 
  select them or count them toward your allotment of spells. 
  o Guidance 
  Rote 
   
  A symbol of the elements appears before you and gestures towards the 
  direction or course of action the spirits would have you take then disappears. 
  The message is through gesture only; your communication through this spell 
  is severely limited.  
   
   
  o Spirit Servant 
  Rote 
   
  You summon a minor invisible spirit that can do nothing but carry items. It 
  has Load 3 and carries anything you hand to it. It cannot pick up items on its 
  own and can only carry those you give to it. Items carried by a spirit servant 
  appear to float in the air a few paces behind you. A spirit servant that takes 
  damage or leaves your presence is immediately dispelled, dropping any 
  items it carried. 
   
   
   
  o Aspect of the Wolf 
  level 1 
  ongoing 
  A person you touch is imbued with a small amount of wild energy. Choose 
  one of the following effects to grant while this spell is ongoing: 
  • 
  They can see perfectly in total darkness 
  • 
  Their sense of smell and hearing is greatly enhanced 
  • 
  They become more fierce, dealing +1 damage ongoing 
  While this spell is ongoing you take -1 ongoing to cast a spell. 
   
  o Dreamsight 
  level 1 
   
  Cast this spell over a sleeping person, and you can see what they are 
  dreaming about, as well as the nature of any influences upon their mind. 
   
  o Flames of Wrath 
  level 1 
  ongoing 
  While this spell is ongoing, you may conjure a small orb of flame in your 
  hands whenever you like (thrown, near, 1 piercing), and you take -1 to cast a 
  spell. 
  o Sacred Circle 
  Level 1 
   
  As you cast this spell, you walk the perimeter of an area. As long as you stay 
  within that area you are alerted whenever someone acts with malice within 
  the circle (including entering with harmful intent). Anyone who receives 
  healing within the circle heals +1d6 HP. The spell ends when you leave the 
  area. 
   
  o Healing Touch 
  level 1 
   
  Your touch halts bleeding and eases pain. Heal an ally you touch of 1d6 
  damage. 
   
  o Rising Mists 
  level 1 
  ongoing 
  Name a location you can see. It is completely blanketed in thick fog that 
  prevents anyone from seeing further than a foot in front of them. While this 
  spell is ongoing, the fog will not dissipate and cannot be blown away by 
  wind, and you take -1 to cast a spell. 
   
   
   
   
  o Foresee 
  level 3 
   
  Cast this spell as you gaze into a pool of water, and you will receive a 
  portent from the spirit world. The GM will reveal an impending danger that 
  threatens the land. You will also learn something useful about how you can 
  interfere with the danger's dark outcomes. 
   
  o Entangle 
  level 3 
  ongoing 
  Roots and vines constrict painfully around the lower body of one target you 
  can see, preventing them from moving their legs. While this spell is ongoing 
  you take -1 ongoing to cast a spell. 
   
  o Glamour 
  level 3 
  ongoing 
  You create an illusion that changes one part of something or someone you 
  can see: its appearance, sound, or smell. While this spell is ongoing you take 
  -1 to cast a spell. 
   
  o Elemental Blessing 
  level 3 
  ongoing 
  A person you touch receives a blessing of the elements. Choose one: 
  • 
  Fire will not burn them or their possessions 
  • 
  They may walk upon water as if it were solid ground 
  • 
  They may breathe safely in any environment, even underwater or 
  in toxic fumes 
  • 
  Their skin hardens like stone, giving them +1 armor 
  While this spell is ongoing you take -1 ongoing to cast a spell. 
   
  o Silence and Stillness 
  level 3 
   
  The winds of magic grow still in your presence. Choose a spell or magical 
  effect in your presence, it ceases to function as long as you remain nearby. 
   
  o Whispering Wind 
  level 3 
   
  You summon a spirit of the winds to carry a short message to a person of 
  your choice. The spirit will also carry back a short reply.
   
   
   
   
   
   
  First Level Spells 
  Third Level Spells 
  Rotes 
  
   
    
   
   
  SHAMAN SPELLS 
   
  o Purify 
  level 5 
   
  Your touch removes a poison or disease from a person or object. 
   
  o Summon Elemental 
  level 5 
  ongoing 
  You conjure an elemental servitor to assist you. Treat it as your character, 
  but with access to only the basic moves. It has +1 modifier for all stats, 1 HP, 
  and does 1d8 damage. The elemental also gets your choice of 1d4 of these 
  traits: 
  • 
  It has +2 instead of +1 to one stat 
  • 
  It’s not reckless 
  • 
  It’s bond to your plane is strong: +1 HP for each level you have  
  • 
  It has some useful secondary ability 
  The elemental remains on this plane until it dies or you dismiss it. While this 
  spell is ongoing you take -1 to cast a spell. 
    
   
   
   
  o Chain Lightning 
  level 5 
   
  A bolt of lightning springs from your fingertips, striking your target and 
  everyone nearby for 2d6 damage, ignoring armor. 
   
  o Life Touch 
  level 5 
   
  Life energy fills the person you touch, healing them of 3d6 damage. 
   
  o Sight Beyond Sight 
  level 5 
   
  Name a person, place, or thing you want to learn about. You will receive a 
  vision of the subject, as clear as if you were there. 
   
  o Spirits of the Wild 
  level 5  
  ongoing 
  You call upon the power of an animal spirit to aid you. Name the animal. 
  While this spell is ongoing, you gain the use of one of that animal’s abilities 
  and take -1 to cast a spell.  
   
   
   
  o Control Weather 
  level 7 
   
  Wish for rain—or sun, wind, or snow. Within a day or so, your wish will be 
  granted. The weather will change according to your will and last a handful of 
  days. 
   
  o Masterful Glamour 
  level 7 
  ongoing 
  You create a complex illusion that affects all senses. The illusion can move if 
  you are around to direct it, or you may program it to move under certain 
  conditions, and it may exist independently of other objects. While this spell 
  is ongoing you take -1 to cast a spell. 
   
  o Wild Hunt 
  level 7 
   
  Name a person or creature you wish to hunt. Spiritual wolves will seek them 
  out, no matter where they hide. While this spell is ongoing, when you lift 
  your head and howl to the sky, the wolves will howl back, telling you which 
  direction your target lies. Additionally, when you deal damage to the target, 
  you deal an additional +1d6 damage as the wolves join in the attack. The 
  spell lasts until you dismiss it, your target is killed, or until you cast it again. 
  o True Seeing 
  level 7 
  ongoing 
  Your vision is opened to the true nature of everything you lay your eyes on. 
  You pierce illusions and see things that have been hidden. The GM will 
  describe the area before you ignoring any illusions and falsehoods, magical 
  or otherwise. While this spell is ongoing you take -1 to cast a spell. 
   
  o Rebirth 
  level 7 
   
  The Mists breath new life into a person you touch. They are restored to full 
  health, any poisons or diseases are cured, debilities are healed, and even lost 
  limbs are regrown.  
   
  o Spirit Lodge 
  level 7 
   
  You cast a ward upon a specific location that prevents creatures of a certain 
  type from entering that area. The location must have clearly-defined 
  boundaries, though you can pace out a circle or other space and mark it with 
  chalk, sand, etc. Name what kind of creature is barred from entry when you 
  place the ward. 
   
  o Cataclysm 
  level 9 
   
  The Mists bring the unnatural weather of your choice to pass. Rain of blood 
  or acid, meteor storms, wind that can carry away buildings, or any other 
  weather you can imagine: ask and it shall come. 
   
  o Reclamation 
  level 9 
   
  The earth reclaims a person that you touch, turning them to stone.  
   
  o Commune With Nature 
  level 9 
   
  You attune yourself to a location and the earth answers you. Spirits of this 
  location will answer any three questions you pose to them. Anything the land 
  can know, it will tell you. 
   
  o Earthquake 
  level 9  
  ongoing 
  A location you can see begins to shake violently. The earth heaves and 
  shudders, tearing itself asunder for miles around. While this spell is ongoing, 
  you take -1 to cast a spell. 
   
  o Maelstrom 
  level 9 
   
  A powerful whirlwind gathers you and your allies up, whisking you away to 
  a destination of your choice. 
   
  o Renewal 
  level 9 
   
  A burst of cleansing energy fills the area, removing any corrupting 
  influences on either the land or a person of your choice. Curses, blights, and 
  debilities are all ended by this spell. 
  Fifth Level Spells 
  Seventh Level Spells 
  Ninth Level Spells 
  
   
    
  o Neutral 
  Increase your reputation while working to fulfill Death’s task to 
  you. 
  o Evil 
  Make a bloodbath of your foes. 
   
   
  Choose any race. Then choose what’s so important to you that 
  you would take up the dark blade for it.  
   
  o Love 
   
   
       
  Add the following Bond: _______________ reminds me of my 
  true love; I'll protect them.  
  o Duty 
   
   
      
  Add the following option to Road to Perdition: 
  • 
  Cast Visions Through Time, as the wizard spell; Death 
  will show you where you’re needed most. 
  o Honor 
   
   
      
  Choose a hated type of enemy, such as goblins, traitors, or 
  nobles. When you strike a deathblow with your dark blade 
  against your chosen enemy, heal 1 HP.  
   
   
  Fill in the names of your companions in at least one: 
   
  _______________ is the voice of my conscience; they keep me 
  from going too far, though I may resent them for it sometimes. 
   
  _______________ gives me hope for a better tomorrow. 
   
  I have seen Death’s mark upon _______________; something 
  terrible is in store!
  Dark Blade 
  Death has given you a bladed weapon of terrible power, describe it! Your weapon will 
  always have a shadowy aura around it; anyone who sees it will know that it's a weapon of 
  darkness. Your weapon has 2 weight, close range, and the messy tag. Choose one more 
  feature for your weapon: 
  o 
  Sharp. +1 piercing. 
  o 
  Heavy. Add forceful and +1 weight. 
  o 
  Ancient. Take +1 to Spout Lore about spirits or the lands beyond the Black Gate 
  o 
  Mystical. Glows in the presence of one type of creature, your choice.  
  o 
  Long. Add reach and two-handed. 
  Choose what Death has tasked you with in exchange for this weapon. When you fulfill 
  Death’s task, hold 3 Torment. Your maximum Torment is 3. 
  o 
  Extinguish some of the world's light or beauty 
  o 
  Help the dead or dying pass on 
  o 
  Remove stagnation so rebirth can occur 
  o 
  Punish those who defy Death's order 
   
  Armored 
  You ignore the clumsy tag on armor you wear. 
   
  Road to Perdition 
  When you draw upon the unholy power in your dark blade, choose one of the 
  following effects: 
  • 
  Don the visage of death, terrifying a target you can see as if you cast the Cause 
  Fear spell for as long as you focus your attention on them 
  • 
  Plunge your blade into a corpse, its spirit will answer any three questions you 
  pose to it to the best of the knowledge it had in life and the knowledge it gained 
  in death 
  • 
  Summon supernatural darkness into an area you can see, until you use this move 
  again or dismiss it 
  …then roll+CHA. *On a hit, you achieve your desired effect. *On a 7-9, either spend 1 
  Torment or lose HP equal to the higher of the two dice rolled, ignoring armor.  
   
   
   
   
  10 
  Names: Emma, Tristan, Erik, Dean, Shelley, Grant, Horatio, Cecil, Catherine, Edmund, 
  Leonardo, Annette, Connor  
  Hollow Eyes, Penetrating Eyes, Sharp Eyes 
  Wavy Hair, Ash-White Hair, Closed Visor 
  Pale Body, Taut Body, Scarred Body 
  Horned Helmet, Spiked Armor, Great Cloak 
  THE DARK KNIGHT 
  Background 
  Alignment 
  
   
    
  Your Load is 10+STR.  You start with your dark-bladed weapon (2 weight), 
  dungeon rations (5 uses, 1 weight), and a memento of someone important to 
  you, describe it!   
  Choose your defenses: 
  o Chainmail (1 armor, 1 weight) and adventuring gear (5 uses, 1 weight) 
  o Black scale armor (2 armor, clumsy, 3 weight)  
  Choose one: 
  o Shield (+1 armor, 2 weight) 
  o Antitoxin (0 weight) and bandages (3 uses, slow, 0 weight) 
  o 10 coins 
   
   
   
   
   
   
   
   
   
   
   
   
  When you gain a level from 2-5, choose from these moves. 
  o Conviction 
  When you lose HP from using Road to Perdition, you lose HP equal to the 
  lower of the two dice rolled instead. 
  o Dead Eyes 
  When you fix someone with your cold, hard stare, roll+CHA. *On a 10+, 
  get both effects. *On a 7-9, choose one. 
  • 
  They flinch or hesitate 
  • 
  You learn something about their true nature, the GM will tell you 
  what 
  o Doom Blade 
  Choose an additional feature for your dark blade. 
  o Flash of Steel 
  Gain a non-multiclass move from the fighter playbook. 
  o Hell’s Gate 
  When you deal damage with your dark blade, you may spend 1 Torment. 
  If you do, deal +1d4 damage. 
  o Interrogator 
  When you have a private chat with an NPC, roll+CHA. *On a 10+, ask 
  them two questions, which they will answer truthfully. *On a 7-9, ask one 
  question. Regardless of the result, the NPC will not want anything to do with 
  you ever again. 
  o Raven’s Feast 
  Add the following effect to Road to Perdition: 
  • 
  Fire a pulse of dark energy from the blade, dealing 1d6 damage to 
  a target within near range.  
  o Rebuke Undead 
  When your voice resonates with the land of the dead, roll+CHA. *On a 
  10+ any mindless undead near you are cowed into submission for a while, 
  and you may command them to do your bidding. *On a 7-9 the undead will 
  not approach you, but neither will they obey you. 
  o Unstoppable 
  You can never become weakened or sickened, and you ignore the forceful 
  tag on any attacks made against you. 
  o Vital Transfer 
  When you touch someone and channel stolen life energy into them, you 
  can spend 1 Torment to heal them of 1d6 damage, as many times as you like, 
  as long as you have Torment to spend. You can use this ability on yourself if 
  you wish. 
   
   
  When you gain a level from 6-10, choose from these moves or the level 2-
  5 moves. 
  o Black Magic 
  Add the following effect to Road to Perdition: 
  • 
  Cast Animate Dead, Trap Soul, or Contagion, as per the cleric 
  spells. While any of these spells are ongoing you cannot use Road 
  to Perdition 
  o Clash of Steel 
  Gain a non-multiclass move from the fighter playbook. 
  o Command Undead 
  Requires: Rebuke Undead 
  You may use Rebuke Undead against intelligent undead. They cannot be 
  commanded, but a successful roll convinces them to help you for a while. 
  *On a 7-9, there’s a price, the GM will tell you what. 
  o Death’s Deputy 
  When you fulfill Death’s task, hold 4 Torment instead of 3. Your maximum 
  Torment is 4. 
  o Hell’s Dominion 
  Replaces: Hell’s Gate 
  When you deal damage with your dark blade, you may spend 1 Torment. 
  If you do, deal +1d8 damage. 
  o Last Resort 
  While your HP is equal to or less than your CHA or 1, whichever is 
  higher, take +1 ongoing to all moves except Last Breath. 
  o No Rest For the Angry Dead 
  When you take your Last Breath, you may spend Torment after rolling. For 
  each Torment spent, add 1 to the roll, up to a maximum final result of 7. 
  o Sanguine Blade 
  When you Hack and Slash with your dark blade, on a 12+ in addition to 
  dealing your damage you also heal 1d6 HP. 
  o Vital Infusion 
  Requires: Vital Transfer 
  When you use Vital Transfer, you heal 2d6 damage per Torment spent 
  instead. 
  o Your Worst Nightmare 
  Requires: Unstoppable 
  Choose a target of your obsession, either a person or an object. You always 
  know which direction your target is relative to you, and when you deal 
  damage to your target, deal an additional +1d4 damage. If your target is 
  killed or destroyed, you may choose a new target the next time you Make 
  Camp. 
  
   
    
  o Neutral 
  Uphold your personal code of honor, regardless of the danger to 
  yourself. 
  o Chaotic 
  Cause trouble with your short temper. 
  o Evil 
  Make a brutal example of someone to terrify others. 
   
   
  o Dwarf 
  Choose a specific type of foe, such as demons, goblin-kin, 
  dragon-kin, or undead. When you use Berserker Rage in a fight 
  against your chosen foe, take +1. 
  o Human 
  When you Parley with someone who has witnessed you 
  raging, you may roll with STR instead of CHA. 
  o Orc 
  Your teeth and claws are dangerous enough to be used as 
  weapons (hand, messy). 
   
   
  Fill in the names of your companions in at least one: 
   
  __________ is surprisingly tough for their kind, they have 
  earned my respect. 
   
  I will push __________ to be harder, or I will break them. 
   
  __________ is always making me angry, they’d better watch 
  themselves, or else! 
   
  I have shared songs of glorious battles with __________.
  Berserker Rage 
  When you work yourself into a violent, howling frenzy, roll+CON. *On a hit, hold 3 
  rage. *On a 7-9, choose a drawback as well. *On a 6-, hold 2 rage and the GM chooses a 
  drawback. You may spend 1 rage to: 
  • 
  Add the forceful, messy, or stun tag to an attack 
  • 
  Perform a feat of near superhuman strength 
  • 
  Halve the effects from a mundane physical attack 
  • 
  Terrify someone you can see, as if you had cast the Cause Fear spell with 
  yourself as the subject 
  • 
  Ignore the effects of all of your debilities for a short time 
   
  If a drawback was chosen, it affects you the next time your rage is reduced to zero: 
  • 
  You gain a debility, chosen by the GM 
  • 
  You cannot use this move again until you rest for a while 
  • 
  You injure an ally or break something dear to you while raging, chosen by the 
  GM, but you won’t notice until the rage ends.  
   
  Your maximum rage is 3. While you hold rage, when you make a move that does not use 
  STR or CON, or you take an action requiring subtlety, finesse, thinking or discussion, lose 
  1 rage. You cannot use this move while wearing armor. 
   
  Bloodlust 
  When you slay a foe, if you used Berserker Rage at any point during this fight, gain +1 
  rage. 
   
  Terrifying Reputation 
  When you enter a steading, rumors about your fury may precede you (your call). If so, 
  tell the GM what people heard. They'll act accordingly, maybe by barring their doors, 
  asking for your help, or testing your strength.  
   
  You never make the Outstanding Warrants move; the local guards and magistrates are too 
  intimidated to try anything unless things are really getting out of hand.
  12 
  Dwarf: Rogi, Varrak, Dain, Balgan, Torhad, Fragh, Luda, Jaril, Gima 
  Human: Bjorn, Calder, Astrid, Hertha, Leif, Sigrid, Torben, Markul, Ulf, Ragnar 
  Orc: Lorik, Kashnak, Fragar, Tragg, Rukor, Hragdush, Perchi, Kibuna, Gresha, Datinai 
   
   
  Wild Eyes, Beady Eyes, or Cruel Eyes 
  Shaved Head, Twin Braids, or Messy Hair 
  Crude Hides, Rugged Leathers, or Half-Naked 
  Bushy Beard, Elaborate Tattoos, or Ritual Scars  
  THE BERSERKER  
  Alignment 
  Race 
  
   
    
  Your Load is 10+STR.  You start with dungeon rations (5 uses, 1 weight). 
  Choose your weapon: 
  o Sharp long sword (+1 damage, close, 2 weight)  
  o Hefty warhammer (forceful, close, 3 weight) 
  o Massive battle axe (reach, +1 damage, two-handed, 2 weight) 
  Choose your defenses: 
  o Steel-rimmed shield (+1 armor, 2 weight) 
  o Healing potion (0 weight) 
  Choose two: 
  o Adventuring gear (5 uses, 1 weight) 
  o A valuable trinket or heirloom worth 10 coins 
  o 3 throwing axes (thrown, near, 1 weight) 
  o Poultices and herbs (2 uses, 1 weight) 
  o Keg of dwarven stout (4 weight) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  When you gain a level from 2-5, choose from these moves. 
  o Battle-Scarred 
  When you Make Camp, you may describe a scar you gained in your last 
  fight. If you do, heal an extra 1d6 HP. 
  o Blood, Death, and Vengeance! 
  When you see an ally fall in battle, take +1 ongoing against the foe that 
  took them down, until you slay that foe or find a new target for your revenge. 
  o Collateral Damage 
  When you Hack and Slash while you hold rage, on a hit, deal damage 
  equal to your STR to another target within your reach. You must deal this 
  damage if it is at all possible to do so, even if the only other target nearby is 
  an ally. 
  o Destructive Rage 
  When you Hack and Slash while you hold rage, on a hit you may spend 1 
  rage to also break their weapon or reduce their armor by 1. 
  o Runecaster 
  When you cast the carved bones to divine the future, roll+WIS. *On a hit, 
  the GM will reveal the details of a grim portent to you--a dire event that will 
  come to pass without your intervention. *On a 10+, the GM will also tell you 
  something useful about how you can interfere with the grim portent’s dark 
  outcomes. *On a 6-, you see something unfortunate in your future. 
  o Savage Warrior 
  Gain a non-multiclass move from the barbarian or druid playbooks. 
  o Songs of Glory 
  Gain the Bardic Lore move and take the “Legends of Heroes Past” area of 
  expertise. 
  o Tempered Spirit 
  When you use Berserker Rage, on a 7-9 you can choose to hold 2 rage 
  instead of 3. If you do, you don’t choose a drawback. 
  o War Paint 
  When you ritualistically mark your bare skin with terrifying designs, 
  gain 2 armor as long as you wear these markings. 
  o Wolf’s Ferocity 
  When you spend rage, deal +1d4 damage forward. 
   
   
   
  When you gain a level from 6-10, choose from these moves or the level 2-
  5 moves. 
  o Anger Management 
  Your maximum rage is now 4. When you use Berserker Rage, on a 12+ you 
  hold 4 rage.  
  o Bear’s Ferocity 
  Replaces: Wolf’s Ferocity 
  When you spend rage, deal +1d8 damage forward. 
  o Einherjar 
  When you Carouse, add your CON to the roll, and on a 12+ you may choose 
  as many options as you like.  
  o Guardian Totem 
  You may spend 1 rage to make a spell targeting you have no effect. 
  o Herald of War 
  When you blow a mighty note on your brazen horn and spend 1 rage, 
  roll+CON. *On a 10+, choose two. *On a 7-9, choose one. *On a 6-, choose 
  one anyway, but your action will have some unintended side effects. 
  • 
  Your allies shake off any fear and deal +1d4 damage forward 
  • 
  An important enemy is distracted, shaken, or loses focus 
  • 
  Your enemies are stricken with fear, and may rout if pressed hard 
  • 
  The earth trembles, damaging a nearby structure 
  • 
  A celestial servant of war will assist you for a while 
  o Invincible Rage 
  While you hold rage, you stay fighting even at zero HP, and you do not take 
  your Last Breath until you lose all of your rage. When you take damage 
  while you are at zero HP, lose 1 rage. 
  o Lucid Rage 
  You don’t lose rage when you Discern Realities or Defy Danger with WIS.  
  o Primal Warrior 
  Gain a non-multiclass move from the barbarian or druid playbooks. 
  o Unbowed, Unbent, Unbroken 
  Replaces: Battle-Scarred 
  When you Make Camp, you may describe a scar you gained in your last 
  fight. If you do, heal an extra 1d6 HP or a debility. 
  o Vandal 
  When you Discern Realities, on a hit, you may also ask, “Who or what here 
  is most vulnerable to me?” for free, in addition to your other questions. 
  
   
   
  The Professional 
   
  When you rise to a position of prominence within 
  your community and acquire a commercial 
  property, the next time you level up you may choose 
  to gain this move: 
   
   
  ⃞  Open for Business 
  You now have a base of operations, such as a 
  guildhall, temple or a shop. Describe it! Add your 
  new establishment to one of the steadings on the map. 
  Your home will include a reasonably safe place for 
  you to stay and store your stuff. Choose two tags for 
  your home: 
   
  o Safehouse: Your base is either well hidden or 
  well protected. No one will bother you when 
  you're hiding out in there. 
  o Labor Pool: You have a reliable source of 
  specialized help available for hire. When you 
  Recruit from your organization, you cannot 
  get a 6-, treat that as a 7–9. 
  o Resources: You have access to equipment 
  relevant to your profession. When you purchase 
  something through your organization, take +1 
  to the Supply roll, and the cost is reduced by 
  20%. 
  o Rumormill: Lots of interesting information 
  passes through your establishment. When you 
  listen to the problems of the people, the GM 
  will tell you of at least one opportunity within 
  your home steading or the areas surrounding it. 
  o Prestige: Your organization is well known and 
  therefore you are too. Add the tag Guild or 
  Personage (you) to your steading. 
  o Clout: Members of your society enjoy some 
  kind of social privilege that other commoners do 
  not have. Describe it, and why you have it.  
  o Skilled: Your organization has people with 
  exceptional skills, such as blacksmithing or 
  alchemy. Add the Craft tag to your steading, and 
  access to these artisans is readily available to you. 
  o Library: You have access to a large stockpile of 
  information. While you have access to your 
  Library, take +1 ongoing to Spout Lore. 
  o Profitable: Your organization is very profitable. 
  When you spend a week tending to your 
  business and putting your estates in order, 
  you gain 1D6 x your level in coins. If you spend 
  a month, gain 3D6 x your level in coins instead. 
   
   
   
   
   
   
  The GM will also give your home one complication: 
   
  o Need: Your base needs a steady supply of a 
  certain resource. Fulfilling that need is your 
  responsibility. 
  o Duty: You have sworn an oath of fealty or 
  support to someone else. Expect them to make 
  demands of you. 
  o Enemy: Someone influential holds a grudge 
  against you, or people of your profession.  
  o Hated: Your profession is unpopular among 
  other people. Best keep it a secret, or suffer the 
  consequences.  
  o Danger: Your base suffers a recurring threat. 
  Perhaps it is a popular target for monsters, or 
  fights break out frequently there. You'll have to 
  deal with these troubles, or your base will suffer.  
   
  Note that any tags on your base, including the Clout 
  tag, cannot fully relieve the burden of your 
  complication. 
   
   
  If you have the move Open for Business, these count 
  as class moves for you; you can choose from them 
  when you level up: 
   
  ⃞  Entrepreneur 
  Your organization is growing! Add another tag to 
  your base. You may take this move multiple times. 
  Each time you do, add a new tag to your base. 
   
   
  ⃞  Guildmaster 
  Requires: Entrepreneur 
  You are now a leader among your organization. Your 
  lodgings become much nicer. Add either the Prestige 
  tag or the Profitable tag to your home. 
   
  Additionally, when you spread your influence into 
  another town, choose a nearby steading and delete a 
  tag from your current base of operations. You now 
  have a satellite location in the chosen steading, which 
  gains the deleted tag. The GM will also add a 
  complication to the new base. 
   
   
  ⃞  Union 
  Requires: Guildmaster 
  When you take this move, add one tag of your choice 
  to every base you control.  
  
   
   
  The Hunter 
   
   
  The dungeon is a dangerous place for the unwary. 
  Deadly beasts lurk in every cave and behind every 
  tree. To others, they are threats to their homes and 
  lives. But to you, these monsters are your prey. 
   
  What does it mean to hunt something that hunts you? 
  To pit yourself against monsters armed with only 
  your wits and your bow? You know how they think, 
  how they move. Set your traps, string your bow, and 
  take aim. When they come for you, you'll be ready 
  for them. 
   
   
  When you have successfully hunted and slain a 
  legendary beast, the next time you level up you may 
  choose to gain this move: 
   
  ⃞  Trapper 
  When you set a trap, spend one of your traps and 
  describe how you set it, then choose two effects from 
  the following list:  
  • 
  The trap deals your damage to the target. 
  • 
  The target is ensnared, and cannot escape 
  until it breaks the trap. Strong monsters can 
  break out of the trap more quickly. 
  • 
  The trap sets off a loud alarm. No matter 
  where you are, you'll hear it or be able to 
  sense when it goes off. 
  • 
  The target's leg is crippled; its ability to run 
  is impaired until the injury is healed.  
   
  When a monster stumbles upon your trap, 
  roll+WIS. *On a 10+, you get both effects. *On a 7-9, 
  you get one, your choice. 
   
  If you are the Ranger, you may take this move at 
  level 1 instead of Animal Companion. If you do, you 
  cannot take the moves Man’s Best Friend, Well-
  Trained, Special Trick, or Unnatural Ally. You also 
  begin play with 3 traps (1 weight each). 
   
   
   
   
   
   
   
   
   
   
   
   
   
  If you have the move Trapper, these count as class 
  moves for you; you can choose from them when you 
  level up: 
   
   
  ⃞  Improved Traps 
  When you set a trap, add the following to the list of 
  trap effects: 
  • 
  The trap also affects anyone close to the 
  target. 
  • 
  The trap moves the target a short distance. 
   
   
  ⃞  Trap Mastery 
  Requires: Improved Traps 
  When you set a trap, choose three options instead of 
  two. When the trap is sprung, on a 10+ you get all 
  three options, on a 7-9 you choose two, and on a 6- 
  you still choose one. 
   
   
  ⃞  Camouflaged Position 
  When you strike with a ranged weapon from 
  hiding, your first shot never gives away your position. 
   
   
  ⃞  Black Arrow 
  When you know your target’s weakest point, your 
  arrows ignore armor. 
   
   
  ⃞  Hunter’s Mark 
  When you draw an enemy's blood, or they draw 
  yours, you can track them anywhere. No matter 
  where they go you can always find them, without 
  rolling. 
   
   
  ⃞  Tactical Eye 
  When you Discern Realities, add these options to the 
  list of questions: 
  • 
  What is my best escape route? 
  • 
  Where is my best cover? 
  • 
  Which of my allies is the most vulnerable? 
  
  Dungeon World 
  War and Wonders Pack 
   
  Seven new base classes for Dungeon World 
  the Beast, 
  the Warlord, 
  the Mask Master, 
  the Gunslinger, 
  the Warlock, 
  the Fool, 
  and the Villager 
  and new rules for investigation, exploration, and mental stress 
   
  For use with the role-playing game Dungeon World, by Sage LaTorra and Adam Koebel 
   
   
   
   
   
   
  Written by Peter Johansen. Version January 24, 2017 
  This work is licensed under the Creative Commons Attribution 3.0 Unported License. To view a copy of this license, visit 
  http://creativecommons.org/licenses/by/3.0/ or send a letter to Creative Commons, 444 Castro Street, Suite 900, Mountain View, 
  California, 94041, USA. 
  
  The Beast 
   
  The wastelands and far places of Dungeon 
  World teem with dangerous beasts. You 
  should know, you’re one of them. 
  Humans and their kind think that theirs is 
  the only civilization that matters, staying in 
  their haughty castles. They grow soft, afraid 
  of the unknown and what is unlike their own 
  little world. They fear you for what you 
  represent; your sharp fangs or your 
  predator’s eyes, the markings of one whose 
  lineage is that of a monster.  
  For untold generations, your people have 
  thrived far beyond human civilization, 
  where the weak die and the strong survive. 
  Your instincts and claws are as sharp as any 
  blade, and serve you better than any armor. 
  Whether a wandering nomad or a would-be 
  warrior, you’ve left your home in search of 
  more beyond your ancestral lands. Among 
  other such adventurers, you’ve found a sort 
  of acceptance, a new pack among these 
  “civilized” folk. When you return, you will 
  be a legend among your kind, bearing gold, 
  wisdom, and the taken fangs of your foes. 
   
  A different take on the barbarian, the Beast 
  is a character that is either inhuman or half-
  human, their blood mixed with that of a 
  monster race, such as arakkoa, minotaur, or 
  half-ogre. Your heritage is the source of 
  your prowess, in the form of moves taken 
  from your monstrous ancestors. 
   
  The Warlord 
   
  How many battles have you seen? Ten? A 
  hundred? You’ve probably lost count. 
  Most people think that war is chaotic or 
  uncontrollable. But you know better. You 
  can feel the ebb and flow of the battlefield in 
  your fingertips. You can see in someone’s 
  eyes when they will stand firm, and when 
  they will rout. When you smell blood and 
  steel in the air, your voice booms like 
  thunder to stir the spirit. 
  In times of war, you can be counted on to 
  keep a cool head. You’ve survived battles 
  that anyone else would have written off as a 
  lost cause. Your tactical advice and 
  commanding presence has turned the tide of 
  a war. No armchair general are you; you 
  lead from the front and by example. War 
  comes as naturally to you as breath. 
  If war is Hell, then you’re the devil himself. 
   
  The Warlord is a skilled fighter, proficient in 
  combat tactics and strategy. They are leaders 
  both on and off the battlefield, rallying their 
  followers to great acts of valor. 
   
   
   
   
   
   
  
  The Mask Master 
   
  Have you ever wished you were someone 
  else? What if you could change who you 
  were? 
  A mask is a most useful tool in your hands. 
  When you put on a mask, you take on a 
  whole new persona. The mask makes you 
  strong. It gives you confidence, it gives you 
  power. Why, with the right mask, you could 
  be anything… except yourself, of course. 
  Maybe you’ve forgotten who you used to be, 
  or you’re hiding something terrible under 
  that mask. Whatever it is, you’re not willing 
  to settle for a life of mundanity. Maybe you 
  need something to believe in, maybe you 
  want more of the fame and glamour. Perhaps 
  out in the world, you’ll find out the truth 
  about yourself.  
   
  A master of theatricality, mystique and 
  imitation, the Mask Master conceals their 
  identity behind their magical masks. The 
  Mask Master has the ability to duplicate the 
  abilities of their allies, or switch up their 
  own powers as needed by the masks they 
  wear. 
   
   
   
   
   
  The Gunslinger 
   
  There are legends of long-lost weapons of 
  incredible power and danger. Some say they 
  summon the thunder of the gods to strike 
  down even the most heavily armored of 
  knights. Perhaps only a few master 
  craftsman in the world can make them, or 
  the technology has been forgotten, and the 
  few remaining weapons in existence are 
  well-hidden. Either way, you have chosen to 
  make one of these awesome weapons your 
  own. How will you change the world with 
  your gun? How will your gun change you? 
  To carry a gun is not only a symbol of 
  power, but one of responsibility as well. To 
  be a gunslinger requires not only a steady 
  mind, but a steady heart. Anyone can learn 
  how to shoot a gun. In your hands, your gun 
  is more than a weapon. It’s a way of life. To 
  master yourself is to master your gun. 
   
  The Gunslinger is a fighter whose weapon 
  of choice is a firearm. A powerful weapon in 
  its own right, but one capable of even more 
  when wielded with conviction and certainty. 
  The Gunslinger keeps to a code of honor to 
  steady their aim and perform amazing feats 
  with their gun. 
   
   
   
   
  
  The Warlock 
   
  Forgotten lore abounds in Dungeon World. 
  Cults of ancient gods or powerful beings 
  from beyond reality lurk everywhere, until 
  they are put down by the forces of law. The 
  altars to these old ones are forgotten, but 
  they are far from powerless. 
  A wealth of power awaits someone bold or 
  foolhardy enough to let one of these beings 
  into their souls. You are the conduit for one 
  of them. No years of study or prostration 
  before a mortal priest for you. You’ve taken 
  things into your own hands. You are the 
  eyes, voice, and hands of a being of godlike 
  power, and in return for your service, they 
  have let a bit of that power into your hands.  
  The old ones promise much for your service, 
  but demand much in return. It’s okay though. 
  You’re still in control of the deal. 
  … For now. 
   
  Like the cleric, the warlock enjoys a 
  relationship with a being of divine or near-
  divine power. Unlike the cleric, the 
  relationship between warlock and patron is 
  much more intimate, so much so that patron 
  may reach out into the world through the 
  warlock. Demon princes, arch-fey, and elder 
  beings from beyond reality are all potential 
  patrons for the warlock. 
   
   
   
  The Fool 
   
  This all started as one big joke to you. “Go 
  off and explore the world,” they said. “It’ll 
  be fun,” they said. You left your perfectly 
  good life behind you to take your chances 
  out here, and now you’re hip deep in terrible 
  danger. 
  But that doesn’t get you down. You can still 
  be a hero. You’ve got big dreams, and the 
  good fortune and courage to pursue them. 
  Maybe not the skills, but hey, can’t have 
  everything, right? You’ve got your friends 
  to watch your back. They keep you out of 
  the worst of the trouble, and you help them 
  keep their perspective on things. With a 
  smile on your face and a song in your heart, 
  things will turn out okay, eventually.  
  Hey, what does this thing do? 
   
  The Fool is one who succeeds through luck, 
  often times in spite of themselves. They 
  have great aspirations, but fate or 
  happenstance loves to throw them surprises. 
  Whether accidental hero, unwilling hero, or 
  just comic relief, you can never count the 
  Fool out. They always seem to find a way to 
  beat the odds. 
   
   
   
   
  
  The Villager 
   
  Hero? Oh no, no. You’re not a hero. You’re 
  just a normal person. Thank the gods. 
  Adventures are terrible, dangerous things. 
  People who go on adventures come back 
  maimed or wrong in the head, and that’s if 
  they come back at all. Staying in the village 
  is much better. You’ve got a relatively safe, 
  if unexciting life here. 
  You’ve lived in the village all your life, or at 
  least most of it. You’ve got roots here; 
  family, friends, a steady job. You know, 
  responsibilities. There’s turnips to be 
  planted, a fence to be mended, a little sister 
  to look after, meals to be cooked… 
  … Okay, maybe you could use a little 
  excitement. 
   
  The Villager is a nascent or potential hero, 
  suitable for a prequel game or a “level zero” 
  adventure. A party of Villagers may mature 
  into a full-fledged adventuring group. While 
  weak to start with, the Villager is designed 
  to be easy to learn and quick to pick up and 
  play. Since the playbook grows with you, it 
  makes a good introduction to Dungeon 
  World. 
   
  The playbook is based upon a previous 
  edition of the Villager for Dungeon World 
  by Jason Morningstar. 
   
   
   
  We’ve included some new moves intended 
  to promote player authorship while 
  simultaneously removing the need for GM 
  prep. Based on John Wick’s idea of a “Dirty 
  Dungeon”, they reward the players for 
  introducing dangers while giving the GM 
  license to twist things around, and they can 
  create some interesting complications. We 
  have also included rules for events or 
  monsters that may control or manipulate the 
  minds of your characters. 
   
   
   
   
  Few toys are as ingenious or as rewarding as 
  the ones that let us create new things, and 
  role-playing games like Dungeon World 
  exemplify these traits for me. I am deeply 
  grateful to my colleagues in the DW G+ 
  group for their advice, critiques, and support 
  over the last year.  
  Special thanks go to Johnstone Metzger and 
  his excellent book Class Warfare, without 
  which these new playbooks would never be 
  possible, and Jeremy Strandberg for his help 
  in formulating many of these new moves.  
  
   
    
  o Good 
  Endanger yourself to combat an unnatural threat. 
  o Neutral 
  Teach someone the ways of your people. 
  o Chaotic 
  Eschew a convention of the civilized world. 
   
   
  o Warrior 
  Your damage die is a d10, and choose one of the following tags 
  to add to your natural weapons from Fight Like a Beast: messy, 
  forceful, or precise. 
  o Hunter 
  Add either “Track by scent” or “Move silently” to your list of 
  heritage moves. This does not count towards your maximum 
  number of heritage moves. 
  o Counselor 
  You may be a Beast, but you’re not uncivilized. When you 
  Parley, you roll with WIS instead of CHA. 
  o Nomad 
  You’ve travelled the wide world over. When you arrive in a 
  steading, ask the GM about any important traditions, rituals, and 
  so on, they’ll tell you what you need to know. 
   
   
  Fill in the names of your companions in at least one: 
   
  ______________ thinks I am a monster; I’ll prove them wrong. 
   
  ______________ wouldn’t last a day in the wild without me; I’ll 
  teach them how to survive. 
   
  I owe ______________ a debt of blood that I have yet to repay.
  Beast-Blooded 
  Your heritage includes the blood of a beast or a monster. Describe your species, 
  appearance, and cultural heritage, choosing anything or any combination of things that 
  sounds interesting to you. Choose up to three heritage moves to start with, based on the 
  monster moves that best match your heritage. Then choose a method of how you honor 
  your heritage: 
  o 
  Acquiring lost knowledge and technology 
  o 
  Proving your might or superiority 
  o 
  Guarding or purifying the natural world 
  o 
  Enforcing your people’s code of honor 
  o 
  Obeying your elders 
  o 
  Venerating your ancestors or ancestral deity 
   
  When you gain a new appreciation for your heritage, add a new heritage move or 
  change an existing one, up to a maximum of three. 
   
  Blood and Tradition 
  At the beginning of a session, or when you honor your heritage, roll+CON. *On a 10+, 
  hold 4. *On a 7-9, hold 3. *On a 6-, hold 2, in addition to whatever the GM says. Spend a 
  hold to make a heritage move; no other roll is necessary, you just make that move. 
   
  Fight Like a Beast 
  Your horns, fangs, claws, or talons are lethal weapons with a range of hand. 
   
  King of the Jungle 
  You can speak with and understand animals, and even closely study them and Parley with 
  them as if they were people. When you exert your will over a wild animal, roll+WIS. 
  *On a 10+, the animal will perform one simple task for you before departing, to the best of 
  its ability. *On a 7-9, the animal will either run away or attack you, your choice.  
   
   
  Heritage Moves 
   
  __________________________________    __________________________________ 
   
  __________________________________    __________________________________ 
   
  __________________________________    __________________________________ 
   
   
   
  10 
  Names: Kornelius, Akah, Natokh, Jagara, Willa, Nayda, Hurrick, Char, Sauro, Addicus, 
  Mongo, Ta-She, Zaxx 
  Golden Eyes, Slit Pupils, or Bulging Eyes  
  Short Fur, Leathery Hide, or Tanned Skin  
  Crude Leathers, Tattered Robes, or Elaborate Body Designs 
  Hunched Body, Willowy Body, or Lean Body 
  THE BEAST 
  Alignment 
  Background 
  
   
    
  Your load is 8+STR.  You start with dungeon rations (5 uses, 1 weight) and 
  an item that symbolizes your heritage, describe it! Choose your armament: 
  o Spear (reach, thrown, near, 1 weight) and hunting knife (hand, 1 weight) 
  o Makeshift club (close, 2 weight) and adventuring gear (5 uses, 1 weight) 
  Choose one: 
  o Antitoxin 
  o Poultices and herbs (2 uses, 1 weight) 
  o Hide armor (1 armor, 1 weight) 
   
   
   
   
   
   
   
   
  When you gain a level from 2-5, choose from these moves. 
  o Eye of the Tiger 
  When you mark an animal (with mud, dirt, or blood), you can see through 
  that animal’s eyes as if they were your own, no matter what distance 
  separates you. Only one animal at a time may be marked in this way. 
  o Fair Form 
  With a bit of a disguise, such as a hooded cloak, you are able to hide your 
  heritage and pass as a member of another race, as long as you don’t use your 
  heritage moves or draw attention to yourself. 
  o Forager 
  When you Make Camp in the wilderness, you and one other person don’t 
  need to consume a ration. 
  o Night-Eyes 
  You can see clearly in the faintest of light; even starlight is enough for you.  
  o Pack Leader 
  Choose a second way you can honor your heritage. 
  o Pathfinder 
  You know places in the wilderness where secret paths lie unseen. When you 
  travel by a hidden path through the wilderness, roll+WIS. *On a hit, it 
  leads you where you want. *On a 7-9, choose a difficulty: 
  • 
  Others find the way who did not know it before 
  • 
  The journey takes much longer than it seemed to 
  • 
  The way is long and hard; each person who takes it must mark the 
  debility weak 
  • 
  You encounter some danger upon the road 
  o Predatory Instinct 
  When you use a heritage move, take +1d4 damage forward or +2 armor 
  forward. 
  o Savage Beast 
  Gain a non-multiclass move from the barbarian or ranger playbooks. 
  o Sharp Senses 
  When you Discern Realities about a location, add these questions to the 
  list: 
  • 
  How could I be accepted by the people here? 
  • 
  How could I best attract attention here? 
  • 
  What here is a source of evil? 
  • 
  Where could I best hide around here? 
  o Tarzan 
  When you use a heritage move to evade harm or avoid an obstacle, you 
  may also bring someone else along with you safely. 
   
  When you gain a level from 6-10, choose from these moves or the level 2-
  5 moves. 
  o Akela 
  When you use King of the Jungle, on a 12+ the animal will either tag along 
  with you and assist you for a while, in its own way, or you may command it 
  to perform a very dangerous task for you. 
  o Ancient Heritage 
  You may now have up to five heritage moves. 
  o Awakened Blood 
  Choose another type of creature that has contributed to your heritage. When 
  you change your heritage moves, you may take moves from this new 
  heritage, if you wish. When you take this move, you may change one of your 
  existing heritage moves to a move from your new heritage. 
  o Bloody Roar 
  While you are afflicted by fear, mind control, or enchanting magic, you 
  may ignore the effect as long as you attack the closest enemy in sight. If you 
  have no enemies in sight, the GM chooses who you attack. 
  o Dire Beast 
  Gain a non-multiclass move from the barbarian or ranger playbooks. 
  o I Am the Tiger 
  Requires: Eye of the Tiger 
  When you touch and animal and push your thoughts into its mind, 
  roll+WIS. *On a hit, you can read the animal’s mind and memories, reliving 
  its past and seeing what it has seen. *On a 7-9, you have trouble separating 
  these memories from your own, and you exhibit some aspects of the animal’s 
  behavior for a while after you break the link. 
  o Killer Instinct 
  Replaces: Predatory Instinct 
  When you use a heritage move, take +1d8 damage forward or +4 armor 
  forward. 
  o Monster Blood 
  When you roll for Blood and Tradition, you get +1 hold, even on a 6-. 
  o Natural Medicine 
  Requires: Forager 
  When you have time to gather supplies in the wilderness, you can prepare 
  a poultice that will heal one debility next time you Make Camp. 
  o Nose For Trouble 
  When something hidden threatens you, the GM will give you a warning in 
  the form of a hunch about the nature of the danger, but not necessarily where 
  it lurks. 
  
   
    
  o Lawful 
  Choose honor over personal gain. 
  o Neutral 
  Defeat a worthy opponent. 
  o Evil 
  Kill a defenseless or surrendered enemy. 
   
   
  o Dwarf 
  You ignore the clumsy tag on any armor you wear. 
  o Orc 
  Add the following option to War Leader, and you may use this 
  option once per battle without spending hold: 
  • 
  Fall upon the enemy in a violent, howling frenzy 
  o Human 
  Hirelings under your command have +1 Loyalty. 
   
   
  Fill in the names of your companions in at least one: 
  __________ has stood by me in battle and can be trusted 
  completely. 
   
  __________ doesn’t think before they act, and it’s always 
  causing me trouble. 
   
  I met __________ in the last war, but we weren’t exactly on the 
  same side. 
   
  I’ve seen __________ turn the tide of a battle before. 
   
  __________ isn’t suited for battle; I’d better keep an eye on 
  them.
  War Leader 
  You can rally warriors to your banner at any time there are suitable people available for 
  you to recruit or lead. When you rally a war-band together, they will fight for you for 
  one battle, though they will demand a cut of any loot in exchange. The war-band’s 
  strength, equipment, and bearing will be proportionate to the quality of the warriors 
  available, as well as your level. 
   
  When you lead your war-band into battle, roll+CHA. *On a 10+, hold 3. *On a 7-9, 
  hold 2. *On a 6-, hold 1 anyway, but there will be hell to pay afterwards. Over the course 
  of the fight, spend a hold to make your war-band: 
  • 
  Make a strong assault 
  • 
  Stand firm against a strong assault 
  • 
  Make an organized retreat 
  • 
  Show mercy to their defeated enemies 
  • 
  Hold fast despite fear or danger 
  • 
  Restore discipline and form ranks after a lapse or break 
   
  After the battle, assuming your war-band is still fit for duty, you may spend a hold to call 
  them together and follow you into another battle. If you don’t, they disperse afterwards. 
   
  Tactician 
  When you use your knowledge of tactics, discipline, and strategy on the battlefield, 
  describe how you accomplish one of the following: 
  • 
  Create an advantage; you or an ally takes +1 forward when you exploit it 
  • 
  Disengage from melee with one enemy 
  • 
  Avoid a hazard on the battlefield without Defying Danger 
  • 
  Block a blow meant for you or someone else nearby, you take half damage 
  • 
  Shake off the effects of fear, confusion, or being stunned 
  Then roll+WIS. *On a 10+ you do it, no problem. *On a 7-9 you still get your desired 
  effect, but you also expose yourself to danger, retribution, or cost. 
   
  All For One, and One For All 
  When you Aid an ally in battle, on a hit, in addition to giving them +1, choose one of the 
  following: 
  • 
  They take +1d4 damage forward 
  • 
  They take +2 armor forward 
   
   
  10 
  Orc:  Garadh, Krogar, Argard, Morkrull, Tek'ra, Dagra, Sanuki, Brizara, Crask 
  Fear-drinker, Hell-walker, Bone-crusher, Storm-hammer, Axe-bearer, Wolf-hacker 
  Dwarf:  Dalthar, Bolfost, Garrund, Hagol, Mordria, Naldina, Chalunni, Kila, Ardred 
  Human:  Darius, Shingen, Marcus, William, Simon, Jeanne, Alianor, Catherine, Elizabeth  
  Hard Eyes, Weary Eyes, or Sharp Eyes 
  Plumed Hat, Horned Helmet, or Eyepatch 
  Military Uniform, Furred Mantle, or Worn Finery 
  Scarred Body, Bulky Body, or Lean Body 
  THE WARLORD 
  Alignment 
  Race 
  
   
    
  Your load is 11+STR.  You start with dungeon rations (5 uses, 1 weight), 
  chainmail (1 armor, 1 weight) and a melee weapon of your choice (close, 1 
  weight). Choose three: 
  o Adventuring gear (5 uses, 1 weight) 
  o Dagger (hand, 1 weight) and 5 coins 
  o Shield (+1 armor, 2 weight) 
  o Healing potion 
  o Bandages (3 uses) and 5 coins 
  o War horse 
   
   
   
   
   
  When you gain a level from 2-5, choose from these moves. 
  o Battlefield Strategy 
  When you Spout Lore about a military unit or situation you have 
  observed, you may roll with WIS instead of INT. The first person acting on 
  your information takes +1 forward. 
  o Call to Arms 
  When you Recruit, also pick options equal to your CHA. *On a 10+ all of 
  them are true. *On a 7-9 only one of them is true, GM’s choice. *On a 6- 
  none of them are true: 
  • 
  You may Carouse in town before leaving without spending coins 
  • 
  Any hirelings you recruit have the cost “blind patriotism” instead 
  of their usual cost. 
  • 
  One hireling you recruit gets an additional skill point 
  • 
  You requisition a piece of equipment from the locals 
  o Crusader 
  Gain a non-multiclass move from the paladin playbook, except Quest. 
  o Flanking Maneuver 
  When you Aid an ally in battle, on a hit, you give them both options from 
  All For One, And One For All. 
  o For the Cause 
  When you rally a war-band, the GM will tell you something they will accept 
  in lieu of a cut of any loot: either vengeance, glory, renown, or the greater 
  good. 
  o Hold the Line 
  While you are standing side by side with your allies on the front lines of 
  battle, you may Defend with CHA instead of CON.  
  o Reconnaissance  
  When you send your war-band to scout a dangerous place for you, you 
  may Discern Realities about the place as if you were there. 
  o Stentorian Voice  
  You can give Aid to anyone who can hear you with inspiring words, strategic 
  advice, or grisly threats, as long as you are within shouting distance. 
  o Tactical Eye 
  When you survey a battlefield or dangerous environment, ask the GM 
  two of the following questions. The GM will answer truthfully. 
  • 
  Is there a trap or ambush here, and if so, where? 
  • 
  Where is the best place to make a defensive stand? 
  • 
  Where is the best place to attack from? 
  • 
  What here is the biggest threat to me? 
  o Watch Duty 
  When you organize your camp’s defenses, everyone takes +1 to Take 
  Watch. 
   
  When you gain a level from 6-10, choose from these moves or the level 2-
  5 moves. 
  o Drill Sergeant 
  As long as you’re around, no NPCs under your command will have 
  discipline problems. A hard glare or a sharp rebuke from you will snap them 
  back into line or banish any fear from them, and your war-band will never 
  rout on your watch. 
  o Field Logistics 
  When you Undertake a Perilous Journey, everyone takes +1 to their roles. 
  o Fingerspitzengefühl 
  When you use Tactician, on a hit you may also immediately ask one question 
  from the Discern Realities list. 
  o Lordly Caliber 
  When you use War Leader, you get +1 hold, even on a miss, and add the 
  following choices to the list: 
  • 
  Bring magical support to a situation 
  • 
  Fight and die to the last without fear 
  o Paragon 
  Gain a non-multiclass move from the paladin playbook, except Quest. 
  o Reconnaissance-By-Force 
  Requires: Reconnaissance  
  When you use Reconnaissance, on a hit, the war-band provides an additional 
  service for you; choose one: 
  • 
  They make the enemy break formation or reveal a vulnerability 
  • 
  They make a hidden enemy or threat reveal itself 
  • 
  They distract, lure away, or sabotage the first foe they encounter 
  o Shield Wall 
  Requires: Hold the Line 
  You and all allies in your presence get +1 hold when they Defend, even on a 
  6-. 
  o Tactical Commander 
  When you use Tactician, you may apply your chosen effects to your war-
  band instead of you, as long as you are present to command them. 
  o Turn the Tables 
  Add the following options to Tactician: 
  • 
  Escape from a dangerous position 
  • 
  Lure or push an enemy into a bad position for them 
  o War Stories 
  When you share tales of glorious battles with your comrades, lose any 
  hold on this move and roll+CHA. *On a 10+, hold 3. *On a 7-9, hold 2. *On 
  a 6-, hold 1 anyway, but there will be trouble when it is spent. Anyone may 
  spend a hold from this move to immediately make the Tactician move, 
  rolling for it as usual with their own WIS and taking +1 to the roll. 
  
   
    
  o Good 
  Help someone else while protecting your anonymity. 
  o Neutral 
  Earn recognition for your skills. 
  o Chaotic 
  Upset the status quo. 
   
   
  Yeah, right! Like you’d ever let anyone know about the real you. 
  Who you were and where you’re from doesn’t matter now, it’s 
  all about the masks for you.  
   
  Instead, privately tell the GM one thing about yourself that you 
  must keep a secret. When that secret is revealed to everyone, 
  you must retire this playbook and choose a new one, starting 
  over again from level 1. You keep your gear but nothing else. 
   
   
  Fill in the names of your companions in at least one: 
   
  I tried being like ____________ once, but I got into a lot of 
  trouble. 
   
  I wish I was as brave as ____________. 
   
  ____________’s power makes me a little envious, so I mimic 
  them whenever I can. 
   
  If I help ____________ accomplish their goal, maybe I’ll find 
  out the truth about myself too. 
   
  My acting skills can fool anyone… except ____________.
  Masks For All Occasions 
  You possess several masks that grant you—and only you—special abilities while you 
  wear them. Each mask in your possession has 1 weight. Donning a mask takes several 
  seconds of uninterrupted concentration, and you may only wear one mask at a time. 
  Choose three masks from the list: 
  o 
  Iron Mask: You have 3 armor, but you also get -1 to all WIS and CHA rolls. 
  o 
  Death Mask: Undead creatures ignore you unless you draw attention to 
  yourself, and you may cast the Wizard spell Speak With Dead by spending 1 
  HP. 
  o 
  War Mask: Your damage die is d10. 
  o 
  Mystic Mask: You can see and interact with spirits of any kind. They can sense 
  this, and will be more inclined to appear before you. 
  o 
  Demon Mask: When you make eye contact with someone, they feel fear and 
  will react accordingly as long as you keep staring at them, as per the spell Cause 
  Fear with you as the subject. 
  o 
  Plague Mask: When you use an item that restores HP, either on yourself or 
  someone else, the item heals additional HP equal to your level. 
  o 
  Blank Mask: When you hide amongst a crowd or act inconspicuous, no one 
  will notice you unless you draw attention to yourself. 
  o 
  Dashing Mask: When you would Defy Danger, you may roll with CHA instead 
  of what the GM tells you. 
  While you are not wearing a mask or anything covering your face, your confidence is 
  shattered; take -1 ongoing to all moves until you put on a mask again. 
   
  Mimic 
  When you Make Camp, choose a person you have at least one Bond with and gain hold 
  equal to the number of Bonds you have with them. When you witness that person 
  perform a move, you may spend 1 hold to immediately perform that move as well, even 
  if they are using a move that you don’t have. If you mimic a move that would require you 
  to spend some other kind of hold, you spend HP instead of hold, 1-for-1. 
   
  Inscrutable 
  The masks you wear have their own identity. Any actions you take while wearing a certain 
  mask will be attributed to that mask, and only that mask. No one will recognize your true 
  identity if you wear a different mask. 
   
  Additionally, you never make the Outstanding Warrants move, and any attempts to read 
  your mind or scry on your location automatically fail. 
  7 
  Names: Helena, Valentine, Lucille, Campbell, Diego, Bruce, Percy, Marguerite, Basil 
  Clay Masks, Wooden Masks, or Paper Masks 
  Turban, Hooded Mantle, or Feathered Hat 
  Garish Clothing, Voluminous Robes, or Mismatched Clothing 
   
  THE MASK MASTER 
  Alignment 
  Background 
  
   
    
  Your Load is 10+STR.  You start with dungeon rations (5 uses, 1 weight) 
  and your masks (1 weight each). Choose your armament: 
  o Mace (close, 1 weight) and wooden shield (+1 armor, 1 weight) 
  o Staff (close, two-handed, 1 weight) and enchanted robes (1 armor, 1 
  weight) 
  o Ragged bow (near, 2 weight) and bundle of arrows (3 ammo, 1 weight) 
  Choose one: 
  o Halfling pipeleaf (6 uses, 0 weight) 
  o Adventuring gear (5 uses, 1 weight) 
  o Two bandages (3 uses each, 0 weight)
   
   
   
  When you gain a level from 2-5, choose from these moves. 
  o Behind the Mask 
  When you engage someone in conversation, you can ask their player a 
  question from the list below. They must answer it truthfully, then they may 
  ask you a question from the list. If you lie, you cannot use this move on them 
  ever again. If you tell the truth, you can. 
  • 
  What are your present intentions? 
  • 
  What do you most desire? 
  • 
  What do you not want me to know? 
  • 
  What do you want from me? 
  o Doppelgänger 
  When you craft and wear a mask in the guise of another specific person 
  whom you have studied closely, you create a disguise of that person. When 
  you put your disguise to the test, roll+CHA. *On a 10+, only that person’s 
  most intimate associates can tell it’s you. *On a 7-9, only those who do not 
  know the person are fooled. 
  o Grand Debut 
  When you make a spectacular entrance while wearing a mask, roll+CHA. 
  *On a 10+, choose three options from the list below. *On a 7-9, choose two. 
  *On a 6-, choose one, in addition to whatever the GM tells you. 
  • 
  Someone desires to meet you later, the GM will tell you who 
  • 
  Someone becomes infatuated with you, the GM will tell you who 
  • 
  Someone will give you a gift, the GM will tell you who 
  o Identity Crisis 
  Donning a mask takes only a moment for you now. 
  o Impresario 
  You never have to spend money to Carouse, and you roll with CHA instead 
  of coins spent. If there is already a gathering happening, you may Carouse 
  without having returned triumphant. 
  o Improv 
  When you use Mimic, you get +1 hold. 
  o Masquerade 
  Gain an additional mask from the list. 
  o Method Actor 
  When you don a mask, choose a stat: you take +1 ongoing to rolls using that 
  stat until you remove the mask. The GM will also choose a stat: you take -1 
  ongoing to rolls using that stat until you remove the mask. 
  o Supporting Actor 
  When you Aid Another, on a 10+ you upstage them; choose an extra effect: 
  • 
  Your Aid gives +2 instead of +1 
  • 
  Any consequences from their move affect you instead of them 
  o Understudy 
  Gain a non-multiclass move from a playbook no one else is currently using.
  When you gain a level from 6-10, choose from these moves or the level 2-
  5 moves. 
  o Beyond the Mask 
  Requires: Behind the Mask 
  When you use Behind the Mask, you may also ask “How are you vulnerable 
  to me?” Your subject may not ask this question of you. 
  o Clone 
  Replaces: Doppelgänger 
  When you craft and wear a mask in the guise of another specific person 
  whom you have studied closely, you look just like them. Your actions may 
  give you away, but anyone who does not know the person intimately will be 
  fooled by your appearance. When you meet someone who is intimately 
  associated with the person you are impersonating, roll+CHA. *On a 10+, 
  they are fooled, even by strange behavior, until you give yourself away for 
  certain. *On a 7-9, they are suspicious of you. 
  o Curtain Call 
  Requires: Grand Debut 
  Instead of choosing one of the options from the list, you may choose a 
  member of the audience. The GM will choose how they react from the list. 
  o Encore 
  When you Mimic a move, you can use that move again by spending another 
  hold, until the next time you Make Camp.  
  o Mirrormask 
  When an enemy’s move makes you Defy Danger, on a 12+ not only do you 
  defy the danger, you may also immediately use that move against your 
  enemy, without rolling or spending hold from Mimic. 
  o Performance Artist 
  When you Mimic a move and need to roll for it, you roll with CHA instead 
  of the usual stat. 
  o Poker Face 
  When you tell a lie or a half-truth, it will be accepted as fact by anyone 
  who does not have a history with you. As long as no one reveals hard 
  evidence to the contrary, anything you say will be accepted as open honesty. 
  o Super Swing 
  Gain a non-multiclass move from a playbook no one else is currently using. 
  o Theater Games 
  Requires: Supporting Actor 
  Add the following option to the Supporting Actor list: 
  • 
  You immediately Mimic their move without spending hold 
  o Two-Faced 
  You may wear two masks at once, gaining the benefit of both at the same 
  time. 
  
   
    
  o Lawful 
  Bring a criminal to justice. 
  o Neutral 
  Solve someone else’s problem without getting emotionally 
  invested. 
  o Evil 
  Make a profit off of someone else’s misery. 
   
  o Human 
  When you kill a monster with the Large, Huge, Intelligent, or 
  Terrifying tags, gain +1 Aim, but only once per kill. 
  o Dwarf 
  When you make a sacrifice or put yourself in danger to save 
  someone else, gain +1 Aim. 
  o Gnome 
  When you seek out excitement despite the danger to yourself, 
  gain +1 Aim.  
   
   
  Fill in the names of your companions in at least one: 
   
  I once had ______________ in my sights, but I let them live. 
   
  I made a promise to ______________ that I haven’t yet kept. 
   
  ______________ doesn’t have what it takes to get the job done. 
   
  ______________ is my lover, or was, or would have been, or…  
  it’s complicated. 
   
   
   
  This is my Boom-Stick! 
  You own a unique firearm. Only you can use this gun; it will not function for anyone else. 
  Your gun has 2 weight, and the following tags: near, ignores armor, loud and reload. 
  Choose two upgrades for your gun: 
  o 
  Buckshot: Add messy 
  o 
  Double-Barreled: Add forceful 
  o 
  Incendiary: Add the fiery tag, and your shots can start fires 
  o 
  Longarm: Add far range and two-handed, +1 weight 
  o 
  Full Metal Jacket: +1 damage 
  o 
  Compact: -1 weight, and your gun is small enough that you can conceal it on 
  your person, though it will still be found if you are searched 
  o 
  Bayonet: You can Hack and Slash with your gun at a range of close, rolling with 
  DEX instead of STR 
   
  Gunslinger’s Oath 
  Choose up to three tenets of your personal code of honor: 
  o 
  Never leave a comrade behind. 
  o 
  Always keep your sworn word. 
  o 
  Always protect the weak. 
  o 
  Always show courage in the face of danger. 
  o 
  Always avenge a slight or dishonor. 
  o 
  Always assist anyone in distress if it is within your power to do so. 
  o 
  Never accept a reward for any help that you give. 
  o 
  Never let a ____________ live. 
   
  As long as you keep true to your oath, your gun will fire true for you. You begin play 
  with 1 Aim. Your maximum Aim is equal to the number of tenets of your Gunslinger’s 
  Oath. If you break your oath, reduce your Aim to 0, and while you have 0 Aim, you take 
  -1 ongoing to any rolls that involve using your gun.  
   
  Trick Shot 
  When you go for an improbable shot with an unusual effect, describe what you want to 
  happen and roll+Aim. *On a 10+, choose one thing you have to do to pull off the shot. 
  *On a 7-9, choose one, and the GM chooses one: 
  • 
  Reduce your Aim by 1 (you may not choose this option if you have 0 Aim) 
  • 
  Spend some time lining up the shot 
  • 
  Get into a vulnerable position 
  • 
  Sacrifice or endanger something important 
   
   
   
  8 
  Human: Hugh, Rowan, Clifton, Anne, Kitty, Nancy, Marion, Rose, Vincent 
  Dwarf: Thorek, Mordin, Alric, Kenric, Kionna, Gottra, Sifna, Bazri 
  Gnome: Alston, Nolvri, Belton, Cogstrom, Sarabolt, Gelena, Tidget, Meriline 
   
  Blue Eyes, Cold Eyes, or Eye-patch 
  Bandanna, Black Mask, or Bad-Ass Hat 
  Long Coat, Old Military Uniform, or Foreign Clothes  
  Lean Body, Grizzled Body, or Long Shanks 
  THE GUNSLINGER  
  Alignment 
  Race 
  Aim: 
  
   
    
  Your load is 9+STR.  You start with dungeon rations (5 uses, 1 weight), your 
  gun (2 weight), and a bag of bullets (3 ammo, 1 weight). Choose three: 
  o A bag of bullets (3 ammo, 1 weight) 
  o Leather armor (1 armor, 1 weight) 
  o Bandages (3 uses, slow, 0 weight) 
  o Adventuring gear (5 uses, 1 weight) 
  o Long knife (hand, 1 weight) 
  o Antitoxin (0 weight) 
  o 6 coins 
   
   
   
   
   
  (A bag of bullets costs 4 coins, comes with 3 ammo and has 1 weight. If a 
  bag of bullets ever gets soaked in water, lose 1 ammo from it.) 
  Choose a look for your gun: 
  o 
  Gears, clockwork, and steam 
  o 
  Eldritch machinery 
  o 
  Sleek and well-made 
  o 
  Old and well-worn 
  o 
  Fancy and ornate 
   
   
  When you gain a level from 2-5, choose from these moves. 
  o Big Damn Hero 
  When you go above and beyond the call of duty to uphold your 
  Gunslinger’s Oath, gain +1 Aim. 
  o Gunsmith 
  Choose an additional upgrade for your gun. 
  o Listen Up, You Primitive Screw-heads! 
  When you dramatically fire your gun into the air and spend 1 ammo, you 
  may Parley with +Aim instead of CHA.  
  o Manhunter 
  Gain a non-multiclass move from the ranger playbook. 
  o Mysterious Stranger 
  When you make the Outstanding Warrants move, you may have the results 
  of your roll apply to one of the other players instead of yourself. 
  o Quick Draw 
  You’re never caught by surprise. When an enemy would get the drop on you, 
  you get to act first instead. You can draw and fire your gun in the blink of an 
  eye. 
  o Scattershot 
  When you Volley with your gun, you may spend extra ammo before rolling. 
  For each point of ammo spent you may choose an extra target. Roll once and 
  apply damage to all targets. 
  o Silver Bullets 
  When you have time and materials to fashion special bullets, describe 
  what kind of bullets you want to make and roll+INT. *On a 10+, the GM 
  chooses one from the following list. *On a 7-9, the GM chooses up to three. 
  • 
  You only get 1 ammo (otherwise, you get 3 ammo) 
  • 
  You’ll need an additional material beyond what you have now 
  • 
  You need help or someone else’s expertise to make it 
  • 
  The best you can do is a lesser version, unreliable and limited 
  o Steady Hand 
  When you make a Trick Shot, on a 12+ you succeed beyond all expectation. 
  Choose nothing from the list.  
  o Thousand-Yard Stare 
  When you fix someone with your cold, hard stare, roll+CHA. *On a 10+, 
  you get both effects. *On a 7-9, choose one. 
  • 
  They flinch or hesitate. 
  • 
  You learn something about their true nature. The GM will tell you 
  what. 
  When you gain a level from 6-10, choose from these moves or the level 2-
  5 moves. 
  o Bulletproof 
  When you take damage or suffer serious harm, you may lower your Aim 
  by 1 to prevent that damage or otherwise evade the harm. You may not use 
  this move if you have 0 Aim. 
  o Bullet Time 
  Requires: Quick Draw 
  When you Defy Danger with your quick reflexes you cannot get a 6-, treat 
  that as a 7-9 result. 
  o Bushwhacker 
  Gain a non-multiclass move from the ranger playbook. 
  o Dead Man’s Trigger 
  Nothing can make you drop your gun, but it can still be forcibly taken from 
  you. When you are reduced to zero HP, you may immediately fire your gun 
  one final time before you take your Last Breath, even if you have no ammo. 
  o Eagle Eye 
  When you Discern Realities, ask one additional question, even on a 6-, and 
  add these options to the list of questions: 
  • 
  What is my best escape route? 
  • 
  Where is my best cover? 
  • 
  Which of my allies is the most vulnerable? 
  o The Face of My Father 
  Your maximum Aim is increased by 1. 
  o Long Shot 
  Add reach and far to your gun’s ranges. If your gun already has far, add 
  really far instead. 
  o More Dakka! 
  When you deal damage with your gun, you may deal additional damage 
  equal to your Aim. If you do, that gunshot is very, very loud. 
  o Semper Fidelis 
  Requires: Big Damn Hero  
  When you Defy Danger while acting to uphold your Gunslinger’s Oath, 
  you cannot get a 6-, treat that as a 7-9 result. 
  o Wanderlust 
  You always know the way back to the nearest steading. When you act on this 
  knowledge the GM will give you a choice of a long, safe path or a shorter, 
  more dangerous path. When you arrive at your destination, if anything has 
  changed since your last visit, you spot it right away. 
  
   
    
  o Lawful 
  Strike a bargain with someone, and keep your end of it. 
  o Neutral 
  Increase your patron’s influence among mortals. 
  o Evil 
  Gain power or prestige for yourself at someone else’s expense. 
   
   
  o Elf 
  You can see clearly in darkness, including magical darkness. 
  o Human 
  You are immune to any effects that would control or manipulate 
  your mind, including fear. 
  o Tiefling 
  Brimstone is a rote for you, and deals +1 damage. 
   
   
  Fill in the names of your companions in at least one: 
   
  My patron greatly desires ____________’s soul. 
   
  ____________ thinks they call the shots around here, but they’re 
  wrong. 
   
  I have learned something of ____________’s deepest desires. 
   
  I need help from ____________ to achieve my patron’s goals. 
  Pact 
  You have made a pact with a powerful being from beyond your reality that desires more 
  influence in your world. In exchange, it has given you power. Fill in the following blanks: 
  “My patron is __________________, master of the domain of ______________________, 
  known among mortals as the ___________________________. It appears in my visions as 
  _______________________, and has marked me with ____________________________. 
  Its desire for this world is to ____________________________, and I am its agent in this.  
   
  Invocation 
  When you roll for another move while invoking the power of your patron, you may 
  choose options equal to your WIS or less and then tell the other players: 
  • 
  ...how your patron’s domain manifests itself on earth. 
  • 
  ...what your patron asks for in return. 
  • 
  ...how your patron empowers your action. 
  • 
  ...why your patron has taken an interest in this affair. 
  *On a 10+, all that you say is true. *On a 7-9, the GM chooses one statement to be false, 
  the others are true. *On a 6-, no guarantees. 
   
  Cast a Spell 
  When you unleash a spell granted to you by your patron, roll+CHA. *On a 10+, the 
  spell is successfully cast and your patron does not revoke the spell, you may cast it again. 
  *On a 7-9, the spell is cast, but choose one: 
  • 
  After you cast it, the spell is revoked. You cannot cast the spell again until you 
  commune and have it granted to you. 
  • 
  You draw unwelcome attention or put yourself in a spot. The GM will tell you 
  how. 
  • 
  Your casting warps your mind—take -1 ongoing to cast a spell until the next 
  time you commune. 
  Note that maintaining spells with ongoing effects will sometimes cause a penalty to your 
  roll to cast a spell. 
   
  Commune 
  When you spend uninterrupted time (an hour or so) in a trance to hear the will of 
  your patron, you: 
  • 
  Lose any spells already granted to you. 
  • 
  Are granted new spells of your choice, whose total levels don’t exceed your own 
  level+1, and none of which is a higher level than your own level. 
  • 
  Prepare all of your rotes, which never count against your limit.
   
   
   
  6 
  Human: Talon, Simon, Seifer, Marlowe, Alistair, Riley, Zada, Lyra, Pamela, Mercy 
  Elf: Kindroth, Ardreth, Belanor, Azariah, Syndra, Xaniel, Neryani 
  Tiefling: Aranmir, Zerrias, Erdos, Garmong, Lewala, Sarissa, Shadani, Daborys 
  Inky-Black Eyes, Glowing Eyes, or Blindfold 
  Unkempt Hair, Tattooed Scalp, or Deep Hood 
  Meticulously Groomed, Alien Robes, or Corpulent Body 
  Missing Shadow, Chilling Skin, or Conspicuous Mark 
  THE WARLOCK 
  Alignment 
  Race 
  
   
    
  Your load is 7+STR.  You start with dungeon rations (5 uses, 1 weight) and a 
  mark placed upon you by your patron. Describe it! Choose three: 
  o Carved ritual staff (close, two-handed, 1 weight) 
  o Sacrificial dagger (hand, 1 weight) 
  o Antitoxin  
  o Bag of books (5 uses, 2 weight) 
  o Enchanted robes (1 armor, 1 weight) 
  o A suitable sacrifice or offering that will please your patron, describe it! 
  o The name of someone else that worships your patron in another steading 
   
   
   
   
   
  When you gain a level from 2-5, choose from these moves. 
  o Elder Sign 
  When you attempt to banish a creature from another plane of existence, 
  roll+WIS. *On a hit, it may not approach you further unless you allow it to 
  (or you let your guard down). *On a 10+, if it lacks an anchor in this world, 
  it must return to whence it came. 
  o Forbidden Knowledge 
  When you pray to your patron for knowledge, you may Spout Lore with 
  WIS instead of INT, though you may get more than you bargained for… 
  o Mister Nick 
  At the end of the session, if someone else willingly yielded to temptation or 
  committed an act of betrayal as a result of your actions, mark XP. 
  o The Power Flows Through Me 
  When you fulfill your patron’s desire, you are granted some useful 
  knowledge or boon related to one of your patron’s domains. The GM will tell 
  you what. 
  o Sandman 
  When you touch a sleeping person, you can see what they are dreaming 
  about, as well as the nature of any influences upon their mind. 
  o Serpent’s Tongue 
  When you Parley with someone, on a 10+ you also learn something about 
  their true nature or what they desire most, the GM will tell you what. Take 
  +1 forward when you act on this information. 
  o The Stars Are Right 
  When you perform a ritual to summon a monster from beyond this 
  world, say what it’s for, one thing it is, and one thing it is not. Then 
  roll+WIS, and find out what comes through. *On a 10+, both. *On a 7-9, 
  choose one or the other: 
  • 
  It fulfills its purpose and leaves without incident 
  • 
  It’s perfect for the job 
  *On a 6-, it isn’t what you said it is, but it is what you said it is not. 
  o Thaumaturgy 
  Gain a non-multiclass move from the cleric playbook. 
  o Things Man Was Not Meant to Know 
  Add the following choices to Invocation: 
  • 
  …what secret knowledge your patron reveals to you. 
  • 
  …who is briefly stunned by horrifying visions. 
  o Wolf Among The Flock 
  While you are not using any of your powers, your true nature is concealed. 
  Anyone who examines you, either physically or magically, will believe you 
  to be mundane and harmless, as long as you don’t obviously threaten them or 
  start using your powers again.  
   
  When you gain a level from 6-10, choose from these moves or the level 2-
  5 moves. 
  o Chaos Magic 
  When you cast a spell, you can choose to double the spell’s effects or double 
  the number of targets affected, but you must also choose one: 
  • 
  The land around you is warped or tainted, the GM describes how 
  • 
  The spell has additional, unwanted effects 
  • 
  You must shed your own blood, take 1d6 damage, ignoring armor 
  o Dark Avatar 
  When you choose options for Invocation, you may also choose to take on the 
  likeness of your patron, describe it! Anyone witnessing your acts will react 
  accordingly. This manifestation lasts until you stop channeling your patron’s 
  power.  
  o Dorian Grey 
  When you gain this move, choose a vessel to store your soul in. While the 
  vessel is intact you are unkillable; you automatically get a 10+ on Last 
  Breath, and any taint, burdens, or judgments upon your soul affect the vessel 
  instead. When your vessel is destroyed, you die instantly, no Last Breath. 
  o Empowered Pact 
  Add an additional desire and domain to your Pact. 
  o Hellfire 
  Your Brimstone spell now conjures the black fires of Hell. This fire does not 
  burn with heat and ignores armor, scorching the soul itself. Even creatures 
  normally immune to fire are harmed by this type of flame, but creatures 
  without souls are not. 
  o Mystical Puppet Strings 
  When you use magic to control a person’s actions, they have no memory 
  of what you had them do and bear you no ill will. 
  o Nightmare 
  Requires: Sandman 
  When you touch a sleeping person, you may also plant a post-hypnotic 
  suggestion in their minds; they will carry out your command at a convenient 
  time when they awaken, as long as it does not directly endanger them. 
  o Revelations 
  When you fulfill your patron’s desire, you may also ask the GM any one 
  question. The GM will answer truthfully. You or your allies take +1 forward 
  when acting on the answer. 
  o Serpent’s Guile 
  Requires: Serpent’s Tongue 
  When you Parley with someone, on a 12+ you may ask their player one 
  question, which they must answer truthfully. 
  o Theurgy 
  Gain a non-multiclass move from the cleric playbook. 
  
   
    
   
   
  WARLOCK SPELLS 
   
  Every time you Commune, you gain access to all of your rotes without 
  having to select them or count them toward your allotment of spells. 
  o Corpse Whispers 
  Rote 
   
  Cast this spell when you touch a corpse. You experience that person’s last 
  moments of life through one of their senses—you see what they saw or hear 
  what they heard, for example. 
  o Contract 
  Rote 
   
  When you sign a contract you have cast this spell upon, you are mystically 
  notified if the other party breaks it. 
   
  o Unseen Servant 
  Rote  
  ongoing 
  You conjure a simple invisible construct that can do nothing but carry items. 
  It has Load 3 and carries anything you hand to it. It cannot pick up items on 
  its own and can only carry those you give to it. Items carried by an unseen 
  servant appear to float in the air a few paces behind you. An unseen servant 
  that takes damage or leaves your presence is immediately dispelled, dropping 
  any items it carried. Otherwise the unseen servant serves you until you end 
  the spell. 
   
   
   
   
   
   
  o Brimstone 
  level 1 
  ongoing 
  A burst of magical flame flies from your hands. Deal 2d4 damage to one 
  target within near range. 
  o Terrorize 
  level 1  
  ongoing 
  Choose a target you can see and a nearby object. The target is afraid of the 
  object so long as you maintain the spell. Their reaction is up to them: flee, 
  panic, beg, fight. While this spell is ongoing you take -1 to cast a spell. You 
  cannot target entities with less than animal intelligence (magical constructs, 
  undead, automatons, and the like). 
  o Speak With Dead 
  level 1 
   
  A corpse converses with you briefly. It will answer any three questions you 
  pose to it to the best of the knowledge it had in life and the knowledge it 
  gained in death. 
   
   
   
  o Trust In Me 
  Level 1 
   ongoing 
  The person (not beast or monster) you touch while casting this spell counts 
  you as a friend until they take damage or you prove otherwise. 
  o Ring of Gyges 
  level 1  
  ongoing 
  Touch an ally: nobody can see them. They’re invisible! This spell persists 
  until the target attacks or you dismiss the effect. While this spell is ongoing, 
  you can’t cast another spell. 
  o The Urge 
  level 1 
  You touch someone and create an urge in them—escape, greed, hunger, 
  sexual desire, or thirst, for example. You choose the urge, but they react of 
  their own free will. The urge fades after a few hours. 
   
   
   
   
   
   
  o Arise! 
  level 3 
   ongoing 
  You summon forth a servant of your patron, which aids you as best it can. 
  Describe it! Treat it as your character, but with access to only the basic 
  moves. It has +1 modifier for all stats, 1 HP, and uses your damage dice. The 
  monster also gets your choice of 1d4 of these traits: 
  • 
  It has +2 instead of +1 to one stat. 
  • 
  It has some useful extra ability, the GM will tell you what. 
  • 
  It’s not reckless. 
  • 
  Its bond to your plane is strong: +2 HP for each level you have.  
  The creature remains on this plane until it dies or you dismiss it. While the 
  spell is ongoing you take -1 to cast a spell. 
  o Disjunction 
  level 3 
  Choose a spell or magical effect in your presence; this spell rips it apart. 
  Lesser spells are ended, powerful magic is just reduced or dampened so long 
  as you are nearby. 
   
   
   
   
  o Bloodfury 
  level 3 
  ongoing 
  Supernatural bloodlust fills the veins of a person you touch. When the target 
  deals damage in melee, they roll their damage twice and take the better 
  result. This spell ends when the target does anything besides attack 
  mindlessly. 
  o Nightfall 
  level 3 
  ongoing 
  Choose an area you can see: it’s filled with supernatural darkness and 
  shadow. While this spell is ongoing you take -1 to cast a spell. 
  o CHAOS BLAST 
  level 3 
   
  A burst of dark energy surges from the ground underneath your target, 
  inflicting 2d6 damage which ignores armor to the target and everyone 
  nearby. 
  o Mimic 
  level 3 
  ongoing 
  You take the form of someone you touch while casting this spell. Your 
  physical characteristics match theirs exactly but your behavior may not. This 
  change persists until you take damage or choose to return to your own form. 
  While this spell is ongoing you can’t cast spells. 
   
   
  First Level Spells 
  Third Level Spells 
  Rotes 
  
   
    
   
   
  WARLOCK SPELLS 
   
  o Trap Soul 
  level 5 
   
  You trap the soul of a dying creature within a gem. The trapped creature is 
  aware of its imprisonment but can still be manipulated through spells, parley, 
  and other effects. All moves against the trapped creature are at +1. You can 
  free the soul at any time but it can never be recaptured once freed. 
  o Chill of the Void 
  level 5 
   
  With a snap of your fingers, the temperature in a location you can see 
  plummets below freezing. Crops die, animals flee, and people who aren’t 
  protected may suffer frostbite if they remain in the cold. The temperature and 
  weather does not return to normal for the remainder of the day, unless you 
  wish it to. 
  o Contact Other Plane 
  level 5 
   
  You send a request to another plane. Specify who or what you’d like to 
  contact by location, type of creature, name, or title. You open a two-way 
  communication with that creature. You or the creature you contacted can cut 
  off your communication at any time. 
  o Solomon’s Seal 
  level 5 
   
  Cast this spell upon a location with clearly defined boundaries, or a circle 
  marked with chalk, paint, or blood. Then name a type of creature; the spell 
  prohibits that type of creature from entering or leaving the specified area. 
  o Divination 
  level 5 
   
  Name a person, place, or thing you want to learn about. Your patron grants 
  you visions of the target, as clear as if you were there. 
  o Pestilence 
  level 5  
  ongoing 
  Choose a creature you can see. Until you end this spell, the target suffers 
  from a disease of your choice. While this spell is ongoing you take -1 to cast 
  a spell. 
   
   
   
   
   
   
  o Star Gate 
  level 7 
   ongoing 
  You open a gateway to another dimension or plane of existence. You can 
  pass through this gate, either entering this other location or passing through it 
  to get to another place in your present dimension. You can bring a number of 
  others with you equal to your level, if they are willing, or you can send one 
  target of your choice that you touch through, by themselves. 
  o Mindshatter 
  level 7 
  ongoing 
  Psychic trauma overwhelms a target you can see, reducing their intelligence 
  and personality to that of an animal. While under the effect of this spell, they 
  are unable to speak, understand language, or do anything else involving 
  higher thought or willpower. While this spell is ongoing you take -1 to cast a 
  spell. 
   
   
   
  o The Sight 
  level 7 
  ongoing 
  You see all things as they truly are. This effect persists until you tell a lie or 
  dismiss the spell. While this spell is ongoing you take -1 to cast a spell. 
  o Dominate 
  level 7 
  ongoing 
  Your touch pushes your mind into someone else’s. You gain 1d4 hold. Spend 
  one hold to make the target take one of these actions: 
  • 
  Give you something they hold. 
  • 
  Make a concerted attack on a target of your choice. 
  • 
  Speak a few words of your choice. 
  • 
  Truthfully answer one question. 
  If you run out of hold the spell ends. If the target takes damage you lose 1 
  hold. While the spell is ongoing you cannot cast a spell. 
   
   
   
   
   
  o False World 
  level 9  
  ongoing 
  With a touch, you can put someone’s body into an enchanted sleep and their 
  mind into a false world that they believe is real. Until the spell is ended, they 
  continue to live on in a world entirely of your creation, never knowing it is a 
  lie and that their body lies sleeping somewhere else. 
  o Plague 
  level 9  
  ongoing 
  Name a city, town, encampment, or other place where people live. As long 
  as this spell is active that place is beset by a plague appropriate to your 
  deity’s domains (locusts, death of the first born, etc). While this spell is 
  ongoing you take -1 to cast a spell. 
   
   
   
   
   
   
  o Hellfire 
  level 9 
   
  You call down fire from the sky. Choose a specific area: everyone in that 
  area takes 2d8 damage, which ignores armor. 
  o Gateway Runes 
  level 9 
  This spell may be used to create two effects. The first effect is to place a gate 
  rune upon a location. The second use of this spell transports yourself and a 
  small handful of other people from one gate rune to another, no matter the 
  distance between. When the spell is cast, you may only do one or the other, 
  not both. 
   
  Fifth Level Spells 
  Seventh Level Spells 
  Ninth Level Spells 
  
   
    
  o Good 
  Give hope or cheer to someone who needs it. 
  o Neutral 
  Accomplish something great in spite of yourself. 
  o Chaotic 
  Evade responsibility for the consequences of your actions. 
   
   
  o Dwarf 
  You hold your liquor like a pro. You can drink anyone under the 
  table. Anyone. 
   
  o Human 
  At the end of the session, if all of the other players mark XP 
  from A Very Special Episode, you mark XP too. 
  o Halfling 
  You have sticky fingers. When you depart from a steading, a 
  small trinket “appears” in your pocket; the GM will tell you what 
  you found. 
   
   
  Fill in the names of your companions in at least one: 
  __________ doesn’t think I’m cut out for this life. I’ll show 
  them! 
   
  __________ is taking this all way too seriously.  
   
  __________ talked me into this adventure, which just goes to 
  show who the real fool is. 
   
  __________ is a friend of a friend, so if they don’t get me out of 
  this mess, they’re going to be in trouble! 
   
  Why does __________ never believe anything I tell them? …Oh, 
  right. That.
  Fool’s Luck 
  When you Make Camp, set your Luck to 3. When you roll and get a 6-, you may lower 
  your Luck by 1 to re-roll. Take the second result, and if it is a hit, explain how you 
  succeeded only through sheer luck. When your Luck is zero, you may not lower it further. 
   
   
  I’m On An Adventure! 
  Gain a starting move from a playbook no one else is using. When you use that move, if 
  you fail, after the GM makes their move, you can add a comical or embarrassing detail to 
  your failure. Your move is still a miss, of course. 
   
   
  Comic Relief 
  When you make everyone else laugh, including the GM, take +1 forward. When 
  someone else Aids or Interferes with you, they take +1.  
   
  When the rest of the group ditches you or sets you up to die, you will meet up with 
  them again at the next available opportunity; describe how you improbably cheated certain 
  death to rejoin them. Alternatively, you may choose to give up this character. If you do, 
  the Fool will return again someday… but as a villain under the GM’s control, looking for 
  revenge. 
   
   
  A Very Special Episode 
  At the end of the session, each other player may tell you something they learned from 
  you—a positive moral for everyone to take home and reflect upon. If they do, they mark 
  XP. 
  6 
  Your character has the same name as you. What did you expect? You picked the Fool. 
  Bright Eyes, Innocent Eyes, Shifty Eyes 
  Unkempt Hair, Bunny Hood, or The Most Awesome Hat Ever 
  Mismatched Clothing, Plain Clothing, or Homemade Costume 
  Gangly Body, Rotund Body, or Short Body 
  THE FOOL 
  Alignment 
  Race 
  
   
    
  Your load is 6+STR.  You start with whatever you grabbed on your way out 
  the door, choose three: 
  o A really interesting looking rock (thrown, near) 
  o A sturdy walking stick or cooking implement (close, 1 weight) 
  o A letter to you from someone important 
  o A packed lunch from your mom (ration, 1 use, 1 weight) 
  o A magic potion, though you don’t know what it does 
  o An extra change of underclothes 
  o A map of a nearby dungeon 
   
   
   
  When you gain a level from 2-5, choose from these moves. 
  o Curly Shuffle 
  When you Hack and Slash while you’re all fired up, on a 10+, choose one 
  in addition to dealing your damage: 
  • 
  Your foe stumbles and is knocked flat on their face 
  • 
  You snatch something from your foe in the confusion  
  • 
  You open your foe up to someone else’s attack instead of dealing 
  damage 
  o Hey, What Does This Do? 
  When you put yourself at risk to check something out, ask the GM any 
  one question related to the risks and roll+Luck. *On a 10+, the GM will 
  answer it, as clearly as the circumstances allow. *On a 7-9, the GM will tell 
  you what more you need to do to find the answer yourself. 
  o Fool’s Wisdom 
  When you Spout Lore, don’t roll. Instead, just blurt out the first thing that 
  comes to mind. When the truth of what you say is put to the test, 
  roll+INT. *On a 10+, you were right, more or less. *On a 7-9, you messed 
  up or forgot a key detail. 
  o I Think I’m Getting The Hang Of This 
  Gain a non-multiclass move from the playbook you chose for I’m On An 
  Adventure! You may not choose a move that requires level 6 or higher.  
  o Look, A Distraction! 
  When you Volley, on a 10+ you may draw your target’s attention elsewhere 
  instead of dealing damage. 
  o Oooh, Something Shiny 
  When you’re in the presence of something hidden and valuable, you 
  notice it right away. 
  o Party Crasher 
  When you brazenly stride into a place you’re not supposed to be, 
  roll+CHA. *On a 10+, your entrance goes unnoticed until you draw attention 
  to yourself. *On a 7-9, someone is already suspicious of you. 
  o Short Attention Span 
  When you take advantage of the fact that no one is paying attention to 
  you to discreetly do something, roll+DEX. *On a hit, no one will notice 
  what you did until you're no longer around. *On a 10+, they won’t even 
  think to blame you unless you personally tell them you did it. 
  o Take One For The Team 
  When you take damage that was intended for someone else, you get +1 
  Luck. You may not spend Luck to negate this damage. 
  o Was That Wrong? 
  When you do something so incredibly stupid that everyone else can only 
  stare at you in disbelief, you get +1 Luck. You’ll probably need it soon.
  When you gain a level from 6-10, choose from these moves or the level 2-
  5 moves. 
  o Fool’s Errand 
  When you con someone into taking an unwise or imprudent course of 
  action, roll+CHA. *On a 10+, they are tricked, and don’t realize the error of 
  their ways until the consequences fall on them. *On a 7-9, they’re either not 
  fooled for long, or they’ll hold a grudge against you, GM’s choice. 
  o Four-Leaf Clover 
  When you Make Camp, set your Luck to 4 instead of 3. When you take 
  damage, you may lower your Luck by 1 to ignore it; describe the comedic, 
  contrived, or outright miraculous circumstances that saved you from harm. 
  o I Meant To Do That 
  When you fail a move, you can choose to not mark XP. If you do, choose 
  someone who will either stare at you dumbfounded or double over in 
  uncontrolled laughter. Describe the epic failure of yours that causes them to 
  react that way. You have to fail; if you spend Luck to succeed, this move is 
  not triggered.  
  o Idiot Savant 
  When you gain this move, pick one of the following moves: Hack and Slash, 
  Volley, Defend, or Discern Realities. You may choose to make that move 
  with +Luck instead of the usual stat from now on. 
  o Mostly Harmless 
  While you show a friendly face and act charming, anyone not already 
  actively hostile to you will treat you as a friend until proven otherwise. 
  o Nyuk Nyuk Nyuk 
  You may lower your Luck by 1 to deal 1d10 damage to an enemy. Describe 
  how you embarrass, humiliate, or accidentally clobber them. 
  o Pop Goes the Weasel 
  Requires: Curly Shuffle 
  When you Hack and Slash while you’re all fired up, deal +1d4 damage. 
  o Robin Goodfellow 
  When you publicly mock someone of higher social standing than you, 
  roll+CHA. *On a hit, your audience takes it in good humor, and you avoid 
  reprisal... for now. *On a 10+, you may ask the subject of your mockery one 
  question, which they must answer honestly and publicly. 
  o Should I Not Have Done That? 
  Requires: Was That Wrong? 
  When you draw unwanted attention or are put in a spot, you can choose 
  not to personally suffer the consequences. Someone or something else 
  nearby, possibly your equipment but certainly not you, suffers the 
  consequences instead. 
  o Woo Woo Woo 
  When you Defy Danger by running around in an idiotic panic, you roll 
  with +Luck instead of whatever the GM says, and on a 12+ you turn the 
  danger back on itself, describe the ridiculous circumstances that caused it. 
  
   
    
  7 
  You have a skill that you’ve learned and use to earn your keep 
  around the village. How did you learn it? When you put what 
  you’ve learned in your profession to good use, gain 1 
  goodwill. 
   
  My profession in the village is:___________________________ 
   
  You have one tool that is relevant to your profession, not armor 
  or a weapon more sophisticated than a knife or a staff. You have 
  no coins, but luckily you live in a tightly connected community 
  where a filling meal and warm bed are always available to you—
  provided you do your share. 
   
   
   
   
  o Laborer 
  When you put the good of your village before your own 
  desires, gain 1 goodwill. 
  o Militia 
  When you fight for the honor of your village, gain 1 goodwill. 
  o Apprentice 
  When your knowledge aids the village in some important 
  way, gain 1 goodwill. 
  o Knave 
  When you help the village while helping yourself, gain 1 
  goodwill. 
  o Stranger 
  When your actions earn you the trust of the village, gain 1 
  goodwill. 
   
   
  Assigning Stats 
  You start with all of the basic moves. When you make a move with a stat for the first time, 
  pick the modifier you wish for that stat: -1, +0, +1 or +2. You can have one -1, two +0, 
  two +1, and one +2 stat. You must have all six stats assigned before you can level up. 
   
  Goodwill 
  Goodwill is earned by using your alignment and background. You can spend goodwill, 1 
  for 1, to add +1 to your roll during any move involving fellow villagers (including other 
  PCs). You will also spend goodwill for the Life of Adventure move when you level up. 
   
  Bonds 
  Add Bonds with your fellow would-be adventurers as you get to know them and have 
  memorable experiences. Do you trust them? Do they owe you a debt? Do you know their 
  secrets? Do you want to prove something to them? Do they need you to keep them safe? 
  When you write a Bond, you may let the player whose character you just wrote a Bond 
  with assign a modifier to one of your unused stats for you. If you let them do this, you 
  gain 1 goodwill. You must write at least two Bonds before you can level up. 
   
  When you write a Bond with another character, you also gain one of the following 
  advanced moves, up to a maximum of two: 
  o 
  Hometown Hero: When you take this move, you immediately gain 2 goodwill. 
  o 
  Martial Training: Your damage die is now a d6. 
  o 
  Toughness (Requires: CON+1 or higher): Your maximum HP is now 10. 
  o 
  Determined Defender: When you Defend, you may spend goodwill as if it 
  were hold. 
  o 
  Faithful (Requires: WIS+1 or higher): Describe a deity that you follow. When 
  you pray to your deity for guidance, your deity tells you what it would have 
  you do. If you do it, gain 1 goodwill. 
  o 
  Healing Touch (Requires: Faithful): When you touch someone else, skin to 
  skin, and pray for their well-being, roll+WIS. *On a hit, you heal them for 
  1d6 HP. *On a 7-9, you also take a debility of your choice in exchange. 
  o 
  Trap Finder: Add “Is there a trap here and if so, what triggers it?” to the list of 
  Discern Realities questions: 
  o 
  Student (Requires: INT+1 or higher): When you take this choice, the next time 
  you Spout Lore, instead of rolling, you automatically take the 10+ result. 
  o 
  Hocus Pocus (Requires: Student): When you weave a simple spell, choose one 
  of the following effects: 
  • 
  You create a small light to follow you around 
  • 
  You conjure a very simple illusion, affecting only one sense 
  • 
  A person you touch takes +1 armor forward 
  • 
  Deal 1d4 magical damage to a target you can see 
  …then roll+INT. *On a 10+ the spell works for just as long as you need it. *On a 7-9 
  things go a little awry, choose one: 
  • 
  You cannot use the chosen effect again, cross it off the list 
  • 
  The spell doesn’t work quite as you intended it to 
  • 
  You expose yourself to danger, retribution, or cost 
   
   
  Start here: Give your villager a name, and choose options for their look. 
  Choose a profession, and a tool associated with it, and a background. 
  Introduce yourself to your fellow players. You may then write one Bond with another 
  villager, based upon first impressions or past history you have with them. 
  Mischievous Eyes, Angry Eyes, or Innocent Eyes 
  Messy Hair, Tied-back Hair, or Cropped Hair 
  Ragged Clothes, Carefully Mended Clothes, or Plain Clothes  
  Stout Body, Lanky Body, or Filthy Body 
   
  THE VILLAGER 
  Bonds 
  Background 
  Goodwill 
  Profession 
  
   
    
  Hack and 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, 
  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 make the shot, placing you in danger of the GM’s 
  choice 
  • 
  You have to take what you can get: -1d6 damage (minimum 1) 
  • 
  You have to take several shots, reducing your ammo by one. (you 
  cannot choose this option if you are using a thrown weapon) 
   
  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 do; 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. So 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 1 damage to the attacker  
   
  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. 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? 
   
  Aid or Interfere 
  When you help or hinder someone you have a bond with, roll+Bonds with 
  them. *On a 10+ they take +1 or -2, your choice. *On a 7-9 you also expose 
  yourself to danger, retribution, or cost. 
   
  Parley 
  When you have leverage on an NPC 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. 
  Dungeon World is a game of adventure fantasy. Though you are just a 
  humble villager now, a dangerous world of adventure is knocking at your 
  door, and you will get your first taste of it here. The adventure and your 
  destiny will emerge around the decisions you make. 
   
  Your characters already have some history one another, so we can get right 
  into the action. This shared history is represented in the Bonds on your sheet. 
  The gamemaster (GM) will ask you questions about where your character is 
  from, what the world is like, and what they are doing. Your answers will 
  shape the world and your adventure. We play to find out what happens. 
   
  Playing Dungeon World means having a conversation; somebody says 
  something, then you reply, maybe someone else chimes in. Players take turns 
  in the natural flow of the conversation, which always has some back-and-
  forth. The GM says something, the players respond. The players ask 
  questions or make statements, the GM tells them what happens next. The 
  conversation works best when we all listen, ask questions, and build on each 
  other’s contributions. 
   
  Sometimes, the GM may tell you that your actions have triggered a move, 
  such as Defy Danger. To make a move, roll two six-sided dice and add the 
  indicated ability from your sheet.  
  • 
  If the total is 10 or higher, you’ve achieved a strong hit; you’ve 
  succeeded at your task.  
  • 
  If the total is between 7 and 9, it’s a weak hit; a success that comes 
  at some cost. Perhaps there’s a downside to your action, or you 
  don’t get everything you wanted. 
  • 
  If the total is 6 or less, it’s a miss; your attempt has gone poorly, 
  and the GM can now make their move against you. 
   
   
   
  When everyone has assigned all their stats and written at least two Bonds, 
  your adventuring group is ready to level up. To make the leap to first level, 
  each of you must do the following: 
  • 
  Embrace your heroic destiny. Leave your villager playbook 
  behind. Consider your race and stats and then choose a new 
  playbook to fill out. 
  • 
  Gain a true name and a new, cooler look. 
  • 
  Gain an alignment. Your companions vote on your alignment 
  based on your chosen class and your past behavior. Ties are broken 
  by the GM. 
  • 
  Copy the stats you chose to your new playbook and assign 
  appropriate ability scores: 16(+2), 15(+1), 13(+1), 12(+0), 9(+0), 
  and 8(-1). 
  • 
  Gain all the resources and abilities of a first-level character, 
  including gear and class moves, but keep any Bonds you’ve 
  already written. If you new class gives you more Bonds that what 
  you’ve already written, write some more. 
  • 
  Lose any villager abilities you may have acquired, including your 
  profession and background.  
  • 
  Tell the other players how you learned the basics of your class. 
  The GM may ask you questions about your time in training. 
  Finally, make the following move: 
   
  When you leave your home for a Life of Adventure, spend all of your 
  remaining goodwill and roll+goodwill spent. *On a 10+, you enjoy a warm 
  send-off. The village’s hopes and dreams go with you, along with a small 
  object of great sentimental value. *On 7-9, choose one: 
  • 
  You have unfinished business here that is likely to come find you 
  wherever you go. 
  • 
  You are leaving behind someone that needs you badly and can’t 
  survive without you. 
  • 
  You are abandoning something precious to be claimed by a 
  loathsome rival. 
  • 
  You’ve been rejected by the village. You no longer belong here, 
  and maybe never will. 
  *On a 6- there can be no return. Grim portents accompany you.   
  Basic Moves 
  How to Play 
  Leveling Up 
  
  Tavern Tales 
   
  When you spend time swapping tales and sorting 
  through information about a dangerous place you 
  have yet to explore, name a place you want to know 
  more about, then spend at least 1 preparation and 
  roll+preparation spent. *On a hit, choose one from 
  the list and tell us how you get it. *On a 7-9, your 
  information will be slightly off, out of date, or 
  incomplete when you try to use it.  
  • 
  You acquire part of a map, draw it out or 
  otherwise present it to the group. 
  • 
  You learn of a trap or similar hazard, 
  describe it. When you encounter it, take +1 
  forward. 
  • 
  You learn of a valuable treasure, describe it 
  and where it’s kept. 
  • 
  You learn of a dangerous enemy or group in 
  the area, describe and/or name them. When 
  you encounter them, take +1 forward. 
  • 
  You learn something useful about the area’s 
  history, layout, or politics, tell us what.  
  • 
  You acquire something that will be 
  particularly useful in there (a key, a 
  password, etc.), tell us what you got. 
  *On a 6-, choose one anyway, but don’t describe it 
  yet. Instead, ask the GM what it will cost you to gain 
  that knowledge, and even then what you get will be 
  slightly off, out of date, or incomplete when you try 
  to use it. 
   
  Examples: 
  "Hey, isn't there supposed to be a passage here? It's 
  on the map..." 
   
  "That trap? Oh, it wasn't a sliding blade, it's an alarm. 
  You hear a growl coming from deeper within the 
  dungeon." 
   
  "Oh yes, there's ogres. They're servants of the demon 
  that's taken up residence deeper inside." 
   
  "Why yes, this is the tomb of the ancient king Dalboz. 
  Did you remember to wear his colors so his undead 
  servants wouldn't think you're tomb robbers and 
  attack you?" 
   
  "Here's the secret door, right where the guy in the 
  tavern said it would be. Anyone got the key? Because 
  it's locked." 
   
   
   
   
   
  Guard Your Mind 
   
  When something attempts to control or 
  manipulate your mind, roll+WIS. *On a 10+, you 
  shake it off. *On a 7-9, choose one: 
  • 
  You’re stunned for a few moments while 
  you shake it off. 
  • 
  You feel a brief compulsion, take -1 forward 
  to act against the source of the effect. 
  *On a 6-, don’t mark XP yet. Instead, give the GM a 
  notecard with your character’s name on it.  
   
   
   
   
  When the GM hands you a notecard with your 
  name on it, read the command on the back (to 
  yourself, don't discuss it with others). Then choose 
  one: 
  • 
  Do what it tells you to the best of your 
  abilities, then mark XP and tear up the card. 
  • 
  Drop to your knees, clutch your head, and 
  the source of the command deals its damage 
  to you, ignoring armor. Then tear up the 
  card. 
   
   
   
  Circles 
   
  When you declare that you know someone who can 
  help you solve a task and have an unassigned 
  Bond available, describe that person and write a 
  Bond describing your relationship with them. Then 
  roll+CHA. *On a hit, you can get help from your 
  contact. *On a 7-9, there’s a catch, choose one and 
  explain why this is: 
  • 
  Your contact holds some enmity towards 
  you, you owe him a debt, or his help will 
  cost you. 
  • 
  Reaching your contact will be inconvenient 
  or dangerous. 
  • 
  You contact can’t directly help you, but he 
  can at least point you in the right direction. 
  *On a miss, choose one from the list, and the 
  situation will be worse than you expected when you 
  reach your contact. Your contact may still be able to 
  help you, but expect a steep cost. 
   
  When you work with your contact to solve your 
  problems, you may resolve the Bond and mark XP 
  as usual, or you may keep the Bond. If you use an 
  established contact to seek help from, you can make 
  this move again without needing an unassigned Bond, 
  and add +Bond to the roll. 
  
  Dungeon World 
  Secrets and Sorcery Pack 
   
  Seven new base classes for Dungeon World 
  the Archaeologist, 
  the Enchanter, 
  the Spy, 
  the Dragon Knight, 
  the Guardian, 
  the Reaper, 
  and the Baron 
  and new rules for stress and madness within the dungeon 
   
  For use with the role-playing game Dungeon World, by Sage LaTorra and Adam Koebel 
   
   
   
   
   
   
  Written by Peter Johansen. Version January 24, 2017 
  This work is licensed under the Creative Commons Attribution 3.0 Unported License. To view a copy of this license, visit 
  http://creativecommons.org/licenses/by/3.0/ or send a letter to Creative Commons, 444 Castro Street, Suite 900, Mountain View, 
  California, 94041, USA. 
  
  The Archaeologist 
   
  Of all the treasures to be found in Dungeon 
  World, what could be more valuable than 
  knowledge? The ancient secrets that have 
  lain hidden away under the earth in long-lost 
  catacombs or forgotten temples to dead 
  gods? The hidden places and knowledge can 
  be brought back into the light once again.  
  You are at home equally among libraries 
  and dungeons, and equally adept at drawing 
  out the secrets from both. Panache is your 
  weapon against the agents of the darkness, 
  cunning your shield against deadly traps and 
  dangerous passages. Ancient wisdom awaits 
  your discovery in the deep and hidden 
  places of the world, and you have the tools 
  to discover it. 
  Of course, if you find some golden idol 
  covered in jewels, that’s good too. Just be 
  ready to run when you grab it. 
   
  The Archaeologist specializes in both 
  scholarly research and dungeon exploration. 
  They are able to research key information 
  about dungeons and lead expeditions 
  through these most dangerous of places. 
  Indiana Jones is an obvious touchstone to 
  this class. 
   
   
   
   
  The Enchanter 
   
  The greatest of crafts is not in gold or gems, 
  but in the power of magic itself. As elves 
  shape supple wood and dwarves the hard 
  stone, your artisanship is that of 
  enchantments. Whether alchemist or 
  artificer, your laboratory can pour forth 
  magical wonders, limited only by your 
  imagination. With a deft carving of magic 
  runes you make a sword strike with the force 
  of thunder, or a shield that can turn away 
  flames.  
  But there is always more magic out there for 
  your to experience. To truly master your 
  craft, you must be willing to test yourself 
  against the powers of magic that lie in the 
  deepest of dungeons, and to study these 
  ancient enchantments so yours will be 
  greater. Your knowledge of arcane forces 
  makes you a powerful, if bookish ally, to 
  those who seek to plunder such treasures for 
  themselves.  
   
  As the name suggests, the Enchanter deals in 
  enchanted objects. Their skill is in both the 
  creation and comprehension of magical 
  things. The limits of what an enchantment is 
  capable of is only the Enchanter’s 
  imagination and their willingness to invest 
  their resources on the affair. In combat, the 
  Enchanter wields a rune-empowered weapon 
  to defend themselves. 
   
   
  
  The Spy 
   
  What fascinating secrets are exchanged right 
  under the noses of the common folk! Who 
  would have guessed that their neighbors 
  hold membership in a secret order? They 
  never gather openly, only trading notes 
  through hollowed-out trees or clandestine 
  gestures. What does it mean when the baker 
  advertises sweet rolls one day and biscuits 
  the next? Oh, you know. It means that he 
  has the information on the duked you asked 
  him to uncover for you. 
  Whether an agent of the state or the right 
  hand of a criminal empire, the secrets of 
  Dungeon World are your trade, trickled in 
  from a network of informants and data 
  handlers. You may not know who they are, 
  but your network is everywhere, feeding you 
  the information you need to do your job. 
  Even the most closely guarded secrets can 
  fall into your hands, and these will be the 
  dagger with which you strike from the 
  shadows. 
  Knowledge is power. 
   
  The Spy is a different take on the Thief, one 
  who specializes in information gathering. A 
  skilled rogue in their own right, the Spy 
  takes a more social approach to the guile and 
  stealth normally associated with the trade, 
  relying on a network of informants to give 
  them just the knowledge they need. 
   
   
  The Dragon Knight 
   
  The relationship between dragons and 
  mortals is long and complex. Sometimes 
  worshipped, often fought against, and 
  always feared, no creature is more iconic of 
  power and lordly might than the dragon. To 
  those who have proven themselves worthy 
  of forging a bond with a dragon, they 
  become the most awe-inspiring of knights. 
  Whether a bloody tyrant or a defender of the 
  realm, someone riding a dragon into battle is 
  a sight that will not soon be forgotten. 
  You are one of these chosen few, who bear 
  the honor of bonding their immortal soul to 
  that of a dragon. Dragon-fire flows in your 
  veins, just as your valor links your new 
  mount to you forever. You work in tandem 
  with your dragon to overcome even the 
  greatest of enemies, but the link between 
  you is far from perfect. After all, dragons are 
  not tractable creatures, and have a will of 
  their own. How will the two of you learn to 
  trust one another? 
   
  The Dragon Knight is the most awe-
  inspiring of mounted warriors, riding into 
  battle atop a young dragon. The knight and 
  their mount both influence one another, and 
  maintaining a link of mutual respect and 
  trust between the two is key to their success. 
   
  We’ve also included a compendium class 
  version, if you prefer your dragon and 
  knighthood to be earned through play. 
  
  The Guardian 
   
  Terrible things lurk in every corner of 
  Dungeon World. While there is no shortage 
  of men who are willing to take up arms to 
  fight against monsters, your conviction 
  burns far greater than most. You know that 
  the wickedness of a lone goblin pales in 
  comparison to the cruelties that men can 
  inflict upon one another. 
  There is a flame in your soul that cannot be 
  extinguished. The fire within you can give 
  warmth and comfort to your allies, but it can 
  also be used to destroy. When faced with the 
  outrages of the world, the fire in you rises 
  like an inferno, empowering you to mete out 
  justice at the point of a sword. Against evil 
  and injustice, you are judge, jury, and 
  executioner. To the ones you defend, not 
  even the wrath of Hell itself can turn aside 
  your shield. 
  Sometimes terrible things happen to good 
  people. But you’re not one of the good 
  people. You’re one of the terrible things. 
   
  The Guardian is both a defensive warrior 
  and a passionate force of justice. More 
  secular than the Paladin, the Guardian’s 
  power is in their conviction. When their 
  righteous anger burns, they are a force to be 
  reckoned with. 
   
   
   
  The Reaper 
   
  Death gets such a bad reputation. Everyone 
  struggles in vain to hold off Death for just a 
  few more precious moments. They don’t 
  understand Death like you do. Death is not a 
  force to be feared, but to be celebrated and 
  understood. When you face Death with your 
  soul at ease, his secrets will open to you. 
  You do not worship Death, but you revere 
  him, and perform services in his name to 
  ease the suffering of the dearly departed. 
  Whether psychopomp or exorcist, you are a 
  trusted lieutenant in Death’s service, 
  keeping his estate in order against those who 
  would despoil it or try to defy his judgment. 
  Through your deeds, the restless dead of 
  Dungeon World can finally be set to peace 
  beyond the Black Gates. 
  But will you be ready when your time 
  comes? What deals will Death make with 
  you? 
   
  Like Death, the Reaper performs a valuable 
  service, helping the dearly departed rest in 
  peace while cleaning away any lingering 
  spirits or undead which try to mar his order. 
  The Reaper focuses more on the dead and 
  the undead than the Cleric, and has a 
  stronger set of tools to defeat or comfort the 
  lost souls of Dungeon World. 
   
   
   
  
  The Baron 
   
  Through birthright or deeds, you are among 
  the world’s elite. You have earned the right 
  to call yourself Lord over a stronghold, and 
  the lands it protects. Backed by your party 
  of loyal retainers, you are a shepherd to your 
  people, guiding the growth of your lands and 
  delivering justice to villains. Through your 
  deeds and wisdom, a humble hamlet may 
  grow into a mighty city. 
  But being a Baron is no life of idle luxury. 
  Foes from both outside and within your 
  walls seek to take what is rightfully yours. 
  Ravening hordes and scheming rivals both 
  covet your lands. When the walls of your 
  stronghold shield your people against the 
  darkness of Dungeon World, do they also 
  keep close the one who would betray you, 
  plotting your demise in the shadows?  
  Also, that butler you sent down into the 
  wine cellar yesterday hasn’t been seen since. 
  You should probably look into that. 
   
  The Baron is Dungeon World’s answer to 
  Apocalypse World’s Hardholder. The Baron 
  begins with control of their own personal 
  keep, and gives them the tools to grow and 
  defend it as they see fit. However, this does 
  not mean that the Baron is entitled to an 
  unlimited safe haven! The stronghold is a 
  magnet for both danger and intrigue. To 
  maximize the stronghold’s potential, the 
  Baron must journey outside of their gates 
  and face the threats to his lands head-on. 
   
   
  We’ve included a new set of rules for 
  dealing with stress and horror that builds off 
  of the Steel mechanics found in our previous 
  publication. These rules deal with the long-
  term impacts of madness as well as the 
  management of the stress that comes from 
  diving headfirst into danger and 
  unfathomable evil, making them suitable for 
  games that deal with horror or insanity, or 
  for groups that wish to explore the 
  emotional impact that comes from dungeon 
  crawling. 
   
  We’ve also included a compendium class 
  version of the Baron for character who earn 
  their strongholds the hard way. 
   
  For every story that we tell, the world gains 
  that much more wonder. I remain grateful 
  for the support of my colleagues in the 
  Dungeon World G+ community, and the 
  valuable advice and critiques they have 
  given to help me refine and polish my ideas. 
  Once again, I give due credit and thanks to 
  Johnstone Metzger and Jeremy Strandberg 
  in particular. I would also like to 
  acknowledge Robert Doe, David Perry, and 
  Andrea Serafini for their own contributions 
  to this body of work, and all the players of 
  Dungeon World around the world. This 
  work is dedicated to you, and all stories that 
  are yet to be told. Play to find out.  
    
  
   
    
  o Good 
  Prevent an artifact or secret knowledge from being used to hurt 
  others. 
  o Neutral 
  Discover long-lost knowledge or a culturally significant artifact 
  or place. 
  o Chaotic 
  Leap into danger without a plan. 
   
   
  o Dwarf 
  When you use Antiquarian, the GM will always truthfully tell 
  you who created the object and how old it is in addition to the 
  move’s other results, even on a miss. 
  o Halfling 
  You can always ask the GM “Where’s the best hiding place 
  around here?” and get an honest answer. 
  o Human 
  When you Make Camp, if you possess adventuring gear with 
  less than 5 uses, gain 1 use of that adventuring gear. 
   
   
  Fill in the names of your companions in at least one: 
   
  I need ___________’s help to find a valuable treasure. 
   
  ___________ may be the brawn of this group, but I’m the brain. 
   
  ___________ joined me on my first expedition, and they’re still 
  willing to work with me after the... you know. 
   
  ___________ thinks I take too many needless risks, but what do 
  they know?
  Antiquarian 
  When you closely examine an artifact or a piece of lost technology for the first time, 
  roll+INT. *On a 10+, ask the GM three of the following questions. *On 7-9, ask two. *On 
  a 6-, ask two anyway, but the GM will give you a false answer for one of them. 
  • 
  Who created this object and how old is it? 
  • 
  What is the purpose of this object, or what does it do? 
  • 
  Who would find this object valuable? 
  • 
  How is this object dangerous to me? 
  • 
  How is this object activated? 
  • 
  What has been done to or with it recently? 
  • 
  What’s wrong with it and how could it be fixed? 
   
   
  Whip Tricks 
  A whip is a powerful tool in your hands. You can use your whip to grab small, unattended 
  objects within reach range and swing upon it like a grappling hook, all without Defying 
  Danger. 
   
  You cannot Hack and Slash with your whip. Instead, when you crack your whip at an 
  enemy within reach, roll+DEX. *On a 10+, choose two. *On a 7-9, choose one: 
  • 
  You entangle one of their limbs, preventing them from using it as long as you 
  keep your whip wrapped around them 
  • 
  You avoid any retaliation or counterattack 
  • 
  You move them to any place within reach range 
  • 
  You knock them prone or off-balance; the next person who takes advantage of 
  this takes +1 forward 
  • 
  You make them drop an object they are holding 
   
  Researcher 
  When you spend at least a full day researching old tomes, dusty maps, and bits of lore 
  about a nearby location, roll+INT. *On a 10+, choose two from the list. *On a 7-9, 
  choose one. *On a 6-, choose one anyway, but don’t describe it yet. Instead, ask the GM 
  what it will cost you or what you must do to gain that benefit.  
  • 
  You find part of a map, draw it out or otherwise present it to the group. 
  • 
  You learn of a trap or similar hazard, describe it and hold +1 preparation.  
  • 
  You learn of a dangerous enemy or group in the area, describe and/or name 
  them and hold +1 preparation. 
  • 
  You learn of a valuable treasure, describe it and where it’s kept. 
  • 
  You learn something useful about the area’s history, layout, or politics; tell us 
  what.  
  • 
  You gain something that will be particularly useful in there (a key, a password, 
  etc.), tell us what you got. 
   
   
  6 
  Dwarf:  Garin, Daltri, Harrak, Rulin, Kaja, Brall, Nyssa, Gwillen 
  Halfling:  Bolger, Garret, Odo, Mellyn, Portia, Frega, Lirrin, Nelmi 
  Human:  Byron, Gertrude, Lawrence, Chapman, Fredrick, Morley, Virginia, Tatiana, Salah 
  Clever Eyes, Shrewd Eyes, or Glasses 
  Untidy Hair, Balding, or Wide-Brimmed Hat 
  Weathered Clothing, Scholarly Clothing, or Practical Clothing 
  Tanned Body, Rugged Body, or Portly Body 
  THE ARCHAEOLOGIST 
  Alignment 
  Race 
  
   
    
  Your Load is 9+STR.  You start with dungeon rations (5 uses, 1 weight), 
  adventuring gear (5 uses, 1 weight) a whip (1 weight), and a map to 
  someplace hidden, tell us where! Choose two: 
  o A bag of books (5 uses, 2 weight) 
  o Leather armor (1 armor, 1 weight) 
  o Bandages (3 uses), antitoxin, and a short sword (close, 1 weight) 
  o A hand crossbow (near, reload, 1 weight) and a pack of bolts (3 ammo, 1 
  weight) 
   
   
   
   
   
   
   
   
   
  When you gain a level from 2-5, choose from these moves. 
  o Academic Reputation 
  When you Parley with someone who highly respects knowledge or 
  history, you may roll with INT instead of CHA. 
  o Bookworm 
  When you make the Research move, you get +1 preparation in addition to 
  any of the move’s other effects. 
  o Danger Sense 
  When you take a moment to survey an area, you may ask the GM “Is there 
  an ambush or trap here?” If the answer is “yes”, roll+INT. *On a 10+, ask 
  the GM three questions from the list below. *On a 7-9, ask one. 
  • 
  What will trigger the trap or ambush? 
  • 
  What will happen once it’s triggered? 
  • 
  How could it be disarmed or thwarted? 
  • 
  What else should I be on the lookout for? 
  o Moment of Insight 
  When something supernatural makes you Defy Danger, take +1 forward 
  to Spout Lore about that threat. 
  o Simon Belmont 
  Add the following option to the Whip Tricks list: 
  • 
  You deal your damage 
  o Sleuth 
  When you Discern Realities, the GM will always tell you what happened 
  here recently in addition to the move’s other results, even on a miss. 
  o Sneaky 
  Gain a move from the thief playbook. 
  o Treasure Hunter 
  When you obtain a valuable treasure or artifact for the first time, hold 2. 
  Spend a hold to gain one of the following benefits: 
  • 
  Take +1 forward to Defy Danger 
  • 
  Deal +1d6 damage forward, no more than once per attack 
  • 
  Heal yourself for 1d8 HP 
  o Well-Connected 
  When you declare that you know someone who can help you solve a task, 
  describe that person and roll+CHA. *On a hit, you can get help from your 
  contact. *On a 7-9, there’s a catch, choose one and explain why this is: 
  • 
  You owe them a debt, or their help will cost you 
  • 
  Reaching them will be inconvenient or dangerous 
  • 
  They’re not exactly trustworthy or reliable 
  • 
  They hold some enmity towards you 
  o Whip Mastery 
  When you use Whip Tricks, on a 12+ choose three options from the list.
  When you gain a level from 6-10, choose from these moves or the level 2-
  5 moves. 
  o Careful Explorer 
  When you Undertake a Perilous Journey, you always spot trouble in 
  advance, as if you had taken the scout role and rolled a 10+. You can also 
  take on a second job, roll for it as normal. 
  o Investigator 
  Requires: Sleuth 
  When you Discern Realities, up to two of your questions can by anything, 
  not limited by the list. 
  o Master Looter 
  Requires: Treasure Hunter 
  When you obtain a valuable treasure or artifact for the first time, hold 4 
  on Treasure Hunter instead of 2.  
  o Mola Ram 
  When you use a magical item and force it to obey your will, instead of 
  using its effects as written, roll+INT. *On a 10+, you control the degree and 
  extent of its effects. *On a 7-9, you direct its effects, but choose one: 
  • 
  You break it; it cannot be used again until it is fixed. 
  • 
  You lose control, producing additional, unwanted effects. 
  o Society of Explorers 
  Requires: Well-Connected 
  When you make the Well-Connected move, on a hit your contact will also 
  have some useful information for you; choose an option from the Researcher 
  list for free once you have time to talk with them. 
  o Perfect Planning 
  When you Defy Danger, you may spend 1 preparation to roll with INT 
  instead of whatever the GM says. 
  o Professor 
  When you make the Antiquarian move, on a 12+ you may answer one of the 
  questions yourself. Whatever you say, it is the truth. 
  o Very Sneaky 
  Gain a move from the thief playbook. 
  o Whip Perfection 
  Replaces: Whip Mastery 
  When you use Whip Tricks, on a hit choose one additional option, and add 
  the following options to the list: 
  • 
  You snatch an object they held or were guarding. Now it’s yours! 
  o Why’d it Have to be Snakes? 
  When you Spout Lore about a monster, on a 12+, in addition to the normal 
  effects, you may ask the GM any one question about the subject. Take +1 
  forward when acting on that information. 
  
   
    
  o Good 
  Create something that helps someone else. 
  o Neutral 
  Discover something about a magical mystery. 
  o Evil 
  Gain power or influence for yourself at someone else’s expense. 
   
   
  o Dwarf 
  When you enchant an object that you have made with your 
  own hands, take +1. 
  o Elf 
  When you enchant an object, your mark is invisible to anyone 
  who isn’t an elf. 
  o Human 
  When you duplicate an enchantment you have studied or 
  made before, you are refunded 1 Stock after rolling. 
   
   
  Fill in the names of your companions in at least one: 
   
  __________ needs me to do the heavy thinking, and I need them 
  to do the heavy lifting. 
   
  Ironically, __________ seems to have enchanted me. 
   
  I have enchanted something for __________ before, but it didn’t 
  work out well.  
  Craft Enchantments 
  You possess a kit of magical supplies and tools, which you use to place enchantments 
  upon mundane objects. It can hold an amount of Stock equal to your WIS+3. When you 
  spend several hours in safety gathering and purifying reagents, refill your Stock to its 
  maximum.  
   
  When you set out to enchant an object, tell the GM what effect you want to accomplish 
  and how you mark the object, then spend 1-3 Stock and roll+Stock spent. *On a 10+, 
  choose two. *On a 7-9, choose one.  
  • 
  The enchantment is permanent, as long as the mark remains whole and 
  unmarred 
  • 
  The enchantment does not have any known side effects 
  • 
  The enchantment does not have any weird limitations 
  *On a 6-, the item is cursed. The GM will tell you the nature of the curse, but only after it 
  is too late. 
   
  A given object can hold only one enchantment, but you can always end any enchantment 
  you create by erasing your markings. Any item you enchant always has at least 1 weight. 
  Analyze Dweomer 
  When you closely examine a magical object for the first time, roll+INT. *On a 10+, ask 
  the GM three of the following questions. *On 7-9, ask two. *On a 6-, ask two anyway, but 
  the GM will give you a false answer for one of them. 
  • 
  What does this do?  
  • 
  How is it activated? 
  • 
  Who created this object and how old is it? 
  • 
  Who used this object last? 
  • 
  What has been done to or with it recently? 
  • 
  What’s wrong with it and how could it be fixed? 
  Runic Weapon 
  When you mark a melee weapon with runes of battle and spend 1 Stock, choose one of 
  the following options; the effect lasts until you erase your mark. The enchantment will 
  only function for you; you can’t enchant someone else’s weapon in this way. 
  o 
  Rune of the Sun: The weapon sheds light at your command, about the equivalent 
  of a torch, and can affect insubstantial monsters as if they were solid. 
  o 
  Rune of Thunder: Your weapon strikes like thunder, add the forceful tag. 
  o 
  Rune of the Mountain: You may Defend with WIS instead of CON while you 
  wield this weapon. 
  o 
  Rune of Ice: Your weapon chills your foes to the bone, add the stun tag. 
  o 
  Rune of the Moon: While you wield this weapon you get +1 armor, and an 
  additional +2 armor against magic. 
   
  4 
  Dwarf: Andvare, Brokir, Silbar, Holda, Thora, Jari, Tongus, Clarana, Rosina, Zula 
  Elf: Arathel, Barien, Xylinna, Sedana, Eredania, Nalthanis, Dalinna, Mahtan 
  Human: Karn, Argus, Orland, Lucan, Erin, Jalane, Nerida, Cwenhild, Tania 
  Wise Eyes, Shrewd Eyes, or Curious Eyes 
  Pointy Hat, Neat Hair, or Velvet Hood 
  Formal Robes, Runed Robes, or Travelling Robes 
  Stained Fingertips, Glowing Tattoos, or Crystal Glasses 
  THE ENCHANTER 
  Alignment 
  Race 
  
   
    
  Your load is 7+STR.  You start with dungeon rations (5 uses, 1 weight), a 
  staff (close, 2-handed, 1 weight) and your enchanting tools (1 weight). 
  Choose two: 
  o Enchanted robes (1 armor, 1 weight) 
  o Poultices and herbs (2 uses, 1 weight) 
  o Bag of books (5 uses, 2 weight) 
  o Adventuring gear (5 uses, 1 weight) 
   
   
   
   
   
   
   
   
   
   
  When you gain a level from 2-5, choose from these moves. 
  o Admixture 
  While you are in an appropriate laboratory or place of power, when you 
  roll+Stock spent, you are refunded 1 Stock after rolling. 
  o Affinity for Magic 
  When you Discern Realities, on a hit, you may ask the GM “What here is 
  magical or enchanted?” in addition to your other questions. 
  o Battle Enchanter 
  When you attack with your runic weapon, your damage die is a d8. 
  o Enduring Mark 
  When you create an enchantment, the markings you make will withstand the 
  ravages of time and nature. Only someone deliberately acting to remove your 
  mark can do so, and even then they take 1d6 damage of magical backlash 
  when they do. This does not affect you willingly erasing your own mark, 
  which you can always do without risk. 
  o Hermetic Circle 
  When you draw a magical circle on the floor or ground and spend 1 
  Stock, roll+INT. *On a 10+, you get both effects. *On a 7-9, choose one: 
  • 
  Name a type of creature, they cannot enter or leave the circle 
  • 
  No magic, save your own, can enter or leave the circle 
  o Maker’s Tether 
  When you concentrate, name an object you have enchanted. The GM will 
  tell you approximately where it is, as long as the enchantment is still intact. 
  o Risky Enchantment  
  When you craft an enchantment, you may choose to spend zero Stock. If you 
  do, make the roll at -1. 
  o Runic Empowerment 
  Add the following runes to the Runic Weapon list: 
  o 
  Rune of Doom: Name a type of monster, the weapon deals +1d6 
  damage to the chosen type 
  o 
  Rune of Flame: Add the fiery tag 
  o Sagacity 
  When you use Analyze Dweomer, the GM will always truthfully tell you 
  what the object does, even on a 6-. 
  o Worldly Scholar 
  When you Parley with someone who highly respects knowledge or the 
  arcane, you may roll with INT instead of CHA. 
   
   
   
  When you gain a level from 6-10, choose from these moves or the level 2-
  5 moves. 
  o Enchanter’s Soul 
  When you have time and safety with a magic item in a place of power, 
  you can empower that item so that its effects are amplified the next time you 
  use it. The GM will tell you exactly how. 
  o Enchanter’s Will 
  When you use a magical item and force it to obey your will, roll+INT. 
  *On a 10+, you control the degree and extent of its effects. *On a 7-9, you 
  direct its effects, but choose one: 
  • 
  It is damaged and cannot be used again until repaired 
  • 
  It slips out of your control, creating additional, unwanted effects 
  o Eternal Mark 
  Replaces: Enduring Mark 
  When you create an enchantment, the markings you make cannot be 
  removed by anything short of magic, and even then the person dispelling 
  your mark takes 2d6 damage of magical backlash. This does not affect you 
  willingly erasing your own mark, which you can always do without risk. 
  o Master Craftsman 
  When you craft an enchantment, on a 12+ the GM will tell you one further 
  thing you can do to perfect your enchantment. When you do it, you get the 
  third option from the list. 
  o Runic Mastery 
  Requires: Runic Empowerment 
  When you mark your weapon with runes, choose two runes instead of one. 
  o Soulforger 
  You may now enchant living objects, including people. Your subject must be 
  either willing or restrained for you to enchant them. 
  o Spellbreaker 
  Add the following question to Analyze Dweomer: 
  • 
  How can I remove or negate the magic on this object? 
  o Tricky Enchantment 
  Replaces: Risky Enchantment 
  When you craft an enchantment, you may choose to spend zero Stock. If you 
  do, make the roll at +0. 
  o War Enchanter 
  Requires: Battle Enchanter 
  When you attack with your runic weapon, you roll with WIS instead of the 
  usual stat. 
  o Wealth of Knowledge 
  When you Spout Lore or use Analyze Dweomer, on a 12+, GM will also ask 
  you a question about the subject. Whatever you answer, it is the truth. 
  Describe your enchanter’s tools: 
  o
  Made patiently by my own hands 
  o
  Passed down from my mentor, and my mentor’s mentor... 
  o
  A gift or reward from someone important 
  o
  Stolen from a place of ancient power 
   
  o
  Many pouches of ground herbs, plants, and tree bark 
  o
  Bottles of carefully-mixed chemical compounds 
  o
  A wooden case of inks and brushes 
  o
  Jars of specially consecrated clays, paints and chalk 
  o
  A bag of crystals and semi-precious stones 
   
  Stock: 
  
   
    
  o Evil 
  Eliminate a threat to your society or employer.  
  o Chaotic 
  Disrupt a power structure or organization. 
  o Neutral 
  Break into a secure place without being detected. 
   
   
  Choose any race, then choose how you came to be a spy: 
   
  o Criminal Mastermind 
  When you spend hold from Network to ask if a trap or 
  ambush is present and get an answer of “No”, roll a d6. On a 
  3 or higher, the spent hold is refunded to you. 
  o State Agent 
  Hirelings you Recruit have +1 Loyalty. 
  o Private Investigator 
  When you Discern Realities, the GM will always tell you what 
  happened here recently in addition to the move’s other results, 
  even on a miss. 
   
   
  Fill in the names of your companions in at least one: 
   
  I know a dirty secret about ____________, but they don’t know 
  it. 
   
  ____________ has some ties to my organization or employer. 
   
  I’ve worked with ____________ before on a job; they’re 
  trustworthy. 
   
  ____________ is the most likely one to betray us, I’d better 
  watch my back around them.
  Network 
  You have a group of informants and scouts who can trade information with you, describe 
  who or what they are! Every steading will have at least one contact from your network for 
  you to meet. When you spend some time trading information with one of your 
  contacts, hold 2 plus your CHA. When you consult your contact’s intel, spend a hold to 
  ask the GM one of the following: 
  • 
  What’s the greatest danger here? 
  • 
  Where is __________ hidden? 
  • 
  Where could I best hide or blend in around here? 
  • 
  Who can help me out around here? 
  • 
  Is there a trap or ambush here, and if so, where? 
  • 
  Where’s my best way in, out, or through this place? 
  • 
  Who does __________ serve? 
  • 
  What does __________ most desire? 
  • 
  How can I best serve my society or employer around here? 
  After meeting your contact, you must come up with some new information to pass on 
  before you can meet then again and gain more hold from this move. 
   
   
  Sleight of Hand 
  When you pick locks or pockets, disarm a trap, or escape restraints, roll+DEX. *On a 
  10+ you succeed unnoticed, no problem. *On a 7-9 you are still successful, but the GM 
  will offer you two options between suspicion, danger, or cost. 
   
   
  Cloak and Dagger 
  You are trained to fight dirty. When you attack a surprised or defenseless enemy with a 
  melee weapon, either deal your damage or roll+DEX. *On a 10+ choose two. *On a 7-9, 
  choose one: 
  • 
  You deal your damage, ignoring armor 
  • 
  One of their limbs or senses of your choice is crippled for a few moments 
  • 
  You disengage from combat before they can retaliate against you 
  • 
  No one notices you make your attack, and your target doesn't make a sound
  6 
  Like you’d ever let anyone know your real name! Choose a name from another playbook 
  that no one else is using. 
  Sharp Eyes, Shifty Eyes, or Monocle 
  Hooded Head, Wide-Brimmed Hat, or Stylish Hair 
  Dark Clothing, Nondescript Clothing, or Stolen Clothing  
  Rotund Body, Lean Body, or Sexy Body 
  THE SPY 
  Alignment 
  Background 
  
   
    
  Your load is 9+STR.  You start with dungeon rations (5 uses, 1 weight) and a 
  set of thieves’ tools (2 weight). Choose three: 
  o Rapier (close, precise, 1 weight) 
  o Stiletto (hand, 1 weight), which is never found even if you are searched 
  o 3 throwing knives (thrown, near, 0 weight) 
  o Leather armor (1 armor, 1 weight) 
  o Adventuring gear (5 uses, 1 weight) 
  o Antitoxin 
  o 10 coins 
   
   
   
   
   
   
   
  When you gain a level from 2-5, choose from these moves. 
  o Acquisition 
  When you put out word to your contacts about something you want or 
  need, roll+CHA. *On a 10+, someone has it, just for you. *On a 7-9, you’ll 
  have to settle for something close or it comes with strings attached, your call. 
  o Agent Provocateur 
  When you spend some time trading gossip in a community, roll+CHA. 
  *On a hit, you learn of an interesting opportunity nearby. *On a 10+, you can 
  also start a rumor of your own; it will spread like wildfire. 
  o Backup 
  While you are in a steading, you can spend a hold from Network to have an 
  agent of your organization accompany you for one task. Treat them as a 
  hireling with skill points equal to your level, loyalty equal to your CHA, and 
  the cost, “service to our society”. After completing your task, they leave you 
  unless you spend another hold. 
  o Blackmailer 
  Add the following option to Network: 
  • 
  What could I use as leverage against __________? 
  o Data Handler 
  When you gain hold from Network, you gain 1 additional hold. 
  o Impersonation 
  When you disguise yourself as a specific person, roll+CHA. *On a 10+, 
  only that person’s most intimate associates can tell the difference. *On a 7-9, 
  only those who do not know the person are fooled. 
  o In Your Shadow 
  When you follow or shadow someone, roll+DEX. *On a 10+, you find out 
  exactly what they’re up to without arousing suspicion. *On a 7-9, it’s either 
  an impression of their doings or you can reveal yourself to learn more. 
  o Incognito 
  When you blend into a crowd or the shadows, foes never spot you until 
  you draw attention to yourself or leave your cover.  You can move while 
  remaining in your cover, but no faster than a leisurely walk. 
  o License to Kill 
  When you deal damage with a weapon with a range of hand or the 
  precise tag, deal +1d4 damage. 
  o Sneaky 
  Gain a move from the thief playbook. 
   
   
   
  When you gain a level from 6-10, choose from these moves or the level 2-
  5 moves. 
  o Black Ops 
  When you use Cloak and Dagger, on a 12+ you get three choices from the 
  list. 
  o Enigma 
  No force can make you betray your colleagues, not even Death itself. Any 
  attempts to scry on your location, read your thoughts, or manipulate your 
  mind fail. 
  o Fade Away 
  While you stay still or act meek and unobtrusive, even in broad daylight, 
  people only notice you if they are looking for you specifically. 
  o Field Agent 
  You can spend preparation as if it were hold on Network. 
  o Master Impersonator 
  Replaces: Impersonation 
  When you disguise yourself as a specific person, you look just like them. 
  Your actions may give you away, but anyone who does not know the person 
  intimately will be fooled by your appearance. When you meet someone who 
  is intimately associated with the person you are impersonating, 
  roll+CHA. *On a 10+, they are fooled, even by strange behavior, until you 
  give yourself away for certain. *On a 7-9, they are already suspicious of you. 
  o Sealed Fate 
  Add the following option to Network: 
  • 
  How is __________ vulnerable to me? 
  o Secret Stash 
  You may spend a hold from Network to reveal a stash of useful equipment 
  hidden nearby, the GM will tell you what you got. 
  o Social Psychology 
  When you Parley, on a hit you can ask their player a question from the 
  Network list, they must answer it truthfully to the best of their knowledge. 
  This information comes from a slip of the tongue or their body language 
  giving it away. On a 10+ they don’t notice that they gave up their 
  information, on a 7-9 they do. 
  o Very Sneaky 
  Gain a move from the thief playbook. 
  o Web of Contacts 
  When you put out word to your contacts that you want to meet with 
  someone, roll+CHA. *On a 10+, someone can set up a meeting, with 
  circumstances in your favor. *On a 7-9, you can meet with them, but there 
  are strings attached or the circumstances are less than ideal. 
  
   
    
  o Lawful 
  Deliver justice to an evildoer. 
  o Good 
  Endanger yourself to protect someone weaker than you. 
  o Evil 
  Gain wealth or power for yourself at someone else’s expense. 
   
   
  Choose any race, then choose the type of dragon you ride: 
   
  o Chromatic   
   
           Link stat: +CON 
  Your dragon is no stranger to combat, and neither are you. When 
  you Defend, take +1 armor forward. 
  o Metallic    
   
            Link stat: +WIS 
  Your dragon is quite sociable, and so are you. You can write one 
  extra Bond with your companions, giving you a total of four. 
  o Gemstone   
   
            Link stat: +INT 
  Your dragon will always accept crystals as payment of its cost.  
   
   
  Fill in the names of your companions in at least one: 
   
  ____________ was with me when I first met my dragon. 
   
  I’ve been burned by ____________ before, if you know what I 
  mean. 
   
  My dragon seems to like ____________; they must be someone 
  I can trust.
  How to Train Your Dragon 
  Your soul is linked with that of a young dragon, about the size of a horse. Give your 
  dragon a name! As long as you treat your dragon with respect, it will usually obey you. 
  Your dragon is capable of speech like a human. When you whistle loudly for your 
  dragon when it is not nearby, it will quickly arrive at your side in dramatic fashion.  
  When your dragon dies, so do you, and vice versa. 
   
  You have a stat called Link. Your Link is equal to your link stat, which depends on what 
  kind of dragon you ride. Your Link can never be less than zero. When you would reduce 
  your Link below zero, your dragon instead refuses to obey your orders for a while. 
  Choose a cost; your dragon expects its cost to be paid regularly like a hireling’s would. 
  When you pay your dragon’s cost, reset your Link to the value of your link stat. 
  o 
  Gold and jewels 
  o 
  The blood of its enemies, specify who or what they are 
  o 
  Ancient knowledge and magics 
  o 
  The cowering obeisance of mortals 
   
  Choose three moves for your dragon. When you command your dragon to perform a 
  move it knows, roll+Link. *On a 10+, the move is done, no problem. *On a 7-9, the move 
  happens, but there’s either a consequence or limitation, or reduce your Link by 1. If a 
  move would deal damage, roll your own damage die.  
   
   
   
  Dragonrider 
  Your dragon is capable of flight, and can carry you and one passenger with it. When you 
  fly upon your dragon for a great distance or to someplace dangerous, say where you 
  are going and roll+Link. *On a hit, you get where you need to be. *On a 7-9, choose one.  
  • 
  A threat is waiting for you when you arrive 
  • 
  The ride exhausts or injures your dragon, and it cannot fly until it gets some rest 
  • 
  Reduce your Link by 1 
  • 
  It takes longer than you expected to get where you want 
   
  Voice of Fire 
  When you publicly impress yourself upon a group of people, by words or deeds, 
  roll+CHA. *On a 10+ the GM chooses two NPCs present that you have impressed and a 
  reaction. *On a 7-9, the GM chooses one. *On a 6-, you’ve attracted some unwanted 
  attention. 
  • 
  They back you up, stand by your side, or support your cause. 
  • 
  They come to you with something they think you want, need or could use. 
  • 
  They come to you with valuable information. 
  8 
   
  Names: Taya, Daine, Mallory, Shana, Ricard, Freya, Xaldin, Isabel, Minerva, Glenn 
   
  Dragon Names: Brodahmik, Heyvkaal, Venahkrin, Centhylion, Frethiel, Benthylios, 
  Kenzodomu, Morokegos, Rovostraza, Strunvahlok, Tyraxes, Aurion 
  Golden Eyes, Wary Eyes, or Disdainful Eyes 
  Ornate Helmet, Winged Circlet, or Fiery Hair 
  Burnished Armor, Gilded Armor, or Crested Surcoat 
  Long Shanks, Regal Bearing, or Unblemished Body 
  THE DRAGON KNIGHT 
  Alignment 
  Dragon 
  o
  Strike with fang and claw 
  o
  Belch forth elemental fury 
  o
  Scout from high above 
  o
  Hunt or track by scent 
   
  o
  Intimidate with a mighty roar 
  o
  Harry from the air 
  o
  Flap its wings to create a gust of wind 
  o
  Recall ancient lore 
   
  
   
    
  Your load is 10+STR.  You start with dungeon rations (5 uses, 1 weight), 
  chainmail (1 armor, 1 weight), and a symbol of the bond between you and 
  your dragon, describe it!  Choose your armament: 
  o Spear (reach, thrown, near, 1 weight) and shield (+1 armor, 2 weight) 
  o Recurve bow (near, 1 weight) and bundle of arrows (3 ammo, 1 weight) 
  o Halberd (reach, +1 damage, two-handed, 2 weight) 
  Choose one:  
  o Adventuring gear (5 uses, 1 weight) 
  o Broadsword (close, 1 weight) 
  o Poultices and herbs (2 uses, slow, 1 weight) 
  o Something that would satisfy your dragon’s cost, tell us what! 
   
   
   
   
   
   
   
   
   
   
  When you gain a level from 2-5, choose from these moves. 
  o Battle Standard 
  You have a symbol of some kind that you use to inspire others—maybe not a 
  literal standard, but something visible and obvious. When you raise your 
  standard in support of a cause, anyone who joins that cause gains 1d6 
  temporary hit points until you lower your standard (by your own choice or 
  not) or they turn away from your cause. Any damage they take must reduce 
  these temporary hit points before being applied to their own hit points. 
  o Dragon Eye 
  You can always see through your dragon’s eyes as if they were your own, no 
  matter the distance.  
  o Faerie Dragon 
  Your dragon can shrink itself to the size of a housecat or back to its normal 
  size at your command, no need to roll. While in this small form your dragon 
  cannot use any of its other moves. It can still fly, it just can’t carry you. 
  o Fáfnir 
  Treasure can never hide from you. When you are in the presence of 
  something hidden and valuable, you spot it right away. 
  o Fiery Crusader 
  Gain a move of your level or lower from the paladin or immolator playbook. 
  o Ignition 
  When you draw dragon-wrath into your weapon, the weapon gains the 
  fiery tag as long as you wield it. 
  o Mighty Charge 
  When you charge an enemy while riding your dragon, your attack is 
  forceful and deals +1d6 damage, but on a 7-9 you are also dismounted after 
  the attack. 
  o Targaryen 
  Heat and flame can no longer harm you (though they can still burn or melt 
  your possessions). 
  o Watch How I Soar 
  When you use Dragonrider, on a 10+ choose one of the following: 
  • 
  You get there much quicker than you expected 
  • 
  You get the drop on any danger waiting for you there 
  o Well-Trained 
  Choose another move for your dragon from the list. 
  When you gain a level from 6-10, choose from these moves or the level 2-
  5 moves. 
  o Burninator 
  When you command your dragon to use a move that deals damage, on a 
  10+ add two of the following tags to the attack: piercing 3, forceful, messy, 
  area. On a 7-9, add one tag. 
  o Conflagration 
  Requires: Ignition 
  When you draw upon the fire within your soul, roll+Link. *On a hit, you 
  breathe fire; deal your damage to all creatures in the path of the flames. *On 
  a 7-9, you also either deal your damage to yourself (ignoring armor), or the 
  flames get out of control. 
  o Dragon Heart 
  When you Make Camp, hold 1. When you would reduce your Link, you may 
  spend this hold instead of reducing your Link. 
  o Gold Standard 
  Requires: Battle Standard 
  Those who join the cause you raise your standard for gain 2d6 temporary hit 
  points, instead of 1d6. 
  o Loyal Unto Death 
  When your dragon takes a blow that was meant for you, the damage is 
  negated, but reduce your Link by 1. 
  o My Armor Is Like Tenfold Shields 
  While you are riding your dragon, you have armor equal to your Link. 
  o My Teeth Are Swords, My Claws Spears  
  Requires: Mighty Charge 
  When you deal damage while riding your dragon, add your Link to the 
  damage. 
  o Paragon of Flame 
  Gain a move of your level or lower from the paladin or immolator playbook. 
  o Thundering Voice 
  When you use Voice of Fire, on a 12+ you can instead choose one NPC 
  specifically to impress. The GM chooses their reaction from the list. 
  o Wyrm-Tongue 
  You speak the language of dragons. Any creature of this world will 
  understand what you say, and you can understand them. 
  Choose a look for your dragon: 
     Great Horns, Barbels, or Ridged Crest 
     Sinuous Body, Powerful Body, or Spiny Body 
     Shining Scales, Stony Scales, or Fine Scales 
   
  Choose strengths for your dragon equal to your 
  Link: 
     Swift, strong, quick reflexes, tireless, agile, 
  ferocious, intimidating, keen senses, cunning 
   
  Choose one weakness for your dragon: 
     Flighty, headstrong, prideful, hot-tempered, 
  vindictive, arrogant, easily distracted 
  Link: 
  
   
    
  o Good 
  Suffer or endure hardship so that someone else does not have to. 
  o Lawful 
  Fulfill a promise to protect someone during a dangerous journey 
  or situation. 
  o Chaotic 
  Upstage, humiliate, or dethrone an unjust or evil authority figure. 
   
   
  o Dwarf 
  Choose a specific type of foe, such as demons, goblin-kin, 
  dragon-kin, or undead. When you enter battle with your 
  chosen foe, you burn with righteous anger. 
  o Human 
  You’re an experienced bodyguard. While you are Defending, 
  you do not need to spend hold to redirect an attack from the 
  thing you are defending to yourself; you just do it. 
   
   
  Fill in the names of your companions in at least one: 
   
  __________ was one of my first wards, but things have changed 
  between us since then. 
   
  I’ve saved __________’s life more than once. 
   
  __________ is always getting into trouble, I must protect them 
  from themselves. 
   
  __________ has been on the wrong side of my wrath before.
  I’ll Be There For You 
  When you make a promise to protect someone, they become your ward. You may only 
  have one ward at a time. When you Defend your ward, you get the following benefits: 
  • 
  You take +1 armor forward 
  • 
  If you get a 6- on your Defend roll, treat it as a 7-9 instead 
  • 
  Add the following option to Defend: “Give your ward an opportunity to escape a 
  dangerous situation 
   
  Payback Time 
  Choose two things that make you burn with righteous anger when you encounter them: 
  o 
  Bullying, slavery, and oppression 
  o 
  Wanton cruelty and unnecessary suffering 
  o 
  Injustice and inequality 
  o 
  Cowardice, treachery, and selfishness 
  o 
  Threats to your loved ones 
  o 
  The despoiling of beauty and innocence 
  o 
  Violence to children, animals, and the innocent 
  o 
  Perversions of nature 
   
  When you burn with righteous anger, hold 3 Payback. When you act on your anger, 
  spend a Payback to: 
  • 
  Act despite pain, fear, or doubt 
  • 
  Act suddenly and with conviction, catching your foe off-guard 
  • 
  Add +1d6 damage and the forceful tag to your next attack 
  • 
  Stand fast, keeping your position, stance, and course despite what befalls you 
  • 
  Throw off the effects of being stunned, confused, or enchanted 
   
  When there are no threats to you or your ward in sight, lose all of your held Payback. 
   
   
  Make a Stand 
  When you call out someone’s villainous actions and demand they stand down, 
  roll+CHA. *On a 10+, they choose one: 
  • 
  Cease what they are doing and back off 
  • 
  Focus their attention on you and attack, and you take +1 forward against them 
  *On a 7-9, they can choose either of the above, or: 
  • 
  Dissemble, stall, make excuses, defer to another, or argue the point
  10 
  Dwarf: Maran, Halnar, Donarak, Varas, Balgrim, Armeril, Skori, Kalna, Haegara 
  Human: Wallace, Bertrand, Roger, Tomoe, Maeve, Emilia, Caterina, Halvard, Sigmund  
   
  Hard Eyes, Wary Eyes, or Eyepatch  
  Helmet, Bald, or Long Ponytail 
  Old Uniform, Tattered Clothing, or Rust-Stained Clothing 
  Scarred Body, Bulky Body, or Toned Body 
  THE GUARDIAN 
  Alignment 
  Race 
  
   
    
  Your Load is 10+STR. You start with dungeon rations (5 uses, 1 weight), 
  chain mail (1 armor, 1 weight), a shield, (+1 armor, 1 weight), and a melee 
  weapon of your choice (close, 1 weight). Choose one: 
  o Adventuring gear (5 uses, 1 weight) 
  o Healing potion 
  o Antitoxin and bandages (3 uses) 
  o Keg of dwarven stout (4 weight) 
   
   
   
   
   
   
   
   
   
   
   
   
   
  When you gain a level from 2-5, choose from these moves. 
  o Armored 
  You ignore the clumsy tag on armor you wear. 
  o Bastion 
  When you Defend someone you have a bond with, you take +Bond armor 
  forward. This is in addition to the armor bonus if they are your ward. 
  o Bodyguard 
  When you use your promise of protection as leverage, you may Parley 
  with CON instead of CHA, but on a hit they must become your ward until 
  your promise is fully kept. 
  o Burning Bright 
  Choose a third thing that makes you burn with righteous anger. 
  o Crusader 
  Gain a non-multiclass move from the paladin playbook, except Quest. 
  o Hell’s Gate 
  When your ward would take their Last Breath in your presence, you may 
  intercede with Death on their behalf. They will live for now, but Death will 
  demand a favor or bargain from you in exchange. 
  o Just Bring It 
  When you use Make a Stand, if your foe attacks you, you also get +1 
  Payback. 
  o Shield Bash 
  When you Hack and Slash while wielding a shield, you may deal +1d6 
  damage. If you do, take -1 armor forward as well. 
  o Sleep With One Eye Open 
  When you stand watch for an entire night, you always see anything 
  approaching your camp in time to wake the camp and prepare a response, as 
  if you had rolled a 10+ to Take Watch. However, doing this exhausts your 
  vigilance; you lose the benefits of having a ward until you get a proper 
  night’s sleep, then you can choose a new ward. 
  o Vigilant 
  Add these to the list of Discern Realities questions: 
  • 
  How can I get my ward out of here? 
  • 
  What here poses the greatest threat to my ward? 
  When you gain a level from 6-10, choose from these moves or the level 2-
  5 moves. 
  o Avenging Strike 
  When you spend a hold from Defend to deal damage, you deal +1d4 
  damage and scar, mark, or diminish your target in some way, the GM will 
  tell you how. 
  o Beacon of Hope 
  When you make a stand against the darkness while in sight of your 
  ward, your ward holds 1 Payback, which they can spend just like you can. 
  o Eternal Flame 
  If you are reduced to zero HP while you hold Payback, you keep fighting and 
  don’t take your Last Breath until you spend all your Payback. When you take 
  damage when you are at zero HP, you lose 1 Payback. 
  o Mirror Shield 
  While you have a shield equipped, add the following option to Defend: 
  • 
  Redirect a spell or magical effect from the thing you defend to the 
  ground, making it fizzle harmlessly 
  o Paragon 
  Gain a non-multiclass move from the paladin playbook, except Quest. 
  o The People’s Champion 
  Requires: Just Bring It 
  When you use Make a Stand, on a 12+ you fluster or intimidate your foe; 
  you choose how they react from the list. 
  o Shield Slam 
  Replaces: Shield Bash 
  When you Hack and Slash while wielding a shield, you deal +1d8 damage.  
  o Sleep With Both Eyes Open 
  Replaces: Sleep With One Eye Open 
  When you stand watch for an entire night, you always see anything 
  approaching your camp in time to wake the camp and prepare a response, as 
  if you had rolled a 10+ to Take Watch. 
  o Retribution 
  When you have engaged a foe in melee and they break off or make an 
  attack that doesn’t include you, you may deal your damage to them. 
  o You Shall Not Pass 
  Add the following option to Payback Time: 
  • 
  Glare at an approaching enemy, stopping them dead in their tracks 
  
   
    
  o Lawful 
  Carry out a spirit’s last request. 
  o Neutral 
  Help someone to understand death or soothe their grief. 
  o Evil 
  Exploit your power over death for personal gain. 
   
   
  Death doesn’t care who or what you are. All are equal in his 
  eyes. Choose any race you want, it doesn’t matter.  
   
   
   
   
  Fill in the names of your companions in at least one:  
   
  One of __________’s ancestors gave me a message for them, but 
  I’m waiting for the right time to give it to them. 
   
  I brought __________ back from Death’s Door.  
   
  __________ fears the power I wield over souls. I will help them 
  to understand. 
   
  __________’s beliefs about the afterlife are wrong. I shall try to 
  show them the truth. 
   
   
   
   
   
  Undertaker 
  When you perform last rites over a recently dead or dying sentient creature, you gain 
  1 Soul, and you may ask the deceased’s player the following questions, they must answer 
  you truthfully: 
  • 
  What caused your death? 
  • 
  What regret burdens your soul?  
  You may hold a maximum of 3 Soul. You begin play with 2 Soul. 
   
   
  Soul Magic 
  You can cast any spell from the Reaper spell list of your level or lower without needing to 
  prepare them first. When you cast a Reaper spell, roll+WIS. *On a hit, the spell is 
  successfully cast. *On a 10+, choose a consequence from the list below. *On a 7-9, choose 
  two consequences. 
  • 
  You spend 1 Soul 
  • 
  The spell has other effects as well 
  • 
  You may not cast this spell again until after the next time you Make Camp 
  • 
  You draw attention to yourself or put yourself in a spot, the GM will tell you 
  how 
   
   
  Castigate 
  When you verbally rebuke an undead creature and spend 1 Soul, roll+CHA. *On a 
  10+, choose three. *On a 7-9, choose one. 
  • 
  You deal your damage to the target, ignoring armor 
  • 
  You place a burden upon them, limiting their supernatural abilities 
  • 
  The target may not come any closer to you, as long as you lock its gaze 
  • 
  You may ask two questions from the Discern Realities list about the target 
   
   
  Death Lore 
  When you first encounter an important creature, location, or item that pertains to 
  spirits, the undead, or the afterlife, you can ask the GM any one question about it; the 
  GM will answer truthfully. 
   
  Additionally, when you Spout Lore about spirits or the lands beyond the Black Gate, 
  you roll with WIS instead of INT. 
    
  6 
  Names: Nihlath, Myrkul, Azoth, Mordecai, Nija, Nihasa, Prosperine, Zente, Dante 
  Haunted Eyes, Dead Eyes, or Inky Black Eyes  
  Deep Hood, Bald, or Styled Hair 
  Tattered Robes, Heavy Cloak, or Funerary Attire  
  Bony Body, Pale Body, or Corpulent Body 
   
  THE REAPER 
  Alignment 
  Race 
  
   
    
  Your load is 6+STR.  You start with dungeon rations (5 uses, 1 weight), two 
  coins, and the tools you use to perform last rites, describe them! Choose two: 
  o Scythe (close, two-handed, 1 weight) and antitoxin (0 weight) 
  o Sacrificial dagger (hand, 1 weight) and bandages (3 uses, slow, 0 weight) 
  o Bag of books (5 uses, 2 weight) 
  o Healing potion 
    
   
   
   
   
   
   
   
   
   
   
   
   
   
  When you gain a level from 2-5, choose from these moves. 
  o Ashes to Ashes 
  When you perform last rites, you may choose to turn the corpse you have 
  used to ashes. That corpse can never be raised again, including as an undead, 
  nor can its spirit be contacted in any way, short of direct intervention by 
  Death himself. 
  o Canopic Jars 
  The maximum number of Soul you can hold is now 4. 
  o Exorcist 
  You can now use Castigate on spirits and extra-planar creatures. When you 
  do, add the following option to the Castigate list: 
  • 
  You drive the target out of any person or object they are 
  possessing, and prevent them from possessing anything else as 
  long as you are present 
  o Ferryman 
  When you Parley with ghosts and other intelligent undead, you may offer 
  the comfort of oblivion as leverage. If they accept, they depart this world for 
  the one beyond the Black Gates. 
  o I See Dead People 
  You no longer have to roll to cast the spell Spirit Medium; you can just cast 
  it whenever you like. Additionally, Spirit Medium no longer has an ongoing 
  cost. 
  o Phantom Guard 
  While you have at least one Soul, you have 2 armor. 
  o Reverence 
  Choose a spell from the cleric list. You may cast that spell as if it were one 
  of your own.  
  o The Scales of Life and Death 
  When someone takes their Last Breath in your presence, they take +1 to 
  their roll. 
  o Spirits of Knowledge 
  When you enter a new place, the spirits of the dead will tell you a fact from 
  the history of that location or something that has changed since you were 
  there last. 
  o Vital Transfer 
  When you touch someone, you can spend 1 Soul to heal them of 1d6 
  damage, as many times as you like, as long as you have Souls to spend. You 
  can use this ability on yourself if you wish.
  When you gain a level from 6-10, choose from these moves or the level 2-
  5 moves. 
  o Cross the Veil 
  When you step partially into the land of shadows and spend 1 Soul, you 
  turn yourself insubstantial. Your can pass through solid objects, and 
  mundane weapons will pass through you. You may still be repelled or 
  harmed by magic or energy. Attacking or casting a spell ends this effect. 
  o Dust to Dust 
  Requires: Ashes to Ashes 
  When you reduce a living creature to zero HP, you may turn its corpse to 
  ashes, as per the Ashes to Ashes move. If you do, you instantly gain 1 Soul. 
  o Expel 
  Requires: Exorcist 
  When you deal damage with Castigate, deal +1d6 damage, and when you 
  reduce an undead, spirit, ghost, or extra-planar creature to zero HP, it is 
  henceforth barred from appearing on the material plane in any form. If the 
  creature would be sent back beyond the Black Gates, Death will personally 
  make sure it never leaves his domain again. 
  o Grim Reaper 
  Any weapon you wield draws power from beyond the Black Gates. Your 
  weapon can affect insubstantial creatures as if they were solid, and your 
  attacks get +Soul piercing. 
  o Memento Mori 
  When you take your Last Breath, take +Soul to the roll. 
  o Phantom Armor 
  Replaces: Phantom Guard 
  While you have at least one Soul, you have 3 armor. 
  o Rest In Peace 
  You no longer need to spend Souls to use Castigate. 
  o Soul Mastery 
  When you cast a spell, on a 12+, choose no consequences. 
  o Spirits of Warning 
  When you consult the spirits of those who died at your location, 
  roll+CHA. *On a 10+, a spirit will guide you past danger, keep you from 
  becoming lost, or show you something hidden. *On a 7-9, a spirit will show 
  you a danger, but no more than that. 
  o Vital Infusion 
  Requires: Vital Transfer 
  When you use Vital Transfer, you heal 2d6 damage per Soul spent instead. 
   
  
   
    
   
   
  REAPER SPELLS 
   
  o Speak With Dead 
  level 1 
   
  A corpse converses with you briefly. It will answer any three questions you 
  pose to it to the best of the knowledge it had in life and the knowledge it 
  gained in death. 
  o Spook 
  level 1 
  ongoing 
  Choose a target you can see and a nearby object. The target is afraid of the 
  object so long as you maintain the spell. Their reaction is up to them: flee, 
  panic, beg, or fight. While this spell is ongoing you take -1 to cast a spell. 
  You cannot target entities with less than animal intelligence (magical 
  constructs, undead, automatons, and the like). 
   
   
  o Spirit Medium 
  level 1 
  ongoing 
  While this spell is ongoing, you can detect and interact with ghostly, 
  insubstantial, or extra-planar entities, and you take -1 to cast a spell. Any 
  such creatures will be aware of you while this spell is ongoing, and more 
  likely to interact with you. 
  o Corpse Lantern 
  level 1 
   
  You draw a spiritual lantern from beyond the Black Gates, which floats 
  nearby you. It gives off no heat or sound and requires no fuel but is 
  otherwise like a mundane lantern. You have complete control of the color of 
  the lantern. The spell lasts until the next dawn. 
   
   
   
   
   
  o Séance 
  level 3 
   
  Name the spirit you wish to contact (or leave it to the GM). You pull that 
  creature through the planes; just close enough to speak to you. It is bound to 
  answer any one question you ask to the best of its ability. 
   
   
   
  o Shroud 
  level 3 
  ongoing 
  Choose an area you can see: it’s filled with supernatural darkness and 
  shadow. While this spell is ongoing you take -1 to cast a spell. 
   
   
   
   
   
  o Grim Visions 
  level 5 
   
  Cast this spell and gaze into a reflective surface to see where Death thinks 
  you are needed most right now. The GM will reveal the details of a grim 
  portent to you—a bleak event that will come to pass without your 
  intervention. They will then tell you something useful about how you can 
  interfere with the grim portent’s dark outcomes. 
   
   
   
  o Unholy Blight 
  level 5 
  ongoing 
  A swarm of vicious insects from beyond the Black Gates of Death fill the 
  immediate area. Whenever a creature in the area takes damage it takes an 
  additional, separate 1d4 damage, which ignores armor. This spell persists so 
  long as you can see the affected area, or until you dismiss it. 
   
   
   
   
   
   
  o Death Grip 
  level 7 
   
  Touch an enemy and strike them with the power from beyond the Black 
  Gates, dealing 2d8 damage to them and 1d6 damage to yourself. This 
  damage ignores armor. 
   
   
   
  o Mark of Death 
  level 7 
   
  Choose a creature whose true name you know. This spell creates permanent 
  runes on a target surface that will kill that creature, should they read them. 
   
   
   
   
   
   
  o Final Judgment 
  level 9 
   
  The mindless undead creature you touch is destroyed and you steal its 
  negative energy to heal yourself or the next ally you touch. The amount of 
  damage healed is equal to the HP that the creature had remaining before you 
  destroyed it. 
   
   
   
   
  o Doom 
  level 9 
   
  Name a city, town, encampment, or other place where people live. Death will 
  pay them a little “visit”, in the Biblical sense, during the next night.  
   
  First Level Spells 
  Third Level Spells 
  Fifth Level Spells 
  Seventh Level Spells 
  Ninth Level Spells 
  
   
    
  o Good 
  Protect the lands you rule from evil. 
  o Evil 
  Increase your fortunes at the expense of another. 
  o Neutral 
  Increase the prestige of yourself or your stronghold. 
   
   
  o Conqueror 
  You seized your stronghold by force, and rule with an iron fist. 
  When you command your retainers or make the Master of 
  Your Domain move, roll with STR instead of CHA. 
  o Scion 
  Your family has held these lands for many generations. Your 
  stronghold begins with 1 Surplus, and name a relative who holds 
  a position of power in a nearby steading; they will usually be 
  willing to aid you for a reasonable price. 
  o Champion 
  You received this stronghold as reward for some prior service, 
  and people are eager to join your banner. When you recruit 
  from your lands, you automatically get a 10+ on the roll. 
   
   
  Fill in the names of your companions in at least one: 
   
  __________ helped me get where I am today, and I owe them 
  for it. 
   
  __________ is a great help to my stronghold. I always listen to 
  their council. 
   
  I tolerate __________ for the service they bring, but I wouldn’t 
  trust them. 
   
  __________’s family and mine have some history. I hope it 
  doesn’t cause us problems.
  Master of Your Domain 
  You have claim to a stronghold and its surrounding lands. Describe it and give it a name, 
  and place it on the map as a keep. Your stronghold begins with the following tags: Poor 
  Prosperity, Shrinking Population, Guard Defenses, and Oath(protection for nearby lands). 
  Take the Stronghold sheet and choose features for your stronghold on it, and the GM will 
  then add Need(a resource of the GM’s choice). 
   
  While your stronghold is secure and you are present to rule it unchallenged, at the 
  start of the session, roll+CHA. *On a 10+, choose two. *On a 7-9, choose one. 
  • 
  Gain 1 Surplus 
  • 
  Gain a unit of any resource your stronghold produces 
  • 
  Your stronghold is free from want or danger for the time being 
   
  Castle Builder 
  When you endeavor to add or remove a feature to your stronghold tell the GM what 
  you’re trying to achieve. The GM will give you one to four of the following conditions, 
  when you meet them all, you get your desired change: 
  • 
  You’ll need help from ________ 
  • 
  You must spend some Surplus 
  • 
  You must spend a unit of ________ 
  • 
  It will take weeks/months/years 
  • 
  First you must ________ 
  • 
  You’ll need to acquire ________ 
  • 
  You and your allies will risk danger from ________ 
  Loyal Retainers 
  You have a few (4-7) loyal retainers who will back you up, follow your orders, impress 
  people, carry things, and help you conduct your business. Choose what type of people 
  compose your retainers: 
  o 
  Noble Courtiers: When they help you Parley, on a 10+, ask your subject a 
  question; they must answer it truthfully. 
  o 
  Seasoned Warriors: When they help you fight, your damage die is a d10. 
  o 
  Stalwart Guards: When they help you fight, you get +1 armor. 
  o 
  Wise Scholars: When they help you Spout Lore, you roll with CHA instead of 
  INT. 
   
  Treat your retainers as a single hireling with skill points equal to your level+1, and the 
  cost, “service to your stronghold”. When you command your retainers to do something 
  like you would a hireling, roll with CHA instead of Loyalty.
  8 
  Names: Leofrick, Syrio, Favian, Beatrix, Cordelia, Kasper, Joren, Annette, Garnier, 
  Maerwynn, Rhyannon, Eleanor 
  Family Names: Altard, Beaumont, Cline, Herzog, de Montfault, Lowe, Gaveston, Oberst, 
  Perevel, Rostilav, Talbot, Volodier 
  Coronet, Fancy Hat, or Flowing Locks 
  Shrewd Eyes, Haughty Eyes, or Greedy Eyes 
  Ostentatious Clothing, Fashionable Clothing, or Military Dress  
  Rotund Body, Immaculately Groomed, or Graceful Body 
  THE BARON 
  Alignment 
  Stronghold 
  
   
    
  Your Load is 7+STR. You start with dungeon rations (5 uses, 1 weight), a 
  melee weapon of your choice (close, 2 weight), a horse, and a signet ring 
  identifying you as a member of the nobility, describe your emblem or coat of 
  arms! Choose three: 
  o Chain mail (1 armor, 1 weight) 
  o Shield (+1 armor, 2 weight) 
  o Healing Potion 
  o Adventuring gear (5 uses, 1 weight) 
   
  o 1 Surplus 
  o Keg of dwarven stout (4 weight) 
   
   
   
  When you gain a level from 2-5, choose from these moves. 
  o Bodyguards 
  When you Defend while accompanied by your retainers, you get +1 hold, 
  even on a miss. 
  o Council 
  When you call a council at your stronghold and spend 1 Surplus, ask the 
  GM two of the following questions, they will answer truthfully: 
  • 
  What is the greatest threat to my stronghold, right now? 
  • 
  Who would be willing to trade ________ for ________ with me? 
  • 
  Who holds influence in/with ________? 
  • 
  What is the relationship between ________ and ________? 
  o Everyone Wants Something 
  When you Parley with someone or Discern Realities connected to them, 
  on a hit you can also ask the GM one of these questions; they will answer 
  truthfully: 
  • 
  What does this person really want from me? 
  • 
  What does this person value most? 
  • 
  What is the most valuable thing here? 
  o Festival 
  You may spend 1 Surplus to make the Carouse move, even if you haven’t 
  returned triumphant. If you do, roll+CHA instead of coins spent, and on a 
  12+ you can choose as many options as you like. 
  o Hold Court 
  When you hold court and hear the problems of the people, the GM will 
  tell you of at least one opportunity within your stronghold or the areas 
  surrounding it. 
  o Largesse 
  When you bestow gifts to a person or group, spend 1 Surplus and 
  roll+CHA. *On a 10+, they are impressed and feel the need to reciprocate. 
  *On a 7-9, they are merely impressed and treat you with respect. Not 
  everyone in the community may feel this way, but the majority does. *On a 
  6-, they remain superficially cordial at least, but you’ve attracted unwanted 
  attention. 
  o Strategist 
  Gain a non-multiclass move from the warlord playbook. 
  o Talented Retainers 
  Choose a second type of people that compose your retainers. 
  o Voice of Authority 
  Take +1 to order hirelings, including your retainers. 
  o Wealthy Estates 
  When you use your influence to acquire something unusual or expensive, 
  spend at least 1 Surplus and roll+Surplus spent. *On a hit, it will be yours. 
  *On a 7-9, there will be strings attached. 
  When you gain a level from 6-10, choose from these moves or the level 2-
  5 moves. 
  o Court Intrigue 
  When you meet with someone for diplomatic affairs, ask the GM two 
  questions from the list below, they will answer truthfully: 
  • 
  Is there an ambush waiting for me? 
  • 
  What are they really feeling? 
  • 
  What is my best way out of this? 
  • 
  Who is watching? 
  o Devoted Retainers 
  Requires: Voice of Authority 
  You never need to roll to command your retainers; they will obey even the 
  most dangerous of orders from you without hesitation. 
  o Diplomat 
  When you send a letter requesting a person’s presence in your 
  stronghold, roll+CHA. *On a 10+, they agree to visit with the expectation of 
  hospitality. *On a 7-9, they name some terms, meet them or they refuse. 
  o Fantastic Estates 
  Requires: Wealthy Estates 
  When you use your influence to acquire something ridiculously rare or 
  expensive, spend at least 1 Surplus and roll+Surplus spent. *On a hit, it will 
  be yours. *On a 7-9, there will be strings attached.  
  o Field Marshal 
  When you organize your land’s defenses against a threat, your lands get 
  +Defenses as long as you are present and involved. 
  o Masterful Strategist 
  Gain a non-multiclass move from the warlord playbook. 
  o Metropolis 
  When you gain this move, your stronghold immediately gets +Population, 
  +Prosperity, or +Defenses, your choice, and add the following to the list of 
  available features for your stronghold that you can add with Castle Builder: 
  o 
  A mighty cathedral. Add Divine. 
  o 
  A wizard and their tower. Name them and add Arcane. 
  o 
  Ambassadors and craftsmen from far-distant lands. Add either 
  Dwarven or Elven. 
  o Spoils of War 
  When you return home triumphant after dealing with a threat to your 
  stronghold, you gain 1 Surplus. 
  o Versatile Retainers 
  Choose a move from another playbook. You may use this move as long as 
  you are accompanied by your retainers. 
  o You Win or You Die 
  Requires: Council 
  When you call a council, ask three questions instead of two, and add, “Can I 
  trust ________?” and “Can I trust ________ to ________?’to the list of 
  questions you can ask. 
  
   
    
   
   
  THE STRONGHOLD 
  Name your stronghold: _________________________________________ 
   
  Describe your stronghold: (Choose at least one in each category) 
  o 
  Set atop a promontory overlooking the sea 
  o 
  Lonely, hidden and remote among the forest or moors 
  o 
  Guards a major crossroads, either man-made or natural 
  o 
  Built around, atop, or inside something interesting 
   
  o 
  Constructed in ancient times, yet well preserved 
  o 
  Rebuilt from the ruins of a much older structure 
  o 
  Fresh and modern architecture, but untried in a real war 
  o 
  Notably unique in design or material 
   
  o 
  Grim and foreboding, a gargoyle on every gutter 
  o 
  A shining beacon of light, with graceful arches and soaring towers 
  o 
  Stout and pragmatic, built for function rather than appearances 
  o 
  Lavishly decorated with the most trendy of furnishings 
   
  o 
  Bears the marks of assaults turned back 
  o 
  Once a place of great wealth and commerce 
  o 
  Has changed hands many times 
  o 
  The site of a legendary mystical event 
   
  o 
  Labyrinthine, with hidden passages and catacombs 
  o 
  A fortified monastery or similar religious structure 
  o 
  Steeped in intrigue and politics 
  o 
  Haunted by ghosts or similar spirits 
  o 
  Built by another race, either as slaves or inhabitants 
  o 
  A patchwork of many different peoples and buildings 
  o 
  Utilizes unique and unusual technology 
  o 
  A forgotten history, full of secrets and riddles 
   
  Choose three features for the lands your stronghold rules: 
  o 
  Sturdy walls and manned watchtowers. Add +Defenses. 
  o 
  Skilled and seasoned warriors. Add +Defenses. 
  o 
  A bustling trade port on a good harbor. Add Market. 
  o 
  A person of exceptional skill. Describe them and add Craft. 
  o 
  Hardworking and honest folk. Add either +Prosperity or 
  +Population. 
  o 
  Swift rivers and serene lakes, bringing fish and commerce. Add 
  Trade(a neighboring steading) and +Prosperity. 
  o 
  Rich farmland, dotted with manors. Add either +Population or 
  Resource(crops). 
  o 
  A vast forest and all the hamlets and game therein. Add either 
  Resource(timber) or Resource(game). 
  o 
  Mountains, hills, and all the wild clans that live there. Add either 
  Resource(stone), Resource(iron) or Resource(horses). 
  o 
  Sacred sites where the pilgrims come. Add Religion. 
  o 
  A major highway leading to other nearby towns. Add Trade(a 
  neighboring steading) and +Population. 
   
  Choose one problem for your lands, and the GM chooses one as well: 
  o 
  Someone else wishes to claim your lands for themselves. Describe 
  them and add Enmity. 
  o 
  There are monsters roaming about unchecked. Describe them and 
  add Blight. 
  o 
  Your authority is weak, and discontent is rampant. Tell us why and 
  add Lawless. 
  o 
  You owe fealty, a debt, or support to someone else. Describe them 
  and add Oath(your seigneur). 
  o 
  Some sinister force lurks deep within a dungeon in your lands, 
  perhaps under your stronghold itself! Describe what it is or where 
  it lurks, but not both. 
  o 
  Within your lands is a source of something wild, chaotic, or 
  dangerous, which may attract unwanted attention from beyond 
  your lands. Tell us what it is and what desires it, but not both. 
   
  Stronghold tags 
   
  _____________________________    _____________________________ 
   
  _____________________________    _____________________________ 
   
  _____________________________    _____________________________ 
   
  _____________________________    _____________________________ 
   
  _____________________________    _____________________________ 
   
   
   
  Resources in stock 
   
  _____________________________    _____________________________ 
   
  _____________________________    _____________________________ 
   
  _____________________________    Surplus: ________________ 
   
  Surplus is not necessarily coin, but also building materials, goodwill, 
  political favors owed, and so forth. Resources may be turned into Surplus if 
  you have a trading partner, or they can be used to build upgrades, or used as 
  currency in negotiations with other steadings. In a pinch, you can turn 1 
  Surplus into 2d6 x your Charisma (the stat itself, not the modifier) in coins. 
  You cannot turn coins into Surplus. 
   
   
  Notable features and persons 
   
  _____________________________    _____________________________ 
   
  _____________________________    _____________________________ 
   
  _____________________________    _____________________________ 
   
  _____________________________    _____________________________ 
   
  _____________________________    _____________________________ 
   
   
  Your retainers are: (Fill in the blanks for at least four) 
   
  • 
  _____________________, who has served me the longest. 
   
  • 
  _____________________, the most reliable. 
   
  • 
  _____________________, the most cunning. 
   
  • 
  _____________________, the most fearsome. 
   
  • 
  _____________________, who bears ____________________. 
   
  • 
  ___________________________________________________ 
   
  • 
  ___________________________________________________ 
   
   
  Retainer skills:______________________________________________ 
   
                           ______________________________________________ 
   
                           ______________________________________________         
           
    Defenses     Oath (protection for nearby lands) 
   
   Prosperity    Need (                                          ) 
                                           
  Population 
  
   
   
  The Dragon Knight 
   
   
  When your soul is bonded to the soul of a young dragon, 
  the next time you level up you may choose to gain this 
  move: 
   
  ⃞  How to Train Your Dragon 
  You are empathically bonded to a young dragon, about the 
  size of a horse. As long as you treat your dragon with 
  respect, it will usually obey you. Your dragon is capable of 
  speech like a human. When you whistle loudly for your 
  dragon when it is not nearby, it will quickly arrive at your 
  side in dramatic fashion.  
   
  Choose a name for your dragon: 
     Brodahmik, Heyvkaal, Venahkrin, Centhylion, Frethiel, 
  Benthylios, Kenzodomu, Morokegos, Rovostraza, 
  Strunvahlok 
   
  Choose a look for your dragon: 
     Great Horns, Barbels, or Ridged Crest 
     Sinuous Body, Powerful Body, or Spiny Body 
     Shining Scales, Stony Scales, or Fine Scales 
   
  Choose two strengths for your dragon: 
     Swift, strong, quick reflexes, tireless, ferocious, 
  intimidating, keen senses, agile, cunning 
   
  Choose one weakness for your dragon: 
     Flighty, headstrong, prideful, hot-tempered, vindictive, 
  arrogant, easily distracted 
   
  Choose a cost; your dragon expects its cost to be paid 
  regularly like a hireling’s would.   
  o 
  Gold and jewels 
  o 
  The blood of its enemies, specify who or what 
  they are 
  o 
  Ancient knowledge and magics 
  o 
  The cowering obeisance of mortals 
   
  Choose three moves for your dragon. When you command 
  your dragon to perform a move it knows, roll+CHA. 
  *On a 10+, the move is done, no problem. *On a 7-9, the 
  move happens, but there’s either a consequence or 
  limitation. If a move would deal damage, roll your own 
  damage die.  
  o 
  Strike with fang and claw 
  o 
  Belch forth elemental fury 
  o 
  Scout from high above 
  o 
  Hunt or track by scent 
  o 
  Intimidate with a mighty roar 
  o 
  Harry from the air 
  o 
  Flap its wings to create a gust of wind 
  o 
  Recall ancient lore 
   
   
   
   
   
   
   
   
  Your dragon is capable of flight, and can carry you and one 
  passenger with it. When you fly upon your dragon for a 
  great distance or someplace dangerous, say where you 
  are going and roll+CON. *On a hit, you get where you 
  want to be. *On a 7-9, choose one.  
  • 
  A threat is waiting for you when you arrive. 
  • 
  The ride exhausts or injures your dragon, and it 
  cannot fly until it gets some rest. 
  • 
  It takes longer than you expected to get where 
  you want.  
   
   
   
  If you have the move How To Train Your Dragon, these 
  count as class moves for you; you can choose from them 
  when you level up: 
   
  ⃞  Dragon Eye 
  You can always see through your dragon’s eyes as if they 
  were your own, no matter the distance. 
   
   
  ⃞  Faerie Dragon 
  Your dragon can shrink itself to the size of a housecat or 
  back to its normal size at your command, no need to roll. 
  While in this small form your dragon cannot use any of its 
  other moves. 
   
   
  ⃞  Well-Trained 
  Choose another move for your dragon from the list. 
   
  ⃞  Mighty Charge 
  When you charge an enemy while riding your dragon, 
  your attack is forceful and deals +1d6 damage, but on a 7-9 
  you are also dismounted after the attack. 
   
   
  ⃞  Burninator 
  When you command your dragon to use a move that 
  deals damage, on a 10+ add two of the following tags to 
  the attack: piercing 3, forceful, messy, area. On a 7-9, add 
  one tag. 
   
   
  ⃞  Wyrm-Tongue 
  You speak the language of dragons. Any creature of this 
  world will understand what you say, and you can 
  understand them. 
  
   
   
  The Baron 
   
  When you lay claim to a stronghold, either by 
  birthright, conquest, or grant from someone else, 
  gain the following moves: 
   
  Landed 
  You have claim to a great hall and its surrounding 
  lands. Describe it, and place it on the map as a keep. 
  Your hall begins with the following tags: Poor 
  Prosperity, Shrinking Population, Guard Defenses, 
  Oath(protection for nearby lands) and Need(a 
  resource of the GM’s choice). 
   
  Choose three features for the lands your 
  stronghold rules: 
  o Sturdy walls and manned watchtowers. Add 
  +Defenses. 
  o Skilled and seasoned warriors. Add 
  +Defenses. 
  o A bustling trade port on a good harbor. Add 
  Market. 
  o A person of exceptional skill. Describe them 
  and add Craft. 
  o Hardworking and honest folk. Add either 
  +Prosperity or +Population. 
  o Swift rivers and serene lakes, bringing fish 
  and commerce. Add Trade(a neighboring 
  steading) and +Prosperity. 
  o Rich farmland, dotted with manors. Add 
  either +Population or Resource(crops). 
  o A vast forest and all the hamlets and game 
  therein. Add either Resource(timber) or 
  Resource(game). 
  o Mountains, hills, and all the wild clans that 
  live there. Add either Resource(stone), 
  Resource(iron) or Resource(horses). 
  o Sacred sites where the pilgrims come. Add 
  Religion. 
  o A major highway leading to other nearby 
  towns. Add Trade(a neighboring steading) 
  and +Population. 
   
  Choose one problem for your lands, and the GM 
  chooses one as well: 
  o Someone else wishes to claim your lands for 
  themselves. Describe them and add Enmity. 
  o There are monsters roaming about 
  unchecked. Describe them and add Blight. 
  o Your authority is weak, and discontent is 
  rampant. Tell us why and add Lawless. 
  o You owe fealty, a debt, or support to 
  someone else. Describe them and add 
  Oath(your seigneur). 
  o Some sinister force lurks deep within a 
  dungeon in your lands, perhaps under your 
  stronghold itself! Describe what it is or 
  where it lurks, but not both. 
  o Within your lands is a source of something 
  wild, chaotic, or dangerous, which may 
  attract unwanted attention from beyond your 
  lands. Tell us what it is and what desires it, 
  but not both. 
   
   
   
  If you have the move Landed, these count as class 
  moves for you; you can choose from them when you 
  level up: 
   
  ⃞  Hold Court 
  When you hold court and hear the problems of the 
  people, the GM will tell you of at least one 
  opportunity within your lands.  
   
   
  ⃞  Spoils of War 
  Requires: Hold Court 
  When you successfully deal with a problem in your 
  lands set forth by the GM or successfully pursue 
  an opportunity you heard about while holding 
  court, you may add another feature to your lands 
  from the list. 
   
   
  ⃞  Field Marshal 
  When you organize your land’s defenses against a 
  threat, your lands get +Defenses as long as you are 
  present and involved. 
   
   
  ⃞  Call the Banners 
  When you recruit from your lands, treat a 6- as if 
  you had rolled a 7-9 instead. 
   
   
  ⃞  Court Intrigue 
  When you meet with someone for diplomatic 
  affairs, ask the GM two questions from the list below, 
  they will answer truthfully: 
  • 
  Is there an ambush waiting for me? 
  • 
  What are they really feeling? 
  • 
  What is my best way out of this? 
  • 
  Who is watching? 
   
  
  Stress and Horror 
  Rules for Dungeon 
  World 
   
   
   
  I. Preface 
    
  The following rules deal with incorporating stress 
  and madness into your game, for groups interested in 
  exploring a darker or grimmer Dungeon World. The 
  material presented herein may be unsettling to some 
  people. Please let courtesy and respect be your guide 
  in dealing with disturbing things. Feel free to make 
  use of the X-Card if things are getting too 
  uncomfortable for you. (http://tinyurl.com/x-card-
  rpg) 
    
  To reflect the needs of a game about such things, add 
  the following to your list of GM principles: 
   
  Address the characters’ humanity 
  Rarely do people return from adventures unscathed 
  and unchanged. Events and actions take a toll on 
  people. Sure, you may have emerged from the 
  dungeon with the lich’s treasure, but now you don’t 
  dare sleep at night. Because that’s when you see the 
  horrible things the lich’s magic revealed to you, and 
  you wake up screaming. 
   
  This principle emphasizes that a life of adventure 
  also takes an emotional toll on a person. Achieving a 
  goal will require a sacrifice. What price is too high? 
  How far will you go to get what you want? 
   
   
   
   
   
  Reference Material, Suggested Reading, and 
  Touchstones: 
   
  Darkest Dungeon: http://www.darkestdungeon.com 
  Deathtrap Dungeon World, an article by Sersa 
  Victory: http://www.critical-
  hits.com/blog/2013/12/10/deathtrap-dungeon-world-
  part-1-gm-principles/ 
  II. Stress 
    
  The core of the new mechanic presented here is 
  called Stress. Stress is an abstraction of the 
  psychological fatigue and strain that comes from 
  prolonged exposure to dangerous environments and 
  the threat of sudden and imminent harm. Characters 
  accrue Stress by encountering things that are either 
  physically or emotionally painful, by wearing down 
  their resolve over time, or by witnessing acts of 
  horror. Coping with and removing Stress is key to 
  survival. 
   
  All characters begin with zero Stress. This amount 
  will wax and wane as the characters explore the 
  dungeon, confront both literal and figurative demons, 
  and find ways to cope with their experiences. Stress 
  can never go below zero. While Stress normally 
  accrues over time spent in the dungeon, it is not a 
  direct threat to the characters until they encounter 
  something that truly tests their nerve. 
    
  New basic move: Steel Yourself 
  When you steel yourself against extreme pain, 
  stress or horror and power through, roll+Stress. 
  *On a 6-, you’re okay for now. *On a 7-9, choose 
  one. *On a 10-11, choose two. 
  • 
  You flinch or hesitate from the fear or pain. 
  • 
  Your nerves are rattled; take -1 forward 
  when you act against the source of your fear. 
  • 
  You gain 1 Stress. 
    
  *On a 12+, gain 1 Stress, and choose a reaction from 
  this list: 
  • 
  Run screaming in terror until the threat is 
  out of your sight. 
  • 
  Drop whatever it is you’re holding, and 
  freeze in shock until someone or something 
  snaps you out of it. Anything that happens 
  around you goes unnoticed. 
  • 
  Fly into an uncontrolled rage until the threat 
  is gone. Expect collateral damage. 
  • 
  Gain a Quirk of the GM’s choice.  
   
  Note that for this move, you want to roll low. You do 
  not mark XP on a 6- from this move.  
   
  
  Stress is primarily relieved by seeking solace in a 
  vice or other activity that eases the tormented soul. 
  There are many ways to accomplish this, but most 
  people have some preference. When you create your 
  character, choose your preferred solace from the 
  following list: 
  • 
  Faith: You prefer to seek solace through 
  intense prayer or similar rituals. This may 
  include penance, tithing, or self-flagellation. 
  • 
  Gambling: You prefer to seek solace in 
  games of chance or by taking risks. 
  • 
  Hedonism: You prefer to seek solace with 
  wild revelry or by indulging in the pleasures 
  of the flesh. 
  • 
  Catharsis: You prefer to seek solace by 
  letting it pour out of you violently, perhaps 
  in a fighting pit or through hours of harsh 
  training or similar physical exertion. 
  • 
  Narcotic: You prefer to seek solace with 
  strong drink or some other drug that lets you 
  forget your troubles. 
   
  New basic move: Seek Solace 
  When you spend an evening seeking solace to 
  relieve Stress, spend 3d6 coins and roll: 
  • 
  +1 if you have someone to watch your back 
  and confide in while you indulge 
  • 
  +1 if you have a safe place to indulge that is 
  firmly in your control 
  • 
  +1 if you have just returned victorious 
  • 
  +1 if you are indulging in your preferred 
  solace 
  • 
  -2 if you can’t—or won’t—pay the coin 
   
  *On a hit, remove 2d4 Stress. *On a 7-9, choose one 
  or the other. *On a 6-, both: 
  • 
  You only remove 1d4 Stress instead 
  • 
  Your actions cause some trouble, or draw 
  unwanted attention 
   
  Examples of trouble: 
  • 
  You lost a lot of money at the gambling 
  table, and now you owe someone. 
  • 
  Something was stolen from you while you 
  were passed out drunk. 
  • 
  The priest won’t grant you absolution until 
  you do something for him first. 
   
   New auxiliary Stress moves: 
  When you fulfill your alignment goal or resolve a 
  Bond at the end of a session, you may remove 1 
  Stress instead of marking XP. 
   
  When you Recover, every two days you do nothing 
  but rest in comfort and safety, you also remove 1 
  Stress. 
   
  When you willingly and deliberately lose your cool 
  while acting under stress, remove 1d4 Stress and 
  gain a Quirk of the GM’s choice. 
   
  When your Stress reaches 10, it all becomes too 
  much. You either go permanently, incurably mad or 
  suffer a fatal heart attack. Either way, this is the end 
  for you. 
   
   
  New GM move: Inflict Stress 
  “Nothing like marching through freezing, rank 
  stagnant water while your armor chafes and your 
  heavy backpack cuts into your shoulders. Except 
  maybe doing all of this surrounded by darkness that 
  hides things that want to rend you limb from limb. 
  Oh look, there go some half-eaten corpses floating 
  by. Hey, I think I know one of those guys. Wonder if 
  that will be me soon? And now the map has gotten 
  wet and we can’t read it anymore. Gods, I hate you 
  all!” 
   
  Adventuring is full of all kinds of horrifying things 
  that can take a toll on both body and mind. When the 
  characters endure things that would make most 
  normal people turn tail and run for home, inflict some 
  Stress on them. For low intensity stressors over a 
  prolonged period of time (a long march in the cold 
  with little sleep, food, or comfort), or a sudden 
  stressful event without a persistent threat (a trap 
  suddenly harming someone), just tell them to gain 1 
  Stress. If the source of the stress is something more 
  potent or an active danger that must be confronted, 
  ask them to Steel Yourself, especially if the 
  characters are trying to act in the face of the stress. 
  Charging into battle against a monster with the 
  terrifying tag is a good example of an action that 
  would trigger Steel Yourself. 
   
   
  
  III. Quirks 
    
  Quirks are the result of maladaptive responses to 
  stress. The character has become slightly unhinged as 
  a result of their experiences, and has acquired a way 
  to deal with stress that is potentially harmful to them 
  socially in the long term. When you acquire a Quirk, 
  the GM will choose one from the list that they think 
  is appropriate to the stress acting upon you. 
   
  A Quirk replaces your normal alignment move. 
  Instead of gaining XP or relieving Stress at the end of 
  the session from fulfilling your alignment, you gain 
  this benefit when you fulfill your Quirk’s goal. 
  Quirks also have an additional downside: At the end 
  of the session, if you did not fulfill your Quirk, you 
  gain 1 Stress. 
   
  Quirks should ideally create tension or conflict 
  between the characters, or get the character in trouble 
  with the environment. They are not an excuse to 
  disregard the group’s social contract or behave in a 
  manner that creates resentment between players. As a 
  courtesy, please be mindful of your fellow players’ 
  enjoyment when acting on a Quirk. 
   
  A character can have multiple Quirks at once. If you 
  do have multiple Quirks, you must fulfill them all to 
  gain the end of session benefit of marking XP or 
  relieving stress. If you have multiple Quirks that you 
  did not fulfill at the end of the session, you gain 1 
  Stress for each Quirk that went unfulfilled. Having 
  multiple Quirks can add up the Stress in a hurry. 
   
  Removing Quirks is a matter of GM discretion, but 
  should involve some fairly significant confrontation 
  of one’s personal demons. Knowingly and willingly 
  acting against your Quirk and paying a considerable 
  price for doing so (at least 1 Stress, most likely more) 
  is one possible way that Quirks can be removed. 
   
  Upon removal of all of a character’s existing Quirks, 
  their normal alignment move returns to play. 
    
   
   
   
   
  List of Quirks 
   
  Gambler: Take an inadvisable risk to acquire wealth. 
   
  Compulsion: Investigate something interesting while 
  ignoring the obvious risks. 
   
  Paranoia: Refuse help from, or refuse to help an ally 
  when you could have. 
   
  Phobia: Run away from or go to great lengths to 
  avoid __________. 
   
  Greed: Take more than your fair share of the party’s 
  loot, or refuse to share your possessions with others. 
   
  Withdrawal: Avoid putting yourself in harm’s way 
  when you could have helped someone by doing so. 
   
  Guilt: Take on a responsibility you can’t handle. 
   
  Savage: Reject the comforts that civilization offers 
  when they would otherwise help you. 
   
  Fearful: Act preemptively against a possible source 
  of harm. 
   
  Hopeless: Refuse to address an imminent threat. 
   
  Selfish: Choose short-term emotional comfort over 
  the long-term benefit to your allies. 
   
  Addiction: Relieve stress by __________, regardless 
  of the cost or convenience. 
   
  Abusive: Lash out at an undeserving ally. 
   
  Masochistic: Put yourself in a position where you 
  will be physically injured. 
    
  Gluttony: Over-indulge in food, drink, or trappings 
  of wealth to the point of extravagance or waste. 
   
  Avarice: Hoard possessions and wealth, and don’t 
  use them, even if they would be helpful. 
   
  Megalomania: Make others recognize your 
  greatness. 
   
  
  IV. New Moves 
   
  The following advanced moves may be taken as part 
  of the normal Level Up process: 
   
  New Barbarian advanced move: Gallows Humor 
  When you laugh boisterously in the face of certain 
  doom, everyone who can hear you takes -1 forward 
  to Steel Yourself, including yourself. (This is a good 
  thing, since you want to roll low for this move.) 
    
  New Bard advanced move: Inspiration 
  When anyone you have a Bond with Seeks Solace 
  while in your company, they remove +Bond 
  additional Stress. 
    
  New Cleric advanced move: Absolution 
  When you cast a spell that heals HP, roll 1d4. If the 
  roll is higher than the amount healed, you also 
  remove 1 Stress from the target. 
    
  New Druid advanced move: Athelas 
  When you use herbs and poultices, you may remove 
  1 Stress from the target instead of healing HP. 
    
  New Fighter advanced move: Battle Trance 
  While you are actively in combat, you never have to 
  Steel Yourself. 
    
  New Paladin advanced move: Zeal 
  While you are standing on the front lines against 
  the darkness, everyone who can see you gets -1 
  ongoing to Steel Yourself, including yourself.  
    
  New Ranger advanced move: Therapy Pet 
  Your animal companion always counts as someone to 
  watch your back and confide in while you relieve 
  stress. 
    
  New Thief advanced move: Den of Iniquity 
  When you ask your contacts in the criminal 
  underworld, they’ll tell you of a place where you can 
  relieve stress that is safe and firmly under your/their 
  control. 
    
  New Wizard advanced move: Rationalist 
  While your Stress is less than or equal to your 
  INT, you take -1 to Steel Yourself.  
  If you prefer not to use the Stress mechanic but still 
  want to be able to test your characters’ steel, you can 
  use this version of Steel Yourself instead: 
   
  When you steel yourself against extreme pain, 
  stress or horror and power through, roll+WIS or 
  CON, your choice. *On a 10+, you hold it together, 
  and may act as you please. *On a 7-9, choose one. 
  • 
  You flinch or hesitate from the fear or pain. 
  • 
  Your nerves are rattled; take -1 forward 
  when you act against the source of your fear. 
  *On a 6-, choose a reaction from this list: 
  • 
  Run screaming in terror until the threat is 
  out of your sight. 
  • 
  Drop whatever it is you’re holding, and 
  freeze in shock until someone or something 
  snaps you out of it. Anything that happens 
  around you goes unnoticed. 
  • 
  Fly into an uncontrolled rage until the threat 
  is gone. Expect collateral damage. 
  • 
  Gain a Quirk of the GM’s choice. 
   
  At the end of the session, if you did not fulfill your 
  Quirk, take -1 ongoing to Steel Yourself for each 
  Quirk unfulfilled until you finally accomplish the 
  Quirk’s requirement.       
   
   
   
  
  Dungeon World 
  Quick Start Pack 
   
  Simplified basic playbooks for quick and easy-to-learn 
  One-shots or mini campaigns of Dungeon World 
   
  Including rules for both players and gamemaster 
  and tools for both world and adventure creation with no prep 
   
  A complete experience in one pack! 
   
   
  For use with the role-playing game Dungeon World, by Sage LaTorra and Adam Koebel 
   
   
   
   
   
   
  Written by Peter Johansen. Version October 27, 2017 
  This work is licensed under the Creative Commons Attribution 3.0 Unported License. To view a copy of this license, visit 
  http://creativecommons.org/licenses/by/3.0/ or send a letter to Creative Commons, 444 Castro Street, Suite 900, Mountain View, 
  California, 94041, USA. 
  
   
   
  Dungeon World is a world of fantastic adventure. A world of magic, gods 
  and demons, of good and evil, law and chaos. Brave heroes venture into the 
  most dangerous corners of the land in search of gold and glory. 
   
  Adventurers take many shapes in Dungeon World. Some are near-invincible 
  beasts of battle encased in iron armor. Others are more mysterious, conjuring 
  up and wielding the mighty forces of magic. Treasure and glory are sought 
  by a holy cleric, a tricky thief, a mighty paladin, and more. 
   
  It isn’t all easy heroics and noble bravery, though. Every time the ranger 
  guides his friends through the ancient woods there are a hundred things 
  waiting to bite his head off. Slavering hordes of goblin troops, maybe. Or is 
  this the Cursed Wood, where dwells the Gray Witch? Or the throngs of 
  hateful dead, looking to drag a meaty corpse back to their lair? Scary, sure, 
  but there’s treasure, too. More gold and jewels and magic lost to man have 
  fallen between the cracks in the world than you can imagine. Who better to 
  retrieve it than a band of stalwart heroes? 
   
  You and your friends are those heroes. You go where others can’t—or won’t.  
  There are monstrous things lurking in the world. Are you ready to face 
  them? 
   
  So, why play Dungeon World? 
  First, to see the characters do amazing things. To see them explore the 
  unexplored, slay the undying, and go from the deepest bowels of the world 
  to the highest peaks of the heavens. To see them caught up in momentous 
  events and grand tragedies. 
   
  Second, to see them struggle together. To gather as a party despite their 
  differences and stand united against their foes, or to argue over treasure, 
  debate battle plans, and join in righteous celebration over a victory hard-won. 
   
  Third, because the world still has so many places to explore. There are 
  unlooted tombs and dragon hoards dotting the countryside just waiting for 
  quick-fingered and strong-armed adventurers to discover them. That 
  unexplored world has plans of its own. Play to see what they are and how 
  they’ll change the lives of our characters. 
   
  What’s Dungeon World like to play? 
  Playing Dungeon World is all about finding out what happens when your 
  characters encounter dangerous and exciting monsters, strange ruins, and 
  unusual people on their quest for gold and glory. It’s a conversation between 
  the players and the GM—the GM tells the players what they see and hear in 
  the world around them and the players say what their characters are thinking, 
  feeling, and doing. Sometimes those descriptions will trigger a move—
  something that’ll cause everyone to stop and say “time to roll the dice to see 
  what happens.” For a moment everyone hangs on the edges of their seats as 
  the dice clatter to a stop. Tension and excitement are always the result, no 
  matter how the dice land. 
   
  To play Dungeon World, you’ll need to gather a few friends. Choose one 
  person to be the Game Master (GM); they take the GM playbook and two 
  GM sheets. Everyone else will be a player, taking the role of the characters 
  in the game (we call these the player characters or PCs). As you play, the 
  players say what their characters say, think, and do. The GM describes 
  everything else in the world. 
   
  Everyone at the table will need something to write with and some six-sided 
  dice. Two dice is the minimum but two dice per player is a good idea. 
  You’ll also need some special dice: four-sided, eight-sided, and ten-sided. 
   
   
  This quick-start pack contains the basic rules of Dungeon World in 
  abbreviated form, designed to facilitate ease of learning of core concepts, 
  especially for new players. The playbooks included here are modified to get 
  characters created as quickly as possible by omitting certain features more 
  relevant to long-term play. While these characters are designed with one-shot 
  sessions in mind, they can easily be adapted for longer play. The goal is to 
  help new players become comfortable with Dungeon World; its rules, its 
  conventions, and its style.   
   
   
  To begin, select one of the eight provided playbooks, whichever one catches 
  your eye. Then perform the steps under “Start here”, detailed as follows: 
  • 
  Give your character a name, and choose options under Look to 
  describe your appearance (or make up some of your own) 
  • 
  Choose one of the listed backgrounds, which will give you 
  bonuses to two of the six stats: Strength (STR), Dexterity (DEX), 
  Constitution (CON), Intelligence (INT), Wisdom (WIS), and 
  Charisma (CHA). Record these bonuses in the appropriate boxes in 
  the sheet. Your background will also give you an additional piece 
  of gear, record this in the Gear section. 
  • 
  Choose one of your six stats, and add 1 to it as a personal specialty. 
  Choose another of the six stats, and subtract 1 from it as a personal 
  weakness. This may give you a stat of -1, that’s fine! Set any stats 
  that have not been modified to zero. 
  • 
  Choose any other options that your playbook may require, such as 
  the fighter’s signature weapon or the thief’s poison. 
   
  When you are done, read the “How to Play” heading on the back of your 
  sheet. This section will also give you some questions to think about in the 
  next phase: building the world together.  
   
  To begin with everyone on similar footing, we will assume that the 
  characters all come from the same hometown, and the story will unfold near 
  it. Your characters will know each other, and while they might not always 
  get along like best friends, they should at least be civil with one another and 
  have motivation to work together for a common goal, even if they have their 
  own motivations for pursuing these goals. If it helps, you can act each other 
  questions to better understand how your characters relate to one another. At 
  this point, you may wish you answer the questions you have under Bonds, 
  which will establish the shared past between your characters. It is not 
  necessary to answer them all right now; you can save some for later. 
   
  The questions on your playbooks will give you starting points to begin 
  describing your hometown and the lands around it. Perhaps your home is a 
  rough mining camp, a sleepy island port, or an idyllic place hidden deep in a 
  forest. If you think of other questions to ask other players, feel free to do so, 
  especially questions that will build the relationships you have with one 
  another. Perhaps you’d like to tell us about the last adventure you had 
  together; that’s a great way to build both the world and your group. The GM 
  will come up with more questions as well. The answers you give will weave 
  together this new world.  
   
  Next, the GM will ask questions that establish the premise of the situation, 
  what your characters are doing and why. These questions will connect your 
  characters to the threat or opportunity that you are facing. Lost ruins, 
  monstrous hordes, and towers of evil wizards all make for good premises, 
  but each character will have their own stake in the action. The GM’s 
  questions will also help them create the opposition you will face on your 
  adventure. When you have enough details, the GM will give you a tense 
  situation, one that requires you to act, and ask, “What do you do?” The 
  action begins here. 
   
  Your playbook provides you with a list of your moves, as well as a reference 
  of basic moves on the reverse side of the sheet that everyone can do. This 
  may seem like a lot of information, but you don’t have to learn it all at once. 
  Remember, Dungeon World is about having a conversation. Don’t think of 
  your moves as buttons to push to accomplish something, nor are these moves 
  your only options in any situation. Rather, moves are the way the game rules 
  react to your actions in the story. When you describe your character carefully 
  creeping across a shaky suspension bridge, the GM will tell you to Defy 
  Danger. Now it’s time to roll the dice, and see what happens. Focus on the 
  fiction. Do you want to Hack and Slash that goblin? Say how you attack it. 
  The GM will help you to notice when your actions trigger a move. In 
  general: to do it, do it. There are some additional special moves on the back 
  of this page, but don’t worry about them just yet. They’ll come up in due 
  time. 
   
   
   
   
  Introduction 
  Getting Started 
  
   
   
  A good adventure usually ends with a reward, whether fame, favors, or 
  fortune. Wealth in Dungeon World is measured in coin: the currency of the 
  realm. It’s good pretty much everywhere.  
   
  After an adventure or at a break in the action, the characters may wish to 
  refill their backpacks and quivers. The following is a list of items that will 
  typically be available for purchase:  
   
  Short Bow 
   
   
   
   
  15 coins 
  A common bow with a short but respectable range. 
   
  Long Bow 
   
   
   
   
  60 coins 
  A bow of exceptional craftsmanship, capable of much greater range. 
   
  Bundle of arrows (3 ammo)  
   
   
  1 coin 
   
  Throwing knife 
   
   
   
   
  1 coin 
   
  A simple weapon  
   
   
   
  2 coins 
  Clubs, staves, and daggers. How lethal they are depends on the skill of the 
  one wielding it. 
   
  A martial weapon  
   
   
   
  8 coins 
  Swords, axes, warhammers, spears, and maces. Try to stick the pointy bits in 
  your enemies. 
   
  Leather armor (1 armor) 
   
   
   
  10 coins 
  Boiled to make a rigid but lightweight cuirass. A good bit of armor often 
  means the difference between life and death in Dungeon World. 
   
  Chainmail (2 armor) 
   
   
   
  50 coins 
  More protection, but heavy and tough to move around with. Take -1 ongoing 
  to all rolls while wearing this armor, unless you have the Armored move. 
   
  Shield (+1 armor)  
   
   
   
  15 coins 
  Increases your armor by 1 when worn upon your arm.  
   
  Adventuring gear (5 uses)   
   
   
  20 coins 
  Adventuring gear is a collection of useful mundane items such as chalk, 
  poles, spikes, ropes, etc. When you rummage through your adventuring gear 
  for some useful mundane item, you find what you need and mark off a use. 
   
  Bandages (3 uses)   
   
   
   
  5 coins 
  When you have a few minutes to bandage someone else’s wounds, heal them 
  of 4 damage and expend a use. 
   
  Poultices and herbs (2 uses)  
   
   
  10 coins 
  When you carefully treat someone’s wounds with poultices and herbs, heal 
  them of 7 damage and expend a use. 
   
  Healing potion  
   
   
   
   
  50 coins 
  When you drink an entire healing potion, heal yourself of 10 damage or 
  remove one debility, your choice. 
   
  Bag of books (5 uses)  
   
   
   
  10 coins  
  When your bag of books contains just the right book for the subject you’re 
  Spouting Lore on, consult the book, mark off a use, and take +1 to your roll. 
   
  Antitoxin  
   
   
   
   
  10 coins 
  When you drink antitoxin, you’re cured of one poison affecting you. 
   
  Dungeon rations (5 uses)  
   
   
   
  3 coins 
  Salted meats, dried fruit, and hardtack. Don’t forget to drink plenty of water. 
   
  Within Dungeon World are many lost artifacts and magical items. These 
  typically cannot be bought with coin, but instead must be found or earned. 
   
  Magic items are for you to make for your game. When making your own 
  magic items, keep in mind that these items are magical. Simple modifiers, 
  like +1 damage, are the realm of the mundane—magic items should provide 
  more interesting bonuses. 
   
   
  Special moves are moves that come up less often or in more specific 
  situations. They’re still the basis of what characters do in Dungeon World—
  particularly what they do between adventures. Introduce them as they are 
  needed during the flow of the conversation. 
   
  Last Breath 
  When you’re dying, you catch a glimpse of what lies beyond the Black 
  Gates of Death’s Kingdom (the GM will describe it). Then roll (just roll, 
  +nothing—yeah, Death doesn’t care how tough or cool you are). *On a 10+, 
  you’ve cheated Death—you’re in a bad spot but you’re still alive. *On a 7-9, 
  Death himself will offer you a bargain. Take it and stabilize or refuse and 
  pass beyond the Black Gates into whatever fate awaits you. *On 6-, your fate 
  is sealed. You’re marked as Death’s own and you’ll cross the threshold soon. 
  The GM will tell you when. 
   
  Make Camp 
  When you settle in to rest, consume a ration. If you’re somewhere 
  dangerous decide who will keep watch as well. When you wake from at least 
  a few uninterrupted hours of sleep, heal damage equal to half your max HP. 
   
  You usually make camp so that you can do other things, like prepare spells 
  or commune with your god, or just get some sleep. Whenever you stop to 
  catch your breath for more than an hour or so, you’ve probably made camp. 
   
  Staying a night in an inn or house is making camp, too. Regain your hit 
  points as usual, but only mark off a ration if you’re eating from the food you 
  carry, not paying for a meal or receiving hospitality. 
   
  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 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. 
  • 
  The quartermaster reduces the number of rations required by one. 
  *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. 
   
  You can’t assign more than one job to a character. If you don’t have enough 
  party members, or choose not to assign a job, treat that job as if it had been 
  assigned and the responsible player had rolled a miss. 
   
  Distances in Dungeon World are measured in rations. A ration is the amount 
  of supplies used up in a day. Journeys take more rations when they are long 
  or when travel is slow. A perilous journey is the whole way between two 
  locations. You don’t roll for one day’s journey and then make camp only to 
  roll for the next day’s journey, too. Make one roll for the entire trip. 
   
  This move only applies when you know where you’re going. Setting off to 
  explore is not a perilous journey. It’s wandering around looking for cool 
  things to discover. Use up rations as you camp and the GM will give you 
  details about the world as you discover them. 
   
  Supply 
  When you go to buy something with coin on hand, if it’s something readily 
  available in the place you’re in, you can buy it at market price. If it’s 
  something special, beyond what’s usually available here, or not mundane, 
  roll+CHA. *On a 10+, you find what you’re looking for at a fair price. *On a 
  7-9, you’ll have to pay more or settle for something that’s not exactly what 
  you wanted, but close. The GM will tell you what your options are. 
   
  Recover 
  When you do nothing but rest in comfort and safety, after a day of rest 
  you recover all of your HP. After three days of rest you remove one debility 
  of your choice. If you’re under the care of a healer (magical or otherwise) 
  you heal a debility for every two days of rest instead. 
  Equipment 
  Special Moves 
  
  Building the World 
  Next Steps 
   
   
  This sheet isn’t for the other players, it’s for you, the Dungeon World GM. 
  It’s not just advice or optional tips and tricks on how best to play. These are 
  your procedures. These are your rules.  
   
  The material on these sheets is taken from the GM chapter of Dungeon 
  World. (pages 159-174, 180-182) New GMs should review these rules 
  before playing, while veteran GMs may still find them to be helpful 
  references to consult. 
   
  Running a game of Dungeon World means following a framework created 
  by three things you have as a GM: Your agenda is what you set out to do 
  when you sit down at the table. Your principles are the guides that keep you 
  focused on that agenda. Your moves—the GM moves, dungeon moves, 
  monster moves, etc—are the concrete, moment-to-moment things you do to 
  move the game forward. These are detailed on the second GM sheet; read 
  them over before you begin play and keep them by your side, especially the 
  list of moves. When you’re having trouble deciding what happens next, look 
  at the list of moves and principles to get some ideas. 
   
  When you sit down at the table as a GM you do these things: 
  Describe the world: First and foremost, you describe the immediate 
  situation around the players at all times. This is how you start a session, how 
  you get things rolling after a snack break, get back on track after a great 
  joke: tell them what the situation is in concrete terms. The situation around 
  them is rarely “everything’s great, nothing to worry about.” They’re 
  adventurers going on adventures—give them something to react to. 
   
  Use detail and senses to draw them in. The situation isn’t just an orc 
  charging you, it’s an orc painted in blood swinging a hammer and yelling 
  bloody murder. You can leverage a lack of information, too. The sound of 
  clattering armor and shuffling feet, for instance. 
   
  When you describe the situation, always end with “What do you do?” 
  Dungeon World is about action and adventure! Portray a situation that 
  demands a response. 
   
  Follow the rules: This means your GM rules, sure, but also keep an eye on 
  the players’ moves. It’s everyone’s responsibility to watch for when a move 
  has been triggered, including you. Stop the players and ask if they mean to 
  trigger the rules when it sounds like that’s what they’re doing. 
   
  Part of following the rules is making moves. Your moves are different than 
  player moves and we’ll describe them in detail in a bit. Your moves are 
  specific things you can do to change the flow of the game. 
   
  Exploit your prep: At times you’ll know something the players don’t yet 
  know. You can use that knowledge to help you make moves. Maybe the 
  wizard tries to cast a spell and draws unwanted attention. They don’t know 
  that the attention that just fell on them was the ominous gaze of a demon 
  waiting two levels below, but you do. 
   
  “Prep” can mean a wide variety of resources. You might have brought a 
  dungeon or other location to the game, already mapped out, or you may have 
  a cast of characters, and know all their motivations. Or perhaps you simply 
  decided something was true and now you are acting on that information. You 
  can also ask the players about their characters’ lives and histories, and add 
  those details to your prep. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Building a whole world with almost no preparation can seem like a daunting 
  task. It requires trust in your fellow players, and a willingness to come out of 
  your shell and let go of your own preconceived notions. Dungeon World 
  works best when everyone contributes, and the important stuff happens at the 
  table, and not in the GM’s head. 
   
  To begin with, ask questions. Each playbook has a list of starting questions 
  to get players thinking about their characters’ place in the world. Every 
  answer they give you is an element that they would like added to the game, 
  so use as many as possible.   
   
  A good way to make your world seem more real and connected is by making 
  a map, both of your village and the local area around it. Grab a blank piece 
  of paper and take turns add features to it to make a map of your village. 
  Every player (including the GM) then draws one or two buildings or features 
  of the village on the map, at least one of which should be relevant to 
  someone they know in the village. For example, if a character is an 
  apprentice blacksmith, they can draw a smithy. The new building should also 
  introduce the NPC that the character is connected to. Don’t forget to name 
  your village! 
   
  For the area map, start with the location of the village in the center of the 
  sheet, then each player draws one or two features on the map. These can be 
  parts of the terrain, an interesting ruin, a natural landmark, or even a distant 
  town. The GM can also suggest an overarching theme that ties everything 
  together. For example, there may be an evil cult at work in the area, an 
  aggressive neighbor is bent on conquest of the area, or the village’s defenses 
  may have been devastated during a recent raid.  
   
  Once you have a map and some connections to the world, you should have a 
  good idea of the status quo of the village. Adventure hasn’t come knocking 
  just yet, but there are rumbles of thunder in the distance. Now it’s time to 
  start shaking these foundations. How have things changed, recently, and for 
  the worse? Perhaps there are rumors that the undead horde is on the march, 
  or many of the village’s able-bodied men have recently fallen ill or been 
  killed in a battle. Relate the situation back to the characters to give them each 
  something that makes this danger personal, and finish by presenting a tense 
  situation that requires action.  
   
  As your players are filling in their map, you should be looking over your 
  own Gamemaster playbook. Here, you’ll find a list of prompts to fill that 
  will give you the basic structure of an adventure. Some of them you may 
  already be able to fill, other you may need to press for more information. 
  You can answer a few in secret yourself, and keep them as surprises to be 
  revealed in play. Once you have enough details, take a short break, give 
  people time to stretch their legs while you answer the questions under the 
  “prep the dungeon” move, and get ready for the action to begin.  
   
   
   
  By the end of your first session, you should have the seed of a world to 
  explore with plenty of blanks left on the map, as well as some potential 
  threats that need to be defeated. While these quick-start characters are 
  designed for one-shots or short campaigns, they can easily keep going for as 
  long as you wish just as they are. If you would like your characters to be able 
  to grow in power as your campaign progresses, you can do so.  
   
  The rules for experience points and character advancement have been 
  purposefully left out of this quick-start to cut down on complexity, but 
  they’re easy enough to add into the game. Alternatively, you can award the 
  characters an advancement at certain milestones, such as at the end of the 
  session. We have included advance cards with different options for each 
  class to choose when they advance, in the style of advanced moves. 
   
   
   
   
   
   
   
   
  Gamemaster’s Rules 
  There are no rules for assigning ad hoc modifiers to the 
  players’ rolls for more difficult tests. Instead of raising the 
  difficulty, raise the stakes by making harder moves. A failed 
  move against a dragon will hurt a lot more than a failed move 
  against a goblin.  
   
  Likewise, you can put obstacles in the characters’ way. The 
  charming gaze of a vampire or the incredible speed of a 
  master swordsman may mean that you have to Defy Danger 
  just to get into striking range. 
   
  If you are having difficulty improvising details, just go 
  with whatever seems the most likely or obvious to you 
  at the moment. What seems obvious to you may seem 
  brilliantly original to others. 
   
  
   
   
  Your role during character creation is threefold: help everyone, ask questions, 
  and take notes. When a player makes a choice—particularly for their 
  bonds—ask them about it. Get more detail. Think about what these details 
  mean. Look for interesting facts established by the characters’ bonds, moves, 
  classes, and descriptions and ask about those things. Be curious! When 
  someone mentions the demons that slaughtered their village, find out more 
  about them. After all, everything they give you is fuel for future adventures. 
   
  Also pay attention to the players’ questions. When mechanical questions 
  come up answer them. When questions of setting or fiction come up your 
  best bet is to turn those questions around. When a player says, “Who is the 
  King of Torsea,” say, “I don’t know. Who is it? What is he like?” 
  Collaborate with your players. Asking a question means it’s something that 
  interests them so work with them to make the answers interesting. Don’t be 
  afraid to say, “I don’t know” and ask them the same questions. Work 
  together to find a fantastic and interesting answer. 
   
  If you’ve come to the table with some ideas about stuff you’d like to see in 
  the world, share them with the players. Their characters are their 
  responsibility and the world is yours—you’ve got a lot of say in what lives in 
  it. If you want the game to be about a hunt for the lost sorcerer-race of aeons 
  past, say so! If the players aren’t interested or they’re sick to death of 
  sorcerers, they’ll let you know and you can work together to find some other 
  way. You don’t need pre-approval for everything but making sure everyone 
  is excited about the broad strokes of the world is a great start. 
   
  Once everyone has their characters created you can take a deep breath. Look 
  back over the questions you’ve asked and answered so far. You should have 
  some notes that will point you towards what the game might look like. Look 
  at what the players have brought to the table. Look to the ideas that have 
  been stewing away in your head. It’s time for the adventure to begin! 
   
   
  Start the session with a group of player characters (maybe all of them) in a 
  tense situation. Use anything that demands action: outside the entrance to a 
  dungeon, ambushed in a fetid swamp, peeking through the crack in a door at 
  the orc guards, or being sentenced before King Levus. Ask questions right 
  away—“who is leading the ambush against you?” or “what did you do to 
  make King Levus so mad?” If the situation stems directly from the 
  characters and your questions, all the better. 
   
  Here’s where the game starts. The players will start saying and doing things, 
  which means they’ll start making moves. For the first session you should 
  watch especially carefully for when moves apply, until the players get the 
  hang of it. Often, in the early sessions, the players will be most comfortable 
  just narrating their actions—this is fine. When a move triggers, let them 
  know. Say, “It sounds like you’re trying to...” and then walk them through 
  the move. Players looking for direction will look to their character sheet. 
  When a player just says “I Hack and Slash him” be quick to ask, “How?” or 
  “With what?” Sometimes they may try to do something that doesn’t trigger 
  any of their moves. That means they are likely looking to you to see what 
  happens next, so make one of your moves. 
   
  Establish details, describe: All the ideas and visions in your head don’t 
  really exist in the fiction of the game until you share them, describe them, 
  and detail them. This is the time to establish the basics of what things look 
  like, who’s in charge, what they wear, what the world is like, and what the 
  immediate location is like. Describe everything, but keep it brief enough to 
  expand on later. Use a detail or two to make a description really stand out as 
  real. 
   
  Ask questions: You’re using what they give you, right? What if you need 
  more? That’s when you draw it out by asking questions. Poke and prod about 
  specific things. Ask for reactions: “What does Lux think about that?” “Is 
  Avon doing something about it?” 
   
  If you ever find yourself at a loss, pause for a second and ask a question. Ask 
  one character a question about another. When a character does something, 
  ask how a different character feels or reacts. Questions will power your game 
  and make it feel real and exciting. Use the answers you find to fill in what 
  might happen next. 
  Leave blanks: It’s one of your principles, but it’s especially true during the 
  first session. Every blank is another cool thing waiting to happen; leave 
  yourself a stock of them. 
   
  Look for interesting facts: There are some ideas that, when you hear them, 
  just jump out at you. When you hear one of those ideas, just write it down. 
  When a player mentions the Duke of Sorrows being the demon he bargained 
  with, note it. That little fact is the seed for a whole world. 
   
  Help the players understand the moves: You are likely the one most 
  familiar with the game, while the players may just be getting their first taste, 
  so it’s up to you to help them if they need it. The fact is, they likely won’t 
  need it much. All they have to do is describe what their character does; the 
  rules take care of the rest. 
   
  The one place they may need some help is remembering the triggers for the 
  moves. Keep an ear out for actions that trigger moves, like attacking in 
  melee or consulting their knowledge. After a few moves the players will 
  likely remember them on their own. 
   
  Give each character a chance to shine: As a fan of the heroes (remember 
  your agenda?) you want to see them do what they do best. Give them a 
  chance at this, not by tailoring every room to their skills, but by portraying a 
  fantastic world (agenda again) where there are many solutions to every 
  challenge. Give the Bard someone to talk to, and give the Thief chances to 
  be sneaky 
   
  Introduce NPCs: NPCs bring the world to life. If every monster does 
  nothing more than attack and every blacksmith sets out their wares for 
  simple payment the world is dead. Instead give your characters, especially 
  those that the players show an interest in, life (principles, remember?) 
  Introduce NPCs but don’t protect them. The recently deceased Lord of 
  Goblins is just as useful for future adventures as the one who’s still alive. 
   
   
   
   
   
   
   
   
   
   
   
  Sooner or later blades are drawn and blood is shed. When this happens the 
  players are likely to start hacking and slashing, volleying, and defending. 
  Think about more than just the exchange of damage. Monsters might be 
  trying to capture the characters or protect something from them. Understand 
  what the fight is about, what each side wants and how that might affect the 
  tide of battle. 
   
  No self-respecting monster just stands still for their beating. Combat is a 
  dynamic thing with creatures moving in and out of range, taking cover, and 
  retreating. Sometimes the battlefield itself shifts. Have your monsters take 
  action that the players will react to. Make sure you’re making use of moves 
  beyond deal damage, even in a fight. This includes monster moves too, so 
  when your goblin orkaster is summoning something beyond it’s control, you 
  can make the move “pour forth magical chaos”. 
   
  Make sure everyone has a chance to act, and that you know where each 
  player is during the chaos of combat. If you would find it helpful, sketch a 
  map of a complex battle location so that everyone knows just what’s 
  happening and can describe their actions appropriately. 
   
  If you’re stumped as to what happens next, look to your principles and do 
  what seems like would most be most obvious to you. Paradoxically, that 
  obvious thing may, to everyone else, seem original and brilliant. 
   
   
   
  If you have enjoyed this quick-start pack, please consider purchasing the full 
  game of Dungeon World, by Sage LaTorra and Adam Koebel, available at 
  your friendly local game store or online at drivethrurpg.com. 
  Playing the Game 
  Remember that Dungeon World is all about the fiction, not 
  numbers. Don't go out of your way to trigger moves, whether 
  you're a player or the GM. Taking a quick glance around a 
  room isn't Discerning Realities, and asking someone nicely 
  for a favor without any leverage is not Parley. If a player 
  move doesn't trigger, and everyone is looking to you to see 
  what happens next, it's time to make a GM move. 
  
   
   
  Your agenda describes the things you aim to do at all times while GMing a 
  game of Dungeon World: 
   
  Portray a fantastic world: Dungeon World is all about guts, guile, and 
  bravery against darkness and doom. It’s about characters who have decided 
  to take up a life of adventure in the hopes of some glorious reward. It’s your 
  job to participate in that by showing the players a world in which their 
  characters can find that adventure. Without the player characters the world 
  would fall into chaos or destruction—it might still even with them. It’s up to 
  you to portray the fantastic elements of that world. Show the players the 
  wonders of the world they’re in and encourage them to react to it. 
   
  Fill the characters’ lives with adventure: This means working with the 
  players to create a world that’s engaging and dynamic. Adventurers are 
  always caught up in some kind of world-threatening danger—encourage that 
  kind of action in the game. 
   
  Adventures should never presume player actions. A good adventure portrays 
  a setting in motion—someplace significant with creatures big and small 
  pursuing their own goals. As the players come into conflict with that setting 
  and its denizens, action is inevitable. It’s your job to honestly portray the 
  repercussions of that action. 
   
  Play to find out what happens: You’re sharing in the fun of finding out 
  how the characters react to and change the world you’re portraying. You’re 
  all participants in a great adventure that’s unfolding. Don’t plan too hard—
  the rules of the game will fight you. 
   
  Everything you say and do at the table exists to accomplish these three goals 
  and no others. Things that aren’t on this list aren’t your goals. You’re not 
  trying to beat the players, test their ability to solve complex traps, or kill 
  their characters (though monsters might be). You’re not here to give them a 
  chance to explore your finely crafted setting and you’re most certainly not 
  here to tell everyone a planned-out story. 
   
   
   
   
  Your principles are your guides. Often, when it’s time to make a move, 
  you’ll already have an idea of what makes sense. Consider it in light of your 
  principles and go with it, if it fits. 
   
  Address the characters, not the players: This means that you don’t say: 
  “Tony, is Dunwick doing something about that wight?” Instead, you say: 
  “Dunwick, what are you doing about the wight?” Speaking this way keeps 
  the game focused on the fiction and not on the table. 
   
  It’s important to the flow of the game, too. If you talk to the players you may 
  leave out details that are important to what moves the characters make. Since 
  moves are always based on the actions of the characters, you need to think 
  about what’s happening in terms of those characters—not the players 
  portraying them. 
   
  Ask questions and use the answers: Part of playing to find out what 
  happens is explicitly not knowing everything, and being curious. If you don’t 
  know something, or you don’t have an idea, ask the players and use what 
  they say. 
   
  Think about time when asking questions: ask about what came before, what 
  is true now and what might happen in the future. Ask the Cleric about the 
  gods, ask the Wizard about magic, then switch it up—maybe the Thief has 
  some ideas about the gods, too? 
   
  Be a fan of the characters: Think of the players’ characters as protagonists 
  in a story you might see on TV. Cheer for their victories and lament their 
  defeats. You’re not here to push them in any particular direction, merely to 
  participate in the fiction that features them and their actions. 
   
   
   
   
  Begin and end with the fiction: Everything you and the players do in 
  Dungeon World comes from, and leads to, fictional events. When a player 
  makes a move, they describe their character taking action. Then you apply 
  the rules and get a fictional effect. When you make a move it always comes 
  from the fiction. 
   
  Draw maps, leave blanks: Dungeon World exists mostly in the 
  imaginations of the people playing it; maps help everyone stay on the same 
  page. You won’t always be drawing them yourself, but any time there’s a 
  new location described, make sure it gets added to a map. 
   
  When you draw a map, don’t try to make it complete. Leave room for the 
  unknown. As you play you’ll get more ideas and the players will give you 
  inspiration to work with. Let the maps expand and change. 
   
  Embrace the fantastic: Magic, strange vistas, gods, demons, and 
  abominations—the world is full of mystery and magic. Embrace that in your 
  prep and in play. Think about “the fantastic” on various scales. Think about 
  floating cities or islands crafted from the corpse of a god. Think about 
  village wise-men and their spirit familiars, or the statue that the local bandits 
  touch to give them luck. The characters are interesting people, empowered 
  by their gods, their skill at arms, or by mystical training. The world should 
  be just as engaging. 
   
  Give every monster life: Monsters are fantastic creatures with their own 
  motivations, whether simple or complex. Give each monster details that 
  bring it to life: smells, sights, sounds—enough to make it real. But don’t cry 
  when it gets beat up or overthrown, that’s what the players’ characters are 
  supposed to do! 
   
  Make a move that follows: When you make a move, what you’re actually 
  doing is taking an element of the fiction and bringing it to bear against the 
  characters. Your moves should always follow from the fiction. They help 
  you focus on one aspect of the current situation and do something interesting 
  with it. When it’s your turn to say something, ask yourself: “What’s going 
  on? What move makes sense here?” Then describe what happens in the 
  fiction as an event. 
   
  Name every person: Anyone and everyone that the players speak with has a 
  name. They probably have a personality and goals or opinions too, but you 
  can figure that out as you go. Start with a name. The rest can flow from there. 
   
  Never speak the name of your move: There is no quicker way to ruin the 
  consistency of Dungeon World than to tell the players what move you’re 
  making. Your moves are prompts for you, not things you say directly. 
   
  You never show the players that you’re picking a move from a list. You 
  know the reason the slavers dragged Omar away was because you made the 
  “put someone in a spot” move, but you show it to the players as a 
  straightforward outcome of their actions, since it is. 
   
  Think dangerous: Everything in the world is a target. You’re thinking like 
  an evil overlord: no single life is worth anything and there is nothing 
  sacrosanct. Everything can be put in danger, everything can be destroyed. 
  Nothing you create is ever protected. Whenever your eye falls on something 
  you’ve created, think how it can be put in danger, fall apart or crumble. The 
  world changes. Without the characters’ intervention, it changes for the worse. 
   
  Think offscreen too: Just because you’re a fan of the characters doesn’t 
  mean everything happens right in front of them. Sometimes your best move 
  is in the next room, or another part of the dungeon, or even back in town. 
  Make your move elsewhere and show its effects when they come into the 
  spotlight. 
   
   
   
   
   
   
   
   
   
   
  Principles 
  Agenda 
  There are no combat turns, rounds, initiative or order. You don’t 
  “go into combat”. The GM sets up a situation, the players 
  respond, moves are triggered and resolved as necessary. Think 
  of it like a movie battle scene, switching between characters as 
  needed. Any player can jump in (or be asked what they do) at 
  any time, as long as it makes sense in the fiction. 
  
   
   
  You make a move when: 
  • 
  Everyone looks to you to find out what happens. 
  • 
  The players give you a golden opportunity. 
  • 
  They roll a 6 or less (a miss). 
   
  Each move is something that occurs in the fiction of the game—they aren’t 
  code words or special terms. “Use up their resources” literally means to 
  expend the resources of the characters, for example. 
   
  Never speak the name of your move (that’s one of your principles). Make it 
  a real thing that happens to them: “As you dodge the hulking ogre’s club, 
  you slip and land hard. Your sword goes sliding away into the darkness. You 
  think you saw where it went but the ogre is lumbering your way. What do 
  you do?” 
   
  No matter what move you make, always follow up with “What do you do?” 
  Your moves are a way of fulfilling your agenda—part of which is to fill the 
  characters’ lives with adventure. When a spell goes wild or the floor drops 
  out from under them adventurers react or suffer the consequences of inaction. 
   
  When making a move, keep your principles in mind. In particular, never 
  speak the name of your move and address the characters, not the players. 
  Your moves are not mechanical actions happening around the table. They are 
  concrete events happening to the characters in the fictional world you are 
  describing. What you say is what happens. You never need to touch the dice.  
   
  Note that “deal damage” is a move, but other moves may include damage as 
  well. When an ogre flings you against a wall you take damage as surely as if 
  he had smashed you with his fists. 
   
  Generally when the players are just looking at you to find out what happens 
  next, you make a soft move; one without immediate, irrevocable 
  consequences. That usually means it’s something not all that bad, like 
  revealing that there’s more treasure if they can just find a way past the golem 
  (offer an opportunity with cost). It can also mean that it’s something bad, but 
  they have time to avoid it, like having the goblin archers loose their arrows 
  (show signs of an approaching threat) with a chance for them to dodge out of 
  danger. Soft moves are often the result of a 7-9 roll.  
   
  Hard moves, on the other hand, have immediate consequences. Dealing 
  damage is almost always a hard move, since it means a loss of HP that won’t 
  be recovered without some action from the players. A soft move ignored 
  becomes a golden opportunity for a hard move. If the players do nothing 
  about the hail of arrows flying towards them it’s a golden opportunity to use 
  the deal damage move. When you have a chance to make a hard move you 
  can opt for a soft one instead if it better fits the situation. Sometimes things 
  just work out for the best. 
   
  Remember, Dungeon World is a conversation, and your moves are designed 
  to keep the conversation going. “Nothing happens” is not an appropriate 
  response to a 6- roll.  
   
  To choose a move, start by looking at the obvious consequences of the action 
  that triggered it. If you already have an idea, think on it for a second to make 
  sure it fits your agenda and principles and then do it. Let your moves 
  snowball. Build on the success or failure of the characters’ moves and on 
  your own previous moves. If your first instinct is that this won’t hurt them 
  now, but it’ll come back to bite them later, great! That’s part of your 
  principles (think offscreen too). Make a note of it and reveal it later, when 
  the time is right. 
   
  Deal damage: When you deal damage, choose one source of damage that’s 
  fictionally threatening a character and apply it. In combat with a lizard man? 
  It stabs you. Triggered a trap? Rocks fall on you. Consult the source of the 
  danger to find out how much damage 
   
  Most damage is based on a die roll. When a player takes damage, tell them 
  what to roll. You never need to touch the dice. If the player is too cowardly 
  to find out their own fate, they can ask another player to roll for them.  
   
  Give an opportunity that fits a class’ abilities: The thief disables traps, 
  sneaks, and picks locks. The cleric deals with the divine and the dead. Every 
  class has things that they shine at—present an opportunity that plays to what 
  one class shines at. 
   
  It doesn’t have to be a class that’s in play right now though. Sometimes a 
  locked door stands between you and treasure and there’s no thief in sight. 
  This is an invitation for invention, bargaining, and creativity. If all you’ve 
  got is a bloody axe, doesn’t every problem look like a skull?  
   
  Offer an opportunity, with or without cost: Show them something they 
  want: riches, power, glory. If you want, you can associate some cost with it 
  too, of course. 
   
  Remember to lead with the fiction. You don’t say, “This area isn’t dangerous 
  so you can make camp here, if you’re willing to take the time.” You make it 
  a solid, fictional thing and say, “Helferth’s blessings still hang around the 
  shattered altar. It’s a nice safe spot, but the chanting from the ritual chamber 
  is getting louder. What do you do?” 
   
  Reveal an unwelcome truth: An unwelcome truth is a fact the players wish 
  wasn’t true: that the room’s been trapped, maybe, or that the helpful goblin 
  is actually a spy. Reveal to the players just how much trouble they’re in. 
   
  Separate them: There are few things worse than being in the middle of a 
  raging battle with blood-thirsty owlbears on all sides—one of those things is 
  being in the middle of that battle with no one at your back. 
   
  Separating the characters can mean anything from being pushed apart in the 
  heat of battle to being teleported to the far end of the dungeon. Whatever 
  way it occurs, it’s bound to cause problems. 
   
  Put someone in a spot: A spot is someplace where a character needs to 
  make tough choices. Put them, or something they care about, in the path of 
  destruction. The harder the choice, the tougher the spot. 
   
  Show a downside to their class, race, or equipment: Just as every class 
  shines, they all have their weaknesses, too. Do orcs have a special thirst for 
  elven blood? Is the cleric’s magic disturbing dangerous forces? The torch 
  that lights the way also draws attention from eyes in the dark. 
   
  Show signs of an approaching threat: This is one of your most versatile 
  moves. “Threat” means anything bad that’s on the way. With this move, you 
  just show them that something’s going to happen unless they do something 
  about it. 
   
  Tell them the requirements or consequences and ask: This move is 
  particularly good when they want something that’s not covered by a move, 
  or when they’ve made a move and missed. They can do it, sure, but they’ll 
  have to pay the price. Or, they can do it, but there will be consequences. 
  Maybe they can swim through the shark-infested moat before being 
  devoured, but they’ll need a distraction. Of course, this is made clear to the 
  characters, not just the players: the sharks are in a starved frenzy, for 
  example. 
   
  Turn their move back on them: Think about the benefits a move might 
  grant a character and turn them around in a negative way. Alternately, grant 
  the same advantage to someone who has it out for the characters. If Ivy has 
  learned of Duke Horst’s men approaching from the east, maybe a scout has 
  spotted her, too. 
   
  Use a monster, danger, or location move: Every monster in an adventure 
  has moves associated with it, as do many locations. A monster or location 
  move is just a description of what that location or monster does, maybe “hurl 
  someone away” or “bridge the planes.” If a player move (like hack and 
  slash) says that a monster gets to make an attack, make an aggressive move 
  with that monster. 
   
  Use up their resources: Surviving in a dungeon—or anywhere dangerous—
  often comes down to supplies. With this move, something happens to use up 
  some resource: weapons, armor, healing, spells, time, whatever. You don’t 
  always have to use it up permanently. A sword might just be flung to the 
  other side of the room, not shattered. 
  Moves 
  
   
    
  16 
  o Historian 
  +2 CHA, +1 WIS, starts with bandages (3 uses) 
  You’re the town’s unofficial record-keeper and storyteller. 
  Poring over the village’s histories and lore has taught you much, 
  though your knowledge tends to be folk wisdom rather than 
  academic. What field of knowledge does the village specialize 
  in? 
  You’re very well-studied. Choose a second area of expertise for 
  Bardic Lore. 
  o Wandering Minstrel 
  +2 CHA, +1 CON, starts with adventuring gear (5 uses) 
  You roam the land in search of stories of heroism to share, and 
  earn your keep telling your stories and singing your songs in 
  taverns and inns. Perhaps you’ll find some new stories here. 
  What are your favorite stores to tell for an audience? 
  Your arcane art is strong. When you use Arcane Art, choose two 
  effects instead of one. 
  o Swashbuckler 
  +2 CHA, +1 DEX, starts with leather armor (1 armor) 
  You’re a dashing rogue, adept at both swordplay and magic. 
  With a quick smile and an even quicker blade, you’re the finest 
  swordsman in the land! You’ve had plenty of adventures, but 
  something—or someone—keeps you coming back here. What is 
  it? 
  You begin with a duelist’s rapier instead of a short sword. When 
  you Hack and Slash with a duelist’s rapier, you roll with 
  +DEX instead of +STR, and you also take +1 armor forward. 
   
   
   
   
   
   
  You begin with: 
  Dungeon rations (5 uses) 
  A unique or magical musical instrument, describe it! 
  A short sword 
  Leather armor (1 armor) 
  Arcane Art 
  You know the secrets of infusing music with magical power. When you weave a 
  performance into a basic spell, choose an ally and an effect: 
  • 
  They are healed of 1d8 damage 
  • 
  They take +1d4 forward to damage 
  • 
  Their mind is shaken clear of one enchantment 
  • 
  The next time someone successfully assists the target with aid, they get +2 
  instead of +1 
  Then roll+CHA. *On a 10+, the ally gets the selected effect. *On a 7-9, your spell still 
  works, but you draw unwanted attention or your magic reverberates to other targets 
  affecting them as well, GM’s choice. 
   
  Bardic Lore 
  Your studies have made you an expert on a subject. Choose an area of expertise: 
  o 
  Spells and Magicks 
  o 
  The Dead and Undead 
  o 
  Grand Histories of the Known World 
  o 
  A Bestiary of Creatures Unusual 
  When you first encounter an important creature, location, or item (your call) covered 
  by your Bardic Lore, you can ask the GM any one question about it; the GM will answer 
  truthfully. The GM may then ask you what tale, song, or legend you heard that 
  information in. 
   
  Charming and Open 
  When you speak frankly with someone, you can ask their player a question from the list 
  below. They must answer it truthfully, then they may ask you a question from the list 
  (which you must answer truthfully). 
  • 
  Whom do you serve? 
  • 
  What do you wish I would do? 
  • 
  How can I get you to _________? 
  • 
  What are you really feeling right now? 
  • 
  What do you most desire? 
   
   
   
  Who have you adventured with before? ____________________ 
   
  Who have you heard stories of before meeting them in person? ____________________ 
   
  Who has trusted you with a secret? ____________________ 
   
  Whose adventures are you writing a ballad or story about? ____________________ 
   
  Who doesn’t trust you, and with good reason? ____________________ 
   
  Who is most often the butt of your jokes? ____________________ 
   
   
   
   
  Start here: Choose a name, looks, and background for your character.  
  Mark the extra gear and bonuses to your stats that your background gives you. 
  Add +1 to one stat of your choice, and -1 to another stat of your choice.  
  Any stats that did not receive a modifier start at +0.  
  Write the names of your fellow adventurers in your bonds. 
   
  Knowing Eyes, Fiery Eyes, or Joyous Eyes 
  Fancy Hair, Wild Hair, or Stylish Cap 
  Finery, Traveling Clothes, or Poor Clothes 
  Fit Body, Well-fed Body, or Thin Body 
  THE BARD 
  Background 
  Gear 
  Bonds 
  o
  The Planar Spheres 
  o
  Legends of Heroes Past 
  o
  Gods and their Servants 
   
  
   
    
  Hack and 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, 
  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 make the shot, placing you in danger of the 
  GM’s choice 
  • 
  You have to take what you can get: -1d6 damage (minimum 1) 
  • 
  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 do; 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. So 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 1 damage to the attacker  
   
  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. 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? 
   
  Aid or Interfere 
  When you help or hinder someone you have a bond with, roll+Bonds with 
  them. *On a 10+ they take +1 or -2, your choice. *On a 7-9 you also expose 
  yourself to danger, retribution, or cost. 
   
  Parley 
  When you have leverage on an NPC 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. 
   
  Dungeon World is a game of adventure fantasy. You'll play an adventurer in 
  a dangerous world. Maybe you fight for glory, or for profit, or for good or 
  evil, or out of loyalty to your friends. You'll decide that here at the table, and 
  the adventure will emerge around your decisions. Your characters already 
  have some history one another, so we can get right into the action. This 
  shared history is represented in the Bonds on your sheet. The gamemaster 
  (GM) will ask you questions about where your character is from, what the 
  world is like, and what they are doing. Your answers will shape the world 
  and your adventure. We play to find out what happens. 
   
  Playing Dungeon World means having a conversation; somebody says 
  something, then you reply, maybe someone else chimes in. Players take turns 
  in the natural flow of the conversation, which always has some back-and-
  forth. The GM says something, the players respond. The players ask 
  questions or make statements, the GM tells them what happens next. The 
  conversation works best when we all listen, ask questions, and build on each 
  other’s contributions. 
   
  Sometimes, the GM may tell you that your actions have triggered a move, 
  such as Defy Danger. To make a move, roll two six-sided dice and add the 
  indicated ability from your sheet.  
  • 
  If the total is 10 or higher, you’ve achieved a strong hit; you’ve 
  succeeded at your task.  
  • 
  If the total is between 7 and 9, it’s a weak hit; a success that comes 
  at some cost. Perhaps there’s a downside to your action, or you 
  don’t get everything you wanted. 
  • 
  If the total is 6 or less, it’s a miss; your attempt has gone poorly, 
  and the GM can now make their move against you. 
   
  Some moves may say “take +1 forward.” That means to take +1 to your next 
  move roll (not damage). The bonus can be greater than +1, or even a penalty, 
  like -1. The bonus may also apply to a specific condition, such as taking +1 
  the next time you use your armor, or +1d4 the next time you deal damage. 
  Some moves may give you “hold.” Hold is currency that allows you to make 
  some choices later on by spending the hold as the move describes. Hold is 
  always used on only the move that generated it. 
   
  Your Hit Points (HP) determines how much stamina you have, and much 
  punishment you can take before you fall. When you take damage, subtract it 
  from your HP. If you have armor, reduce the damage taken by your armor 
  value. When your HP reaches zero, you are out of action and maybe dead. 
   
  If you have adventuring gear, you may mark off a use to find some mundane 
  but useful item, such as chalk, rope, a torch, or something similar. 
   
  If you have bandages, when you have a few minutes to bandage someone 
  else’s wounds, heal them of 4 damage and mark off a use. 
   
  As the Bard, you’re the most charming member of the team. You may be 
  called upon to do the public speaking or negotiation. You also have a wealth 
  of knowledge that can give your team useful clues about the dangers they 
  face, and you know a few magical songs to support them in battle. Be sure to 
  read the Aid Another and Parley moves on this sheet.  
   
  Our story will begin in or near your hometown. You may not necessarily hail 
  from this village, but you should have something that connects you to it. You 
  and your fellow players will build the town and the surrounding areas 
  together as part of the game. The GM will ask you questions about your 
  backstory, such as defining people, places, or events. Your answers will 
  become lore.  
   
  Some questions which you should consider for building your world: 
  • 
  How are outsiders accepted here, and where might they come 
  from? 
  • 
  What is the nearest settlement to the village? How are they 
  different, and what is the relationship with them like? 
  • 
  Where is the farthest you’ve been from here, and what keeps you 
  coming back here? 
  • 
  What recent event has shaken the status quo? 
  How to Play 
  Basic Moves 
  
   
    
  16 
  o The Dawning Lord 
  +2 WIS, +1 STR, starts with adventuring gear (5 uses) 
  You follow the god of the sun, who represents righteous order 
  and civilization. You petition your god by proving yourself in 
  combat. Why has your deity or order sent you here? 
  The light of the Dawning Lord strikes down the undead. When 
  you Turn Undead, on a hit you also deal your damage to one 
  undead creature you can see. 
  o The Earth Mother 
  +2 WIS, +1 CHA, starts with poultices and herbs (2 uses) 
  You follow the goddess of the earth and healing. You petition 
  your goddess by offerings of nature’s bounty. What do you 
  usually offer? What do you offer on special occasions? 
  The Earth Mother helps you to heal those in need. When you 
  heal someone, either by magic or administering a healing 
  item (like poultices and herbs), you heal an extra 1d4 HP. 
  o The Moon Goddess 
  +2 WIS, +1 INT, starts with a bag of books (5 uses) 
  You follow the goddess of night and mystery. You petition your 
  goddess by acquiring secret knowledge and whispering them to 
  her. What types of secrets does your goddess prefer to deal in? 
  Your goddess has imparted to you secret magical knowledge. 
  Choose an effect from the Wizard’s list of effects under Cast a 
  Spell, and add it to your list for Cast a Spell. 
   
   
   
   
   
   
   
   
   
   
   
  You begin with: 
  Dungeon rations (5 uses) 
  Your holy symbol, describe it! 
  A mace 
  Blessed vestments (1 armor)
  Cast a Spell 
  Your faith and your deity have granted you miraculous powers that most people call 
  magic. When you cast a holy spell, choose one of the following effects: 
  • 
  You conjure a sacred light that will follow you around, as long as you wish. 
  • 
  You heal an ally you touch of 1d8 HP. 
  • 
  A corpse you touch answers any three questions you ask it, to the best of the 
  knowledge it had in life and the knowledge it gained in death. 
  • 
  The weapon you hold while casting this spell does +1d4 damage until the next 
  time you cast a spell. 
  • 
  A target you can see is filled with supernatural fear of you, and will react 
  accordingly, until the next time you cast a spell. 
  Then roll+WIS. *On a hit, the spell is cast successfully. *On a 7-9, choose one: 
  • 
  You draw unwelcome attention or put yourself in a spot. The GM will tell you 
  how. 
  • 
  The spell strains your devotion—take -1 to cast a spell until the next time you 
  pray. This penalty is cumulative each time you take it. 
  • 
  After it is cast, your deity revokes it. You cannot cast the spell again until the 
  next time you pray. 
   
  When you spend uninterrupted time (an hour or so) in quiet prayer to your deity, you 
  remove any of the above penalties and recover all of your lost spells. 
   
  Turn Undead 
  When you hold your holy symbol aloft and call on your deity for protection, 
  roll+WIS. *On a hit, so long as you continue to pray and brandish your holy symbol, no 
  undead may come within reach of you. *On a 10+, you also momentarily daze intelligent 
  undead and cause mindless undead to flee. Aggression breaks the effects and they are able 
  to act as normal. Intelligent undead may still and ways to harry you from afar. They’re 
  clever like that. 
   
  Divine Guidance 
  When you petition your deity according to the precept of your religion, you are 
  granted some useful knowledge or boon related to your deity’s domain. The GM will tell 
  you what. 
   
   
   
  Who has your deity ordered you to convert to your faith? ____________________ 
   
  Who needs your protection to keep them safe? ____________________ 
   
  Who has proven themselves to you with their goodness? ____________________ 
   
  Who doesn’t respect your deity or your faith? ____________________ 
   
  Start here: Choose a name, looks, and background for your character.  
  Mark the extra gear and bonuses to your stats that your background gives you. 
  Add +1 to one stat of your choice, and -1 to another stat of your choice.  
  Any stats that did not receive a modifier start at +0.  
  Write the names of your fellow adventurers in your bonds. 
   
  Kind Eyes, Sharp Eyes, or Sad Eyes  
  Tonsure, Strange Hair, or Bald 
  Flowing Robes, Habit, or Common Garb   
  Thin Body, Knobby Body, or Flabby Body 
  THE CLERIC 
  Background 
  Gear 
  Bonds 
  
   
    
  Hack and 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, 
  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 make the shot, placing you in danger of the 
  GM’s choice 
  • 
  You have to take what you can get: -1d6 damage (minimum 1) 
  • 
  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 do; 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. So 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 1 damage to the attacker  
   
  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. 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? 
   
  Aid or Interfere 
  When you help or hinder someone you have a bond with, roll+Bonds with 
  them. *On a 10+ they take +1 or -2, your choice. *On a 7-9 you also expose 
  yourself to danger, retribution, or cost. 
   
  Parley 
  When you have leverage on an NPC 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. 
   
  Dungeon World is a game of adventure fantasy. You'll play an adventurer in 
  a dangerous world. Maybe you fight for glory, or for profit, or for good or 
  evil, or out of loyalty to your friends. You'll decide that here at the table, and 
  the adventure will emerge around your decisions. Your characters already 
  have some history one another, so we can get right into the action. This 
  shared history is represented in the Bonds on your sheet. The gamemaster 
  (GM) will ask you questions about where your character is from, what the 
  world is like, and what they are doing. Your answers will shape the world 
  and your adventure. We play to find out what happens. 
   
  Playing Dungeon World means having a conversation; somebody says 
  something, then you reply, maybe someone else chimes in. Players take turns 
  in the natural flow of the conversation, which always has some back-and-
  forth. The GM says something, the players respond. The players ask 
  questions or make statements, the GM tells them what happens next. The 
  conversation works best when we all listen, ask questions, and build on each 
  other’s contributions. 
   
  Sometimes, the GM may tell you that your actions have triggered a move, 
  such as Defy Danger. To make a move, roll two six-sided dice and add the 
  indicated ability from your sheet.  
  • 
  If the total is 10 or higher, you’ve achieved a strong hit; you’ve 
  succeeded at your task.  
  • 
  If the total is between 7 and 9, it’s a weak hit; a success that comes 
  at some cost. Perhaps there’s a downside to your action, or you 
  don’t get everything you wanted. 
  • 
  If the total is 6 or less, it’s a miss; your attempt has gone poorly, 
  and the GM can now make their move against you. 
   
  Some moves may say “take +1 forward.” That means to take +1 to your next 
  move roll (not damage). The bonus can be greater than +1, or even a penalty, 
  like -1. The bonus may also apply to a specific condition, such as taking +1 
  the next time you use your armor, or +1d4 the next time you deal damage. 
  Some moves may give you “hold.” Hold is currency that allows you to make 
  some choices later on by spending the hold as the move describes. Hold is 
  always used on only the move that generated it. 
   
  Your Hit Points (HP) determines how much stamina you have, and much 
  punishment you can take before you fall. When you take damage, subtract it 
  from your HP. If you have armor, reduce the damage taken by your armor 
  value. When your HP reaches zero, you are out of action and maybe dead. 
   
  If you have poultices and herbs, when you carefully treat someone’s wounds 
  with poultices and herbs, heal them of 7 damage and mark off a use. 
   
  If you have a bag of books, when you are Spouting Lore you may mark off a 
  use to find a useful book and take +1 to the roll. 
   
   
  As the Cleric, you bring holy power to the team. Your spells bolster and heal 
  your allies in combat, or they may be used to hold your foes at bay. Your 
  connection with your deity may also offer you insights into the dangers you 
  may face, or the divine favor you need.  
   
  Our story will begin in or near your hometown. You may not necessarily hail 
  from this village, but you should have something that connects you to it. You 
  and your fellow players will build the town and the surrounding areas 
  together as part of the game. The GM will ask you questions about your 
  backstory, such as defining people, places, or events. Your answers will 
  become lore.  
   
  Some questions which you should consider for building your world: 
  • 
  What god or gods are worshipped here, yours or others, and how? 
  • 
  What legends of the gods or divine forces linger around here? 
  • 
  What do the people avoid or simply not do because they are scared 
  of evil? 
  • 
  What is there a dire need for in the village, right now? 
  How to Play 
  Basic Moves 
  
   
    
  16 
  o Green Faith 
  +2 WIS, +1 CHA, starts with poultices and herbs (2 uses) 
  Your family keeps the old ways of the ancestors, and have raised 
  you in this faith of spirits and nature. Why do they hold onto 
  these old beliefs? Do they need to keep this a secret? 
  Your are initiated into the mysteries by your faith. When you 
  spend time in a place, making note of its resident spirits and 
  calling on the spirits of the land, roll+WIS. You will be 
  granted a vision of significance to you, your allies, and the spirits 
  around you. *On a 10+ the vision will be clear and helpful to 
  you. *On a 7-9 the vision is unclear, its meaning murky. *On a 
  miss, the vision is upsetting, frightening, or traumatizing; the 
  GM will describe it and you take -1 forward. 
  o Spirit’s Call 
  +2 WIS, +1 DEX, starts with adventuring gear (5 uses) 
  The spirits of the wild have deliberately sought you out to mark 
  you as theirs, and you have felt them calling to you in your 
  dreams. What was their initiation like? What does they know 
  about you that you don't? 
  Changing your shape comes naturally to you. When you change 
  your shape, you get +1 hold, even on a miss. 
  o Marked 
  +2 WIS, +1 CON, starts with hide armor (1 armor) 
  You were born with your Tell showing plainly for all to see. For 
  this, you were left upon the ancient altar in the wilderness. An 
  elder druid took you in and taut you their craft. Despite being 
  outcast, your mentor has asked you for forgive the villagers and 
  use your gift to help them. How do you accomplish this? 
  You understand the connectedness between men and beasts. 
  When you mark an animal (with mud, dirt, or blood), you can 
  see through that animal’s eyes as if they were your own, no 
  matter what distance separates you. Only one animal at a time 
  may be marked in this way. 
   
   
   
  You begin with: 
  A token of the land, symbolizing your connection with Nature, 
  describe it!  
  A spear
  Shapeshifter 
  You learned your magic in a place whose spirits are strong and ancient, and they’ve 
  marked you as one of their own. No matter where you go, they live within you and allow 
  you to take their shape. Choose three of the following animal forms you may shapeshift 
  into, and choose a Tell—a physical attribute that marks you as a Druid. It may be an 
  animal feature like antlers or leopard’s spots or something more general: hair like leaves 
  or eyes of glittering crystal. Your Tell remains no matter what shape you take. 
  o 
  Wolf (Track by scent, Hamstring the weak, Call the pack) 
  o 
  Owl (Spot something far away, Strike from above, Fly away silently) 
  o 
  Squirrel (Climb to safety, Hide something for later, Snatch something shiny) 
  o 
  Bear (Maul them, Lumber through a hazard, Shrug off small nuisances) 
  o 
  Stag (Run tirelessly, Move gracefully through danger, Listen to the Wild) 
  o 
  Serpent (Venomous bite, Sneak through silently, Lie in wait) 
  o 
  Cat (Pad silently, Leap and balance with great agility, Miraculously survive) 
   
  When you call upon the spirits to change your shape, roll+WIS. *On a 10+, hold 3. 
  *On a 7-9, hold 2. *On a miss, hold 1 in addition to whatever the GM says; Nature 
  demands a heavy price for her favors. You and your possessions meld into a perfect copy 
  of that animal’s form. You have any innate abilities and weaknesses of the form, like 
  claws, wings, or venomous fangs. You still use your normal stats but some moves may be 
  harder to trigger—a squirrel will find it difficult to Hack and Slash an ogre. 
   
  Each form has three moves associated with it. Spend a hold to make one of your form’s 
  moves; no roll is necessary, you just make that move. If a move would deal damage, use 
  your own damage die. When you’re out of hold, you return to your natural form. At any 
  time, you may spend all your hold and revert to your natural form. 
   
  By Nature Sustained 
  The powerful energies of life flowing through you sustain your body. You do not need to 
  eat or drink, though you can if you want. You don’t need to carry any dungeon rations. 
   
  Spirit Tongue 
  The grunts, barks, chirps, and calls of the creatures of the wild are as language to you. 
  You can speak with and understand animals, as well as closely study them and Parley with 
  them as if they were people. 
   
   
   
  Who smells more like prey than a hunter to you? ____________________ 
   
  Who have the spirits warned you is in danger? ____________________ 
   
  Who have you shared secret rites of the Land with? ____________________ 
   
  Who have you formed a blood-bond with? ____________________ 
   
   
   
   
   
  Start here: Choose a name, looks, and background for your character.  
  Mark the extra gear and bonuses to your stats that your background gives you. 
  Add +1 to one stat of your choice, and -1 to another stat of your choice.  
  Any stats that did not receive a modifier start at +0.  
  Write the names of your fellow adventurers in your bonds. 
   
  Wise Eyes, Wild Eyes, or Haunting Eyes 
  Furry Hood, Messy Hair, or Braided Hair 
  Ceremonial Garb, Practical Leathers, or Weathered Hides 
  Tell:___________________________________________ 
  THE DRUID 
  Background 
  Gear 
  Bonds 
  
   
    
  Hack and 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, 
  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 make the shot, placing you in danger of the 
  GM’s choice 
  • 
  You have to take what you can get: -1d6 damage (minimum 1) 
  • 
  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 do; 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. So 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 1 damage to the attacker  
   
  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. 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? 
   
  Aid or Interfere 
  When you help or hinder someone you have a bond with, roll+Bonds with 
  them. *On a 10+ they take +1 or -2, your choice. *On a 7-9 you also expose 
  yourself to danger, retribution, or cost. 
   
  Parley 
  When you have leverage on an NPC 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. 
   
  Dungeon World is a game of adventure fantasy. You'll play an adventurer in 
  a dangerous world. Maybe you fight for glory, or for profit, or for good or 
  evil, or out of loyalty to your friends. You'll decide that here at the table, and 
  the adventure will emerge around your decisions. Your characters already 
  have some history one another, so we can get right into the action. This 
  shared history is represented in the Bonds on your sheet. The gamemaster 
  (GM) will ask you questions about where your character is from, what the 
  world is like, and what they are doing. Your answers will shape the world 
  and your adventure. We play to find out what happens. 
   
  Playing Dungeon World means having a conversation; somebody says 
  something, then you reply, maybe someone else chimes in. Players take turns 
  in the natural flow of the conversation, which always has some back-and-
  forth. The GM says something, the players respond. The players ask 
  questions or make statements, the GM tells them what happens next. The 
  conversation works best when we all listen, ask questions, and build on each 
  other’s contributions. 
   
  Sometimes, the GM may tell you that your actions have triggered a move, 
  such as Defy Danger. To make a move, roll two six-sided dice and add the 
  indicated ability from your sheet.  
  • 
  If the total is 10 or higher, you’ve achieved a strong hit; you’ve 
  succeeded at your task.  
  • 
  If the total is between 7 and 9, it’s a weak hit; a success that comes 
  at some cost. Perhaps there’s a downside to your action, or you 
  don’t get everything you wanted. 
  • 
  If the total is 6 or less, it’s a miss; your attempt has gone poorly, 
  and the GM can now make their move against you. 
   
  Some moves may say “take +1 forward.” That means to take +1 to your next 
  move roll (not damage). The bonus can be greater than +1, or even a penalty, 
  like -1. The bonus may also apply to a specific condition, such as taking +1 
  the next time you use your armor, or +1d4 the next time you deal damage. 
  Some moves may give you “hold.” Hold is currency that allows you to make 
  some choices later on by spending the hold as the move describes. Hold is 
  always used on only the move that generated it. 
   
  Your Hit Points (HP) determines how much stamina you have, and much 
  punishment you can take before you fall. When you take damage, subtract it 
  from your HP. If you have armor, reduce the damage taken by your armor 
  value. When your HP reaches zero, you are out of action and maybe dead. 
   
  If you have adventuring gear, you may mark off a use to find some mundane 
  but useful item, such as chalk, rope, a torch, or something similar. 
   
  If you have poultices and herbs, when you carefully treat someone’s wounds 
  with poultices and herbs, heal them of 7 damage and mark off a use. 
   
   
  As the Druid, you command the forces of nature. Your abilities to change 
  your form make you capable of filling many different roles within the team, 
  but you must use the powers responsibly, or Nature may exact a heavy price 
  from you. 
   
  Our story will begin in or near your hometown. You may not necessarily hail 
  from this village, but you should have something that connects you to it. You 
  and your fellow players will build the town and the surrounding areas 
  together as part of the game. The GM will ask you questions about your 
  backstory, such as defining people, places, or events. Your answers will 
  become lore.  
   
  Some questions which you should consider for building your world: 
  • 
  How do you help other people in the village, and how do they treat 
  you for it?  
  • 
  What significant or unusual natural features are nearby? 
  • 
  What important spirits linger near the village? 
  • 
  Why is there unrest in the spirit world right now? 
  How to Play 
  Basic Moves 
  
   
    
  20 
  o Bearer 
  +2 STR, +1 CHA, starts with healing potion 
  Sometimes you wield a weapon, sometimes it wields you. 
  Whether by destiny or the will of the gods, your signature 
  weapon has chosen you as its wielder. Together, you will do 
  great things, even if that means you’ll never lead a normal life. 
  What manner of spirits reside in your weapon? What do they 
  want? 
  When you consult the spirits that reside within your 
  signature weapon, they will give you an insight relating to the 
  current situation, and might ask you some questions in return, 
  roll+CHA. *On a 10+, the GM will give you good detail. *On a 
  7-9, the GM will give you an impression. 
  o Retired Adventurer 
  +2 STR, +1 WIS, starts with adventuring gear (5 uses) 
  You left behind a life of bloodshed and a name that mothers used 
  to scare their children. That was years ago. For whatever reason, 
  the people here took you (back?) in and treat you like one of 
  their own. And while you hoped to live in peace, it doesn’t 
  always work out that way. What was your last adventure? 
  You keep a cool head in combat. When you Discern Realities 
  while in battle, take +1. 
  o Scion 
  +2 STR, +1 CON, starts with bandages (3 uses) 
  Your signature weapon is an old family heirloom, wielded 
  famously by someone in your line, either recently or in ages past. 
  What do you know of the legend of your ancestor? Does your 
  name still carry that fame—or infamy?  
  Heroism is in your blood. When you Defend, you get +1 hold, 
  even on a miss. 
   
   
   
   
  You begin with: 
  Dungeon rations (5 uses) 
  Your signature weapon 
  Chainmail armor (2 armor) 
  A dagger
  Bend Bars, Lift Gates 
  When you use pure strength to destroy an inanimate obstacle, roll+STR. *On a 10+, 
  choose 3. *On a 7-9, choose 2. 
  • 
  It doesn’t take a very long time 
  • 
  Nothing of value is damaged 
  • 
  It doesn’t make an inordinate amount of noise 
  • 
  You can fix the thing again without a lot of effort 
   
  Signature Weapon 
  You own a unique weapon that has extraordinary abilities. Tell us how you came to own 
  your weapon! Choose your weapon, and add it to your list of gear: 
  o 
  Crom Faeyr, the ancient hammer of dwarven kings, and its companion shield. 
  When you strike an enemy with this weapon, it knocks them back with a clap 
  of thunder, and the shield grants you +1 armor while you are using it. 
  o 
  Meofainn, the terrible battle-axe bathed in the heart-blood of a dragon. The 
  damage this weapon inflicts is particularly destructive, ripping both people and 
  things apart with its cruel edge. When you deal damage with this weapon, roll 
  your damage die twice, and take the better result. 
  o 
  Ironfang, the ornate spear of the greatest chieftain the northern clans have ever 
  known. When you throw Ironfang in battle, you make the Volley move with 
  STR instead of DEX, and after you throw it, it returns to your hand by magic. 
  (You can’t select to reduce ammo when you Volley with a thrown weapon.) 
  o 
  Sindarin, the graceful elven blade that shines like the crescent moon. The 
  uncanny sharpness of this blade ignores the enemy’s armor, and it glows when 
  goblins and their kin are near. 
  o 
  Bielgrim, the greatsword of a legendary knight. This weapon can always sense 
  the taint of darkness or chaos, and reacts in its presence. When you strike a 
  creature of darkness or chaos with Bielgrim, it ignites with holy fire; you 
  either deal +1d4 damage or suppress one of its unnatural powers, your choice.  
   
  Armored 
  You’re used to wearing heavy armor, and it doesn’t slow you down or make you clumsy. 
  You can wear chainmail and heavier armor without penalty. 
   
   
   
  Who have you sworn to protect from harm, and why? ____________________ 
   
  Who owes you their life, and why? ____________________ 
   
  Who do you worry about surviving the coming danger? ____________________ 
   
  Who do you need to toughen up if they want to survive? ____________________ 
  Start here: Choose a name, looks, and background for your character.  
  Mark the extra gear and bonuses to your stats that your background gives you. 
  Add +1 to one stat of your choice, and -1 to another stat of your choice.  
  Any stats that did not receive a modifier start at +0.  
  Write the names of your fellow adventurers in your bonds. 
   
  Hard Eyes, Dead Eyes, or Eager Eyes 
  Wild Hair, Shorn Hair, or Battered Helm 
  Calloused Skin, Tanned Skin, or Scarred Skin 
  Built Body, Lithe Body, or Ravaged Body 
  THE FIGHTER 
  Background 
  Gear 
  Bonds 
  
   
    
  Hack and 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, 
  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 make the shot, placing you in danger of the 
  GM’s choice 
  • 
  You have to take what you can get: -1d6 damage (minimum 1) 
  • 
  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 do; 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. So 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 1 damage to the attacker  
   
  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. 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? 
   
  Aid or Interfere 
  When you help or hinder someone you have a bond with, roll+Bonds with 
  them. *On a 10+ they take +1 or -2, your choice. *On a 7-9 you also expose 
  yourself to danger, retribution, or cost. 
   
  Parley 
  When you have leverage on an NPC 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. 
  Dungeon World is a game of adventure fantasy. You'll play an adventurer in 
  a dangerous world. Maybe you fight for glory, or for profit, or for good or 
  evil, or out of loyalty to your friends. You'll decide that here at the table, and 
  the adventure will emerge around your decisions. Your characters already 
  have some history one another, so we can get right into the action. This 
  shared history is represented in the Bonds on your sheet. The gamemaster 
  (GM) will ask you questions about where your character is from, what the 
  world is like, and what they are doing. Your answers will shape the world 
  and your adventure. We play to find out what happens. 
   
  Playing Dungeon World means having a conversation; somebody says 
  something, then you reply, maybe someone else chimes in. Players take turns 
  in the natural flow of the conversation, which always has some back-and-
  forth. The GM says something, the players respond. The players ask 
  questions or make statements, the GM tells them what happens next. The 
  conversation works best when we all listen, ask questions, and build on each 
  other’s contributions. 
   
  Sometimes, the GM may tell you that your actions have triggered a move, 
  such as Defy Danger. To make a move, roll two six-sided dice and add the 
  indicated ability from your sheet.  
  • 
  If the total is 10 or higher, you’ve achieved a strong hit; you’ve 
  succeeded at your task.  
  • 
  If the total is between 7 and 9, it’s a weak hit; a success that comes 
  at some cost. Perhaps there’s a downside to your action, or you 
  don’t get everything you wanted. 
  • 
  If the total is 6 or less, it’s a miss; your attempt has gone poorly, 
  and the GM can now make their move against you. 
   
  Some moves may say “take +1 forward.” That means to take +1 to your next 
  move roll (not damage). The bonus can be greater than +1, or even a penalty, 
  like -1. The bonus may also apply to a specific condition, such as taking +1 
  the next time you use your armor, or +1d4 the next time you deal damage. 
  Some moves may give you “hold.” Hold is currency that allows you to make 
  some choices later on by spending the hold as the move describes. Hold is 
  always used on only the move that generated it. 
   
  Your Hit Points (HP) determines how much stamina you have, and much 
  punishment you can take before you fall. When you take damage, subtract it 
  from your HP. If you have armor, reduce the damage taken by your armor 
  value. When your HP reaches zero, you are out of action and maybe dead. 
   
  If you have adventuring gear, you may mark off a use to find some mundane 
  but useful item, such as chalk, rope, a torch, or something similar. 
   
  If you have bandages, when you have a few minutes to bandage someone 
  else’s wounds, heal them of 4 damage and mark off a use. 
   
  If you have a healing potion, when you drink it, heal yourself of 10 damage 
  or remove one debility, your choice. 
   
   
  As the Fighter, you’re the best at martial combat. Your signature weapon is 
  the strongest weapon around, and you wear the heaviest armor. Your job is 
  to be on the front lines of battle, facing danger head-on. Be sure to read the 
  Hack and Slash and Defend moves on this page. 
   
  Our story will begin in or near your hometown. You may not necessarily hail 
  from this village, but you should have something that connects you to it. You 
  and your fellow players will build the town and the surrounding areas 
  together as part of the game. The GM will ask you questions about your 
  backstory, such as defining people, places, or events. Your answers will 
  become lore.  
   
  Some questions which you should consider for building your world: 
  • 
  What was the most significant battle to happen near here long ago? 
  • 
  What fight made your reputation? 
  • 
  …But what aspects of it are people less keen to discuss? 
  • 
  Who do people look to for leadership in times of crisis? 
  How to Play 
  Basic Moves 
  
   
    
  20 
  o Faith Militant 
  +2 STR, +1 CHA, starts with healing potion 
  You are a member of the military arm of a religious 
  organization. The common people look to you as their shield 
  against the forces of evil. Why have you been sent here, and 
  what do you expect to find? 
  You have a keen sense for the taint of evil. When you pray for 
  guidance, even for a moment, and ask, “What here is evil?” 
  the GM will tell you, honestly. 
  o Anointed 
  +2 CHA, +1 STR, starts with bandages (3 uses) 
  Though you are a knight, you consider yourself a member of the 
  faith first and foremost. You prefer the small chapel in your 
  hometown to the great cathedrals of your order. What is it that 
  keeps you here? 
  Your faith is powerful. When you heal someone with Lay on 
  Hands, you heal an extra +1d4 damage, which is never 
  transferred to you. 
  o Sheriff 
  +2 STR, +1 CON, starts with adventuring gear (5 uses) 
  You keep order around here and protect the town from outside 
  threats. As the hand of a local lord or other authority figure, 
  everyone knows you’ve the might to back up your words. Who 
  do you serve? 
  You let your reputation do your talking for you. When dealing 
  with people who know you or your reputation, you roll for I 
  Am The Law with STR instead of CHA. 
   
   
  You also get this move, regardless of background: 
  Armored 
  You’re used to wearing heavy armor, and it doesn’t slow you 
  down or make you clumsy. You can wear chainmail and heavier 
  armor without penalty. 
   
   
  You begin with: 
  Dungeon rations (5 uses)  
  A long sword 
  Chainmail armor (2 armor) 
  A shield (+1 armor) 
  I Am The Law 
  When you give an NPC an order based on your divine authority, roll+CHA. *On a hit, 
  they choose one: 
  • 
  Do what you say 
  • 
  Back away cautiously, then flee 
  • 
  Attack you 
  *On a 10+, you also take +1 forward against them. *On a miss, they do as they please and 
  you take -1 forward against them. 
   
  Lay on Hands 
  When you touch someone else, skin-to-skin, and pray for their well-being, roll+CHA. 
  *On a 10+, you heal them of 1d8 damage, or remove a disease from them. *On a 7-9, they 
  are healed, but the damage or disease is transferred to you. 
   
  Quest 
  When you dedicate yourself to a mission through prayer and ritual cleansing, state 
  what you set out to do: 
  • 
  Slay _______, a great blight on the land 
  • 
  Defend _______ from the iniquities that beset them 
  • 
  Discover the truth of _______ 
  Then choose up to two boons: 
  • 
  An unwavering sense of direction to _______ 
  • 
  Invulnerability to _______ (e.g., edged weapons, fire, enchantment, etc.) 
  • 
  A mark of divine authority 
  • 
  Senses that pierce lies 
  • 
  A voice that transcends language 
  • 
  A freedom from hunger, thirst, and sleep 
  The GM will then tell you what vow or vows is required of you to maintain your blessing: 
  • 
  Honor (forbidden: cowardly tactics and tricks) 
  • 
  Temperance (forbidden: gluttony in food, drink, and pleasure of the flesh) 
  • 
  Piety (required: observance of daily holy services) 
  • 
  Valor (forbidden: suffering an evil creature to live) 
  • 
  Truth (forbidden: lies) 
  • 
  Hospitality (required: comfort to those in need, no matter who they are) 
   
   
   
   
   
  Whose misguided behavior endangers their very soul? ____________________ 
   
  Who has stood by you in battle and can be trusted completely? ____________________ 
   
  Who is the bravest soul you know? ____________________ 
   
  Whose beliefs do you respect, even if they aren’t the true way? ____________________ 
  Start here: Choose a name, looks, and background for your character.  
  Mark the extra gear and bonuses to your stats that your background gives you. 
  Add +1 to one stat of your choice, and -1 to another stat of your choice.  
  Any stats that did not receive a modifier start at +0.  
  Write the names of your fellow adventurers in your bonds. 
   
  Kind Eyes, Fiery Eyes, or Glowing Eyes 
  Helmet, Styled Hair, or Bald 
  Worn, Fancy, or Bloodstained Holy Symbol 
  Fit Body, Bulky Body, or Thin Body 
  THE PALADIN 
  Background 
  Gear 
  Bonds 
  
   
    
  Hack and 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, 
  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 make the shot, placing you in danger of the 
  GM’s choice 
  • 
  You have to take what you can get: -1d6 damage (minimum 1) 
  • 
  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 do; 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. So 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 1 damage to the attacker  
   
  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. 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? 
   
  Aid or Interfere 
  When you help or hinder someone you have a bond with, roll+Bonds with 
  them. *On a 10+ they take +1 or -2, your choice. *On a 7-9 you also expose 
  yourself to danger, retribution, or cost. 
   
  Parley 
  When you have leverage on an NPC 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. 
  Dungeon World is a game of adventure fantasy. You'll play an adventurer in 
  a dangerous world. Maybe you fight for glory, or for profit, or for good or 
  evil, or out of loyalty to your friends. You'll decide that here at the table, and 
  the adventure will emerge around your decisions. Your characters already 
  have some history one another, so we can get right into the action. This 
  shared history is represented in the Bonds on your sheet. The gamemaster 
  (GM) will ask you questions about where your character is from, what the 
  world is like, and what they are doing. Your answers will shape the world 
  and your adventure. We play to find out what happens. 
   
  Playing Dungeon World means having a conversation; somebody says 
  something, then you reply, maybe someone else chimes in. Players take turns 
  in the natural flow of the conversation, which always has some back-and-
  forth. The GM says something, the players respond. The players ask 
  questions or make statements, the GM tells them what happens next. The 
  conversation works best when we all listen, ask questions, and build on each 
  other’s contributions. 
   
  Sometimes, the GM may tell you that your actions have triggered a move, 
  such as Defy Danger. To make a move, roll two six-sided dice and add the 
  indicated ability from your sheet.  
  • 
  If the total is 10 or higher, you’ve achieved a strong hit; you’ve 
  succeeded at your task.  
  • 
  If the total is between 7 and 9, it’s a weak hit; a success that comes 
  at some cost. Perhaps there’s a downside to your action, or you 
  don’t get everything you wanted. 
  • 
  If the total is 6 or less, it’s a miss; your attempt has gone poorly, 
  and the GM can now make their move against you. 
   
  Some moves may say “take +1 forward.” That means to take +1 to your next 
  move roll (not damage). The bonus can be greater than +1, or even a penalty, 
  like -1. The bonus may also apply to a specific condition, such as taking +1 
  the next time you use your armor, or +1d4 the next time you deal damage. 
  Some moves may give you “hold.” Hold is currency that allows you to make 
  some choices later on by spending the hold as the move describes. Hold is 
  always used on only the move that generated it. 
   
  Your Hit Points (HP) determines how much stamina you have, and much 
  punishment you can take before you fall. When you take damage, subtract it 
  from your HP. If you have armor, reduce the damage taken by your armor 
  value. When your HP reaches zero, you are out of action and maybe dead. 
   
  If you have adventuring gear, you may mark off a use to find some mundane 
  but useful item, such as chalk, rope, a torch, or something similar. 
   
  If you have bandages, when you have a few minutes to bandage someone 
  else’s wounds, heal them of 4 damage and mark off a use. 
   
  If you have a healing potion, when you drink it, heal yourself of 10 damage 
  or remove one debility, your choice. 
   
  As the Paladin, you wield both martial prowess and holy power. You have 
  high damage and good armor, along with powerful support abilities that heal 
  your allies or give you miraculous abilities. Your place is to be on the front 
  lines against the forces of evil. Be sure to read the Hack and Slash and 
  Defend moves on this page. 
   
  Our story will begin in or near your hometown. You may not necessarily hail 
  from this village, but you should have something that connects you to it. You 
  and your fellow players will build the town and the surrounding areas 
  together as part of the game. The GM will ask you questions about your 
  backstory, such as defining people, places, or events. Your answers will 
  become lore.  
   
  Some questions which you should consider for building your world: 
  • 
  What authority, religious or secular, rules over these lands? 
  • 
  Who granted you knighthood, and why? 
  • 
  How have you lived up to your vows? How have you failed? 
  • 
  What great evil has this region faced before? 
  How to Play 
  Basic Moves 
  
   
    
  18 
  o Raised by Wolves 
  +2 DEX, +1 CON, starts with poultices and herbs (2 uses) 
  Okay, maybe not literally… but you’ve always gotten along 
  better with animals than people, and you prefer a life in the 
  wilds. What keeps you connected to the village?  
  You enjoy a strong bond with your companion. Choose an extra 
  training for your animal companion. 
  o Forester 
  +2 DEX, +1 WIS, starts with extra bundle of arrows (3 ammo) 
  You are a protector of the great wilderness. You patrol the 
  surrounding lands, sometimes hunting game, occasionally 
  guarding against bandits or dangerous animals. What threat most 
  often needs your attention? 
  You’ve mastered the art of camouflage. When you keep still in 
  natural surroundings, enemies never spot you until you make a 
  movement, and when you strike with a ranged weapon from 
  hiding, your first shot never gives away your position. 
  o Warden 
  +2 WIS, +1 DEX, starts with adventuring gear (5 uses) 
  You have devoted yourself to hunting the unnatural things that 
  skulk in the darkness and the wilds, and you’re hot on the trail of 
  something around here. What troubling or ominous signs have 
  you found so far?  
  Your intuition helps you to face danger in the wilderness. When 
  you Spout Lore about a monster, you roll with +WIS instead 
  of +INT, and on a hit, you take +1 forward when acting on the 
  information you recall. 
   
   
   
   
   
   
   
   
   
   
  You begin with: 
  Dungeon rations (5 uses) 
  Leather armor (1 armor) 
  A spear 
  A long bow 
  A bundle of arrows (3 ammo)
  Hunt and Track 
  When you follow a trail of clues left behind by passing creatures, roll+WIS. *On a hit, 
  you follow the creature’s trail until there’s a significant change in its direction or mode of 
  travel. *On a 10+, you also choose one of the following: 
  • 
  Gain a useful bit of information about your quarry, the GM will tell you what     
  • 
  Determine what caused the trail to end 
   
  Called Shot 
  When you attack a defenseless or surprised enemy at range, you can choose to deal 
  your damage, or name your target and roll+DEX: 
  • 
  Head: 10+: As 7-9, plus your damage. 7-9: They do nothing but stand and drool 
  for a few moments. 
  • 
  Arms: 10+: As 7-9, plus your damage. 7-9: They drop anything they’re holding. 
  • 
  Legs: 10+: As 7-9, plus your damage. 7-9: They’re hobbled and slow moving. 
   
  Animal Companion 
  You have a supernatural connection with a loyal animal. You can’t talk to it per se, but it 
  almost always acts as you wish it to. Name your animal companion and choose one: 
  o 
  Wolf: Ferocity +2, Cunning +1, 1 Armor, Instinct +1 
  o 
  Hawk: Ferocity +2, Cunning +2, 0 Armor, Instinct +1 
  o 
  Great Cat: Ferocity +1, Cunning +2, 1 Armor, Instinct +1 
  o 
  Bear: Ferocity +3, Cunning +1, 1 Armor, Instinct +2 
  Choose as many strengths as its ferocity: 
  Fast, burly, huge, calm, adaptable, quick reflexes, tireless, camouflage, ferocious, 
  intimidating, keen senses, stealthy 
  Choose as many weaknesses as its instinct:  
  Flighty, savage, slow, broken, frightening, forgetful, stubborn, lame 
   
  Your animal companion is trained to fight humanoids. Choose as many additional 
  trainings as its cunning: hunt, search, scout, guard, fight monsters, perform, labor, travel 
   
  When you work with your animal companion on something it’s trained in... 
  • 
  ...and you attack the same target, add its ferocity to your damage 
  • 
  ...and you track, Discern Realties or Parley, add its cunning to your roll 
  • 
  ...and you take damage, add its armor to your armor 
  • 
  ...and someone interferes with you, add its instinct to their roll. 
   
   
   
  Who have you guided through the wilderness before? ____________________ 
   
  Who has proven to be a friend of nature? ____________________ 
   
  Who needs you to teach them about life in the wilds? ____________________ 
   
  Who has the least respect for nature? ____________________ 
  Start here: Choose a name, looks, and background for your character.  
  Mark the extra gear and bonuses to your stats that your background gives you. 
  Add +1 to one stat of your choice, and -1 to another stat of your choice.  
  Any stats that did not receive a modifier start at +0.  
  Write the names of your fellow adventurers in your bonds. 
   
  Wild Eyes, Sharp Eyes, or Animal Eyes 
  Hooded Head, Wild Hair, or Bald  
  Cape, Camouflage, or Traveling Clothes 
  Lithe Body, Wild Body, or Sharp Body 
  THE RANGER 
  Background 
  Gear 
  Bonds 
  
   
    
  Hack and 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, 
  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 make the shot, placing you in danger of the 
  GM’s choice 
  • 
  You have to take what you can get: -1d6 damage (minimum 1) 
  • 
  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 do; 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. So 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 1 damage to the attacker  
   
  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. 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? 
   
  Aid or Interfere 
  When you help or hinder someone you have a bond with, roll+Bonds with 
  them. *On a 10+ they take +1 or -2, your choice. *On a 7-9 you also expose 
  yourself to danger, retribution, or cost. 
   
  Parley 
  When you have leverage on an NPC 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. 
  Dungeon World is a game of adventure fantasy. You'll play an adventurer in 
  a dangerous world. Maybe you fight for glory, or for profit, or for good or 
  evil, or out of loyalty to your friends. You'll decide that here at the table, and 
  the adventure will emerge around your decisions. Your characters already 
  have some history one another, so we can get right into the action. This 
  shared history is represented in the Bonds on your sheet. The gamemaster 
  (GM) will ask you questions about where your character is from, what the 
  world is like, and what they are doing. Your answers will shape the world 
  and your adventure. We play to find out what happens. 
   
  Playing Dungeon World means having a conversation; somebody says 
  something, then you reply, maybe someone else chimes in. Players take turns 
  in the natural flow of the conversation, which always has some back-and-
  forth. The GM says something, the players respond. The players ask 
  questions or make statements, the GM tells them what happens next. The 
  conversation works best when we all listen, ask questions, and build on each 
  other’s contributions. 
   
  Sometimes, the GM may tell you that your actions have triggered a move, 
  such as Defy Danger. To make a move, roll two six-sided dice and add the 
  indicated ability from your sheet.  
  • 
  If the total is 10 or higher, you’ve achieved a strong hit; you’ve 
  succeeded at your task.  
  • 
  If the total is between 7 and 9, it’s a weak hit; a success that comes 
  at some cost. Perhaps there’s a downside to your action, or you 
  don’t get everything you wanted. 
  • 
  If the total is 6 or less, it’s a miss; your attempt has gone poorly, 
  and the GM can now make their move against you. 
   
  Some moves may say “take +1 forward.” That means to take +1 to your next 
  move roll (not damage). The bonus can be greater than +1, or even a penalty, 
  like -1. The bonus may also apply to a specific condition, such as taking +1 
  the next time you use your armor, or +1d4 the next time you deal damage. 
  Some moves may give you “hold.” Hold is currency that allows you to make 
  some choices later on by spending the hold as the move describes. Hold is 
  always used on only the move that generated it. 
   
  Your Hit Points (HP) determines how much stamina you have, and much 
  punishment you can take before you fall. When you take damage, subtract it 
  from your HP. If you have armor, reduce the damage taken by your armor 
  value. When your HP reaches zero, you are out of action and maybe dead. 
   
  If you have adventuring gear, you may mark off a use to find some mundane 
  but useful item, such as chalk, rope, a torch, or something similar. 
   
  If you have poultices and herbs, when you carefully treat someone’s wounds 
  with poultices and herbs, heal them of 7 damage and mark off a use. 
   
   
  As the Ranger, you’re the best in the wilderness. Your bow allows you to 
  attack enemies at a distance, and your animal companion can provide some 
  great support for you. Your part of the team is to find tracks and paths 
  through the wilderness, and take out enemies at a distance. Be sure to read 
  the Volley move on this page. 
   
  Our story will begin in or near your hometown. You may not necessarily hail 
  from this village, but you should have something that connects you to it. You 
  and your fellow players will build the town and the surrounding areas 
  together as part of the game. The GM will ask you questions about your 
  backstory, such as defining people, places, or events. Your answers will 
  become lore.  
   
  Some questions which you should consider for building your world: 
  • 
  What wild frontier is closest to the village? 
  • 
  How did you meet your animal companion?  
  • 
  What was the most dangerous thing you ever tracked or hunted? 
  • 
  What is the nearest danger that lurks near the village? (Don’t 
  describe it exactly, just the signs or impressions you’ve found so 
  far.) 
  How to Play 
  Basic Moves 
  
   
    
  16 
  o Life of Crime 
  +2 DEX, +1 STR, starts with healing potion 
  You’ve left the big city after a… colorful life. The people here 
  have taken you (back?) in, but the past always seems to come 
  back to haunt you. Who or what did you leave behind? 
  You’re a professional. When you Spout Lore or Discern 
  Realities about criminal activities, take +1. 
  o “Expert Treasure Hunter” 
  +2 DEX, +1 WIS, starts with adventuring gear (5 uses) 
  You fancy yourself to be a treasure hunter after that one lucky 
  time you explored that old ruin. The story about that curse is 
  probably just superstition anyway. What did you find, both good 
  and bad? 
  You have a nose for loot. When you Discern Realities, you may 
  also ask, “Is there treasure here, and if so, where?” for free. 
  o Trickster 
  +2 DEX, +1 CHA, starts with 1 extra use of your chosen poison 
  You’ve got a silver tongue and a reputation for bending the rules 
  and causing mischief. Sure, you might have gotten chased out of 
  a pantry or two, but you’ve never gone too far, and you use your 
  talents for good when you can. Who is your favorite foil in the 
  village? 
  You’re well-connected in the community. When you ask your 
  connections about something you want or need, roll+CHA. 
  *On a 10+, someone has it, just for you. *On a 7-9, you’ll have 
  to settle for something close or it comes with strings attached, 
  your call. 
   
   
   
   
   
   
  You begin with: 
  Dungeon rations (5 uses)  
  3 throwing knives  
  A set of lockpicks 
  Leather armor (1 armor) 
  A short sword 
  3 uses of your chosen poison 
  (Note that your throwing knives are not the same as ammo; when 
  you throw them, you can’t choose to mark off ammo on a 7-9. 
  Once you throw a knife, it’s gone until you can recover it.)
  Trap Expert 
  When you spend a moment to survey a dangerous area, roll+DEX. *On a 10+, hold 3. 
  *On a 7-9, hold 1. Spend your hold as you walk through the area to ask these questions: 
  • 
  Is there a trap here and if so, what activates it? 
  • 
  What does the trap do when activated? 
  • 
  What else is hidden here? 
   
  Tricks of the Trade 
  When you pick locks or pockets or disable traps, roll+DEX. *On a 10+, you do it, no 
  problem. *On a 7-9, you still do it, but the GM will offer you two options between 
  suspicion, danger, or cost. 
   
  Backstab 
  When you attack a surprised or defenseless enemy with a melee weapon, you can 
  choose to deal your damage or roll+DEX. *On a 10+ choose two. *On a 7-9 choose one. 
  • 
  You don’t get into melee with them 
  • 
  You deal your damage+1d6 
  • 
  You create an advantage, granting +1 forward to you or an ally acting on it 
  • 
  Reduce their armor by 1 until they repair it 
   
  Poisoner 
  You’ve mastered the care and use of a poison. Choose a poison from the list below; that 
  poison is not dangerous for you to use, and when you have time, material, and safety to 
  brew, you can make more of it. Note that some poisons are applied, meaning you have to 
  carefully apply it to the target or something they eat or drink. Touch poisons just need to 
  touch the target; they can even be used on the blade of a weapon. 
  o 
  Oil of Tagit (applied): the target falls into a light sleep 
  o 
  Bloodweed (touch): the target deals -1d4 damage ongoing until cured 
  o 
  Goldenroot (applied): the target treats the next creature they see as a trusted 
  ally, until proven otherwise 
  o 
  Serpent’s Tears (touch): Anyone dealing damage to the target rolls twice and 
  takes the better result. 
   
   
   
  Who have you stolen something from before? ____________________ 
   
  Who has your back when things go wrong? ____________________ 
   
  Who has worked with you on a con before? ____________________ 
   
  Who knows incriminating details about you? ____________________ 
  Start here: Choose a name, looks, and background for your character.  
  Mark the extra gear and bonuses to your stats that your background gives you. 
  Add +1 to one stat of your choice, and -1 to another stat of your choice.  
  Any stats that did not receive a modifier start at +0.  
  Write the names of your fellow adventurers in your bonds. 
   
  Shifty Eyes, Cunning Eyes or Criminal Eyes 
  Hooded Head, Messy Hair, or Cropped Hair 
  Dark Clothes, Fancy Clothes, or Common Clothes 
  Lithe Body, Knobby Body, or Flabby Body 
  THE THIEF 
  Background 
  Gear 
  Bonds 
  
   
    
  Hack and 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, 
  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 make the shot, placing you in danger of the 
  GM’s choice 
  • 
  You have to take what you can get: -1d6 damage (minimum 1) 
  • 
  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 do; 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. So 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 1 damage to the attacker  
   
  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. 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? 
   
  Aid or Interfere 
  When you help or hinder someone you have a bond with, roll+Bonds with 
  them. *On a 10+ they take +1 or -2, your choice. *On a 7-9 you also expose 
  yourself to danger, retribution, or cost. 
   
  Parley 
  When you have leverage on an NPC 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. 
  Dungeon World is a game of adventure fantasy. You'll play an adventurer in 
  a dangerous world. Maybe you fight for glory, or for profit, or for good or 
  evil, or out of loyalty to your friends. You'll decide that here at the table, and 
  the adventure will emerge around your decisions. Your characters already 
  have some history one another, so we can get right into the action. This 
  shared history is represented in the Bonds on your sheet. The gamemaster 
  (GM) will ask you questions about where your character is from, what the 
  world is like, and what they are doing. Your answers will shape the world 
  and your adventure. We play to find out what happens. 
   
  Playing Dungeon World means having a conversation; somebody says 
  something, then you reply, maybe someone else chimes in. Players take turns 
  in the natural flow of the conversation, which always has some back-and-
  forth. The GM says something, the players respond. The players ask 
  questions or make statements, the GM tells them what happens next. The 
  conversation works best when we all listen, ask questions, and build on each 
  other’s contributions. 
   
  Sometimes, the GM may tell you that your actions have triggered a move, 
  such as Defy Danger. To make a move, roll two six-sided dice and add the 
  indicated ability from your sheet.  
  • 
  If the total is 10 or higher, you’ve achieved a strong hit; you’ve 
  succeeded at your task.  
  • 
  If the total is between 7 and 9, it’s a weak hit; a success that comes 
  at some cost. Perhaps there’s a downside to your action, or you 
  don’t get everything you wanted. 
  • 
  If the total is 6 or less, it’s a miss; your attempt has gone poorly, 
  and the GM can now make their move against you. 
   
  Some moves may say “take +1 forward.” That means to take +1 to your next 
  move roll (not damage). The bonus can be greater than +1, or even a penalty, 
  like -1. The bonus may also apply to a specific condition, such as taking +1 
  the next time you use your armor, or +1d4 the next time you deal damage. 
  Some moves may give you “hold.” Hold is currency that allows you to make 
  some choices later on by spending the hold as the move describes. Hold is 
  always used on only the move that generated it. 
   
  Your Hit Points (HP) determines how much stamina you have, and much 
  punishment you can take before you fall. When you take damage, subtract it 
  from your HP. If you have armor, reduce the damage taken by your armor 
  value. When your HP reaches zero, you are out of action and maybe dead. 
   
  If you have adventuring gear, you may mark off a use to find some mundane 
  but useful item, such as chalk, rope, a torch, or something similar. 
   
  If you have a healing potion, when you drink it, heal yourself of 10 damage 
  or remove one debility, your choice. 
   
  As the Thief, you’re the sneakiest. Your allies will count on you to deal with 
  the dangerous traps and locks that bar your path. While you may not be 
  strong in a face-to-face fight, if you can get the drop on your foe to Backstab 
  them, you can really do some damage. You will need to rely on your cunning 
  to succeed in the dungeon. Be sure to read the Volley move on this page.  
   
  Our story will begin in or near your hometown. You may not necessarily hail 
  from this village, but you should have something that connects you to it. You 
  and your fellow players will build the town and the surrounding areas 
  together as part of the game. The GM will ask you questions about your 
  backstory, such as defining people, places, or events. Your answers will 
  become lore.  
   
  Some questions which you should consider for building your world: 
  • 
  What opportunity is there for excitement or treasure nearby that 
  most people are afraid of attempting? 
  • 
  Who do you know outside of here that holds a grudge against the 
  village, and why? 
  • 
  Who is someone that you are certain you can trust? 
  • 
  What’s the most valuable thing in the village, and where’s it 
  hidden? 
  How to Play 
  Basic Moves 
  
   
    
  12 
  o Antiquarian 
  +2 INT, +1 WIS, starts with bag of books (5 uses) 
  You are self-taught but untried, learning magic from a few 
  ancient tomes. How did you get them? Around here, you’re the 
  village know-it-all, or perhaps their assistant. 
  You never call up what you can’t put down. Add the following 
  option to Cast a Spell: 
  • 
  You counter a spell or ritual that is being cast, or 
  dispel a magical effect present. 
  o Fae Foundling 
  +2 INT, +1 DEX, starts with healing potion 
  You were found as an infant beneath the ancient standing stones 
  near the village. Some of the villagers were kind enough to take 
  you in to raise you as their own. How are you different or 
  otherwise marked, compared to other people? 
  You have a natural gift with magic. You do not need to cast a 
  spell to ask the GM what here is magical; you can just ask them 
  whenever you like, without rolling. 
  o Pact 
  +2 INT, +1 CHA, starts with antitoxin 
  You learned magic by swearing allegiance to someone—or 
  something—else. Who are they? What do you owe them? What 
  is their place of power like? 
  Your patron controls a place of power, which they will let you 
  use if you ask nicely, and if you ask for help on a project, they 
  usually will support you. Of course, you may have to convince 
  them to help you first. 
   
   
   
  You also get this move, regardless of background: 
  Enchanter 
  When you have time and safety to study a magic item, you 
  may ask the GM what it does; they will answer you truthfully. 
   
   
  You begin with: 
  Dungeon rations (5 uses) 
  Your spellbook, describe it! 
  A staff
  Cast a Spell 
  You possess a magical book of spells that contains arcane words of magical power. When 
  you cast a magical spell, choose one of the following effects: 
  • 
  You conjure a magical light that will follow you around, as long as you wish. 
  • 
  The GM will tell you what here is magical. 
  • 
  You or an ally you touch becomes invisible, until the next time they make an 
  attack or you cast another spell. 
  • 
  Bolts of pure magic spring from your fingers; deal 2d4 damage to one target. 
  • 
  The person (not beast or monster) you touch while casting this spell counts you 
  as a friend until they take damage or you prove otherwise. 
  • 
  You perform a minor trick of true magic, such as making cosmetic changes to 
  an object you touch, or creating a simple, but crude and obvious illusion. 
  Then roll+INT. *On a hit, the spell is cast successfully. *On a 7-9, choose one: 
  • 
  You draw unwelcome attention or put yourself in a spot. The GM will tell you 
  how. 
  • 
  The spell disturbs the fabric of reality as it is cast—take -1 to Cast a Spell until 
  the next time you study. This penalty is cumulative each time you take it. 
  • 
  After it is cast, the spell is forgotten. You cannot cast the spell again until the 
  next time you study. 
   
  When you spend uninterrupted time (an hour or so) in quiet contemplation of your 
  spellbook, you remove any of the above penalties and recover all of your forgotten spells. 
   
  Ritual 
  When you draw on a place of power to create a magical effect, tell the GM what you’re 
  trying to achieve. You can accomplish just about anything with a ritual, but the GM will 
  give you one to four of the following conditions: 
  • 
  It’s going to take days/weeks/months 
  • 
  First you must ________ 
  • 
  You’ll need help from ________ 
  • 
  It will require a lot of money 
  • 
  The best you can do is a lesser version, unreliable and limited 
  • 
  You and your allies will risk danger from ________ 
  • 
  You’ll have to sacrifice ________ to do it 
   
   
   
   
   
  Whose destiny have you foreseen? ____________________ What did you see? 
   
  Who do need to teach about how magic really works? ____________________ 
   
  Who is keeping a secret from you? ____________________ 
  Start here: Choose a name, looks, and background for your character.  
  Mark the extra gear and bonuses to your stats that your background gives you. 
  Add +1 to one stat of your choice, and -1 to another stat of your choice.  
  Any stats that did not receive a modifier start at +0.  
  Write the names of your fellow adventurers in your bonds. 
   
  Haunted Eyes, Sharp Eyes, or Crazy Eyes  
  Styled Hair, Wild Hair, or Pointed Hat 
  Worn Robes, Stylish Robes, or Strange Robes 
  Pudgy Body, Creepy Body, or Thin Body 
  THE WIZARD 
  Background 
  Gear 
  Bonds 
  
   
    
  Hack and 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, 
  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 make the shot, placing you in danger of the 
  GM’s choice 
  • 
  You have to take what you can get: -1d6 damage (minimum 1) 
  • 
  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 do; 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. So 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 1 damage to the attacker  
   
  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. 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? 
   
  Aid or Interfere 
  When you help or hinder someone you have a bond with, roll+Bonds with 
  them. *On a 10+ they take +1 or -2, your choice. *On a 7-9 you also expose 
  yourself to danger, retribution, or cost. 
   
  Parley 
  When you have leverage on an NPC 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. 
   
  Dungeon World is a game of adventure fantasy. You'll play an adventurer in 
  a dangerous world. Maybe you fight for glory, or for profit, or for good or 
  evil, or out of loyalty to your friends. You'll decide that here at the table, and 
  the adventure will emerge around your decisions. Your characters already 
  have some history one another, so we can get right into the action. This 
  shared history is represented in the Bonds on your sheet. The gamemaster 
  (GM) will ask you questions about where your character is from, what the 
  world is like, and what they are doing. Your answers will shape the world 
  and your adventure. We play to find out what happens. 
   
  Playing Dungeon World means having a conversation; somebody says 
  something, then you reply, maybe someone else chimes in. Players take turns 
  in the natural flow of the conversation, which always has some back-and-
  forth. The GM says something, the players respond. The players ask 
  questions or make statements, the GM tells them what happens next. The 
  conversation works best when we all listen, ask questions, and build on each 
  other’s contributions. 
   
  Sometimes, the GM may tell you that your actions have triggered a move, 
  such as Defy Danger. To make a move, roll two six-sided dice and add the 
  indicated ability from your sheet.  
  • 
  If the total is 10 or higher, you’ve achieved a strong hit; you’ve 
  succeeded at your task.  
  • 
  If the total is between 7 and 9, it’s a weak hit; a success that comes 
  at some cost. Perhaps there’s a downside to your action, or you 
  don’t get everything you wanted. 
  • 
  If the total is 6 or less, it’s a miss; your attempt has gone poorly, 
  and the GM can now make their move against you. 
   
  Some moves may say “take +1 forward.” That means to take +1 to your next 
  move roll (not damage). The bonus can be greater than +1, or even a penalty, 
  like -1. The bonus may also apply to a specific condition, such as taking +1 
  the next time you use your armor, or +1d4 the next time you deal damage. 
  Some moves may give you “hold.” Hold is currency that allows you to make 
  some choices later on by spending the hold as the move describes. Hold is 
  always used on only the move that generated it. 
   
  Your Hit Points (HP) determines how much stamina you have, and much 
  punishment you can take before you fall. When you take damage, subtract it 
  from your HP. If you have armor, reduce the damage taken by your armor 
  value. When your HP reaches zero, you are out of action and maybe dead. 
   
  If you have a healing potion, when you drink it, heal yourself of 10 damage 
  or remove one debility, your choice. 
   
  If you have a bag of books, when you are Spouting Lore you may mark off a 
  use to find a useful book and take +1 to the roll. 
   
  If you have antitoxin, you may drink it to cure yourself of one poison 
  afflicting you. 
   
  As the Wizard, you’re the master of the arcane. While you might be weak in 
  hand-to-hand combat, your spells and knowledge will make you a match for 
  any danger. With a Ritual, you can accomplish anything, though you may 
  need some help to achieve your goals. Be sure to read the Spout Lore move. 
   
  Our story will begin in or near your hometown. You may not necessarily hail 
  from this village, but you should have something that connects you to it. You 
  and your fellow players will build the town and the surrounding areas 
  together as part of the game. The GM will ask you questions about your 
  backstory, such as defining people, places, or events. Your answers will 
  become lore.  
   
  Some questions which you should consider for building your world: 
  • 
  What ancient relic or mystical feature unique to the village has 
  “always been there”? 
  • 
  How do the people of the village view magic? 
  • 
  What makes a place a “place of power” to you for your rituals? 
  • 
  What dire omen or portent has been revealed to you? 
  How to Play 
  Basic Moves 
  
  Prep the Dungeon 
   
   
  • 
  Portray a fantastic world 
  • 
  Fill the characters’ lives with adventure 
  • 
  Play to find out what happens 
   
   
   
  • 
  Draw maps, leave blanks 
  • 
  Address the characters, not the players 
  • 
  Embrace the fantastic 
  • 
  Make a move that follows 
  • 
  Never speak the name of your move 
  • 
  Give every monster life 
  • 
  Name every person 
  • 
  Ask questions and use the answers 
  • 
  Be a fan of the characters 
  • 
  Think dangerous 
  • 
  Begin and end with the fiction 
  • 
  Think offscreen, too 
   
   
   
  • 
  Use a monster, danger, or location move 
  • 
  Reveal an unwelcome truth 
  • 
  Show signs of an approaching threat 
  • 
  Deal damage 
  • 
  Use up their resources 
  • 
  Turn their move back on them 
  • 
  Separate them 
  • 
  Give an opportunity that fits a class’ abilities 
  • 
  Show a downside to their class, race, or equipment 
  • 
  Offer an opportunity, with or without cost 
  • 
  Put someone in a spot 
  • 
  Tell them the requirements or consequences and ask 
   
   
   
  • 
  Change the environment 
  • 
  Point to a looming threat 
  • 
  Introduce a new faction or type of creature 
  • 
  Use a threat from an existing faction or type of creature 
  • 
  Make them backtrack 
  • 
  Present riches at a price 
  • 
  Present a challenge to one of the characters 
   
  You make a GM move when… 
  • 
  Everyone looks to you to find out what happens 
  • 
  The players give you a golden opportunity 
  • 
  They roll a 6 or less 
  After every move you make, always ask, “What do you do?” 
   
   
   
   
  • 
  Establish details, describe 
  • 
  Use what they give you 
  • 
  Ask questions 
  • 
  Leave blanks 
  • 
  Look for interesting facts 
  • 
  Help the players understand the moves 
  • 
  Give each character a chance to shine 
  • 
  Introduce NPCs 
   
   
   
   
   
   
   
   
   
  When you speak of the dangers that lurk in the wild, ask questions to 
  establish the following details, but keep one or two to answer yourself as 
  surprises: 
  • 
  The danger that threatens the village  
   
   
  • 
  Who leads them, and what makes them special or unusual (Use 
  this answer to write a location move for their lair)  
   
   
   
  • 
  What they want (Choose an established person, place, or thing) 
  and why they want it 
   
   
   
  • 
  What else is involved or at stake, that might cause a distraction, 
  a moral quandary, make it personal, or complicate things 
   
   
   
  • 
  An established NPC who has already become involved, and how 
   
   
  • 
  What pushes the characters to act 
   
   
  • 
  The location of their lair (Choose an established place) 
   
   
  • 
  A valuable treasure kept in their lair 
   
   
   
   
   
  When you prep the dungeon, answer the following prompts about places 
  and things within the dungeon, using what has been established above:  
  • 
  What guards the entrance, or otherwise prevents entry? 
   
   
  • 
  What remains of this place from before? 
   
   
  • 
  How does the terrain change as you explore? 
   
   
  • 
  What mystery, puzzle, or foe cannot be defeated with violence? 
   
   
  • 
  How can things go wrong, or become more complicated? 
   
   
  • 
  What unwelcome truth or hint of further trouble awaits 
  discovery? 
   
   
   
  When you introduce a new location, describe a notable impression and 
  ask one of your players to describe a notable impression too: 
  • 
  Sources of light 
  • 
  A notable feature that fits the dungeon’s theme or history 
  • 
  Ambient sounds 
  • 
  Moisture and smell of the air 
  • 
  Natural hazards 
   
   
   
   
  Agenda 
  Principles 
  Moves 
  First Session Goals 
  Adventure Setup 
  THE GAME MASTER 
  Dungeon Moves 
  
  Monsters 
   
   
  We have included a sample of monsters on the supplemental GM sheets 
  for your use. More monsters can be found in the Dungeon World rulebook. 
  To make a new monster on the fly, use one of these templates to start: 
  • 
  It appears as a horde (6 or more): 3 HP, 0 Armor, d6 damage 
  • 
  It appears as a small group (3-5): 6 HP, 1 armor, d8 damage 
  • 
  It appears by itself, or a leader: 12 HP, 2 Armor, d10+2 damage 
  Give each monster an instinct that describes what it wants, a move to 
  describe its favorite tactics, and another move that shows or describes why 
  it is especially dangerous. 
   
  If the monster has any of these properties, give them the listed tags or 
  apply the listed modifiers to the monster’s stats: 
  • 
  It doesn’t have organs or discernible anatomy: amorphous, +1 
  armor, +3 HP 
  • 
  It’s as smart as a human or thereabouts: intelligent 
  • 
  It’s kept alive by something beyond simple biology: +4 HP 
  • 
  It’s armaments are vicious and obvious: +2 damage 
  • 
  It wields spells and magic: magical, write a move about its 
  spells 
  • 
  Armor doesn’t help with the damage it deals (due to magic, size, 
  • 
  etc.): ignores armor 
  • 
  It possesses exceptional strength or endurance: +2 damage, +2 
  HP, or both 
   
  Remember your principles: give every monster life, think dangerous, and 
  begin and end with the fiction. Make your monsters smart and proactive, 
  not just punching bags full of HP. A razor boar that does numbers for 
  damage doesn’t feel like a threat. A razor boar that cuts through armor like 
  paper and can mangle limbs with its tusks as it chases the party through 
  the forest will. Likewise, a monster that just sits there waiting for the PCs 
  to come and vanquish it isn’t dangerous. Like any other NPC, monsters 
  have desires and instincts. Act on them to make them feel more real. 
   
   
  Goblin 
   
   
               Horde, Small, Intelligent, Organized 
  Spear (d6 damage)  
   
   
   
   3 HP 1 Armor 
  Elves say they’re the dwarves’ fault, dredged up from a hidden place 
  beneath the earth. Dwarves say they’re bad elvish children, taken away at 
  birth and raised in the dark. The truth of the matter is that goblins have 
  always been here and they’ll be here once all the civilized races have 
  fallen and gone away. They just breed too quickly to exterminate.  
  Instinct: To multiply 
  • 
  Charge! 
  • 
  Call more goblins 
  • 
  Retreat and return with (many) more 
   
  Goblin Orkaster             Solitary, Small, Magical, Intelligent, Organized 
  Acid orb (d10+1 damage, ignores armor)  
                 12 HP 0 Armor 
  Oh lord, who taught them magic?  
  Instinct: To tap power beyond their stature 
  • 
  Unleash a poorly understood spell 
  • 
  Pour forth magical chaos 
  • 
  Use other goblins for shields 
   
  Ogre 
   
   
   
                 Group, Large, Intelligent  
  Club (d8+5 damage) 
   
   
                10 HP 1 Armor  
  In days when men were merely dwellers-in-the-mud with no magic to call 
  their own, they split in two: one camp left their caves and the dark forests 
  and built the first city to honor the gods. The others, a wild and savage lot, 
  retreated into darkness. They grew, there. In the deep woods a grim 
  loathing for their softer kin gave them strength. They found dark gods of 
  their own, there in the woods and hills. Ages passed and they bred tall and 
  strong and full of hate. We have forged steel and they match it with their 
  savagery. We may have forgotten our common roots, but somewhere, 
  deep down, the ogres remember.  
  Instinct: To return the world to darker days 
  • 
  Destroy something 
  • 
  Fly into a rage 
  • 
  Take something by force 
   
  Iron Golem   
   
   
   
  Group, Large, Construct 
  Metal fists (d8+5 damage) 
   
   
                10 HP 3 Armor 
  A staple of the enchanter’s art. Iron is a misnomer, though. These 
  guardians are crafted of any metal, really: steel, copper, or even gold, in 
  some small cases. Unceasing watchdog, stalwart defender, the iron golem 
  lives to serve, following its orders eternally.  
  Instinct: To serve 
  • 
  Follow orders implacably 
  • 
  Use a special tool or adaptation, built-in 
   
  Skeleton   
   
   
   
   
               Horde 
  Slam (d6 damage)  
   
   
   
   7 HP 1 Armor 
  Dem bones, dem dry bones.  
  Instinct: To take the semblance of life 
  • 
  Act out what it did in life 
  • 
  Snuff out the warmth of life 
  • 
  Reconstruct from miscellaneous bones 
   
  Bandit 
   
   
   
          Horde, Intelligent, Organized 
  Dirk (d6 damage)  
   
   
   
   3 HP 1 Armor 
  When times are tough, what else is there to do but scavenge a weapon and 
  take up with a clan of nasty men and women? Highway robbery, poaching, 
  scams and cons and murder most foul but we’ve all got to eat, so who can 
  blame them? Then again, there’s evil in the hearts of some and who’s to 
  say that desperation isn’t a need to sate one’s baser lusts?  
  Instinct: To rob 
  • 
  Steal something 
  • 
  Demand tribute 
   
  Bandit King 
   
   
        Solitary, Intelligent, Organized 
  Trusty knife (d10+2 damage)    
   
                 12 HP 1 Armor 
  Better to rule in hell than serve in heaven. Instinct: To lead 
  • 
  Make a demand 
  • 
  Extort 
  • 
  Topple power 
   
  Cave Rat  
   
   
   
                    Horde, Small 
  Gnaw (d6 damage 1 piercing)   
   
   
   7 HP 1 Armor 
  Who hasn’t seen a rat before? It’s like that, but nasty and big and not 
  afraid of you anymore. Maybe this one was a cousin to that one you 
  caught in a trap or the one you killed with a knife in that filthy tavern in 
  Darrow. Maybe he’s looking for a little ratty revenge.  
  Instinct: To devour 
  • 
  Swarm 
  • 
  Rip something (or someone) apart 
   
  Troll 
   
   
   
   
                 Solitary, Large 
  Club (d10+3 damage) 
   
     
                 20 HP 1 Armor 
  Special Qualities: Regeneration 
  Tall. Real tall. Eight or nine feet when they’re young or weak. Covered all 
  over in warty, tough skin, too. Big teeth, stringy hair like swamp moss and 
  long, dirty nails. Some are green, some gray, some black. They’re clannish 
  and hateful of each other, not to mention all the rest of us. Near impossible 
  to kill, too, unless you’ve  fire or acid to spare—cut a limb off and watch. 
  In a few days, you’ve got two trolls where you once had one. A real 
  serious problem, as you can imagine.  
  Instinct: To smash 
  • 
  Undo the effects of an attack (unless caused by a weakness) 
  • 
  Hurl something or someone 
   
  Ghoul  
   
   
   
   
   
               Group  
  Talons (d8 damage, 1 piercing, messy)   
                 10 HP 1 Armor 
  Hunger. Hunger hunger hunger. Desperate clinging void-stomach- 
  emptiness hunger. Sharp talons to rend flesh and teeth to tear and crack 
  bones and suck out the so  marrow inside. Vomit up hate and screaming 
  jealous anger and charge on twisted legs—scare the living flesh and 
  sweeten it ever more with the stink of fear. Feast. Peasant or knight, 
  wizard, sage, prince, or priest all make for such delicious meat.  
  Instinct: To eat 
  • 
  Gnaw off a body part 
  • 
  Gain the memories of their meal 
  
  BARD ADVANCES 
   
  o Improved Ability 
  Increase one of your stats by 1, to a maximum of +2. 
   
  o Experienced 
  Choose a second background from your sheet; you gain the 
  move associated with that background (but not the stat bonuses 
  or extra gear).  
   
  o A Little Help From my Friends 
  When you successfully Aid someone, you take +1 forward as 
  well. 
   
  o Bamboozle 
  When you Parley with someone, on a hit you also take +1 
  forward against them as well. 
   
  o Multiclass Dabbler 
  Choose a move from a playbook that no one else is using; you 
  can use that move as if it were one of your own.  
   
  o Mastered Ability 
  Increase one of your stats by 1, to a maximum of +3. 
   
   
   
   
   
   
   
   
   
   
   
  CLERIC ADVANCES 
   
  o Improved Ability 
  Increase one of your stats by 1, to a maximum of +2. 
   
  o Experienced 
  Choose a second background from your sheet; you gain the 
  move associated with that background (but not the stat bonuses 
  or extra gear).  
   
  o Invigorate 
  When you heal someone, the next time they deal damage, they 
  deal +2 damage. 
   
  o Empower 
  When you cast a spell, on a 10+ you choose and option from the 
  7-9 list. If you do, you may choose one of these effects as well: 
  • 
  The spell’s effects are doubled 
  • 
  The spell’s targets are doubled 
   
  o Divine Intervention 
  When you Commune, lose any hold you already had on this 
  move, then hold 1. Spend this hold when you or an ally takes 
  damage to call on your deity; they intervene with an appropriate 
  manifestation (a sudden gust of wind, a lucky slip, a burst of 
  light) and negate the damage. 
   
  o Mastered Ability 
  Increase one of your stats by 1, to a maximum of +3. 
   
   
  DRUID ADVANCES 
   
  o Improved Ability 
  Increase one of your stats by 1, to a maximum of +2. 
   
  o Experienced 
  Choose a second background from your sheet; you gain the 
  move associated with that background (but not the stat bonuses 
  or extra gear).  
   
  o Red of Tooth and Claw 
  While you are in an appropriate animal form (something 
  dangerous), your damage die is increased to d8. 
   
  o Thing-Talker 
  You see the spirits in the sand, the sea and the stone. You may 
  now apply your Spirit Tongue to inanimate natural objects 
  (plants and rocks) or creatures made thereof, as well as animals. 
   
  o Formcrafter 
  When you shapeshift, choose a stat; you take +1 to all rolls 
  using that stat as long as you remain you remain shapeshifted. 
  The GM will choose a stat too; you take -1 to all rolls using that 
  stat as long as you remain shapeshifted. 
   
  o Mastered Ability 
  Increase one of your stats by 1, to a maximum of +3. 
   
   
   
   
   
   
   
   
  FIGHTER ADVANCES 
   
  o Improved Ability 
  Increase one of your stats by 1, to a maximum of +2. 
   
  o Experienced 
  Choose a second background from your sheet; you gain the 
  move associated with that background (but not the stat bonuses 
  or extra gear).  
   
  o Scent of Blood 
  When you Hack and Slash an enemy, your next attack against 
  that same enemy deals +1d4 damage. 
   
  o Iron Hide 
  You get +1 armor at all times. 
   
  o Armor Mastery 
  When you make your armor take the brunt of damage dealt 
  to you, the damage is negated but you must reduce the armor 
  value of your armor or shield (your choice) by 1. If the reduction 
  leaves the item with 0 armor, it is destroyed. 
   
  o Mastered Ability 
  Increase one of your stats by 1, to a maximum of +3. 
   
   
   
   
   
   
  
  PALADIN ADVANCES 
   
  o Improved Ability 
  Increase one of your stats by 1, to a maximum of +2. 
   
  o Experienced 
  Choose a second background from your sheet; you gain the 
  move associated with that background (but not the stat bonuses 
  or extra gear).  
   
  o Setup Strike 
  When you Hack and Slash, choose an ally; their next attack 
  against your target does +1d4 damage.  
   
  o Staunch Defender 
  When you Defend, you get +1 hold, even on a miss. 
   
  o Holy Power 
  When you begin a quest, choose either +1 armor or +1d4 
  damage. You get that bonus as long as you are still on the quest. 
   
  o Mastered Ability 
  Increase one of your stats by 1, to a maximum of +3. 
   
   
   
   
   
   
   
   
   
   
   
   
  RANGER ADVANCES 
   
  o Improved Ability 
  Increase one of your stats by 1, to a maximum of +2. 
   
  o Experienced 
  Choose a second background from your sheet; you gain the 
  move associated with that background (but not the stat bonuses 
  or extra gear).  
   
  o Blot Out the Sun 
  When you Volley, you may spend ammo before rolling. For 
  each point of ammo spent, you may choose an extra target to hit 
  with your attack. Roll once for the move, and deal your damage 
  to every target on a hit. 
   
  o Wild Empathy 
  You can speak with and understand animals. If you have 
  leverage, you can Parley with them too. 
   
  o Dire Beast 
  Your animal companion gets +2 Ferocity and +1 Instinct. 
   
  o Mastered Ability 
  Increase one of your stats by 1, to a maximum of +3. 
   
   
   
   
   
   
  THIEF ADVANCES 
   
  o Improved Ability 
  Increase one of your stats by 1, to a maximum of +2. 
   
  o Experienced 
  Choose a second background from your sheet; you gain the 
  move associated with that background (but not the stat bonuses 
  or extra gear).  
   
  o Cheap Shot 
  When you deal damage with Backstab, deal an additional +1d6 
  damage. 
   
  o Envenom 
  You can apply even complex poisons with a pinprick. When you 
  apply a poison that’s not dangerous for you to use to your 
  weapon, it is delivered by touch instead of applied. 
   
  o Shoot First 
  You’re never caught by surprise. When an enemy would get 
  the drop on you, you get to act first instead. 
   
  o Mastered Ability 
  Increase one of your stats by 1, to a maximum of +3. 
   
   
   
   
   
   
   
   
   
   
  WIZARD ADVANCES 
   
  o Improved Ability 
  Increase one of your stats by 1, to a maximum of +2. 
   
  o Experienced 
  Choose a second background from your sheet; you gain the 
  move associated with that background (but not the stat bonuses 
  or extra gear).  
   
  o Empower 
  When you cast a spell, on a 10+ you choose and option from the 
  7-9 list. If you do, you may choose one of these effects as well: 
  • 
  The spell’s effects are doubled 
  • 
  The spell’s targets are doubled 
   
  o Logical 
  When you use strict deduction to analyze your surroundings, 
  you can Discern Realities with +INT instead of +WIS. 
   
  o Expanded Spellbook 
  Choose an effect from the Cleric’s Cast a Spell list of effects, 
  and add it to your list of effects for Cast a Spell. 
   
  o Mastered Ability 
  Increase one of your stats by 1, to a maximum of +3. 
   
   
   
   
   
  
   
  These advanced moves can give your characters some 
  customization as they grow and gain experience. We’ve 
  formatted them so you can cut each sheet into four cards. 
   
  To use these cards, print them about and take the card associated 
  with your class. You gain one of the advanced moves when the 
  GM tells you. 
  
  Dungeon World 
  Lore and Lords Pack 
   
  Seven new base classes for Dungeon World 
  the Monk, 
  the Shaman, 
  the Vampire, 
  the Trickster, 
  the Hunter, 
  the Dark Knight, 
  and the Berserker 
  and a new Compendium Class, the Professional 
   
  For use with the role-playing game Dungeon World, by Sage LaTorra and Adam Koebel 
   
   
   
   
   
   
  Written by Peter Johansen. Version January 24, 2017 
  This work is licensed under the Creative Commons Attribution 3.0 Unported License. To view a copy of this license, visit 
  http://creativecommons.org/licenses/by/3.0/ or send a letter to Creative Commons, 444 Castro Street, Suite 900, Mountain View, 
  California, 94041, USA. 
  
  The Monk 
   
  Other people may think that steel and 
  sorcery are what it takes to win a battle. But 
  you know better. Without focus and 
  discipline, even the sharpest blade will not 
  strike true, and the strongest armor is but 
  dead weight. It is the clarity of your thought 
  and the execution of your will that wins a 
  fight. 
  For a lifetime, you have trained yourself to 
  the peak of martial perfection. Your body 
  and your mind are your weapons. You've 
  trained them to an edge as fine as any knife. 
  Your fist strikes with the force of a spiked 
  mace, and your quickness is a finer armor 
  than steel plate. Your body flows like water, 
  receding away from danger, striking back 
  with the force of a tidal wave, and then 
  comes to rest as serene as a still pool.  
  Breathe in, tranquility. Breath out, perfect 
  action.  
   
  While others may rely on steel or magic to 
  survive in the dungeon, the monk hardens 
  his body into a weapon, and hones his skills 
  to survive. But there is more to the monk 
  than just punching things. The Monk can 
  become a master of stealth and infiltration, 
  or his insights can bring peace to conflicts 
  and reveal secrets that men have hidden 
  away. 
   
   
  The Hunter 
   
  The dungeon is a dangerous place for the 
  unwary. Deadly beasts lurk in every cave 
  and behind every tree. To others, they are 
  threats to their homes and lives. But to you, 
  these monsters are your prey. 
  What does it mean to hunt something that 
  hunts you? To pit yourself against monsters 
  armed with only your wits and your bow? 
  You know how they think, how they move. 
  Set your traps, string your body, and take 
  aim. When they come for you, you'll be 
  ready for them. 
  You always get your mark. 
   
  The Hunter is a variant on the ranger class, 
  eschewing the classic animal companion in 
  favor of traps and a greater focus on the bow. 
  To be successful, the hunter will have to 
  think ahead and set his traps to catch or 
  weaken his prey. His hunting abilities make 
  him adept at planning and strategy to take 
  down even the most fearsome of monsters. 
   
  For a variant ranger, we’ve included a 
  compendium class version that can be taken 
  at level 1. 
   
   
   
   
  
  The Vampire 
   
  You used to have a normal life. Maybe you 
  were a common farmer, or perhaps a bored 
  noble looking for romance. Then one night 
  you met a pale stranger. On that night, 
  everything changed. He took your life, but 
  he gave you something else in exchange. 
  Your eyes are opened to a new world now. 
  A world of danger and secrets. You're a  
  hunter now, and people are your prey. What 
  will you do? If you play it smart, you could 
  live forever. Will you make yourself king, or 
  be a kingmaker instead? But how long can 
  you conceal your true nature from your 
  friends? What will happen if you're 
  exposed? And what of the hunger that 
  resides deep in your soul... How long can 
  you keep it at bay? 
  How far will you go to get what you want? 
   
  The Vampire draws inspiration from both 
  classic as well as modern stories from the 
  horror genre. Predator, manipulator, and 
  shade, the Vampire brings an air of menace 
  with his supernatural powers over blood and 
  the night.  
   
   
   
   
   
  The Trickster 
   
  There's too many rules in the world. 
  Everywhere you go, people are telling you 
  what you can and can't do, making idle 
  threats if you don't behave. Who needs that? 
  You're a free spirit. There's never been a 
  situation you couldn't charm your way out of. 
  You're better off without all those pesky 
  rules. 
  Cunning is your sword, deception your 
  armor. But when those fail, you've still got 
  friend with steel armor to hide behind. Nice 
  guys, but still beholden to a world of rules. 
  They need your help to settle the fights that 
  can't be won with violence. A few clever 
  words and careful manipulation can open 
  doors better than a battering ram.  
  Trust me. 
   
  The Trickster is a variant on the thief class. 
  Instead of using poison and sneak attacks, 
  the Trickster is a more socially-oriented 
  rogue. His honeyed words can get the party 
  out of--or into--the tightest of jams. Deceit, 
  manipulation, and dirty tricks are the 
  Trickster's arsenal. 
   
   
   
   
   
  
  The Shaman 
   
  Close your eyes. Do you hear the call? The 
  longing that comes from the deep forest, 
  from the open sea, from the mighty 
  mountains? You see it when you dream, but 
  you know that it isn’t a dream. You have 
  been there, to the lands far beyond the 
  horizon. The Mists part from you, and the 
  mysteries of the Otherworld await. 
  You speak to the world with your heart. The 
  world is out of balance. You can feel it in 
  the ground, smell it in the air. The people 
  need an advocate, someone who can speak 
  with the spirits. Someone to bring nature’s 
  blessing to them, and drive away forces that 
  would do evil. 
  Open your eyes. Bring back the balance. 
   
  The Shaman is designed to fill the need for a 
  more nature-oriented cleric or a more caster-
  oriented druid. While the Shaman borrows 
  from each, his trademark ability of spirit 
  speaking gives him his own niche to fill. 
  Depending on how you shape him, the 
  Shaman can be a mystical warrior, a master 
  of the elements, or a potent healer of both 
  body and soul. 
   
   
   
   
   
  The Dark Knight 
   
  You remember when life was good to you. 
  You had a true love, good friends, a sense of 
  duty and purpose. You did what was right 
  by your lord, and you were granted respect 
  in turn. Then one day, it all came crashing 
  down. Your life was shattered, either by 
  violence or by betrayal. Maybe you survived 
  the fall, or maybe you didn't.  
  But you're not going to take this injustice 
  quietly. In your darkest hour, you forged a 
  pact with Death. He would give you the 
  power to right this terrible wrong, but he 
  warned that you would pay for it, many 
  times over. But you don't care. Not even 
  Death will stop you. You won't stop. You 
  can't stop. Woe to those who stand in your 
  path.  
  Who will come out ahead in this deal? 
  Only your conscience and your new allies 
  keep you from going over the edge. You 
  were a hero once. Are you still one now? 
   
  The Dark Knight is a variant on the Fighter 
  playbook. A fearsome warrior driven by a 
  burning passion, the Dark Knight has 
  entered into a deal with Death for one of his 
  terrible weapons. He has great power, but 
  that power comes with a price. When you 
  use Death's power, he'll want something in 
  return.  
   
   
  
  The Berserker 
   
  Too many men in Dungeon World fear 
  danger and combat. The sight of spilled 
  blood makes them tremble, and they would 
  rather negotiate than fight back. But to you, 
  war and violence are your friends. The 
  anticipation of battle inflames you like 
  nothing else can. 
  A fire burns within your heart. Something in 
  your blood boils. Your muscles harden like 
  iron, and a red haze comes over your vision. 
  When swords are crossed, there’s no rational 
  thought left within you. Only fury. Only 
  destruction.  
  The dungeon calls to you. Fierce foes will 
  test you like a forged blade, tempered within 
  the fires of your boundless rage. You will 
  show no mercy, and expect none in return. 
  You will throw yourself into the abyss and 
  emerge on the other side triumphant, bathed 
  in the blood of those who would stand 
  against you… Or you will fall in a glorious 
  battle, still clutching your weapon until you 
  breathe your last. 
  The land will tremble at your passing. 
  Valhalla awaits. 
   
  The Berserker’s strength is his mighty rage 
  and bloodlust, granting him superhuman 
  physical prowess at the cost of his sanity for 
  a little while. What will happen when he 
  calls upon this terrible fury? 
   
  The Professional 
   
  So, you've made it back. You've returned 
  from where few men dare to tread, bearing 
  wounds, treasures, and stories. The people 
  of this town are starting to look up to you. 
  Some would even follow you. Well, maybe 
  not back into the dungeon again, but to put 
  all that gold you've won to good use. Build a 
  new tavern, or a temple. You know, some 
  place you can settle down. For a while, at 
  least. 
   
  The Professional is a throwback to the days 
  of old-school Dungeons & Dragons, when 
  high-level characters became lord of keeps 
  or guilds. It is based strongly off of the 
  Landed Gentry compendium class, though 
  the flavor has been changed to make the 
  character a businessman rather than a lord, 
  and the moves are optimized to maximize 
  both player choices and plot hooks. Thieves' 
  guilds, taverns, temples, and shops can all be 
  created using this compendium class. 
   
   
  
   
    
  Your alignment is Lawful. Your Alignment move is superseded 
  by your Monk’s Path requirement; you use that instead to mark 
  XP at the end of the session. 
   
   
   
   
   
  o Human 
  When you observe an enemy’s fighting style, ask the GM how 
  much damage they do. 
  o Dwarf 
  You ignore the forceful tag on any attacks made against you. 
   
   
  Fill in the names of your companions in at least one: 
   
  Though __________'s ways are different than mine, I can still 
  learn much from them. 
   
  __________ is troubled, and needs my help to find inner peace. 
   
  I have taught __________ a secret of my order. 
   
  My master would not approve of me traveling with __________. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Ki Focus 
  When you take some time to meditate and focus your inner strength, set your Ki to 3. 
  Your maximum Ki is 3. You may spend 1 Ki to gain one of the following effects: 
  • 
  Deal +1d4 damage forward, once per attack 
  • 
  Roll with an incoming attack, taking +3 armor forward 
  • 
  Break an inanimate object no larger than yourself with a powerful yet precise 
  blow 
  • 
  Use the ability granted by your Monk’s Path 
  You cannot gain or use Ki if you are wearing any armor, including shields.  
   
   
  Martial Artist 
  Your body itself is a weapon. Name your style of martial arts! Your unarmed strikes have 
  a range of hand and the precise tag.  
   
  You can always make unarmed strikes against creatures with dangerous forms—such as 
  fire elementals, iron golems, or creatures covered in spikes—without Defying Danger 
  from these natural defenses.  
   
   
  Monk’s Path 
  You follow a strict path of discipline to focus your inner strength on your journey to 
  enlightenment. Give your order a name, and choose a path from the list on the third page. 
  Each path gives you an additional move, a way to mark XP, and a restriction. When you 
  violate your path’s restriction, lose 1 Ki and take -1 forward. 
   
   
   
  Wire Fu 
  When you perform an act of uncanny agility, balance, or coordination, roll+DEX. *On 
  a 10+ choose one. *On a 7-9 choose two.  
  • 
  The action requires some of your focus, spend 1 Ki 
  • 
  You expose yourself to danger or retribution, or you wind up somewhere you 
  didn’t intend to be  
  • 
  Your action causes some unintended collateral damage or change to the 
  environment 
  • 
  You strain yourself, take -1 ongoing to all DEX moves until you take a few 
  minutes to stretch and limber up 
   
  8 
  Dwarf: Abhin, Daniki, Aras, Mavi, Kala, Qatji, Fehri, Baichi 
  Human: Li, Kaze, Tara, Jade, Sakura, Konrad, Fei, Drake, Ji-dan, Chizu 
   
  Wise Eyes, Eager Eyes, or Deep Eyes 
  Shaved Head, Long Braid, or Headband 
  Monk's Robe, Martial Arts Uniform, or Loose Clothing 
  Toned Body, Tattooed Body, or Graceful Body 
     THE MONK 
  Alignment 
  Race 
  
   
    
  Your load is 6+STR.  You start with dungeon rations (5 uses, 1 weight) and a 
  mark or token of your monastic order, describe it! Choose two: 
  o Monk’s staff (close, precise, two-handed, 1 weight) 
  o Bandages (3 uses, slow, 0 weight) 
  o Adventuring gear (5 uses, 1 weight) 
  o Antitoxin (0 weight) 
  o 3 shuriken (thrown, near, 0 weight) 
   
   
   
   
   
   
   
   
   
   
   
   
   
  When you gain a level from 2-5, choose from these moves. 
  o Awakening 
  When you contemplate your surroundings to see the truth in things, you 
  may Spout Lore with WIS instead of INT. 
  o Be Like Water 
  Add these to the list of deeds you can spend Ki to perform: 
  • 
  Flow around a missile attack, preventing all of the damage 
  • 
  Slip free from anything physically restraining you 
  o Empty Hand Style 
  When you Hack and Slash with an unarmed strike, on a 10+ you may also 
  move your foe somewhere within your reach, knock them down, or pin them 
  in place. 
  o Enlightenment 
  When you meditate, the GM will give you a useful insight into a problem at 
  hand. Take +1 forward when you act on this information. 
  o Monkey Moves 
  When you try to get inside of a foe’s reach, no matter their size, take +1 
  to the attempt and +1 armor forward. 
  o One Hundred Paths 
  You have learned much from studying other paths to enlightenment. When 
  you gain this move, choose a second Monk’s path. You may use that path’s 
  special ability by spending 1 Ki. Note that this does not give you that path’s 
  restriction or extra ability to mark XP. 
  o Pressure Points 
  Weapons you wield with the precise tag, including your unarmed strikes, 
  gain +piercing equal to your WIS. 
  o Shinobi 
  You are preternaturally silent, and will never make any noise unless you 
  choose to. You never need to Defy Danger to act quietly. 
  o Stone Guard 
  While you hold Ki, you have 2 armor. 
  o Wind Walker 
  When you use Wire Fu, on a 10+ you do not need to choose from the list, 
  and on a 7-9 you choose only one from the list. 
   
   
   
  When you gain a level from 6-10, choose from these moves or the level 2-
  5 moves. 
  o Chakra 
  When you manipulate the flow of ki within your own body, take a debility 
  of your choice and gain 1 Ki, up to your maximum. 
  o Dairokkan 
  When something hidden threatens you, the GM will give you a warning in 
  the form of a hunch about where the danger lurks, but not necessarily its 
  nature. 
  o Inner Peace 
  When you meditate, set your Ki to 4 instead of 3. Your maximum Ki is 4. 
  o Flowing Defense 
  When you use flowing movements and quick reflexes to turn an attack 
  back upon itself, you may Defend with DEX instead of CON.  
  o Kirin Strikes 
  When you meditate while holding a magical weapon, you may drain the 
  magic from the weapon. When you make an unarmed strike, you may imbue 
  that attack with the effects of the drained weapon. You may only have one 
  effect at a time, draining a new weapon replaces the one you had before.  
  o Mountain Guard 
  Replaces: Stone Guard 
  You have 2 armor. While you hold Ki, you have 4 armor instead. 
  o Nerve Strike 
  Requires: Pressure Points 
  When you Hack and Slash with a precise weapon (including an unarmed 
  strike), on a 12+ you disrupt your foe’s ki, disabling one of his limbs or 
  senses in additional to dealing your damage. 
  o One Thousand Paths 
  Requires: One Hundred Paths 
  When you gain this move, choose a third Monk’s path. You may use that 
  path’s special ability by spending 1 Ki. 
  o Path Mastery 
  You have attained the rank of master among your order, and will be 
  recognized as such. You may use the master move of your Monk’s Path. 
  o Rising Phoenix 
  You don’t take your Last Breath so long as you hold Ki. If you take damage 
  while at 0 HP, lose 1 Ki instead. 
  
   
    
   
   
  MONK PATHS 
  o Path of Charity 
  You must reject as many worldly possessions as possible. Your Load is 
  reduced to 4+STR, and you begin play with only one piece of gear from the 
  list. You may never own or use a piece of gear that costs more than five 
  coins, and you may never possess more than ten coins worth of wealth or 
  equipment.  
   
  When you speak with simple wisdom as you Parley and spend 1 Ki, you 
  roll with WIS instead of CHA, and on a hit you get to ask their player one 
  question, which they must answer truthfully. You still require leverage to 
  Parley as usual. 
   
  At the end of the session, if you donated a significant amount of wealth or 
  valuables to a worthy charity, mark XP. 
   
   
  o Path of Purity 
  You must keep yourself fastidiously clean at all times. Whenever you or 
  your clothing becomes dirty, you must cleanse yourself at the next available 
  opportunity, no matter how inconvenient. Additionally, you may not touch or 
  be touched by members of the opposite sex. 
   
  When you chant sacred prayers aloud and spend 1 Ki, you may Turn 
  Undead as if you were a Cleric, and this ability also affects spirits. On a 10+, 
  the spirit is driven away or forced out of a person it possesses. 
   
  At the end of the session, if you ritually cleansed and purified a sacred 
  place, mark XP. 
   
   
  o Path of Peace 
  You can never kill another living being. You may not attack an enemy unless 
  you are attacked first, and even then you must only subdue them, not slay 
  them. You cannot eat meat unless you have no other option.  
   
  When you Hack and Slash with an unarmed strike, on a hit you may 
  spend 1 Ki to disable one of your foe’s weapons or stun them for several 
  moments instead of dealing damage.  
   
  At the end of the session, if you calmed a fight without anyone dying, 
  mark XP. 
   
   
  o Path of Truth 
  You can never tell any lies. This includes bluffing, stating half-truths with 
  the intent to deceive, exaggerating, telling white lies, and so on. This does 
  not prevent you from remaining silent if you’d rather not say something. 
   
  When you Defy Danger to act despite fear, an enchantment, or an 
  illusion and spend 1 Ki, you automatically succeed as if you had rolled a 
  10+. 
   
  At the end of the session, if you helped someone come to terms with an 
  unpleasant or difficult truth, mark XP. 
   
   
   
   
   
   
   
   
   
  o Path of the Dragon 
  You can never refuse a challenge or retreat from battle. If someone 
  challenges you to a fight, you must accept, even if your foes outnumber you 
  or are clearly much stronger. 
   
  When you shout with great force as you Hack and Slash with an 
  unarmed strike and spend 1 Ki, your attack has reach range, deals +1d6 
  damage, and gains the forceful tag. Remove the option “deal +1d6 damage 
  forward, once per attack” from the Ki Focus list; this move replaces it.  
   
   
  At the end of the session, if you defeated someone stronger than yourself 
  without help, mark XP. 
   
   
  o Path of Mirrors 
  You can never use any magical objects, even healing potions, nor may you 
  willingly permit yourself to be the subject of a magical spell or effect.  
   
  When you Defy Danger from a magical effect, on a hit you may spend 1 Ki 
  to turn the magic back upon itself, describe how.  
   
  At the end of the session, if you destroyed a magical object of some 
  significance or gave it to a temple for safekeeping, mark XP. 
   
   
  o Path of Shadows 
  You must keep your face covered at all times. You cannot meditate in the 
  presence of any light brighter than a single candle. While you are standing in 
  direct sunlight, you cannot spend Ki. 
   
  You can see clearly in even total darkness. When you step into a patch of 
  deep shadow and spend 1 Ki, you can step out of another one that you can 
  see. The whole of you must step through, with all that you carry. 
   
  At the end of the session, if you killed a foe without being detected, mark 
  XP. 
   
   
  MASTER PATH MOVES 
  When you take the move Path Mastery, you may use the following special 
  move associated with your Monk’s Path: 
   
  Path of Charity: When you enter a friendly steading, a local temple will 
  provide you and your party with free food, shelter, and medical care for as 
  long as you stay, within reason. 
   
  Path of Purity: When you use your sacred prayers to turn the undead or a 
  spirit, on a hit you also deal your damage to the target, ignoring armor. 
   
  Path of Peace: No sentient being will ever attack you unless you do 
  something to provoke them. 
   
  Path of Truth: When someone in your presence tells a lie, you will always 
  detect it. 
   
  Path of the Dragon: Your unarmed strikes gain the fiery tag. 
   
  Path of Mirrors: While you hold a magical object in your hands, any 
  powers that it has are suppressed for as long as you hold it. 
   
  Path of Shadows: When you hide in shadows or darkness, you cannot be 
  detected by any means until you reveal yourself. 
  
   
    
  o Chaotic 
  Free someone from literal or figurative bonds. 
  o Good 
  Endanger yourself to combat an unnatural threat. 
  o Neutral 
  Help an animal or spirit of the wild. 
   
   
  o Elf 
  When you undertake a perilous journey through wilderness 
  whatever job you take you succeed as if you rolled a 10+. 
  o Human 
  When you make camp in a dungeon or city, you don’t need to 
  consume a ration. 
  o Orc 
  Your traps always deal 1d4 damage as an additional effect. 
   
   
  Fill in the names of your companions in at least one: 
   
   
  I have guided ____________ before and they owe me for it.  
   
  ____________ is a friend of nature, so I will be their friend as 
  well. 
   
  ____________ has no respect for nature, so I have no respect for 
  them. 
   
  ____________ does not understand life in the wild, so I will 
  teach them.
  Hunt and Track  
  When you follow a trail of clues left behind by passing creatures, roll+WIS. *On a 7+, 
  you follow the creature’s trail until there’s a significant change in its direction or mode of 
  travel. *On a 10+, you also choose 1: 
  • 
  Gain a useful bit of information about your quarry, the GM will tell you what 
  • 
  Determine what caused the trail to end 
   
   
  Called Shot  
  When you attack a defenseless or surprised enemy at range, you can choose to deal 
  your damage or name your target and roll+DEX. 
  • 
  Head *10+: As 7–9, plus your damage *7-9: They do nothing but stand and 
  drool for a few moments. 
  • 
  Arms *10+: As 7-9, plus your damage *7-9: They drop anything they’re 
  holding. 
  • 
  Legs *10+: As 7-9, plus your damage *7-9: They’re hobbled and slow moving. 
   
   
  Trapper  
  When you set a trap, spend one of your traps and describe how you set it, then choose 
  two effects from the following list:  
  • 
  The trap deals your damage to the target. 
  • 
  The target is ensnared, and cannot escape until it breaks the trap. Strong 
  monsters can break out of the trap more quickly. 
  • 
  The trap sets off a loud alarm. No matter where you are, you'll hear it or be able 
  to sense when it goes off. 
  • 
  The target's leg is crippled; its ability to run is impaired until the injury is healed.  
   
  When a monster stumbles upon your trap, roll+WIS. *On a 10+, you get both effects. 
  *On a 7-9, you get one, your choice. 
   
   
  8 
  Elf: Throndir, Elrosine, Aranwe, Celion, Dambrath, Lanethe, Mariel, Xarai 
  Human: Jonah, Halek, Brandon, Emory, Shrike, Nora, Diana, Eli, Wulf 
  Orc: Kargek, Mordrog, Rashka, Gorthul, Throdok, Balchak, Harga 
  Wild Eyes, Sharp Eyes, or Animal Eyes  
  Hooded Head, Wild Hair, or Bald  
  Cape, Camouflage, or Traveling Clothes  
  Lithe Body, Wild Body, or Sharp Body 
  THE HUNTER 
  Alignment 
  Race 
  
   
    
  Your load is 11+STR.  You start with dungeon rations (5 uses, 1 weight), 
  leather armor (1 armor, 1 weight), Hunter’s bow (near, far, 1 weight), bundle 
  of arrows (3 ammo, 1 weight) and 3 traps (1 weight each). Choose three:  
  o Short sword (close, 1 weight) 
  o Spear (reach, 1 weight) 
   
   
   
   
  o Adventuring gear (5 uses, 1 weight)  
  o Bandages (3 uses, 0 weight) 
  o Antitoxin (0 weight)  
  o Bundle of arrows (3 ammo, 1 weight) 
   
   
   
  Traps cost 3 coins and have 1 weight 
   
   
  You may take this move only if it is your first advancement. 
  o Half-blood 
  Somewhere in your lineage lies mixed blood and it begins to show its 
  presence. You gain the human starting move if you are an elf or an orc. If 
  you are human, you gain the elf or orc starting move. 
   
   
  When you gain a level from 2-5, choose from these moves. 
  o Blot Out the Sun 
  When you Volley, you may spend extra ammo before rolling. For each point 
  of ammo spent you may choose an extra target. Roll once and apply damage 
  to all targets. 
  o Camouflage 
  When you keep still in natural surroundings, enemies never spot you until 
  you make a movement. 
  o Familiar Prey 
  When you Spout Lore about a monster, you roll with WIS instead of INT. 
  o Follow Me 
  When you Undertake a Perilous Journey you can take two roles. You 
  make a separate roll for each. 
  o Improved Traps 
  When you set a trap, add the following to the list of trap effects: 
  • 
  The trap also affects anyone close to the target. 
  • 
  The trap moves the target a short distance. 
  o Man vs. Wild 
  When you Make Camp in the wilderness or in a dungeon, you can 
  scavenge materials to make one trap for free. 
  o A Safe Place 
  When you set the watch for the night, everyone takes +1 to Take Watch. 
  o Tactical Eye 
  When you Discern Realities, add these options to the list of questions: 
  • 
  What is my best escape route? 
  • 
  Where is my best cover? 
  • 
  Which of my allies is the most vulnerable? 
  o Trick Shot 
  When you make an improbable bow shot with an unusual effect, describe 
  what you want to happen and roll +DEX. On a 10+, the GM tells you one 
  thing you have to do to pull off the shot. On a 7-9, up to three things. 
  • 
  Spend some time lining up the shot 
  • 
  Get into a vulnerable position 
  • 
  Spend 1 ammo 
  • 
  Sacrifice or endanger something important 
  When you gain a level from 6-10, choose from these moves or the level 2-
  5 moves. 
  o Adaptation 
  When you observe a place or monster, the GM will tell you a move 
  associated with them. When that move is used against you for the first 
  time, roll+WIS. *On a hit, you avoid, resist, or otherwise negate the move. 
  *On a 10+, you turn the move back on itself. 
  o Black Arrow 
  When you know your target’s weakest point, your arrows ignore armor. 
  o Bull’s-eye 
  When you Volley, on a 12+ you also damage your target’s arms, legs, or 
  head as if you had made a Called Shot. 
  o Hunter’s Mark 
  When you draw an enemy's blood, you may declare that enemy to be your 
  quarry. Your attacks and traps deal +1d4 damage against the quarry, and 
  when you Track your quarry you cannot get a 6-, treat that as a 7-9. You may 
  have only one quarry at a time. 
  o Hunter’s Prey 
  Replaces: Familiar Prey 
  When you Spout Lore about a monster, you roll with WIS instead of INT, 
  and on a 12+, in addition to the normal effects, you may ask the GM any one 
  question about the subject. 
  o Natural Cunning 
  Get one move from the druid or thief class. Treat your level as one lower for 
  choosing the move. 
  o Observant 
  When you Hunt and Track, on a success you may also ask one question 
  about the creature you are tracking from the Discern Realities list for free. 
  o Strider 
  Replaces: Follow Me 
  When you Undertake a Perilous Journey you can take two roles. Roll 
  twice and use the better result for both roles. 
  o Terrain Advantage 
  Choose a land from the druid's Born of the Soil list, adding “the Great City” 
  to the list. While you are in your chosen land you take +1 ongoing to Hunt 
  and Track and Trapper. 
  o Trap Mastery 
  Requires: Improved Traps 
  When you set a trap, choose three options instead of two. When the trap is 
  sprung, on a 10+ you get all three options, on a 7-9 you choose two, and on a 
  6- you still choose one. 
  
   
    
  o Lawful 
  Coexist with mortals without harming them or their community. 
  o Chaotic 
  Spread fear through a community. 
  o Evil 
  Feed on the innocent and helpless for your own pleasure. 
   
   
  Choose your race. Then choose how you became a vampire. 
   
  o Ancient Vampire 
  You’ve been undead for quite some time. When you Spout Lore 
  about times long past, take +1. 
  o Accursed Vampire 
  You’ve become a vampire by a curse. Choose a tell for your 
  curse, this counts as another weakness for determining the 
  maximum Blood you can hold: 
  o 
  Animals become noticeably agitated by your presence  
  o 
  Food and drink sour at any table you are seated at 
  o 
  Those standing next to you feel an unexplainable chill 
  o 
  Plants wither and die when you walk by 
  o Recently Turned 
  Your appearance can never become monstrously inhuman. 
  Additionally, you may call upon the elder vampire who sired you 
  for assistance, and he’ll help you… for a price. 
   
   
  Fill in the names of your companions in at least one: 
   
  __________ knew my sire, they speak for him in his stead. 
   
  I have tasted __________’s blood, and I want more! 
   
  __________ knows how I am vulnerable, and is not afraid to use 
  it against me. 
  Nosferatu 
  You are a vampire! You do not age, nor do you need to breathe. You start with the 
  following two weaknesses: 
  • 
  Instantly slain by a wooden stake to the heart 
  • 
  Repulsed by and vulnerable to fire and sunlight 
  You may also choose up to three additional weaknesses: 
  o 
  Mirrors repel you; you do not cast a reflection 
  o 
  Repulsed by and vulnerable to garlic 
  o 
  Repulsed by and vulnerable to silver 
  o 
  Repulsed by and vulnerable to holy symbols and places 
  o 
  Cannot cross running water, and destroyed by drowning 
  o 
  May only feed upon people of your own race 
  When you are reduced to 0 hit points, unless you were utterly annihilated or killed by a 
  weakness you turn into mist and return to your last safe resting place and gain 1 Hunger. 
  Apex Predator 
  When you feast on the blood of a living person, hold 2 Blood if you leave them alive or 
  if they are already weakened, or hold 3 Blood if you kill a healthy person. The maximum 
  Blood you can hold is equal to the number of weaknesses you have. 
   
  When you hunt for a victim in a steading, roll+DEX if you use stealth or aggression, or 
  roll+CHA if you use guile or charm. *On a 10+, you find someone you can feed from 
  undisturbed. *On a 7-9, you still find a victim, but choose one: 
  • 
  You only hold 1 Blood 
  • 
  Someone catches you in the act 
  • 
  You leave behind incriminating evidence 
  The Blood is Life! 
  When you make camp, spend 1 Blood or gain 1 Hunger. You do not recover HP when you 
  make camp or rest; you must spend Blood. 
   
  You can spend 1 Blood to: 
  • 
  Make your next melee attack messy, forceful, or deal +1d4 damage 
  • 
  Heal yourself for 2d4 HP 
  • 
  Resist a weakness for a short time 
  • 
  Reduce your Hunger by 1 
   
  The GM can spend 1 Hunger to: 
  • 
  Make you attack the nearest or weakest creature 
  • 
  Make you drain someone's blood completely when you are feeding 
  • 
  Make your appearance monstrously inhuman for a while 
  • 
  Run in terror from a weakness 
  8 
  Names: Ambrose, Anton, Angelique, Donovan, Kurt, Ruby, Trevor, Virgil, Lucius, 
  Ophelia, Selena, Virgil, Vanessa, Crane, Deidre, Sonja, Valentine 
  Deep Eyes, Piercing Eyes, Yellowed Eyes 
  Slick Hair, Silvery Hair, Scarred Scalp 
  Out-of-style Finery, Torn Clothing, Stolen Clothing 
  Gaunt Body, Corpulent Body, Commanding Posture 
  THE VAMPIRE 
  Alignment 
  Background 
  
   
    
  Your load is 7+STR. Choose your armament: 
  o Wicked sharp knife (hand, 1 weight) 
  o Ornate rapier (close, precise, 1 weight) 
  o Long scythe (reach, two-handed, 2 weight) 
  Choose two: 
  o An old family heirloom worth 10 coins 
  o Bag of books (5 uses, 2 weight) 
  o A written promise of a favor owed to you by another vampire 
  o Archaic armor (1 armor, 1 weight) 
   
   
   
   
   
   
   
   
   
  When you gain a level from 2-5, choose from these moves. 
  o Aspect of the Bat 
  Your senses are very sharp. You can sense the approximate location of  
  invisible creatures and navigate even in complete darkness.  
  o Beast-Blood 
  You may spend 1 Blood to take the shape of a wolf or a bat, just as if you 
  had used the druid's Shapeshifter move. You always get 3 hold, no roll is 
  needed. 
  o Blood Bond 
  When you feed some of your blood to a willing NPC and spend 1 Blood, 
  they become your thrall. You may treat them as a hireling, with Loyalty 
  equal to your CHA, one skill equal to your INT, and Cost: their master's 
  blood. 
  o Blood Frenzy 
  While you hold zero Blood, you take +1 ongoing to Hack and Slash and deal 
  +1d4 damage. 
  o Children of the Night 
  When you make eye contact with a predatory animal, you can speak with 
  and understand them, and you can spend 1 Blood to give them a simple 
  telepathic command, which they will obey to the best of their ability. 
  o Cloak of Night 
  When you vanish into the shadows or fog, enemies never spot you until 
  you draw attention to yourself or leave your cover. 
  o Fang and Claw 
  You may grow and retract claws from your fingers at will (hand, +1 damage, 
  messy).  
  o Lord of the Dead 
  You may spend 1 Blood to cast the cleric spell Animate Dead, no roll is 
  needed. Your created zombie has one additional trait from the list, and you 
  also ignore the ongoing effect from the Animate Dead spell. 
  o Mesmerize 
  When you gaze deeply into a person's eyes, spend 1 Blood and roll+CHA. 
  *On a 10+, choose 2. *On a 7-9, choose 1: 
  • 
  They treat you as a friend until you prove otherwise 
  • 
  They run in terror 
  • 
  They give you something they hold 
  • 
  They truthfully answer one question 
  o Vampiric Resilience 
  While you are not in the presence of any of your weaknesses, gain +2 
  armor. 
  When you gain a level from 6-10, choose from these moves or the level 2-
  5 moves. 
  o Blood Power 
  The maximum Blood you may hold is increased by one.  
  o Bloody Killer 
  Requires: Fang and Claw 
  When you Hack and Slash with your claws, on a 12+ you gain 1 Blood. 
  o Diablerie 
  Gain the Ritual move from the wizard playbook. Any ritual you perform will 
  have the cost “Spend some Blood” in addition to whatever the GM says. 
  o Dream-speaker 
  You may visit the dreams of anyone whose blood you have tasted and 
  communicate with them over any distance this way. If they are your thrall, 
  you can compel them to obey you. 
  o Entrance 
  Requires: Mesmerize 
  When you use Mesmerize, you get one additional choice, even on a 6-. Add 
  the following choices to the list: 
  • 
  You plant a false memory in their minds; they will remember it as 
  if it really happened 
  • 
  They forget that you were ever there 
  o For the Dead Travel Fast 
  When you use the shadows to travel to your destination or escape 
  pursuit, roll+DEX. *On a 10+, choose 2. *On a 7-9, choose 1: 
  • 
  You get there unseen or lose your pursuers 
  • 
  You get there much quicker than it would normally take 
  • 
  You leave nothing that could be traced back to you or your friends 
  o Machiavelli 
  When someone is plotting against you, you’ll know it, though you can’t 
  necessarily tell how. At the end of a session, if during this session you 
  dismantled the machinations of a powerful rival, mark XP. 
  o Mist Form 
  Requires: Beast-Blood 
  You may use the Beast-Blood move to transform into a cloud of mist. 
  o Obfuscate 
  Requires: Cloak of Night 
  You may spend 1 Blood to deepen the local shadows or summon a small 
  bank of fog, perfect for vanishing into. 
  o Soul Reaver 
  When you drain a person's blood and kill them, hold 1 additional Blood, 
  and that person can never be resurrected, nor can their spirit be contacted. 
  
   
    
  o Good 
  Use trickery to help people when the law cannot. 
  o Chaotic 
  Expose corruption or hypocrisy with your tricks. 
  o Evil 
  Con people out of their valuables. 
   
   
  o Human 
  When you spend some time trading gossip in a community, 
  roll+CHA. *On a hit, you learn of an interesting opportunity 
  nearby. *On a 10+, you can also start a rumor of your own; it 
  will spread like wildfire. 
   
  o Halfling 
  When you perform a sleight of hand upon an unwary or 
  distracted mark, you succeed and no one’s the wiser. If you’re 
  subject to scrutiny, roll+DEX. *On a 10+, you succeed and no 
  one’s the wiser. *On a 7-9, you succeed or no one’s the wiser, 
  your choice. 
   
   
  Fill in the names of your companions in at least one: 
   
  _____________ has my back when things go wrong.  
   
  _____________ knows a secret about me that could be 
  embarrassing if it was let loose.  
   
  _____________ has helped me run a con before. 
   
  I know a secret about _____________, but he doesn't know that I 
  know.
  Silvertongue  
  When you use lies, bluster, or deception to avoid suspicion or get out of trouble, 
  roll+CHA. *On a hit, your lies are believed, for now. *On a 10+, also choose one: 
  • 
  You direct their attention or suspicion to somewhere else  
  • 
  Your deception will go unchallenged until they see or hear some proof 
  • 
  You cover your friends as well 
   
  Social Engineering  
  When you spend some time scouting a local community for easy marks and 
  opportunities, roll+CHA. *On a 10+, hold 3. *On a 7-9, hold 2. *On a 6-, hold 1, and the 
  GM holds 1. You may spend this hold to call in a favor; you can ask someone to do a 
  simple, non-dangerous task for you, and they'll do it. The GM may spend his hold at any 
  time to introduce a person hostile to you, suspicious of you, or whom you owe big time. 
   
  You cannot extract favors from anyone who is outwardly hostile to you or suspicious of 
  you. Other players are always suspicious of you, since they know you’re the Trickster. 
   
  Smoke Bomb 
  When you have time and safety to prepare a few tricks, you can manufacture up to 
  three smoke bombs. Each has 1 weight, and is dangerous for anyone except you to use. 
  When you throw a smoke bomb at a hard surface, roll+DEX. *On a hit, a cloud of 
  smoke bursts forth, briefly blinding and causing a coughing fit in anyone caught in the 
  cloud, except you. *On a 7-9, choose 1: 
  • 
  Someone you didn’t intend also gets caught in the smoke 
  • 
  The smoke will only last a few moments 
  • 
  A person of the GM's choice is unaffected 
   
   
   
   
   
  6 
  Halfling: Felix, Rook, Mouse, Sketch, Trixie, Robin, Omar, Brynn, Bug, Puck 
  Human: Sparrow, Shank, Jack, Marlow, Dodge, Rat, Pox, Humble, Farley, Reynard 
  Shifty Eyes, Twinkling Eyes, or Sharp Eyes 
  Hooded Head, Messy Hair, or Stylish Hat 
  Gaudy Clothes, Fancy Clothes, or Plain Clothes  
  Lithe Body, Knobby Body, or Quick Body 
  THE TRICKSTER 
  Alignment 
  Race 
  
   
    
  Your load is 9+STR.  You start with dungeon rations (5 uses, 1 weight) and 
  three smoke bombs (1 weight each). Choose your weapons: 
  o Short sword (close, 1 weight) and 3 throwing knives (thrown, near, 0 
  weight) 
  o Rapier (close, precise, 1 weight) 
  o Ragged Bow (near, 2 weight), a bundle of arrows (3 ammo, 1 weight), and 
  a dagger (hand, 1 weight). 
  Choose two: 
  o Adventuring gear (5 uses, 1 weight) 
  o Leather armor (1 armor, 1 weight) 
  o 12 counterfeit coins 
  o Halfling pipeleaf (6 uses, 0 weight) 
   
   
   
   
  When you gain a level from 2-5, choose from these moves. 
  o Concealment 
  Your smoke bombs never affect you; you can always see clearly within the 
  smoke and your actions are unimpaired within it. 
  o Confidence Trick 
  When you make small talk with someone, you can spend a hold from 
  Social Engineering to ask them a question; they’ll answer it truthfully in the 
  form of a slip of the tongue or their body language giving it away, but they’ll 
  be aware that they gave up that information. 
  o Deep Pockets 
  Any items that you carry that could fit in the palm of your hand (including 
  your smoke bombs) are so well concealed on you that they will never be 
  found unless you are completely stripped and searched. 
  o Distracting Shot 
  When you Volley, on a 10+ you may draw your target’s attention elsewhere 
  instead of dealing damage. 
  o Escape Artist 
  When you try to slip free of anything physically restraining you, 
  roll+DEX. *On a hit, you’re free. *On a 10+, choose one: 
  • 
  You take a parting shot at your captor, deal your damage 
  • 
  You make it easier for someone else nearby to escape 
  • 
  You take a little souvenir with you, the GM will tell you what 
  o Lamentable Belaborment 
  When you sow mistrust and discord among your foes, roll+CHA. *On a 
  10+, they're confused and will take some time to argue and sort things out. 
  *On a 7-9, they're still confused, but not for very long.  
  o Legerdemain 
  Gain a spellbook containing all wizard cantrips. You may learn, memorize, 
  and cast cantrips, illusions, and enchantments as if you were a wizard of your 
  level-1, using CHA instead of INT to cast the spell. 
  o New Tricks 
  If you are human, gain the halfling starting move. If you are a halfling, gain 
  the human starting move. 
  o Smokescreen 
  When you Hack and Slash someone caught in your smoke bomb, on a hit, 
  choose one: 
  • 
  You steal something from them. Now it’s yours! 
  • 
  You deal +1d6 damage 
  • 
  Reduce their armor by 1 until they repair it 
  o Sneaky 
  Gain a move from the thief playbook.
  When you gain a level from 6-10, choose from these moves or the level 2-
  5 moves. 
  o Cheat Death 
  When you take your Last Breath, Death will always offer you a bargain, 
  even on a 6-. If you don't keep your end of it, you'll still live, but Death will 
  claim your soul the next time you are reduced to 0 HP. 
  o Flashbang 
  When you create a smoke bomb, you may instead create an incendiary 
  smoke bomb, which also deals your damage to one person caught in the 
  effect on a hit, and may start fires when thrown. 
  o Grifter 
  Requires: Confidence Trick 
  When you use Confidence Trick, your mark will not realize they gave away 
  their information. 
  o Honeyed Words 
  When you use Social Engineering you get +1 hold, even on a miss. 
  o Instigator 
  Requires: Lamentable Belaborment 
  When you use Lamentable Belaborment, on a 10+ the argument also gets a 
  little violent; one of the affected targets deals their damage to another. You 
  choose both parties. 
  o Pants on Fire 
  When a move has another player (including the GM) ask you a question 
  about your character, you can answer however you like (honestly or not). 
  o Smoke and Mirrors 
  Requires: Smokescreen 
  When you Hack and Slash someone caught in your smoke bomb, on a 
  10+ choose two options from Smokescreen instead of one, and add the 
  following options to Smokescreen list: 
  • 
  You draw their full attention to you 
  • 
  You direct their attack into someone/thing else 
  o Trust Me 
  When you use Silvertongue, on a 10+, choose two options from the list, and 
  on a 7-9, choose one option. 
  o Vanishing Trick 
  When you throw one of your smoke bombs at your feet, you may instantly 
  move from where you are to somewhere else in sight or in reach. The smoke 
  cover will make it seem like you just disappeared; you won’t be spotted 
  unless you’re out in the open or draw attention to yourself. 
  o Very Sneaky 
  Gain a move from the thief playbook. 
  
   
    
  o Good 
  Help people to live in harmony. 
  o Neutral 
  Resolve a disturbance in the balance. 
  o Chaotic 
  Reclaim a place or important object for the natural world. 
   
   
  o Dwarf 
  When you are dealing with spirits of earth, stone, or 
  mountains, take +1 to Second Sight and Widdershins. 
  o Human 
  Choose a wizard spell. You may prepare and cast that spell as if 
  it were a shaman spell. 
  o Orc 
  Aspect of the Wolf is a rote for you. 
   
   
  Fill in the names of your companions in at least one: 
   
  The spirits have spoken to me of __________; they have a 
  strange destiny that I will play a part of. 
   
  __________ does not believe in the spirit world, but I will make 
  them listen. 
   
  __________ is out of balance, and a danger to themselves and 
  others. I will help them. 
   
  I have sworn a covenant with __________, the spirits have 
  witnessed it.
  Trance 
  When you spend some time opening your mind to the mysteries of the Otherworld, 
  you lose any spells already prepared and prepare new spells of your choice whose total 
  levels don’t exceed your own level+1, and none of which is a higher level than your own 
  level. You may choose from any spell on the Shaman spell list. You also prepare all of 
  your rotes, which never count against your limit. 
  Cast a Spell 
  When you call forth a spell you’ve prepared, roll+WIS. *On a 10+, the spell is 
  successfully cast and you do not forget the spell—you may cast it again later. *On a 7-9, 
  the spell is cast, but choose one: 
  • 
  You draw unwelcome attention or put yourself in a spot. The gamemaster will 
  tell you how. 
  • 
  The spell disturbs the Mists as it is cast—take -1 ongoing to cast a spell until the 
  next time you Trance. 
  • 
  After it is cast, the spell is forgotten. You cannot cast the spell again until you 
  Trance again. 
  Note that maintaining spells with ongoing effects will sometimes cause a penalty to your 
  roll to cast a spell. 
  Second Sight 
  You are sensitive to the spirit world. When you are in the presence of an influential or 
  important spirit, the GM will let you know. When you open your senses to the Mists to 
  interact with a spirit, roll+CHA. *On a 10+, ask the GM three questions from the list 
  below. *On a 7-9, ask one:  
  • 
  Where exactly are any spirits residing? 
  • 
  What is the nature of the spirits present? 
  • 
  How is the spirit influencing the material world? 
  • 
  What could I offer this spirit that it wants or needs? 
  Regardless of the roll, you may communicate with any spirit you open your senses to, and 
  Parley if you have leverage as usual. Some spirits may be unwilling to talk, or not have 
  much to say.  
  Widdershins 
  When you bind a spirit with rituals or incantations, roll+CHA. *On a hit, you banish 
  the spirit from this place, force it from its host, or put a restriction on it. *On a 7-9, the 
  spirit will retaliate against you in exchange. You can dispel your bindings whenever you 
  wish, but the spirit will then be free to do as it pleases.
  6 
  Dwarf:  Andalen, Larelei, Morak, Halgmar, Garm, Beyla, Rakham, Yara 
  Human:  Semil, Falken, Tanika, Dungarth, Brey, Arando, Celad, Halmir 
  Orc:  Erishnar, Corug, Mirak, Garuk, Prinai, Ranak, Zuakka, Sulha 
  Wise Eyes, Distant Eyes, or Colorless Eyes 
  Long Braids, Furry Hood, or Antlered Hood 
  Rugged Leathers, Animal Hides, or Elaborate Body Designs 
   
  THE SHAMAN 
  Alignment 
  Race 
  
   
    
  Your load is 7+STR.  You start with dungeon rations (5 uses, 1 weight) and a 
  trinket that helps you commune with the spirit world. Describe it!  
  Choose your armament: 
  o Staff (close, two-handed, 1 weight) 
  o Spear (close, thrown, near, 1 weight) 
  o Worn bow (near, 2 weight), bundle of arrows (3 ammo, 1 weight), and 
  dagger (hand, 1 weight) 
  Choose your defenses: 
  o Hide armor (1 armor, 1 weight) 
  o Poultices and herbs (2 uses, 1 weight) 
  Choose one: 
   
  o Adventuring gear (5 uses, 1 weight) 
  o Halfling pipeleaf (6 uses, 0 weight) 
  o Antitoxin (0 weight) 
   
   
   
  When you gain a level from 2-5, choose from these moves. 
  o Covenant 
  When you use Widdershins, on a 10+, choose one: 
  • 
  The spirit can never return to this world after you banish it 
  • 
  The spirit will honor any agreement you make with it. 
  o The Cycle and the Path 
  When you cast a spell you ignore the first -1 penalty from ongoing spells. 
  o The Old Ways 
  When you cast a spell, on a 10+ you have the option of choosing an option 
  from the 7-9 list. If you do, you may choose one of these as well: 
  • 
  The spell’s effects are doubled 
  • 
  The spell’s targets are doubled 
  o One With Nature 
  Gain a non-multiclass move from either the druid or ranger class list. Treat 
  your level as one lower for choosing the move. 
  o Parting the Veil 
  When someone takes their Last Breath in your presence, they take +1 to 
  the roll. 
  o Shaman’s Intuition 
  When you Discern Realities or use Second Sight, hit or miss, you may also 
  ask, “What here is out of balance?” for free.  
  o Spiritual Healer 
  When you heal someone else, add your level to the amount healed. 
  o Stormstrike 
  When you imbue your weapon with primal power, forget a spell (not a 
  rote) you have memorized and choose one of the following. Your weapon 
  gains that effect as long as you wield it, until you use this ability again or 
  until you Trance. 
  • 
  Your weapon gains the fiery tag and deals +1d4 damage 
  • 
  Your weapon mystically shields you, granting +2 armor 
  • 
  Your weapon gains the forceful tag 
  • 
  You attack with this weapon with WIS instead of the usual stat 
  o Touch the Empyrean 
  Choose a spell. You are granted that spell as if it was one level lower. 
  o Well of Wisdom 
  When you listen to the whispers of the spirits, you may Spout Lore with 
  WIS instead of INT. 
   
   
  When you gain a level from 6-10, choose from these moves or the level 2-
  5 moves. 
  o Abjure 
  When you attack a spirit, ghost, or extra-planar entity, you deal +1d6 
  damage, and if it is reduced to zero HP, it is henceforth barred from 
  appearing on the material plane in any form. It can still be encountered in 
  spiritual visions and on other planes, just not your world. 
  o Grounding 
  When you resist an enchantment cast upon you, treat a 6- as a 7-9 result. 
  o The Mask and Mirror 
  Replaces: The Cycle and the Path 
  When you cast a spell you ignore up to two -1 penalties from ongoing spells. 
  o Moondance 
  While your bare skin is bathed in moonlight, the effects of your spells are 
  maximized. 
  o Naturalist 
  Gain a non-multiclass move from either the druid or ranger class list. Treat 
  your level as one lower for choosing the move. 
  o Secrets of the Otherworld 
  Replaces: The Old Ways 
  When you cast a spell, on a 10-11 you have the option of choosing an option 
  from the 7-9 list. If you do, you may choose one of these effects as well. On 
  a 12+ you get to choose one of these effects for free: 
  • 
  The spell’s effects are doubled 
  • 
  The spell’s targets are doubled 
  o Shaman’s Insight 
  When you use Second Sight, choose one more option, even on a 6-, and on a 
  12+, you may ask the spirit one question, and it will answer truthfully. 
  o Spirit Calling 
  When you perform a ritual to summon a spirit, name a spirit you wish to 
  summon, either by name or a type of spirit. It will be brought before you, and 
  you may immediately make the Widdershins move against it before it can 
  act. 
  o Storm, Earth, and Fire 
  Requires: Stormstrike  
  When you use Stormstrike, choose two options instead of one. 
  o Touch the Firmament 
  Requires: Touch the Empyrean  
  Choose a spell in addition to the one you picked for Touch the Empyrean. 
  You are granted that spell as if it was one level lower. 
  
   
    
   
   
  SHAMAN SPELLS 
   
  Every time you trance, you gain access to all of your rotes without having to 
  select them or count them toward your allotment of spells. 
  o Guidance 
  Rote 
   
  A symbol of the elements appears before you and gestures towards the 
  direction or course of action the spirits would have you take then disappears. 
  The message is through gesture only; your communication through this spell 
  is severely limited.  
   
   
  o Spirit Servant 
  Rote 
   
  You summon a minor invisible spirit that can do nothing but carry items. It 
  has Load 3 and carries anything you hand to it. It cannot pick up items on its 
  own and can only carry those you give to it. Items carried by a spirit servant 
  appear to float in the air a few paces behind you. A spirit servant that takes 
  damage or leaves your presence is immediately dispelled, dropping any 
  items it carried. 
   
   
   
  o Aspect of the Wolf 
  level 1 
  ongoing 
  A person you touch is imbued with a small amount of wild energy. Choose 
  one of the following effects to grant while this spell is ongoing: 
  • 
  They can see perfectly in total darkness 
  • 
  Their sense of smell and hearing is greatly enhanced 
  • 
  They become more fierce, dealing +1 damage ongoing 
  While this spell is ongoing you take -1 ongoing to cast a spell. 
   
  o Dreamsight 
  level 1 
   
  Cast this spell over a sleeping person, and you can see what they are 
  dreaming about, as well as the nature of any influences upon their mind. 
   
  o Flames of Wrath 
  level 1 
  ongoing 
  While this spell is ongoing, you may conjure a small orb of flame in your 
  hands whenever you like (thrown, near, 1 piercing), and you take -1 to cast a 
  spell. 
  o Sacred Circle 
  Level 1 
   
  As you cast this spell, you walk the perimeter of an area. As long as you stay 
  within that area you are alerted whenever someone acts with malice within 
  the circle (including entering with harmful intent). Anyone who receives 
  healing within the circle heals +1d6 HP. The spell ends when you leave the 
  area. 
   
  o Healing Touch 
  level 1 
   
  Your touch halts bleeding and eases pain. Heal an ally you touch of 1d6 
  damage. 
   
  o Rising Mists 
  level 1 
  ongoing 
  Name a location you can see. It is completely blanketed in thick fog that 
  prevents anyone from seeing further than a foot in front of them. While this 
  spell is ongoing, the fog will not dissipate and cannot be blown away by 
  wind, and you take -1 to cast a spell. 
   
   
   
   
  o Foresee 
  level 3 
   
  Cast this spell as you gaze into a pool of water, and you will receive a 
  portent from the spirit world. The GM will reveal an impending danger that 
  threatens the land. You will also learn something useful about how you can 
  interfere with the danger's dark outcomes. 
   
  o Entangle 
  level 3 
  ongoing 
  Roots and vines constrict painfully around the lower body of one target you 
  can see, preventing them from moving their legs. While this spell is ongoing 
  you take -1 ongoing to cast a spell. 
   
  o Glamour 
  level 3 
  ongoing 
  You create an illusion that changes one part of something or someone you 
  can see: its appearance, sound, or smell. While this spell is ongoing you take 
  -1 to cast a spell. 
   
  o Elemental Blessing 
  level 3 
  ongoing 
  A person you touch receives a blessing of the elements. Choose one: 
  • 
  Fire will not burn them or their possessions 
  • 
  They may walk upon water as if it were solid ground 
  • 
  They may breathe safely in any environment, even underwater or 
  in toxic fumes 
  • 
  Their skin hardens like stone, giving them +1 armor 
  While this spell is ongoing you take -1 ongoing to cast a spell. 
   
  o Silence and Stillness 
  level 3 
   
  The winds of magic grow still in your presence. Choose a spell or magical 
  effect in your presence, it ceases to function as long as you remain nearby. 
   
  o Whispering Wind 
  level 3 
   
  You summon a spirit of the winds to carry a short message to a person of 
  your choice. The spirit will also carry back a short reply.
   
   
   
   
   
   
  First Level Spells 
  Third Level Spells 
  Rotes 
  
   
    
   
   
  SHAMAN SPELLS 
   
  o Purify 
  level 5 
   
  Your touch removes a poison or disease from a person or object. 
   
  o Summon Elemental 
  level 5 
  ongoing 
  You conjure an elemental servitor to assist you. Treat it as your character, 
  but with access to only the basic moves. It has +1 modifier for all stats, 1 HP, 
  and does 1d8 damage. The elemental also gets your choice of 1d4 of these 
  traits: 
  • 
  It has +2 instead of +1 to one stat 
  • 
  It’s not reckless 
  • 
  It’s bond to your plane is strong: +1 HP for each level you have  
  • 
  It has some useful secondary ability 
  The elemental remains on this plane until it dies or you dismiss it. While this 
  spell is ongoing you take -1 to cast a spell. 
    
   
   
   
  o Chain Lightning 
  level 5 
   
  A bolt of lightning springs from your fingertips, striking your target and 
  everyone nearby for 2d6 damage, ignoring armor. 
   
  o Life Touch 
  level 5 
   
  Life energy fills the person you touch, healing them of 3d6 damage. 
   
  o Sight Beyond Sight 
  level 5 
   
  Name a person, place, or thing you want to learn about. You will receive a 
  vision of the subject, as clear as if you were there. 
   
  o Spirits of the Wild 
  level 5  
  ongoing 
  You call upon the power of an animal spirit to aid you. Name the animal. 
  While this spell is ongoing, you gain the use of one of that animal’s abilities 
  and take -1 to cast a spell.  
   
   
   
  o Control Weather 
  level 7 
   
  Wish for rain—or sun, wind, or snow. Within a day or so, your wish will be 
  granted. The weather will change according to your will and last a handful of 
  days. 
   
  o Masterful Glamour 
  level 7 
  ongoing 
  You create a complex illusion that affects all senses. The illusion can move if 
  you are around to direct it, or you may program it to move under certain 
  conditions, and it may exist independently of other objects. While this spell 
  is ongoing you take -1 to cast a spell. 
   
  o Wild Hunt 
  level 7 
   
  Name a person or creature you wish to hunt. Spiritual wolves will seek them 
  out, no matter where they hide. While this spell is ongoing, when you lift 
  your head and howl to the sky, the wolves will howl back, telling you which 
  direction your target lies. Additionally, when you deal damage to the target, 
  you deal an additional +1d6 damage as the wolves join in the attack. The 
  spell lasts until you dismiss it, your target is killed, or until you cast it again. 
  o True Seeing 
  level 7 
  ongoing 
  Your vision is opened to the true nature of everything you lay your eyes on. 
  You pierce illusions and see things that have been hidden. The GM will 
  describe the area before you ignoring any illusions and falsehoods, magical 
  or otherwise. While this spell is ongoing you take -1 to cast a spell. 
   
  o Rebirth 
  level 7 
   
  The Mists breath new life into a person you touch. They are restored to full 
  health, any poisons or diseases are cured, debilities are healed, and even lost 
  limbs are regrown.  
   
  o Spirit Lodge 
  level 7 
   
  You cast a ward upon a specific location that prevents creatures of a certain 
  type from entering that area. The location must have clearly-defined 
  boundaries, though you can pace out a circle or other space and mark it with 
  chalk, sand, etc. Name what kind of creature is barred from entry when you 
  place the ward. 
   
  o Cataclysm 
  level 9 
   
  The Mists bring the unnatural weather of your choice to pass. Rain of blood 
  or acid, meteor storms, wind that can carry away buildings, or any other 
  weather you can imagine: ask and it shall come. 
   
  o Reclamation 
  level 9 
   
  The earth reclaims a person that you touch, turning them to stone.  
   
  o Commune With Nature 
  level 9 
   
  You attune yourself to a location and the earth answers you. Spirits of this 
  location will answer any three questions you pose to them. Anything the land 
  can know, it will tell you. 
   
  o Earthquake 
  level 9  
  ongoing 
  A location you can see begins to shake violently. The earth heaves and 
  shudders, tearing itself asunder for miles around. While this spell is ongoing, 
  you take -1 to cast a spell. 
   
  o Maelstrom 
  level 9 
   
  A powerful whirlwind gathers you and your allies up, whisking you away to 
  a destination of your choice. 
   
  o Renewal 
  level 9 
   
  A burst of cleansing energy fills the area, removing any corrupting 
  influences on either the land or a person of your choice. Curses, blights, and 
  debilities are all ended by this spell. 
  Fifth Level Spells 
  Seventh Level Spells 
  Ninth Level Spells 
  
   
    
  o Neutral 
  Increase your reputation while working to fulfill Death’s task to 
  you. 
  o Evil 
  Make a bloodbath of your foes. 
   
   
  Choose any race. Then choose what’s so important to you that 
  you would take up the dark blade for it.  
   
  o Love 
   
   
       
  Add the following Bond: _______________ reminds me of my 
  true love; I'll protect them.  
  o Duty 
   
   
      
  Add the following option to Road to Perdition: 
  • 
  Cast Visions Through Time, as the wizard spell; Death 
  will show you where you’re needed most. 
  o Honor 
   
   
      
  Choose a hated type of enemy, such as goblins, traitors, or 
  nobles. When you strike a deathblow with your dark blade 
  against your chosen enemy, heal 1 HP.  
   
   
  Fill in the names of your companions in at least one: 
   
  _______________ is the voice of my conscience; they keep me 
  from going too far, though I may resent them for it sometimes. 
   
  _______________ gives me hope for a better tomorrow. 
   
  I have seen Death’s mark upon _______________; something 
  terrible is in store!
  Dark Blade 
  Death has given you a bladed weapon of terrible power, describe it! Your weapon will 
  always have a shadowy aura around it; anyone who sees it will know that it's a weapon of 
  darkness. Your weapon has 2 weight, close range, and the messy tag. Choose one more 
  feature for your weapon: 
  o 
  Sharp. +1 piercing. 
  o 
  Heavy. Add forceful and +1 weight. 
  o 
  Ancient. Take +1 to Spout Lore about spirits or the lands beyond the Black Gate 
  o 
  Mystical. Glows in the presence of one type of creature, your choice.  
  o 
  Long. Add reach and two-handed. 
  Choose what Death has tasked you with in exchange for this weapon. When you fulfill 
  Death’s task, hold 3 Torment. Your maximum Torment is 3. 
  o 
  Extinguish some of the world's light or beauty 
  o 
  Help the dead or dying pass on 
  o 
  Remove stagnation so rebirth can occur 
  o 
  Punish those who defy Death's order 
   
  Armored 
  You ignore the clumsy tag on armor you wear. 
   
  Road to Perdition 
  When you draw upon the unholy power in your dark blade, choose one of the 
  following effects: 
  • 
  Don the visage of death, terrifying a target you can see as if you cast the Cause 
  Fear spell for as long as you focus your attention on them 
  • 
  Plunge your blade into a corpse, its spirit will answer any three questions you 
  pose to it to the best of the knowledge it had in life and the knowledge it gained 
  in death 
  • 
  Summon supernatural darkness into an area you can see, until you use this move 
  again or dismiss it 
  …then roll+CHA. *On a hit, you achieve your desired effect. *On a 7-9, either spend 1 
  Torment or lose HP equal to the higher of the two dice rolled, ignoring armor.  
   
   
   
   
  10 
  Names: Emma, Tristan, Erik, Dean, Shelley, Grant, Horatio, Cecil, Catherine, Edmund, 
  Leonardo, Annette, Connor  
  Hollow Eyes, Penetrating Eyes, Sharp Eyes 
  Wavy Hair, Ash-White Hair, Closed Visor 
  Pale Body, Taut Body, Scarred Body 
  Horned Helmet, Spiked Armor, Great Cloak 
  THE DARK KNIGHT 
  Background 
  Alignment 
  
   
    
  Your Load is 10+STR.  You start with your dark-bladed weapon (2 weight), 
  dungeon rations (5 uses, 1 weight), and a memento of someone important to 
  you, describe it!   
  Choose your defenses: 
  o Chainmail (1 armor, 1 weight) and adventuring gear (5 uses, 1 weight) 
  o Black scale armor (2 armor, clumsy, 3 weight)  
  Choose one: 
  o Shield (+1 armor, 2 weight) 
  o Antitoxin (0 weight) and bandages (3 uses, slow, 0 weight) 
  o 10 coins 
   
   
   
   
   
   
   
   
   
   
   
   
  When you gain a level from 2-5, choose from these moves. 
  o Conviction 
  When you lose HP from using Road to Perdition, you lose HP equal to the 
  lower of the two dice rolled instead. 
  o Dead Eyes 
  When you fix someone with your cold, hard stare, roll+CHA. *On a 10+, 
  get both effects. *On a 7-9, choose one. 
  • 
  They flinch or hesitate 
  • 
  You learn something about their true nature, the GM will tell you 
  what 
  o Doom Blade 
  Choose an additional feature for your dark blade. 
  o Flash of Steel 
  Gain a non-multiclass move from the fighter playbook. 
  o Hell’s Gate 
  When you deal damage with your dark blade, you may spend 1 Torment. 
  If you do, deal +1d4 damage. 
  o Interrogator 
  When you have a private chat with an NPC, roll+CHA. *On a 10+, ask 
  them two questions, which they will answer truthfully. *On a 7-9, ask one 
  question. Regardless of the result, the NPC will not want anything to do with 
  you ever again. 
  o Raven’s Feast 
  Add the following effect to Road to Perdition: 
  • 
  Fire a pulse of dark energy from the blade, dealing 1d6 damage to 
  a target within near range.  
  o Rebuke Undead 
  When your voice resonates with the land of the dead, roll+CHA. *On a 
  10+ any mindless undead near you are cowed into submission for a while, 
  and you may command them to do your bidding. *On a 7-9 the undead will 
  not approach you, but neither will they obey you. 
  o Unstoppable 
  You can never become weakened or sickened, and you ignore the forceful 
  tag on any attacks made against you. 
  o Vital Transfer 
  When you touch someone and channel stolen life energy into them, you 
  can spend 1 Torment to heal them of 1d6 damage, as many times as you like, 
  as long as you have Torment to spend. You can use this ability on yourself if 
  you wish. 
   
   
  When you gain a level from 6-10, choose from these moves or the level 2-
  5 moves. 
  o Black Magic 
  Add the following effect to Road to Perdition: 
  • 
  Cast Animate Dead, Trap Soul, or Contagion, as per the cleric 
  spells. While any of these spells are ongoing you cannot use Road 
  to Perdition 
  o Clash of Steel 
  Gain a non-multiclass move from the fighter playbook. 
  o Command Undead 
  Requires: Rebuke Undead 
  You may use Rebuke Undead against intelligent undead. They cannot be 
  commanded, but a successful roll convinces them to help you for a while. 
  *On a 7-9, there’s a price, the GM will tell you what. 
  o Death’s Deputy 
  When you fulfill Death’s task, hold 4 Torment instead of 3. Your maximum 
  Torment is 4. 
  o Hell’s Dominion 
  Replaces: Hell’s Gate 
  When you deal damage with your dark blade, you may spend 1 Torment. 
  If you do, deal +1d8 damage. 
  o Last Resort 
  While your HP is equal to or less than your CHA or 1, whichever is 
  higher, take +1 ongoing to all moves except Last Breath. 
  o No Rest For the Angry Dead 
  When you take your Last Breath, you may spend Torment after rolling. For 
  each Torment spent, add 1 to the roll, up to a maximum final result of 7. 
  o Sanguine Blade 
  When you Hack and Slash with your dark blade, on a 12+ in addition to 
  dealing your damage you also heal 1d6 HP. 
  o Vital Infusion 
  Requires: Vital Transfer 
  When you use Vital Transfer, you heal 2d6 damage per Torment spent 
  instead. 
  o Your Worst Nightmare 
  Requires: Unstoppable 
  Choose a target of your obsession, either a person or an object. You always 
  know which direction your target is relative to you, and when you deal 
  damage to your target, deal an additional +1d4 damage. If your target is 
  killed or destroyed, you may choose a new target the next time you Make 
  Camp. 
  
   
    
  o Neutral 
  Uphold your personal code of honor, regardless of the danger to 
  yourself. 
  o Chaotic 
  Cause trouble with your short temper. 
  o Evil 
  Make a brutal example of someone to terrify others. 
   
   
  o Dwarf 
  Choose a specific type of foe, such as demons, goblin-kin, 
  dragon-kin, or undead. When you use Berserker Rage in a fight 
  against your chosen foe, take +1. 
  o Human 
  When you Parley with someone who has witnessed you 
  raging, you may roll with STR instead of CHA. 
  o Orc 
  Your teeth and claws are dangerous enough to be used as 
  weapons (hand, messy). 
   
   
  Fill in the names of your companions in at least one: 
   
  __________ is surprisingly tough for their kind, they have 
  earned my respect. 
   
  I will push __________ to be harder, or I will break them. 
   
  __________ is always making me angry, they’d better watch 
  themselves, or else! 
   
  I have shared songs of glorious battles with __________.
  Berserker Rage 
  When you work yourself into a violent, howling frenzy, roll+CON. *On a hit, hold 3 
  rage. *On a 7-9, choose a drawback as well. *On a 6-, hold 2 rage and the GM chooses a 
  drawback. You may spend 1 rage to: 
  • 
  Add the forceful, messy, or stun tag to an attack 
  • 
  Perform a feat of near superhuman strength 
  • 
  Halve the effects from a mundane physical attack 
  • 
  Terrify someone you can see, as if you had cast the Cause Fear spell with 
  yourself as the subject 
  • 
  Ignore the effects of all of your debilities for a short time 
   
  If a drawback was chosen, it affects you the next time your rage is reduced to zero: 
  • 
  You gain a debility, chosen by the GM 
  • 
  You cannot use this move again until you rest for a while 
  • 
  You injure an ally or break something dear to you while raging, chosen by the 
  GM, but you won’t notice until the rage ends.  
   
  Your maximum rage is 3. While you hold rage, when you make a move that does not use 
  STR or CON, or you take an action requiring subtlety, finesse, thinking or discussion, lose 
  1 rage. You cannot use this move while wearing armor. 
   
  Bloodlust 
  When you slay a foe, if you used Berserker Rage at any point during this fight, gain +1 
  rage. 
   
  Terrifying Reputation 
  When you enter a steading, rumors about your fury may precede you (your call). If so, 
  tell the GM what people heard. They'll act accordingly, maybe by barring their doors, 
  asking for your help, or testing your strength.  
   
  You never make the Outstanding Warrants move; the local guards and magistrates are too 
  intimidated to try anything unless things are really getting out of hand.
  12 
  Dwarf: Rogi, Varrak, Dain, Balgan, Torhad, Fragh, Luda, Jaril, Gima 
  Human: Bjorn, Calder, Astrid, Hertha, Leif, Sigrid, Torben, Markul, Ulf, Ragnar 
  Orc: Lorik, Kashnak, Fragar, Tragg, Rukor, Hragdush, Perchi, Kibuna, Gresha, Datinai 
   
   
  Wild Eyes, Beady Eyes, or Cruel Eyes 
  Shaved Head, Twin Braids, or Messy Hair 
  Crude Hides, Rugged Leathers, or Half-Naked 
  Bushy Beard, Elaborate Tattoos, or Ritual Scars  
  THE BERSERKER  
  Alignment 
  Race 
  
   
    
  Your Load is 10+STR.  You start with dungeon rations (5 uses, 1 weight). 
  Choose your weapon: 
  o Sharp long sword (+1 damage, close, 2 weight)  
  o Hefty warhammer (forceful, close, 3 weight) 
  o Massive battle axe (reach, +1 damage, two-handed, 2 weight) 
  Choose your defenses: 
  o Steel-rimmed shield (+1 armor, 2 weight) 
  o Healing potion (0 weight) 
  Choose two: 
  o Adventuring gear (5 uses, 1 weight) 
  o A valuable trinket or heirloom worth 10 coins 
  o 3 throwing axes (thrown, near, 1 weight) 
  o Poultices and herbs (2 uses, 1 weight) 
  o Keg of dwarven stout (4 weight) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  When you gain a level from 2-5, choose from these moves. 
  o Battle-Scarred 
  When you Make Camp, you may describe a scar you gained in your last 
  fight. If you do, heal an extra 1d6 HP. 
  o Blood, Death, and Vengeance! 
  When you see an ally fall in battle, take +1 ongoing against the foe that 
  took them down, until you slay that foe or find a new target for your revenge. 
  o Collateral Damage 
  When you Hack and Slash while you hold rage, on a hit, deal damage 
  equal to your STR to another target within your reach. You must deal this 
  damage if it is at all possible to do so, even if the only other target nearby is 
  an ally. 
  o Destructive Rage 
  When you Hack and Slash while you hold rage, on a hit you may spend 1 
  rage to also break their weapon or reduce their armor by 1. 
  o Runecaster 
  When you cast the carved bones to divine the future, roll+WIS. *On a hit, 
  the GM will reveal the details of a grim portent to you--a dire event that will 
  come to pass without your intervention. *On a 10+, the GM will also tell you 
  something useful about how you can interfere with the grim portent’s dark 
  outcomes. *On a 6-, you see something unfortunate in your future. 
  o Savage Warrior 
  Gain a non-multiclass move from the barbarian or druid playbooks. 
  o Songs of Glory 
  Gain the Bardic Lore move and take the “Legends of Heroes Past” area of 
  expertise. 
  o Tempered Spirit 
  When you use Berserker Rage, on a 7-9 you can choose to hold 2 rage 
  instead of 3. If you do, you don’t choose a drawback. 
  o War Paint 
  When you ritualistically mark your bare skin with terrifying designs, 
  gain 2 armor as long as you wear these markings. 
  o Wolf’s Ferocity 
  When you spend rage, deal +1d4 damage forward. 
   
   
   
  When you gain a level from 6-10, choose from these moves or the level 2-
  5 moves. 
  o Anger Management 
  Your maximum rage is now 4. When you use Berserker Rage, on a 12+ you 
  hold 4 rage.  
  o Bear’s Ferocity 
  Replaces: Wolf’s Ferocity 
  When you spend rage, deal +1d8 damage forward. 
  o Einherjar 
  When you Carouse, add your CON to the roll, and on a 12+ you may choose 
  as many options as you like.  
  o Guardian Totem 
  You may spend 1 rage to make a spell targeting you have no effect. 
  o Herald of War 
  When you blow a mighty note on your brazen horn and spend 1 rage, 
  roll+CON. *On a 10+, choose two. *On a 7-9, choose one. *On a 6-, choose 
  one anyway, but your action will have some unintended side effects. 
  • 
  Your allies shake off any fear and deal +1d4 damage forward 
  • 
  An important enemy is distracted, shaken, or loses focus 
  • 
  Your enemies are stricken with fear, and may rout if pressed hard 
  • 
  The earth trembles, damaging a nearby structure 
  • 
  A celestial servant of war will assist you for a while 
  o Invincible Rage 
  While you hold rage, you stay fighting even at zero HP, and you do not take 
  your Last Breath until you lose all of your rage. When you take damage 
  while you are at zero HP, lose 1 rage. 
  o Lucid Rage 
  You don’t lose rage when you Discern Realities or Defy Danger with WIS.  
  o Primal Warrior 
  Gain a non-multiclass move from the barbarian or druid playbooks. 
  o Unbowed, Unbent, Unbroken 
  Replaces: Battle-Scarred 
  When you Make Camp, you may describe a scar you gained in your last 
  fight. If you do, heal an extra 1d6 HP or a debility. 
  o Vandal 
  When you Discern Realities, on a hit, you may also ask, “Who or what here 
  is most vulnerable to me?” for free, in addition to your other questions. 
  
   
   
  The Professional 
   
  When you rise to a position of prominence within 
  your community and acquire a commercial 
  property, the next time you level up you may choose 
  to gain this move: 
   
   
  ⃞  Open for Business 
  You now have a base of operations, such as a 
  guildhall, temple or a shop. Describe it! Add your 
  new establishment to one of the steadings on the map. 
  Your home will include a reasonably safe place for 
  you to stay and store your stuff. Choose two tags for 
  your home: 
   
  o Safehouse: Your base is either well hidden or 
  well protected. No one will bother you when 
  you're hiding out in there. 
  o Labor Pool: You have a reliable source of 
  specialized help available for hire. When you 
  Recruit from your organization, you cannot 
  get a 6-, treat that as a 7–9. 
  o Resources: You have access to equipment 
  relevant to your profession. When you purchase 
  something through your organization, take +1 
  to the Supply roll, and the cost is reduced by 
  20%. 
  o Rumormill: Lots of interesting information 
  passes through your establishment. When you 
  listen to the problems of the people, the GM 
  will tell you of at least one opportunity within 
  your home steading or the areas surrounding it. 
  o Prestige: Your organization is well known and 
  therefore you are too. Add the tag Guild or 
  Personage (you) to your steading. 
  o Clout: Members of your society enjoy some 
  kind of social privilege that other commoners do 
  not have. Describe it, and why you have it.  
  o Skilled: Your organization has people with 
  exceptional skills, such as blacksmithing or 
  alchemy. Add the Craft tag to your steading, and 
  access to these artisans is readily available to you. 
  o Library: You have access to a large stockpile of 
  information. While you have access to your 
  Library, take +1 ongoing to Spout Lore. 
  o Profitable: Your organization is very profitable. 
  When you spend a week tending to your 
  business and putting your estates in order, 
  you gain 1D6 x your level in coins. If you spend 
  a month, gain 3D6 x your level in coins instead. 
   
   
   
   
   
   
  The GM will also give your home one complication: 
   
  o Need: Your base needs a steady supply of a 
  certain resource. Fulfilling that need is your 
  responsibility. 
  o Duty: You have sworn an oath of fealty or 
  support to someone else. Expect them to make 
  demands of you. 
  o Enemy: Someone influential holds a grudge 
  against you, or people of your profession.  
  o Hated: Your profession is unpopular among 
  other people. Best keep it a secret, or suffer the 
  consequences.  
  o Danger: Your base suffers a recurring threat. 
  Perhaps it is a popular target for monsters, or 
  fights break out frequently there. You'll have to 
  deal with these troubles, or your base will suffer.  
   
  Note that any tags on your base, including the Clout 
  tag, cannot fully relieve the burden of your 
  complication. 
   
   
  If you have the move Open for Business, these count 
  as class moves for you; you can choose from them 
  when you level up: 
   
  ⃞  Entrepreneur 
  Your organization is growing! Add another tag to 
  your base. You may take this move multiple times. 
  Each time you do, add a new tag to your base. 
   
   
  ⃞  Guildmaster 
  Requires: Entrepreneur 
  You are now a leader among your organization. Your 
  lodgings become much nicer. Add either the Prestige 
  tag or the Profitable tag to your home. 
   
  Additionally, when you spread your influence into 
  another town, choose a nearby steading and delete a 
  tag from your current base of operations. You now 
  have a satellite location in the chosen steading, which 
  gains the deleted tag. The GM will also add a 
  complication to the new base. 
   
   
  ⃞  Union 
  Requires: Guildmaster 
  When you take this move, add one tag of your choice 
  to every base you control.  
  
   
   
  The Hunter 
   
   
  The dungeon is a dangerous place for the unwary. 
  Deadly beasts lurk in every cave and behind every 
  tree. To others, they are threats to their homes and 
  lives. But to you, these monsters are your prey. 
   
  What does it mean to hunt something that hunts you? 
  To pit yourself against monsters armed with only 
  your wits and your bow? You know how they think, 
  how they move. Set your traps, string your bow, and 
  take aim. When they come for you, you'll be ready 
  for them. 
   
   
  When you have successfully hunted and slain a 
  legendary beast, the next time you level up you may 
  choose to gain this move: 
   
  ⃞  Trapper 
  When you set a trap, spend one of your traps and 
  describe how you set it, then choose two effects from 
  the following list:  
  • 
  The trap deals your damage to the target. 
  • 
  The target is ensnared, and cannot escape 
  until it breaks the trap. Strong monsters can 
  break out of the trap more quickly. 
  • 
  The trap sets off a loud alarm. No matter 
  where you are, you'll hear it or be able to 
  sense when it goes off. 
  • 
  The target's leg is crippled; its ability to run 
  is impaired until the injury is healed.  
   
  When a monster stumbles upon your trap, 
  roll+WIS. *On a 10+, you get both effects. *On a 7-9, 
  you get one, your choice. 
   
  If you are the Ranger, you may take this move at 
  level 1 instead of Animal Companion. If you do, you 
  cannot take the moves Man’s Best Friend, Well-
  Trained, Special Trick, or Unnatural Ally. You also 
  begin play with 3 traps (1 weight each). 
   
   
   
   
   
   
   
   
   
   
   
   
   
  If you have the move Trapper, these count as class 
  moves for you; you can choose from them when you 
  level up: 
   
   
  ⃞  Improved Traps 
  When you set a trap, add the following to the list of 
  trap effects: 
  • 
  The trap also affects anyone close to the 
  target. 
  • 
  The trap moves the target a short distance. 
   
   
  ⃞  Trap Mastery 
  Requires: Improved Traps 
  When you set a trap, choose three options instead of 
  two. When the trap is sprung, on a 10+ you get all 
  three options, on a 7-9 you choose two, and on a 6- 
  you still choose one. 
   
   
  ⃞  Camouflaged Position 
  When you strike with a ranged weapon from 
  hiding, your first shot never gives away your position. 
   
   
  ⃞  Black Arrow 
  When you know your target’s weakest point, your 
  arrows ignore armor. 
   
   
  ⃞  Hunter’s Mark 
  When you draw an enemy's blood, or they draw 
  yours, you can track them anywhere. No matter 
  where they go you can always find them, without 
  rolling. 
   
   
  ⃞  Tactical Eye 
  When you Discern Realities, add these options to the 
  list of questions: 
  • 
  What is my best escape route? 
  • 
  Where is my best cover? 
  • 
  Which of my allies is the most vulnerable? 
  
  Dungeon World 
  War and Wonders Pack 
   
  Seven new base classes for Dungeon World 
  the Beast, 
  the Warlord, 
  the Mask Master, 
  the Gunslinger, 
  the Warlock, 
  the Fool, 
  and the Villager 
  and new rules for investigation, exploration, and mental stress 
   
  For use with the role-playing game Dungeon World, by Sage LaTorra and Adam Koebel 
   
   
   
   
   
   
  Written by Peter Johansen. Version January 24, 2017 
  This work is licensed under the Creative Commons Attribution 3.0 Unported License. To view a copy of this license, visit 
  http://creativecommons.org/licenses/by/3.0/ or send a letter to Creative Commons, 444 Castro Street, Suite 900, Mountain View, 
  California, 94041, USA. 
  
  The Beast 
   
  The wastelands and far places of Dungeon 
  World teem with dangerous beasts. You 
  should know, you’re one of them. 
  Humans and their kind think that theirs is 
  the only civilization that matters, staying in 
  their haughty castles. They grow soft, afraid 
  of the unknown and what is unlike their own 
  little world. They fear you for what you 
  represent; your sharp fangs or your 
  predator’s eyes, the markings of one whose 
  lineage is that of a monster.  
  For untold generations, your people have 
  thrived far beyond human civilization, 
  where the weak die and the strong survive. 
  Your instincts and claws are as sharp as any 
  blade, and serve you better than any armor. 
  Whether a wandering nomad or a would-be 
  warrior, you’ve left your home in search of 
  more beyond your ancestral lands. Among 
  other such adventurers, you’ve found a sort 
  of acceptance, a new pack among these 
  “civilized” folk. When you return, you will 
  be a legend among your kind, bearing gold, 
  wisdom, and the taken fangs of your foes. 
   
  A different take on the barbarian, the Beast 
  is a character that is either inhuman or half-
  human, their blood mixed with that of a 
  monster race, such as arakkoa, minotaur, or 
  half-ogre. Your heritage is the source of 
  your prowess, in the form of moves taken 
  from your monstrous ancestors. 
   
  The Warlord 
   
  How many battles have you seen? Ten? A 
  hundred? You’ve probably lost count. 
  Most people think that war is chaotic or 
  uncontrollable. But you know better. You 
  can feel the ebb and flow of the battlefield in 
  your fingertips. You can see in someone’s 
  eyes when they will stand firm, and when 
  they will rout. When you smell blood and 
  steel in the air, your voice booms like 
  thunder to stir the spirit. 
  In times of war, you can be counted on to 
  keep a cool head. You’ve survived battles 
  that anyone else would have written off as a 
  lost cause. Your tactical advice and 
  commanding presence has turned the tide of 
  a war. No armchair general are you; you 
  lead from the front and by example. War 
  comes as naturally to you as breath. 
  If war is Hell, then you’re the devil himself. 
   
  The Warlord is a skilled fighter, proficient in 
  combat tactics and strategy. They are leaders 
  both on and off the battlefield, rallying their 
  followers to great acts of valor. 
   
   
   
   
   
   
  
  The Mask Master 
   
  Have you ever wished you were someone 
  else? What if you could change who you 
  were? 
  A mask is a most useful tool in your hands. 
  When you put on a mask, you take on a 
  whole new persona. The mask makes you 
  strong. It gives you confidence, it gives you 
  power. Why, with the right mask, you could 
  be anything… except yourself, of course. 
  Maybe you’ve forgotten who you used to be, 
  or you’re hiding something terrible under 
  that mask. Whatever it is, you’re not willing 
  to settle for a life of mundanity. Maybe you 
  need something to believe in, maybe you 
  want more of the fame and glamour. Perhaps 
  out in the world, you’ll find out the truth 
  about yourself.  
   
  A master of theatricality, mystique and 
  imitation, the Mask Master conceals their 
  identity behind their magical masks. The 
  Mask Master has the ability to duplicate the 
  abilities of their allies, or switch up their 
  own powers as needed by the masks they 
  wear. 
   
   
   
   
   
  The Gunslinger 
   
  There are legends of long-lost weapons of 
  incredible power and danger. Some say they 
  summon the thunder of the gods to strike 
  down even the most heavily armored of 
  knights. Perhaps only a few master 
  craftsman in the world can make them, or 
  the technology has been forgotten, and the 
  few remaining weapons in existence are 
  well-hidden. Either way, you have chosen to 
  make one of these awesome weapons your 
  own. How will you change the world with 
  your gun? How will your gun change you? 
  To carry a gun is not only a symbol of 
  power, but one of responsibility as well. To 
  be a gunslinger requires not only a steady 
  mind, but a steady heart. Anyone can learn 
  how to shoot a gun. In your hands, your gun 
  is more than a weapon. It’s a way of life. To 
  master yourself is to master your gun. 
   
  The Gunslinger is a fighter whose weapon 
  of choice is a firearm. A powerful weapon in 
  its own right, but one capable of even more 
  when wielded with conviction and certainty. 
  The Gunslinger keeps to a code of honor to 
  steady their aim and perform amazing feats 
  with their gun. 
   
   
   
   
  
  The Warlock 
   
  Forgotten lore abounds in Dungeon World. 
  Cults of ancient gods or powerful beings 
  from beyond reality lurk everywhere, until 
  they are put down by the forces of law. The 
  altars to these old ones are forgotten, but 
  they are far from powerless. 
  A wealth of power awaits someone bold or 
  foolhardy enough to let one of these beings 
  into their souls. You are the conduit for one 
  of them. No years of study or prostration 
  before a mortal priest for you. You’ve taken 
  things into your own hands. You are the 
  eyes, voice, and hands of a being of godlike 
  power, and in return for your service, they 
  have let a bit of that power into your hands.  
  The old ones promise much for your service, 
  but demand much in return. It’s okay though. 
  You’re still in control of the deal. 
  … For now. 
   
  Like the cleric, the warlock enjoys a 
  relationship with a being of divine or near-
  divine power. Unlike the cleric, the 
  relationship between warlock and patron is 
  much more intimate, so much so that patron 
  may reach out into the world through the 
  warlock. Demon princes, arch-fey, and elder 
  beings from beyond reality are all potential 
  patrons for the warlock. 
   
   
   
  The Fool 
   
  This all started as one big joke to you. “Go 
  off and explore the world,” they said. “It’ll 
  be fun,” they said. You left your perfectly 
  good life behind you to take your chances 
  out here, and now you’re hip deep in terrible 
  danger. 
  But that doesn’t get you down. You can still 
  be a hero. You’ve got big dreams, and the 
  good fortune and courage to pursue them. 
  Maybe not the skills, but hey, can’t have 
  everything, right? You’ve got your friends 
  to watch your back. They keep you out of 
  the worst of the trouble, and you help them 
  keep their perspective on things. With a 
  smile on your face and a song in your heart, 
  things will turn out okay, eventually.  
  Hey, what does this thing do? 
   
  The Fool is one who succeeds through luck, 
  often times in spite of themselves. They 
  have great aspirations, but fate or 
  happenstance loves to throw them surprises. 
  Whether accidental hero, unwilling hero, or 
  just comic relief, you can never count the 
  Fool out. They always seem to find a way to 
  beat the odds. 
   
   
   
   
  
  The Villager 
   
  Hero? Oh no, no. You’re not a hero. You’re 
  just a normal person. Thank the gods. 
  Adventures are terrible, dangerous things. 
  People who go on adventures come back 
  maimed or wrong in the head, and that’s if 
  they come back at all. Staying in the village 
  is much better. You’ve got a relatively safe, 
  if unexciting life here. 
  You’ve lived in the village all your life, or at 
  least most of it. You’ve got roots here; 
  family, friends, a steady job. You know, 
  responsibilities. There’s turnips to be 
  planted, a fence to be mended, a little sister 
  to look after, meals to be cooked… 
  … Okay, maybe you could use a little 
  excitement. 
   
  The Villager is a nascent or potential hero, 
  suitable for a prequel game or a “level zero” 
  adventure. A party of Villagers may mature 
  into a full-fledged adventuring group. While 
  weak to start with, the Villager is designed 
  to be easy to learn and quick to pick up and 
  play. Since the playbook grows with you, it 
  makes a good introduction to Dungeon 
  World. 
   
  The playbook is based upon a previous 
  edition of the Villager for Dungeon World 
  by Jason Morningstar. 
   
   
   
  We’ve included some new moves intended 
  to promote player authorship while 
  simultaneously removing the need for GM 
  prep. Based on John Wick’s idea of a “Dirty 
  Dungeon”, they reward the players for 
  introducing dangers while giving the GM 
  license to twist things around, and they can 
  create some interesting complications. We 
  have also included rules for events or 
  monsters that may control or manipulate the 
  minds of your characters. 
   
   
   
   
  Few toys are as ingenious or as rewarding as 
  the ones that let us create new things, and 
  role-playing games like Dungeon World 
  exemplify these traits for me. I am deeply 
  grateful to my colleagues in the DW G+ 
  group for their advice, critiques, and support 
  over the last year.  
  Special thanks go to Johnstone Metzger and 
  his excellent book Class Warfare, without 
  which these new playbooks would never be 
  possible, and Jeremy Strandberg for his help 
  in formulating many of these new moves.  
  
   
    
  o Good 
  Endanger yourself to combat an unnatural threat. 
  o Neutral 
  Teach someone the ways of your people. 
  o Chaotic 
  Eschew a convention of the civilized world. 
   
   
  o Warrior 
  Your damage die is a d10, and choose one of the following tags 
  to add to your natural weapons from Fight Like a Beast: messy, 
  forceful, or precise. 
  o Hunter 
  Add either “Track by scent” or “Move silently” to your list of 
  heritage moves. This does not count towards your maximum 
  number of heritage moves. 
  o Counselor 
  You may be a Beast, but you’re not uncivilized. When you 
  Parley, you roll with WIS instead of CHA. 
  o Nomad 
  You’ve travelled the wide world over. When you arrive in a 
  steading, ask the GM about any important traditions, rituals, and 
  so on, they’ll tell you what you need to know. 
   
   
  Fill in the names of your companions in at least one: 
   
  ______________ thinks I am a monster; I’ll prove them wrong. 
   
  ______________ wouldn’t last a day in the wild without me; I’ll 
  teach them how to survive. 
   
  I owe ______________ a debt of blood that I have yet to repay.
  Beast-Blooded 
  Your heritage includes the blood of a beast or a monster. Describe your species, 
  appearance, and cultural heritage, choosing anything or any combination of things that 
  sounds interesting to you. Choose up to three heritage moves to start with, based on the 
  monster moves that best match your heritage. Then choose a method of how you honor 
  your heritage: 
  o 
  Acquiring lost knowledge and technology 
  o 
  Proving your might or superiority 
  o 
  Guarding or purifying the natural world 
  o 
  Enforcing your people’s code of honor 
  o 
  Obeying your elders 
  o 
  Venerating your ancestors or ancestral deity 
   
  When you gain a new appreciation for your heritage, add a new heritage move or 
  change an existing one, up to a maximum of three. 
   
  Blood and Tradition 
  At the beginning of a session, or when you honor your heritage, roll+CON. *On a 10+, 
  hold 4. *On a 7-9, hold 3. *On a 6-, hold 2, in addition to whatever the GM says. Spend a 
  hold to make a heritage move; no other roll is necessary, you just make that move. 
   
  Fight Like a Beast 
  Your horns, fangs, claws, or talons are lethal weapons with a range of hand. 
   
  King of the Jungle 
  You can speak with and understand animals, and even closely study them and Parley with 
  them as if they were people. When you exert your will over a wild animal, roll+WIS. 
  *On a 10+, the animal will perform one simple task for you before departing, to the best of 
  its ability. *On a 7-9, the animal will either run away or attack you, your choice.  
   
   
  Heritage Moves 
   
  __________________________________    __________________________________ 
   
  __________________________________    __________________________________ 
   
  __________________________________    __________________________________ 
   
   
   
  10 
  Names: Kornelius, Akah, Natokh, Jagara, Willa, Nayda, Hurrick, Char, Sauro, Addicus, 
  Mongo, Ta-She, Zaxx 
  Golden Eyes, Slit Pupils, or Bulging Eyes  
  Short Fur, Leathery Hide, or Tanned Skin  
  Crude Leathers, Tattered Robes, or Elaborate Body Designs 
  Hunched Body, Willowy Body, or Lean Body 
  THE BEAST 
  Alignment 
  Background 
  
   
    
  Your load is 8+STR.  You start with dungeon rations (5 uses, 1 weight) and 
  an item that symbolizes your heritage, describe it! Choose your armament: 
  o Spear (reach, thrown, near, 1 weight) and hunting knife (hand, 1 weight) 
  o Makeshift club (close, 2 weight) and adventuring gear (5 uses, 1 weight) 
  Choose one: 
  o Antitoxin 
  o Poultices and herbs (2 uses, 1 weight) 
  o Hide armor (1 armor, 1 weight) 
   
   
   
   
   
   
   
   
  When you gain a level from 2-5, choose from these moves. 
  o Eye of the Tiger 
  When you mark an animal (with mud, dirt, or blood), you can see through 
  that animal’s eyes as if they were your own, no matter what distance 
  separates you. Only one animal at a time may be marked in this way. 
  o Fair Form 
  With a bit of a disguise, such as a hooded cloak, you are able to hide your 
  heritage and pass as a member of another race, as long as you don’t use your 
  heritage moves or draw attention to yourself. 
  o Forager 
  When you Make Camp in the wilderness, you and one other person don’t 
  need to consume a ration. 
  o Night-Eyes 
  You can see clearly in the faintest of light; even starlight is enough for you.  
  o Pack Leader 
  Choose a second way you can honor your heritage. 
  o Pathfinder 
  You know places in the wilderness where secret paths lie unseen. When you 
  travel by a hidden path through the wilderness, roll+WIS. *On a hit, it 
  leads you where you want. *On a 7-9, choose a difficulty: 
  • 
  Others find the way who did not know it before 
  • 
  The journey takes much longer than it seemed to 
  • 
  The way is long and hard; each person who takes it must mark the 
  debility weak 
  • 
  You encounter some danger upon the road 
  o Predatory Instinct 
  When you use a heritage move, take +1d4 damage forward or +2 armor 
  forward. 
  o Savage Beast 
  Gain a non-multiclass move from the barbarian or ranger playbooks. 
  o Sharp Senses 
  When you Discern Realities about a location, add these questions to the 
  list: 
  • 
  How could I be accepted by the people here? 
  • 
  How could I best attract attention here? 
  • 
  What here is a source of evil? 
  • 
  Where could I best hide around here? 
  o Tarzan 
  When you use a heritage move to evade harm or avoid an obstacle, you 
  may also bring someone else along with you safely. 
   
  When you gain a level from 6-10, choose from these moves or the level 2-
  5 moves. 
  o Akela 
  When you use King of the Jungle, on a 12+ the animal will either tag along 
  with you and assist you for a while, in its own way, or you may command it 
  to perform a very dangerous task for you. 
  o Ancient Heritage 
  You may now have up to five heritage moves. 
  o Awakened Blood 
  Choose another type of creature that has contributed to your heritage. When 
  you change your heritage moves, you may take moves from this new 
  heritage, if you wish. When you take this move, you may change one of your 
  existing heritage moves to a move from your new heritage. 
  o Bloody Roar 
  While you are afflicted by fear, mind control, or enchanting magic, you 
  may ignore the effect as long as you attack the closest enemy in sight. If you 
  have no enemies in sight, the GM chooses who you attack. 
  o Dire Beast 
  Gain a non-multiclass move from the barbarian or ranger playbooks. 
  o I Am the Tiger 
  Requires: Eye of the Tiger 
  When you touch and animal and push your thoughts into its mind, 
  roll+WIS. *On a hit, you can read the animal’s mind and memories, reliving 
  its past and seeing what it has seen. *On a 7-9, you have trouble separating 
  these memories from your own, and you exhibit some aspects of the animal’s 
  behavior for a while after you break the link. 
  o Killer Instinct 
  Replaces: Predatory Instinct 
  When you use a heritage move, take +1d8 damage forward or +4 armor 
  forward. 
  o Monster Blood 
  When you roll for Blood and Tradition, you get +1 hold, even on a 6-. 
  o Natural Medicine 
  Requires: Forager 
  When you have time to gather supplies in the wilderness, you can prepare 
  a poultice that will heal one debility next time you Make Camp. 
  o Nose For Trouble 
  When something hidden threatens you, the GM will give you a warning in 
  the form of a hunch about the nature of the danger, but not necessarily where 
  it lurks. 
  
   
    
  o Lawful 
  Choose honor over personal gain. 
  o Neutral 
  Defeat a worthy opponent. 
  o Evil 
  Kill a defenseless or surrendered enemy. 
   
   
  o Dwarf 
  You ignore the clumsy tag on any armor you wear. 
  o Orc 
  Add the following option to War Leader, and you may use this 
  option once per battle without spending hold: 
  • 
  Fall upon the enemy in a violent, howling frenzy 
  o Human 
  Hirelings under your command have +1 Loyalty. 
   
   
  Fill in the names of your companions in at least one: 
  __________ has stood by me in battle and can be trusted 
  completely. 
   
  __________ doesn’t think before they act, and it’s always 
  causing me trouble. 
   
  I met __________ in the last war, but we weren’t exactly on the 
  same side. 
   
  I’ve seen __________ turn the tide of a battle before. 
   
  __________ isn’t suited for battle; I’d better keep an eye on 
  them.
  War Leader 
  You can rally warriors to your banner at any time there are suitable people available for 
  you to recruit or lead. When you rally a war-band together, they will fight for you for 
  one battle, though they will demand a cut of any loot in exchange. The war-band’s 
  strength, equipment, and bearing will be proportionate to the quality of the warriors 
  available, as well as your level. 
   
  When you lead your war-band into battle, roll+CHA. *On a 10+, hold 3. *On a 7-9, 
  hold 2. *On a 6-, hold 1 anyway, but there will be hell to pay afterwards. Over the course 
  of the fight, spend a hold to make your war-band: 
  • 
  Make a strong assault 
  • 
  Stand firm against a strong assault 
  • 
  Make an organized retreat 
  • 
  Show mercy to their defeated enemies 
  • 
  Hold fast despite fear or danger 
  • 
  Restore discipline and form ranks after a lapse or break 
   
  After the battle, assuming your war-band is still fit for duty, you may spend a hold to call 
  them together and follow you into another battle. If you don’t, they disperse afterwards. 
   
  Tactician 
  When you use your knowledge of tactics, discipline, and strategy on the battlefield, 
  describe how you accomplish one of the following: 
  • 
  Create an advantage; you or an ally takes +1 forward when you exploit it 
  • 
  Disengage from melee with one enemy 
  • 
  Avoid a hazard on the battlefield without Defying Danger 
  • 
  Block a blow meant for you or someone else nearby, you take half damage 
  • 
  Shake off the effects of fear, confusion, or being stunned 
  Then roll+WIS. *On a 10+ you do it, no problem. *On a 7-9 you still get your desired 
  effect, but you also expose yourself to danger, retribution, or cost. 
   
  All For One, and One For All 
  When you Aid an ally in battle, on a hit, in addition to giving them +1, choose one of the 
  following: 
  • 
  They take +1d4 damage forward 
  • 
  They take +2 armor forward 
   
   
  10 
  Orc:  Garadh, Krogar, Argard, Morkrull, Tek'ra, Dagra, Sanuki, Brizara, Crask 
  Fear-drinker, Hell-walker, Bone-crusher, Storm-hammer, Axe-bearer, Wolf-hacker 
  Dwarf:  Dalthar, Bolfost, Garrund, Hagol, Mordria, Naldina, Chalunni, Kila, Ardred 
  Human:  Darius, Shingen, Marcus, William, Simon, Jeanne, Alianor, Catherine, Elizabeth  
  Hard Eyes, Weary Eyes, or Sharp Eyes 
  Plumed Hat, Horned Helmet, or Eyepatch 
  Military Uniform, Furred Mantle, or Worn Finery 
  Scarred Body, Bulky Body, or Lean Body 
  THE WARLORD 
  Alignment 
  Race 
  
   
    
  Your load is 11+STR.  You start with dungeon rations (5 uses, 1 weight), 
  chainmail (1 armor, 1 weight) and a melee weapon of your choice (close, 1 
  weight). Choose three: 
  o Adventuring gear (5 uses, 1 weight) 
  o Dagger (hand, 1 weight) and 5 coins 
  o Shield (+1 armor, 2 weight) 
  o Healing potion 
  o Bandages (3 uses) and 5 coins 
  o War horse 
   
   
   
   
   
  When you gain a level from 2-5, choose from these moves. 
  o Battlefield Strategy 
  When you Spout Lore about a military unit or situation you have 
  observed, you may roll with WIS instead of INT. The first person acting on 
  your information takes +1 forward. 
  o Call to Arms 
  When you Recruit, also pick options equal to your CHA. *On a 10+ all of 
  them are true. *On a 7-9 only one of them is true, GM’s choice. *On a 6- 
  none of them are true: 
  • 
  You may Carouse in town before leaving without spending coins 
  • 
  Any hirelings you recruit have the cost “blind patriotism” instead 
  of their usual cost. 
  • 
  One hireling you recruit gets an additional skill point 
  • 
  You requisition a piece of equipment from the locals 
  o Crusader 
  Gain a non-multiclass move from the paladin playbook, except Quest. 
  o Flanking Maneuver 
  When you Aid an ally in battle, on a hit, you give them both options from 
  All For One, And One For All. 
  o For the Cause 
  When you rally a war-band, the GM will tell you something they will accept 
  in lieu of a cut of any loot: either vengeance, glory, renown, or the greater 
  good. 
  o Hold the Line 
  While you are standing side by side with your allies on the front lines of 
  battle, you may Defend with CHA instead of CON.  
  o Reconnaissance  
  When you send your war-band to scout a dangerous place for you, you 
  may Discern Realities about the place as if you were there. 
  o Stentorian Voice  
  You can give Aid to anyone who can hear you with inspiring words, strategic 
  advice, or grisly threats, as long as you are within shouting distance. 
  o Tactical Eye 
  When you survey a battlefield or dangerous environment, ask the GM 
  two of the following questions. The GM will answer truthfully. 
  • 
  Is there a trap or ambush here, and if so, where? 
  • 
  Where is the best place to make a defensive stand? 
  • 
  Where is the best place to attack from? 
  • 
  What here is the biggest threat to me? 
  o Watch Duty 
  When you organize your camp’s defenses, everyone takes +1 to Take 
  Watch. 
   
  When you gain a level from 6-10, choose from these moves or the level 2-
  5 moves. 
  o Drill Sergeant 
  As long as you’re around, no NPCs under your command will have 
  discipline problems. A hard glare or a sharp rebuke from you will snap them 
  back into line or banish any fear from them, and your war-band will never 
  rout on your watch. 
  o Field Logistics 
  When you Undertake a Perilous Journey, everyone takes +1 to their roles. 
  o Fingerspitzengefühl 
  When you use Tactician, on a hit you may also immediately ask one question 
  from the Discern Realities list. 
  o Lordly Caliber 
  When you use War Leader, you get +1 hold, even on a miss, and add the 
  following choices to the list: 
  • 
  Bring magical support to a situation 
  • 
  Fight and die to the last without fear 
  o Paragon 
  Gain a non-multiclass move from the paladin playbook, except Quest. 
  o Reconnaissance-By-Force 
  Requires: Reconnaissance  
  When you use Reconnaissance, on a hit, the war-band provides an additional 
  service for you; choose one: 
  • 
  They make the enemy break formation or reveal a vulnerability 
  • 
  They make a hidden enemy or threat reveal itself 
  • 
  They distract, lure away, or sabotage the first foe they encounter 
  o Shield Wall 
  Requires: Hold the Line 
  You and all allies in your presence get +1 hold when they Defend, even on a 
  6-. 
  o Tactical Commander 
  When you use Tactician, you may apply your chosen effects to your war-
  band instead of you, as long as you are present to command them. 
  o Turn the Tables 
  Add the following options to Tactician: 
  • 
  Escape from a dangerous position 
  • 
  Lure or push an enemy into a bad position for them 
  o War Stories 
  When you share tales of glorious battles with your comrades, lose any 
  hold on this move and roll+CHA. *On a 10+, hold 3. *On a 7-9, hold 2. *On 
  a 6-, hold 1 anyway, but there will be trouble when it is spent. Anyone may 
  spend a hold from this move to immediately make the Tactician move, 
  rolling for it as usual with their own WIS and taking +1 to the roll. 
  
   
    
  o Good 
  Help someone else while protecting your anonymity. 
  o Neutral 
  Earn recognition for your skills. 
  o Chaotic 
  Upset the status quo. 
   
   
  Yeah, right! Like you’d ever let anyone know about the real you. 
  Who you were and where you’re from doesn’t matter now, it’s 
  all about the masks for you.  
   
  Instead, privately tell the GM one thing about yourself that you 
  must keep a secret. When that secret is revealed to everyone, 
  you must retire this playbook and choose a new one, starting 
  over again from level 1. You keep your gear but nothing else. 
   
   
  Fill in the names of your companions in at least one: 
   
  I tried being like ____________ once, but I got into a lot of 
  trouble. 
   
  I wish I was as brave as ____________. 
   
  ____________’s power makes me a little envious, so I mimic 
  them whenever I can. 
   
  If I help ____________ accomplish their goal, maybe I’ll find 
  out the truth about myself too. 
   
  My acting skills can fool anyone… except ____________.
  Masks For All Occasions 
  You possess several masks that grant you—and only you—special abilities while you 
  wear them. Each mask in your possession has 1 weight. Donning a mask takes several 
  seconds of uninterrupted concentration, and you may only wear one mask at a time. 
  Choose three masks from the list: 
  o 
  Iron Mask: You have 3 armor, but you also get -1 to all WIS and CHA rolls. 
  o 
  Death Mask: Undead creatures ignore you unless you draw attention to 
  yourself, and you may cast the Wizard spell Speak With Dead by spending 1 
  HP. 
  o 
  War Mask: Your damage die is d10. 
  o 
  Mystic Mask: You can see and interact with spirits of any kind. They can sense 
  this, and will be more inclined to appear before you. 
  o 
  Demon Mask: When you make eye contact with someone, they feel fear and 
  will react accordingly as long as you keep staring at them, as per the spell Cause 
  Fear with you as the subject. 
  o 
  Plague Mask: When you use an item that restores HP, either on yourself or 
  someone else, the item heals additional HP equal to your level. 
  o 
  Blank Mask: When you hide amongst a crowd or act inconspicuous, no one 
  will notice you unless you draw attention to yourself. 
  o 
  Dashing Mask: When you would Defy Danger, you may roll with CHA instead 
  of what the GM tells you. 
  While you are not wearing a mask or anything covering your face, your confidence is 
  shattered; take -1 ongoing to all moves until you put on a mask again. 
   
  Mimic 
  When you Make Camp, choose a person you have at least one Bond with and gain hold 
  equal to the number of Bonds you have with them. When you witness that person 
  perform a move, you may spend 1 hold to immediately perform that move as well, even 
  if they are using a move that you don’t have. If you mimic a move that would require you 
  to spend some other kind of hold, you spend HP instead of hold, 1-for-1. 
   
  Inscrutable 
  The masks you wear have their own identity. Any actions you take while wearing a certain 
  mask will be attributed to that mask, and only that mask. No one will recognize your true 
  identity if you wear a different mask. 
   
  Additionally, you never make the Outstanding Warrants move, and any attempts to read 
  your mind or scry on your location automatically fail. 
  7 
  Names: Helena, Valentine, Lucille, Campbell, Diego, Bruce, Percy, Marguerite, Basil 
  Clay Masks, Wooden Masks, or Paper Masks 
  Turban, Hooded Mantle, or Feathered Hat 
  Garish Clothing, Voluminous Robes, or Mismatched Clothing 
   
  THE MASK MASTER 
  Alignment 
  Background 
  
   
    
  Your Load is 10+STR.  You start with dungeon rations (5 uses, 1 weight) 
  and your masks (1 weight each). Choose your armament: 
  o Mace (close, 1 weight) and wooden shield (+1 armor, 1 weight) 
  o Staff (close, two-handed, 1 weight) and enchanted robes (1 armor, 1 
  weight) 
  o Ragged bow (near, 2 weight) and bundle of arrows (3 ammo, 1 weight) 
  Choose one: 
  o Halfling pipeleaf (6 uses, 0 weight) 
  o Adventuring gear (5 uses, 1 weight) 
  o Two bandages (3 uses each, 0 weight)
   
   
   
  When you gain a level from 2-5, choose from these moves. 
  o Behind the Mask 
  When you engage someone in conversation, you can ask their player a 
  question from the list below. They must answer it truthfully, then they may 
  ask you a question from the list. If you lie, you cannot use this move on them 
  ever again. If you tell the truth, you can. 
  • 
  What are your present intentions? 
  • 
  What do you most desire? 
  • 
  What do you not want me to know? 
  • 
  What do you want from me? 
  o Doppelgänger 
  When you craft and wear a mask in the guise of another specific person 
  whom you have studied closely, you create a disguise of that person. When 
  you put your disguise to the test, roll+CHA. *On a 10+, only that person’s 
  most intimate associates can tell it’s you. *On a 7-9, only those who do not 
  know the person are fooled. 
  o Grand Debut 
  When you make a spectacular entrance while wearing a mask, roll+CHA. 
  *On a 10+, choose three options from the list below. *On a 7-9, choose two. 
  *On a 6-, choose one, in addition to whatever the GM tells you. 
  • 
  Someone desires to meet you later, the GM will tell you who 
  • 
  Someone becomes infatuated with you, the GM will tell you who 
  • 
  Someone will give you a gift, the GM will tell you who 
  o Identity Crisis 
  Donning a mask takes only a moment for you now. 
  o Impresario 
  You never have to spend money to Carouse, and you roll with CHA instead 
  of coins spent. If there is already a gathering happening, you may Carouse 
  without having returned triumphant. 
  o Improv 
  When you use Mimic, you get +1 hold. 
  o Masquerade 
  Gain an additional mask from the list. 
  o Method Actor 
  When you don a mask, choose a stat: you take +1 ongoing to rolls using that 
  stat until you remove the mask. The GM will also choose a stat: you take -1 
  ongoing to rolls using that stat until you remove the mask. 
  o Supporting Actor 
  When you Aid Another, on a 10+ you upstage them; choose an extra effect: 
  • 
  Your Aid gives +2 instead of +1 
  • 
  Any consequences from their move affect you instead of them 
  o Understudy 
  Gain a non-multiclass move from a playbook no one else is currently using.
  When you gain a level from 6-10, choose from these moves or the level 2-
  5 moves. 
  o Beyond the Mask 
  Requires: Behind the Mask 
  When you use Behind the Mask, you may also ask “How are you vulnerable 
  to me?” Your subject may not ask this question of you. 
  o Clone 
  Replaces: Doppelgänger 
  When you craft and wear a mask in the guise of another specific person 
  whom you have studied closely, you look just like them. Your actions may 
  give you away, but anyone who does not know the person intimately will be 
  fooled by your appearance. When you meet someone who is intimately 
  associated with the person you are impersonating, roll+CHA. *On a 10+, 
  they are fooled, even by strange behavior, until you give yourself away for 
  certain. *On a 7-9, they are suspicious of you. 
  o Curtain Call 
  Requires: Grand Debut 
  Instead of choosing one of the options from the list, you may choose a 
  member of the audience. The GM will choose how they react from the list. 
  o Encore 
  When you Mimic a move, you can use that move again by spending another 
  hold, until the next time you Make Camp.  
  o Mirrormask 
  When an enemy’s move makes you Defy Danger, on a 12+ not only do you 
  defy the danger, you may also immediately use that move against your 
  enemy, without rolling or spending hold from Mimic. 
  o Performance Artist 
  When you Mimic a move and need to roll for it, you roll with CHA instead 
  of the usual stat. 
  o Poker Face 
  When you tell a lie or a half-truth, it will be accepted as fact by anyone 
  who does not have a history with you. As long as no one reveals hard 
  evidence to the contrary, anything you say will be accepted as open honesty. 
  o Super Swing 
  Gain a non-multiclass move from a playbook no one else is currently using. 
  o Theater Games 
  Requires: Supporting Actor 
  Add the following option to the Supporting Actor list: 
  • 
  You immediately Mimic their move without spending hold 
  o Two-Faced 
  You may wear two masks at once, gaining the benefit of both at the same 
  time. 
  
   
    
  o Lawful 
  Bring a criminal to justice. 
  o Neutral 
  Solve someone else’s problem without getting emotionally 
  invested. 
  o Evil 
  Make a profit off of someone else’s misery. 
   
  o Human 
  When you kill a monster with the Large, Huge, Intelligent, or 
  Terrifying tags, gain +1 Aim, but only once per kill. 
  o Dwarf 
  When you make a sacrifice or put yourself in danger to save 
  someone else, gain +1 Aim. 
  o Gnome 
  When you seek out excitement despite the danger to yourself, 
  gain +1 Aim.  
   
   
  Fill in the names of your companions in at least one: 
   
  I once had ______________ in my sights, but I let them live. 
   
  I made a promise to ______________ that I haven’t yet kept. 
   
  ______________ doesn’t have what it takes to get the job done. 
   
  ______________ is my lover, or was, or would have been, or…  
  it’s complicated. 
   
   
   
  This is my Boom-Stick! 
  You own a unique firearm. Only you can use this gun; it will not function for anyone else. 
  Your gun has 2 weight, and the following tags: near, ignores armor, loud and reload. 
  Choose two upgrades for your gun: 
  o 
  Buckshot: Add messy 
  o 
  Double-Barreled: Add forceful 
  o 
  Incendiary: Add the fiery tag, and your shots can start fires 
  o 
  Longarm: Add far range and two-handed, +1 weight 
  o 
  Full Metal Jacket: +1 damage 
  o 
  Compact: -1 weight, and your gun is small enough that you can conceal it on 
  your person, though it will still be found if you are searched 
  o 
  Bayonet: You can Hack and Slash with your gun at a range of close, rolling with 
  DEX instead of STR 
   
  Gunslinger’s Oath 
  Choose up to three tenets of your personal code of honor: 
  o 
  Never leave a comrade behind. 
  o 
  Always keep your sworn word. 
  o 
  Always protect the weak. 
  o 
  Always show courage in the face of danger. 
  o 
  Always avenge a slight or dishonor. 
  o 
  Always assist anyone in distress if it is within your power to do so. 
  o 
  Never accept a reward for any help that you give. 
  o 
  Never let a ____________ live. 
   
  As long as you keep true to your oath, your gun will fire true for you. You begin play 
  with 1 Aim. Your maximum Aim is equal to the number of tenets of your Gunslinger’s 
  Oath. If you break your oath, reduce your Aim to 0, and while you have 0 Aim, you take 
  -1 ongoing to any rolls that involve using your gun.  
   
  Trick Shot 
  When you go for an improbable shot with an unusual effect, describe what you want to 
  happen and roll+Aim. *On a 10+, choose one thing you have to do to pull off the shot. 
  *On a 7-9, choose one, and the GM chooses one: 
  • 
  Reduce your Aim by 1 (you may not choose this option if you have 0 Aim) 
  • 
  Spend some time lining up the shot 
  • 
  Get into a vulnerable position 
  • 
  Sacrifice or endanger something important 
   
   
   
  8 
  Human: Hugh, Rowan, Clifton, Anne, Kitty, Nancy, Marion, Rose, Vincent 
  Dwarf: Thorek, Mordin, Alric, Kenric, Kionna, Gottra, Sifna, Bazri 
  Gnome: Alston, Nolvri, Belton, Cogstrom, Sarabolt, Gelena, Tidget, Meriline 
   
  Blue Eyes, Cold Eyes, or Eye-patch 
  Bandanna, Black Mask, or Bad-Ass Hat 
  Long Coat, Old Military Uniform, or Foreign Clothes  
  Lean Body, Grizzled Body, or Long Shanks 
  THE GUNSLINGER  
  Alignment 
  Race 
  Aim: 
  
   
    
  Your load is 9+STR.  You start with dungeon rations (5 uses, 1 weight), your 
  gun (2 weight), and a bag of bullets (3 ammo, 1 weight). Choose three: 
  o A bag of bullets (3 ammo, 1 weight) 
  o Leather armor (1 armor, 1 weight) 
  o Bandages (3 uses, slow, 0 weight) 
  o Adventuring gear (5 uses, 1 weight) 
  o Long knife (hand, 1 weight) 
  o Antitoxin (0 weight) 
  o 6 coins 
   
   
   
   
   
  (A bag of bullets costs 4 coins, comes with 3 ammo and has 1 weight. If a 
  bag of bullets ever gets soaked in water, lose 1 ammo from it.) 
  Choose a look for your gun: 
  o 
  Gears, clockwork, and steam 
  o 
  Eldritch machinery 
  o 
  Sleek and well-made 
  o 
  Old and well-worn 
  o 
  Fancy and ornate 
   
   
  When you gain a level from 2-5, choose from these moves. 
  o Big Damn Hero 
  When you go above and beyond the call of duty to uphold your 
  Gunslinger’s Oath, gain +1 Aim. 
  o Gunsmith 
  Choose an additional upgrade for your gun. 
  o Listen Up, You Primitive Screw-heads! 
  When you dramatically fire your gun into the air and spend 1 ammo, you 
  may Parley with +Aim instead of CHA.  
  o Manhunter 
  Gain a non-multiclass move from the ranger playbook. 
  o Mysterious Stranger 
  When you make the Outstanding Warrants move, you may have the results 
  of your roll apply to one of the other players instead of yourself. 
  o Quick Draw 
  You’re never caught by surprise. When an enemy would get the drop on you, 
  you get to act first instead. You can draw and fire your gun in the blink of an 
  eye. 
  o Scattershot 
  When you Volley with your gun, you may spend extra ammo before rolling. 
  For each point of ammo spent you may choose an extra target. Roll once and 
  apply damage to all targets. 
  o Silver Bullets 
  When you have time and materials to fashion special bullets, describe 
  what kind of bullets you want to make and roll+INT. *On a 10+, the GM 
  chooses one from the following list. *On a 7-9, the GM chooses up to three. 
  • 
  You only get 1 ammo (otherwise, you get 3 ammo) 
  • 
  You’ll need an additional material beyond what you have now 
  • 
  You need help or someone else’s expertise to make it 
  • 
  The best you can do is a lesser version, unreliable and limited 
  o Steady Hand 
  When you make a Trick Shot, on a 12+ you succeed beyond all expectation. 
  Choose nothing from the list.  
  o Thousand-Yard Stare 
  When you fix someone with your cold, hard stare, roll+CHA. *On a 10+, 
  you get both effects. *On a 7-9, choose one. 
  • 
  They flinch or hesitate. 
  • 
  You learn something about their true nature. The GM will tell you 
  what. 
  When you gain a level from 6-10, choose from these moves or the level 2-
  5 moves. 
  o Bulletproof 
  When you take damage or suffer serious harm, you may lower your Aim 
  by 1 to prevent that damage or otherwise evade the harm. You may not use 
  this move if you have 0 Aim. 
  o Bullet Time 
  Requires: Quick Draw 
  When you Defy Danger with your quick reflexes you cannot get a 6-, treat 
  that as a 7-9 result. 
  o Bushwhacker 
  Gain a non-multiclass move from the ranger playbook. 
  o Dead Man’s Trigger 
  Nothing can make you drop your gun, but it can still be forcibly taken from 
  you. When you are reduced to zero HP, you may immediately fire your gun 
  one final time before you take your Last Breath, even if you have no ammo. 
  o Eagle Eye 
  When you Discern Realities, ask one additional question, even on a 6-, and 
  add these options to the list of questions: 
  • 
  What is my best escape route? 
  • 
  Where is my best cover? 
  • 
  Which of my allies is the most vulnerable? 
  o The Face of My Father 
  Your maximum Aim is increased by 1. 
  o Long Shot 
  Add reach and far to your gun’s ranges. If your gun already has far, add 
  really far instead. 
  o More Dakka! 
  When you deal damage with your gun, you may deal additional damage 
  equal to your Aim. If you do, that gunshot is very, very loud. 
  o Semper Fidelis 
  Requires: Big Damn Hero  
  When you Defy Danger while acting to uphold your Gunslinger’s Oath, 
  you cannot get a 6-, treat that as a 7-9 result. 
  o Wanderlust 
  You always know the way back to the nearest steading. When you act on this 
  knowledge the GM will give you a choice of a long, safe path or a shorter, 
  more dangerous path. When you arrive at your destination, if anything has 
  changed since your last visit, you spot it right away. 
  
   
    
  o Lawful 
  Strike a bargain with someone, and keep your end of it. 
  o Neutral 
  Increase your patron’s influence among mortals. 
  o Evil 
  Gain power or prestige for yourself at someone else’s expense. 
   
   
  o Elf 
  You can see clearly in darkness, including magical darkness. 
  o Human 
  You are immune to any effects that would control or manipulate 
  your mind, including fear. 
  o Tiefling 
  Brimstone is a rote for you, and deals +1 damage. 
   
   
  Fill in the names of your companions in at least one: 
   
  My patron greatly desires ____________’s soul. 
   
  ____________ thinks they call the shots around here, but they’re 
  wrong. 
   
  I have learned something of ____________’s deepest desires. 
   
  I need help from ____________ to achieve my patron’s goals. 
  Pact 
  You have made a pact with a powerful being from beyond your reality that desires more 
  influence in your world. In exchange, it has given you power. Fill in the following blanks: 
  “My patron is __________________, master of the domain of ______________________, 
  known among mortals as the ___________________________. It appears in my visions as 
  _______________________, and has marked me with ____________________________. 
  Its desire for this world is to ____________________________, and I am its agent in this.  
   
  Invocation 
  When you roll for another move while invoking the power of your patron, you may 
  choose options equal to your WIS or less and then tell the other players: 
  • 
  ...how your patron’s domain manifests itself on earth. 
  • 
  ...what your patron asks for in return. 
  • 
  ...how your patron empowers your action. 
  • 
  ...why your patron has taken an interest in this affair. 
  *On a 10+, all that you say is true. *On a 7-9, the GM chooses one statement to be false, 
  the others are true. *On a 6-, no guarantees. 
   
  Cast a Spell 
  When you unleash a spell granted to you by your patron, roll+CHA. *On a 10+, the 
  spell is successfully cast and your patron does not revoke the spell, you may cast it again. 
  *On a 7-9, the spell is cast, but choose one: 
  • 
  After you cast it, the spell is revoked. You cannot cast the spell again until you 
  commune and have it granted to you. 
  • 
  You draw unwelcome attention or put yourself in a spot. The GM will tell you 
  how. 
  • 
  Your casting warps your mind—take -1 ongoing to cast a spell until the next 
  time you commune. 
  Note that maintaining spells with ongoing effects will sometimes cause a penalty to your 
  roll to cast a spell. 
   
  Commune 
  When you spend uninterrupted time (an hour or so) in a trance to hear the will of 
  your patron, you: 
  • 
  Lose any spells already granted to you. 
  • 
  Are granted new spells of your choice, whose total levels don’t exceed your own 
  level+1, and none of which is a higher level than your own level. 
  • 
  Prepare all of your rotes, which never count against your limit.
   
   
   
  6 
  Human: Talon, Simon, Seifer, Marlowe, Alistair, Riley, Zada, Lyra, Pamela, Mercy 
  Elf: Kindroth, Ardreth, Belanor, Azariah, Syndra, Xaniel, Neryani 
  Tiefling: Aranmir, Zerrias, Erdos, Garmong, Lewala, Sarissa, Shadani, Daborys 
  Inky-Black Eyes, Glowing Eyes, or Blindfold 
  Unkempt Hair, Tattooed Scalp, or Deep Hood 
  Meticulously Groomed, Alien Robes, or Corpulent Body 
  Missing Shadow, Chilling Skin, or Conspicuous Mark 
  THE WARLOCK 
  Alignment 
  Race 
  
   
    
  Your load is 7+STR.  You start with dungeon rations (5 uses, 1 weight) and a 
  mark placed upon you by your patron. Describe it! Choose three: 
  o Carved ritual staff (close, two-handed, 1 weight) 
  o Sacrificial dagger (hand, 1 weight) 
  o Antitoxin  
  o Bag of books (5 uses, 2 weight) 
  o Enchanted robes (1 armor, 1 weight) 
  o A suitable sacrifice or offering that will please your patron, describe it! 
  o The name of someone else that worships your patron in another steading 
   
   
   
   
   
  When you gain a level from 2-5, choose from these moves. 
  o Elder Sign 
  When you attempt to banish a creature from another plane of existence, 
  roll+WIS. *On a hit, it may not approach you further unless you allow it to 
  (or you let your guard down). *On a 10+, if it lacks an anchor in this world, 
  it must return to whence it came. 
  o Forbidden Knowledge 
  When you pray to your patron for knowledge, you may Spout Lore with 
  WIS instead of INT, though you may get more than you bargained for… 
  o Mister Nick 
  At the end of the session, if someone else willingly yielded to temptation or 
  committed an act of betrayal as a result of your actions, mark XP. 
  o The Power Flows Through Me 
  When you fulfill your patron’s desire, you are granted some useful 
  knowledge or boon related to one of your patron’s domains. The GM will tell 
  you what. 
  o Sandman 
  When you touch a sleeping person, you can see what they are dreaming 
  about, as well as the nature of any influences upon their mind. 
  o Serpent’s Tongue 
  When you Parley with someone, on a 10+ you also learn something about 
  their true nature or what they desire most, the GM will tell you what. Take 
  +1 forward when you act on this information. 
  o The Stars Are Right 
  When you perform a ritual to summon a monster from beyond this 
  world, say what it’s for, one thing it is, and one thing it is not. Then 
  roll+WIS, and find out what comes through. *On a 10+, both. *On a 7-9, 
  choose one or the other: 
  • 
  It fulfills its purpose and leaves without incident 
  • 
  It’s perfect for the job 
  *On a 6-, it isn’t what you said it is, but it is what you said it is not. 
  o Thaumaturgy 
  Gain a non-multiclass move from the cleric playbook. 
  o Things Man Was Not Meant to Know 
  Add the following choices to Invocation: 
  • 
  …what secret knowledge your patron reveals to you. 
  • 
  …who is briefly stunned by horrifying visions. 
  o Wolf Among The Flock 
  While you are not using any of your powers, your true nature is concealed. 
  Anyone who examines you, either physically or magically, will believe you 
  to be mundane and harmless, as long as you don’t obviously threaten them or 
  start using your powers again.  
   
  When you gain a level from 6-10, choose from these moves or the level 2-
  5 moves. 
  o Chaos Magic 
  When you cast a spell, you can choose to double the spell’s effects or double 
  the number of targets affected, but you must also choose one: 
  • 
  The land around you is warped or tainted, the GM describes how 
  • 
  The spell has additional, unwanted effects 
  • 
  You must shed your own blood, take 1d6 damage, ignoring armor 
  o Dark Avatar 
  When you choose options for Invocation, you may also choose to take on the 
  likeness of your patron, describe it! Anyone witnessing your acts will react 
  accordingly. This manifestation lasts until you stop channeling your patron’s 
  power.  
  o Dorian Grey 
  When you gain this move, choose a vessel to store your soul in. While the 
  vessel is intact you are unkillable; you automatically get a 10+ on Last 
  Breath, and any taint, burdens, or judgments upon your soul affect the vessel 
  instead. When your vessel is destroyed, you die instantly, no Last Breath. 
  o Empowered Pact 
  Add an additional desire and domain to your Pact. 
  o Hellfire 
  Your Brimstone spell now conjures the black fires of Hell. This fire does not 
  burn with heat and ignores armor, scorching the soul itself. Even creatures 
  normally immune to fire are harmed by this type of flame, but creatures 
  without souls are not. 
  o Mystical Puppet Strings 
  When you use magic to control a person’s actions, they have no memory 
  of what you had them do and bear you no ill will. 
  o Nightmare 
  Requires: Sandman 
  When you touch a sleeping person, you may also plant a post-hypnotic 
  suggestion in their minds; they will carry out your command at a convenient 
  time when they awaken, as long as it does not directly endanger them. 
  o Revelations 
  When you fulfill your patron’s desire, you may also ask the GM any one 
  question. The GM will answer truthfully. You or your allies take +1 forward 
  when acting on the answer. 
  o Serpent’s Guile 
  Requires: Serpent’s Tongue 
  When you Parley with someone, on a 12+ you may ask their player one 
  question, which they must answer truthfully. 
  o Theurgy 
  Gain a non-multiclass move from the cleric playbook. 
  
   
    
   
   
  WARLOCK SPELLS 
   
  Every time you Commune, you gain access to all of your rotes without 
  having to select them or count them toward your allotment of spells. 
  o Corpse Whispers 
  Rote 
   
  Cast this spell when you touch a corpse. You experience that person’s last 
  moments of life through one of their senses—you see what they saw or hear 
  what they heard, for example. 
  o Contract 
  Rote 
   
  When you sign a contract you have cast this spell upon, you are mystically 
  notified if the other party breaks it. 
   
  o Unseen Servant 
  Rote  
  ongoing 
  You conjure a simple invisible construct that can do nothing but carry items. 
  It has Load 3 and carries anything you hand to it. It cannot pick up items on 
  its own and can only carry those you give to it. Items carried by an unseen 
  servant appear to float in the air a few paces behind you. An unseen servant 
  that takes damage or leaves your presence is immediately dispelled, dropping 
  any items it carried. Otherwise the unseen servant serves you until you end 
  the spell. 
   
   
   
   
   
   
  o Brimstone 
  level 1 
  ongoing 
  A burst of magical flame flies from your hands. Deal 2d4 damage to one 
  target within near range. 
  o Terrorize 
  level 1  
  ongoing 
  Choose a target you can see and a nearby object. The target is afraid of the 
  object so long as you maintain the spell. Their reaction is up to them: flee, 
  panic, beg, fight. While this spell is ongoing you take -1 to cast a spell. You 
  cannot target entities with less than animal intelligence (magical constructs, 
  undead, automatons, and the like). 
  o Speak With Dead 
  level 1 
   
  A corpse converses with you briefly. It will answer any three questions you 
  pose to it to the best of the knowledge it had in life and the knowledge it 
  gained in death. 
   
   
   
  o Trust In Me 
  Level 1 
   ongoing 
  The person (not beast or monster) you touch while casting this spell counts 
  you as a friend until they take damage or you prove otherwise. 
  o Ring of Gyges 
  level 1  
  ongoing 
  Touch an ally: nobody can see them. They’re invisible! This spell persists 
  until the target attacks or you dismiss the effect. While this spell is ongoing, 
  you can’t cast another spell. 
  o The Urge 
  level 1 
  You touch someone and create an urge in them—escape, greed, hunger, 
  sexual desire, or thirst, for example. You choose the urge, but they react of 
  their own free will. The urge fades after a few hours. 
   
   
   
   
   
   
  o Arise! 
  level 3 
   ongoing 
  You summon forth a servant of your patron, which aids you as best it can. 
  Describe it! Treat it as your character, but with access to only the basic 
  moves. It has +1 modifier for all stats, 1 HP, and uses your damage dice. The 
  monster also gets your choice of 1d4 of these traits: 
  • 
  It has +2 instead of +1 to one stat. 
  • 
  It has some useful extra ability, the GM will tell you what. 
  • 
  It’s not reckless. 
  • 
  Its bond to your plane is strong: +2 HP for each level you have.  
  The creature remains on this plane until it dies or you dismiss it. While the 
  spell is ongoing you take -1 to cast a spell. 
  o Disjunction 
  level 3 
  Choose a spell or magical effect in your presence; this spell rips it apart. 
  Lesser spells are ended, powerful magic is just reduced or dampened so long 
  as you are nearby. 
   
   
   
   
  o Bloodfury 
  level 3 
  ongoing 
  Supernatural bloodlust fills the veins of a person you touch. When the target 
  deals damage in melee, they roll their damage twice and take the better 
  result. This spell ends when the target does anything besides attack 
  mindlessly. 
  o Nightfall 
  level 3 
  ongoing 
  Choose an area you can see: it’s filled with supernatural darkness and 
  shadow. While this spell is ongoing you take -1 to cast a spell. 
  o CHAOS BLAST 
  level 3 
   
  A burst of dark energy surges from the ground underneath your target, 
  inflicting 2d6 damage which ignores armor to the target and everyone 
  nearby. 
  o Mimic 
  level 3 
  ongoing 
  You take the form of someone you touch while casting this spell. Your 
  physical characteristics match theirs exactly but your behavior may not. This 
  change persists until you take damage or choose to return to your own form. 
  While this spell is ongoing you can’t cast spells. 
   
   
  First Level Spells 
  Third Level Spells 
  Rotes 
  
   
    
   
   
  WARLOCK SPELLS 
   
  o Trap Soul 
  level 5 
   
  You trap the soul of a dying creature within a gem. The trapped creature is 
  aware of its imprisonment but can still be manipulated through spells, parley, 
  and other effects. All moves against the trapped creature are at +1. You can 
  free the soul at any time but it can never be recaptured once freed. 
  o Chill of the Void 
  level 5 
   
  With a snap of your fingers, the temperature in a location you can see 
  plummets below freezing. Crops die, animals flee, and people who aren’t 
  protected may suffer frostbite if they remain in the cold. The temperature and 
  weather does not return to normal for the remainder of the day, unless you 
  wish it to. 
  o Contact Other Plane 
  level 5 
   
  You send a request to another plane. Specify who or what you’d like to 
  contact by location, type of creature, name, or title. You open a two-way 
  communication with that creature. You or the creature you contacted can cut 
  off your communication at any time. 
  o Solomon’s Seal 
  level 5 
   
  Cast this spell upon a location with clearly defined boundaries, or a circle 
  marked with chalk, paint, or blood. Then name a type of creature; the spell 
  prohibits that type of creature from entering or leaving the specified area. 
  o Divination 
  level 5 
   
  Name a person, place, or thing you want to learn about. Your patron grants 
  you visions of the target, as clear as if you were there. 
  o Pestilence 
  level 5  
  ongoing 
  Choose a creature you can see. Until you end this spell, the target suffers 
  from a disease of your choice. While this spell is ongoing you take -1 to cast 
  a spell. 
   
   
   
   
   
   
  o Star Gate 
  level 7 
   ongoing 
  You open a gateway to another dimension or plane of existence. You can 
  pass through this gate, either entering this other location or passing through it 
  to get to another place in your present dimension. You can bring a number of 
  others with you equal to your level, if they are willing, or you can send one 
  target of your choice that you touch through, by themselves. 
  o Mindshatter 
  level 7 
  ongoing 
  Psychic trauma overwhelms a target you can see, reducing their intelligence 
  and personality to that of an animal. While under the effect of this spell, they 
  are unable to speak, understand language, or do anything else involving 
  higher thought or willpower. While this spell is ongoing you take -1 to cast a 
  spell. 
   
   
   
  o The Sight 
  level 7 
  ongoing 
  You see all things as they truly are. This effect persists until you tell a lie or 
  dismiss the spell. While this spell is ongoing you take -1 to cast a spell. 
  o Dominate 
  level 7 
  ongoing 
  Your touch pushes your mind into someone else’s. You gain 1d4 hold. Spend 
  one hold to make the target take one of these actions: 
  • 
  Give you something they hold. 
  • 
  Make a concerted attack on a target of your choice. 
  • 
  Speak a few words of your choice. 
  • 
  Truthfully answer one question. 
  If you run out of hold the spell ends. If the target takes damage you lose 1 
  hold. While the spell is ongoing you cannot cast a spell. 
   
   
   
   
   
  o False World 
  level 9  
  ongoing 
  With a touch, you can put someone’s body into an enchanted sleep and their 
  mind into a false world that they believe is real. Until the spell is ended, they 
  continue to live on in a world entirely of your creation, never knowing it is a 
  lie and that their body lies sleeping somewhere else. 
  o Plague 
  level 9  
  ongoing 
  Name a city, town, encampment, or other place where people live. As long 
  as this spell is active that place is beset by a plague appropriate to your 
  deity’s domains (locusts, death of the first born, etc). While this spell is 
  ongoing you take -1 to cast a spell. 
   
   
   
   
   
   
  o Hellfire 
  level 9 
   
  You call down fire from the sky. Choose a specific area: everyone in that 
  area takes 2d8 damage, which ignores armor. 
  o Gateway Runes 
  level 9 
  This spell may be used to create two effects. The first effect is to place a gate 
  rune upon a location. The second use of this spell transports yourself and a 
  small handful of other people from one gate rune to another, no matter the 
  distance between. When the spell is cast, you may only do one or the other, 
  not both. 
   
  Fifth Level Spells 
  Seventh Level Spells 
  Ninth Level Spells 
  
   
    
  o Good 
  Give hope or cheer to someone who needs it. 
  o Neutral 
  Accomplish something great in spite of yourself. 
  o Chaotic 
  Evade responsibility for the consequences of your actions. 
   
   
  o Dwarf 
  You hold your liquor like a pro. You can drink anyone under the 
  table. Anyone. 
   
  o Human 
  At the end of the session, if all of the other players mark XP 
  from A Very Special Episode, you mark XP too. 
  o Halfling 
  You have sticky fingers. When you depart from a steading, a 
  small trinket “appears” in your pocket; the GM will tell you what 
  you found. 
   
   
  Fill in the names of your companions in at least one: 
  __________ doesn’t think I’m cut out for this life. I’ll show 
  them! 
   
  __________ is taking this all way too seriously.  
   
  __________ talked me into this adventure, which just goes to 
  show who the real fool is. 
   
  __________ is a friend of a friend, so if they don’t get me out of 
  this mess, they’re going to be in trouble! 
   
  Why does __________ never believe anything I tell them? …Oh, 
  right. That.
  Fool’s Luck 
  When you Make Camp, set your Luck to 3. When you roll and get a 6-, you may lower 
  your Luck by 1 to re-roll. Take the second result, and if it is a hit, explain how you 
  succeeded only through sheer luck. When your Luck is zero, you may not lower it further. 
   
   
  I’m On An Adventure! 
  Gain a starting move from a playbook no one else is using. When you use that move, if 
  you fail, after the GM makes their move, you can add a comical or embarrassing detail to 
  your failure. Your move is still a miss, of course. 
   
   
  Comic Relief 
  When you make everyone else laugh, including the GM, take +1 forward. When 
  someone else Aids or Interferes with you, they take +1.  
   
  When the rest of the group ditches you or sets you up to die, you will meet up with 
  them again at the next available opportunity; describe how you improbably cheated certain 
  death to rejoin them. Alternatively, you may choose to give up this character. If you do, 
  the Fool will return again someday… but as a villain under the GM’s control, looking for 
  revenge. 
   
   
  A Very Special Episode 
  At the end of the session, each other player may tell you something they learned from 
  you—a positive moral for everyone to take home and reflect upon. If they do, they mark 
  XP. 
  6 
  Your character has the same name as you. What did you expect? You picked the Fool. 
  Bright Eyes, Innocent Eyes, Shifty Eyes 
  Unkempt Hair, Bunny Hood, or The Most Awesome Hat Ever 
  Mismatched Clothing, Plain Clothing, or Homemade Costume 
  Gangly Body, Rotund Body, or Short Body 
  THE FOOL 
  Alignment 
  Race 
  
   
    
  Your load is 6+STR.  You start with whatever you grabbed on your way out 
  the door, choose three: 
  o A really interesting looking rock (thrown, near) 
  o A sturdy walking stick or cooking implement (close, 1 weight) 
  o A letter to you from someone important 
  o A packed lunch from your mom (ration, 1 use, 1 weight) 
  o A magic potion, though you don’t know what it does 
  o An extra change of underclothes 
  o A map of a nearby dungeon 
   
   
   
  When you gain a level from 2-5, choose from these moves. 
  o Curly Shuffle 
  When you Hack and Slash while you’re all fired up, on a 10+, choose one 
  in addition to dealing your damage: 
  • 
  Your foe stumbles and is knocked flat on their face 
  • 
  You snatch something from your foe in the confusion  
  • 
  You open your foe up to someone else’s attack instead of dealing 
  damage 
  o Hey, What Does This Do? 
  When you put yourself at risk to check something out, ask the GM any 
  one question related to the risks and roll+Luck. *On a 10+, the GM will 
  answer it, as clearly as the circumstances allow. *On a 7-9, the GM will tell 
  you what more you need to do to find the answer yourself. 
  o Fool’s Wisdom 
  When you Spout Lore, don’t roll. Instead, just blurt out the first thing that 
  comes to mind. When the truth of what you say is put to the test, 
  roll+INT. *On a 10+, you were right, more or less. *On a 7-9, you messed 
  up or forgot a key detail. 
  o I Think I’m Getting The Hang Of This 
  Gain a non-multiclass move from the playbook you chose for I’m On An 
  Adventure! You may not choose a move that requires level 6 or higher.  
  o Look, A Distraction! 
  When you Volley, on a 10+ you may draw your target’s attention elsewhere 
  instead of dealing damage. 
  o Oooh, Something Shiny 
  When you’re in the presence of something hidden and valuable, you 
  notice it right away. 
  o Party Crasher 
  When you brazenly stride into a place you’re not supposed to be, 
  roll+CHA. *On a 10+, your entrance goes unnoticed until you draw attention 
  to yourself. *On a 7-9, someone is already suspicious of you. 
  o Short Attention Span 
  When you take advantage of the fact that no one is paying attention to 
  you to discreetly do something, roll+DEX. *On a hit, no one will notice 
  what you did until you're no longer around. *On a 10+, they won’t even 
  think to blame you unless you personally tell them you did it. 
  o Take One For The Team 
  When you take damage that was intended for someone else, you get +1 
  Luck. You may not spend Luck to negate this damage. 
  o Was That Wrong? 
  When you do something so incredibly stupid that everyone else can only 
  stare at you in disbelief, you get +1 Luck. You’ll probably need it soon.
  When you gain a level from 6-10, choose from these moves or the level 2-
  5 moves. 
  o Fool’s Errand 
  When you con someone into taking an unwise or imprudent course of 
  action, roll+CHA. *On a 10+, they are tricked, and don’t realize the error of 
  their ways until the consequences fall on them. *On a 7-9, they’re either not 
  fooled for long, or they’ll hold a grudge against you, GM’s choice. 
  o Four-Leaf Clover 
  When you Make Camp, set your Luck to 4 instead of 3. When you take 
  damage, you may lower your Luck by 1 to ignore it; describe the comedic, 
  contrived, or outright miraculous circumstances that saved you from harm. 
  o I Meant To Do That 
  When you fail a move, you can choose to not mark XP. If you do, choose 
  someone who will either stare at you dumbfounded or double over in 
  uncontrolled laughter. Describe the epic failure of yours that causes them to 
  react that way. You have to fail; if you spend Luck to succeed, this move is 
  not triggered.  
  o Idiot Savant 
  When you gain this move, pick one of the following moves: Hack and Slash, 
  Volley, Defend, or Discern Realities. You may choose to make that move 
  with +Luck instead of the usual stat from now on. 
  o Mostly Harmless 
  While you show a friendly face and act charming, anyone not already 
  actively hostile to you will treat you as a friend until proven otherwise. 
  o Nyuk Nyuk Nyuk 
  You may lower your Luck by 1 to deal 1d10 damage to an enemy. Describe 
  how you embarrass, humiliate, or accidentally clobber them. 
  o Pop Goes the Weasel 
  Requires: Curly Shuffle 
  When you Hack and Slash while you’re all fired up, deal +1d4 damage. 
  o Robin Goodfellow 
  When you publicly mock someone of higher social standing than you, 
  roll+CHA. *On a hit, your audience takes it in good humor, and you avoid 
  reprisal... for now. *On a 10+, you may ask the subject of your mockery one 
  question, which they must answer honestly and publicly. 
  o Should I Not Have Done That? 
  Requires: Was That Wrong? 
  When you draw unwanted attention or are put in a spot, you can choose 
  not to personally suffer the consequences. Someone or something else 
  nearby, possibly your equipment but certainly not you, suffers the 
  consequences instead. 
  o Woo Woo Woo 
  When you Defy Danger by running around in an idiotic panic, you roll 
  with +Luck instead of whatever the GM says, and on a 12+ you turn the 
  danger back on itself, describe the ridiculous circumstances that caused it. 
  
   
    
  7 
  You have a skill that you’ve learned and use to earn your keep 
  around the village. How did you learn it? When you put what 
  you’ve learned in your profession to good use, gain 1 
  goodwill. 
   
  My profession in the village is:___________________________ 
   
  You have one tool that is relevant to your profession, not armor 
  or a weapon more sophisticated than a knife or a staff. You have 
  no coins, but luckily you live in a tightly connected community 
  where a filling meal and warm bed are always available to you—
  provided you do your share. 
   
   
   
   
  o Laborer 
  When you put the good of your village before your own 
  desires, gain 1 goodwill. 
  o Militia 
  When you fight for the honor of your village, gain 1 goodwill. 
  o Apprentice 
  When your knowledge aids the village in some important 
  way, gain 1 goodwill. 
  o Knave 
  When you help the village while helping yourself, gain 1 
  goodwill. 
  o Stranger 
  When your actions earn you the trust of the village, gain 1 
  goodwill. 
   
   
  Assigning Stats 
  You start with all of the basic moves. When you make a move with a stat for the first time, 
  pick the modifier you wish for that stat: -1, +0, +1 or +2. You can have one -1, two +0, 
  two +1, and one +2 stat. You must have all six stats assigned before you can level up. 
   
  Goodwill 
  Goodwill is earned by using your alignment and background. You can spend goodwill, 1 
  for 1, to add +1 to your roll during any move involving fellow villagers (including other 
  PCs). You will also spend goodwill for the Life of Adventure move when you level up. 
   
  Bonds 
  Add Bonds with your fellow would-be adventurers as you get to know them and have 
  memorable experiences. Do you trust them? Do they owe you a debt? Do you know their 
  secrets? Do you want to prove something to them? Do they need you to keep them safe? 
  When you write a Bond, you may let the player whose character you just wrote a Bond 
  with assign a modifier to one of your unused stats for you. If you let them do this, you 
  gain 1 goodwill. You must write at least two Bonds before you can level up. 
   
  When you write a Bond with another character, you also gain one of the following 
  advanced moves, up to a maximum of two: 
  o 
  Hometown Hero: When you take this move, you immediately gain 2 goodwill. 
  o 
  Martial Training: Your damage die is now a d6. 
  o 
  Toughness (Requires: CON+1 or higher): Your maximum HP is now 10. 
  o 
  Determined Defender: When you Defend, you may spend goodwill as if it 
  were hold. 
  o 
  Faithful (Requires: WIS+1 or higher): Describe a deity that you follow. When 
  you pray to your deity for guidance, your deity tells you what it would have 
  you do. If you do it, gain 1 goodwill. 
  o 
  Healing Touch (Requires: Faithful): When you touch someone else, skin to 
  skin, and pray for their well-being, roll+WIS. *On a hit, you heal them for 
  1d6 HP. *On a 7-9, you also take a debility of your choice in exchange. 
  o 
  Trap Finder: Add “Is there a trap here and if so, what triggers it?” to the list of 
  Discern Realities questions: 
  o 
  Student (Requires: INT+1 or higher): When you take this choice, the next time 
  you Spout Lore, instead of rolling, you automatically take the 10+ result. 
  o 
  Hocus Pocus (Requires: Student): When you weave a simple spell, choose one 
  of the following effects: 
  • 
  You create a small light to follow you around 
  • 
  You conjure a very simple illusion, affecting only one sense 
  • 
  A person you touch takes +1 armor forward 
  • 
  Deal 1d4 magical damage to a target you can see 
  …then roll+INT. *On a 10+ the spell works for just as long as you need it. *On a 7-9 
  things go a little awry, choose one: 
  • 
  You cannot use the chosen effect again, cross it off the list 
  • 
  The spell doesn’t work quite as you intended it to 
  • 
  You expose yourself to danger, retribution, or cost 
   
   
  Start here: Give your villager a name, and choose options for their look. 
  Choose a profession, and a tool associated with it, and a background. 
  Introduce yourself to your fellow players. You may then write one Bond with another 
  villager, based upon first impressions or past history you have with them. 
  Mischievous Eyes, Angry Eyes, or Innocent Eyes 
  Messy Hair, Tied-back Hair, or Cropped Hair 
  Ragged Clothes, Carefully Mended Clothes, or Plain Clothes  
  Stout Body, Lanky Body, or Filthy Body 
   
  THE VILLAGER 
  Bonds 
  Background 
  Goodwill 
  Profession 
  
   
    
  Hack and 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, 
  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 make the shot, placing you in danger of the GM’s 
  choice 
  • 
  You have to take what you can get: -1d6 damage (minimum 1) 
  • 
  You have to take several shots, reducing your ammo by one. (you 
  cannot choose this option if you are using a thrown weapon) 
   
  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 do; 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. So 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 1 damage to the attacker  
   
  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. 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? 
   
  Aid or Interfere 
  When you help or hinder someone you have a bond with, roll+Bonds with 
  them. *On a 10+ they take +1 or -2, your choice. *On a 7-9 you also expose 
  yourself to danger, retribution, or cost. 
   
  Parley 
  When you have leverage on an NPC 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. 
  Dungeon World is a game of adventure fantasy. Though you are just a 
  humble villager now, a dangerous world of adventure is knocking at your 
  door, and you will get your first taste of it here. The adventure and your 
  destiny will emerge around the decisions you make. 
   
  Your characters already have some history one another, so we can get right 
  into the action. This shared history is represented in the Bonds on your sheet. 
  The gamemaster (GM) will ask you questions about where your character is 
  from, what the world is like, and what they are doing. Your answers will 
  shape the world and your adventure. We play to find out what happens. 
   
  Playing Dungeon World means having a conversation; somebody says 
  something, then you reply, maybe someone else chimes in. Players take turns 
  in the natural flow of the conversation, which always has some back-and-
  forth. The GM says something, the players respond. The players ask 
  questions or make statements, the GM tells them what happens next. The 
  conversation works best when we all listen, ask questions, and build on each 
  other’s contributions. 
   
  Sometimes, the GM may tell you that your actions have triggered a move, 
  such as Defy Danger. To make a move, roll two six-sided dice and add the 
  indicated ability from your sheet.  
  • 
  If the total is 10 or higher, you’ve achieved a strong hit; you’ve 
  succeeded at your task.  
  • 
  If the total is between 7 and 9, it’s a weak hit; a success that comes 
  at some cost. Perhaps there’s a downside to your action, or you 
  don’t get everything you wanted. 
  • 
  If the total is 6 or less, it’s a miss; your attempt has gone poorly, 
  and the GM can now make their move against you. 
   
   
   
  When everyone has assigned all their stats and written at least two Bonds, 
  your adventuring group is ready to level up. To make the leap to first level, 
  each of you must do the following: 
  • 
  Embrace your heroic destiny. Leave your villager playbook 
  behind. Consider your race and stats and then choose a new 
  playbook to fill out. 
  • 
  Gain a true name and a new, cooler look. 
  • 
  Gain an alignment. Your companions vote on your alignment 
  based on your chosen class and your past behavior. Ties are broken 
  by the GM. 
  • 
  Copy the stats you chose to your new playbook and assign 
  appropriate ability scores: 16(+2), 15(+1), 13(+1), 12(+0), 9(+0), 
  and 8(-1). 
  • 
  Gain all the resources and abilities of a first-level character, 
  including gear and class moves, but keep any Bonds you’ve 
  already written. If you new class gives you more Bonds that what 
  you’ve already written, write some more. 
  • 
  Lose any villager abilities you may have acquired, including your 
  profession and background.  
  • 
  Tell the other players how you learned the basics of your class. 
  The GM may ask you questions about your time in training. 
  Finally, make the following move: 
   
  When you leave your home for a Life of Adventure, spend all of your 
  remaining goodwill and roll+goodwill spent. *On a 10+, you enjoy a warm 
  send-off. The village’s hopes and dreams go with you, along with a small 
  object of great sentimental value. *On 7-9, choose one: 
  • 
  You have unfinished business here that is likely to come find you 
  wherever you go. 
  • 
  You are leaving behind someone that needs you badly and can’t 
  survive without you. 
  • 
  You are abandoning something precious to be claimed by a 
  loathsome rival. 
  • 
  You’ve been rejected by the village. You no longer belong here, 
  and maybe never will. 
  *On a 6- there can be no return. Grim portents accompany you.   
  Basic Moves 
  How to Play 
  Leveling Up 
  
  Tavern Tales 
   
  When you spend time swapping tales and sorting 
  through information about a dangerous place you 
  have yet to explore, name a place you want to know 
  more about, then spend at least 1 preparation and 
  roll+preparation spent. *On a hit, choose one from 
  the list and tell us how you get it. *On a 7-9, your 
  information will be slightly off, out of date, or 
  incomplete when you try to use it.  
  • 
  You acquire part of a map, draw it out or 
  otherwise present it to the group. 
  • 
  You learn of a trap or similar hazard, 
  describe it. When you encounter it, take +1 
  forward. 
  • 
  You learn of a valuable treasure, describe it 
  and where it’s kept. 
  • 
  You learn of a dangerous enemy or group in 
  the area, describe and/or name them. When 
  you encounter them, take +1 forward. 
  • 
  You learn something useful about the area’s 
  history, layout, or politics, tell us what.  
  • 
  You acquire something that will be 
  particularly useful in there (a key, a 
  password, etc.), tell us what you got. 
  *On a 6-, choose one anyway, but don’t describe it 
  yet. Instead, ask the GM what it will cost you to gain 
  that knowledge, and even then what you get will be 
  slightly off, out of date, or incomplete when you try 
  to use it. 
   
  Examples: 
  "Hey, isn't there supposed to be a passage here? It's 
  on the map..." 
   
  "That trap? Oh, it wasn't a sliding blade, it's an alarm. 
  You hear a growl coming from deeper within the 
  dungeon." 
   
  "Oh yes, there's ogres. They're servants of the demon 
  that's taken up residence deeper inside." 
   
  "Why yes, this is the tomb of the ancient king Dalboz. 
  Did you remember to wear his colors so his undead 
  servants wouldn't think you're tomb robbers and 
  attack you?" 
   
  "Here's the secret door, right where the guy in the 
  tavern said it would be. Anyone got the key? Because 
  it's locked." 
   
   
   
   
   
  Guard Your Mind 
   
  When something attempts to control or 
  manipulate your mind, roll+WIS. *On a 10+, you 
  shake it off. *On a 7-9, choose one: 
  • 
  You’re stunned for a few moments while 
  you shake it off. 
  • 
  You feel a brief compulsion, take -1 forward 
  to act against the source of the effect. 
  *On a 6-, don’t mark XP yet. Instead, give the GM a 
  notecard with your character’s name on it.  
   
   
   
   
  When the GM hands you a notecard with your 
  name on it, read the command on the back (to 
  yourself, don't discuss it with others). Then choose 
  one: 
  • 
  Do what it tells you to the best of your 
  abilities, then mark XP and tear up the card. 
  • 
  Drop to your knees, clutch your head, and 
  the source of the command deals its damage 
  to you, ignoring armor. Then tear up the 
  card. 
   
   
   
  Circles 
   
  When you declare that you know someone who can 
  help you solve a task and have an unassigned 
  Bond available, describe that person and write a 
  Bond describing your relationship with them. Then 
  roll+CHA. *On a hit, you can get help from your 
  contact. *On a 7-9, there’s a catch, choose one and 
  explain why this is: 
  • 
  Your contact holds some enmity towards 
  you, you owe him a debt, or his help will 
  cost you. 
  • 
  Reaching your contact will be inconvenient 
  or dangerous. 
  • 
  You contact can’t directly help you, but he 
  can at least point you in the right direction. 
  *On a miss, choose one from the list, and the 
  situation will be worse than you expected when you 
  reach your contact. Your contact may still be able to 
  help you, but expect a steep cost. 
   
  When you work with your contact to solve your 
  problems, you may resolve the Bond and mark XP 
  as usual, or you may keep the Bond. If you use an 
  established contact to seek help from, you can make 
  this move again without needing an unassigned Bond, 
  and add +Bond to the roll. 
  
  Dungeon World 
  Secrets and Sorcery Pack 
   
  Seven new base classes for Dungeon World 
  the Archaeologist, 
  the Enchanter, 
  the Spy, 
  the Dragon Knight, 
  the Guardian, 
  the Reaper, 
  and the Baron 
  and new rules for stress and madness within the dungeon 
   
  For use with the role-playing game Dungeon World, by Sage LaTorra and Adam Koebel 
   
   
   
   
   
   
  Written by Peter Johansen. Version January 24, 2017 
  This work is licensed under the Creative Commons Attribution 3.0 Unported License. To view a copy of this license, visit 
  http://creativecommons.org/licenses/by/3.0/ or send a letter to Creative Commons, 444 Castro Street, Suite 900, Mountain View, 
  California, 94041, USA. 
  
  The Archaeologist 
   
  Of all the treasures to be found in Dungeon 
  World, what could be more valuable than 
  knowledge? The ancient secrets that have 
  lain hidden away under the earth in long-lost 
  catacombs or forgotten temples to dead 
  gods? The hidden places and knowledge can 
  be brought back into the light once again.  
  You are at home equally among libraries 
  and dungeons, and equally adept at drawing 
  out the secrets from both. Panache is your 
  weapon against the agents of the darkness, 
  cunning your shield against deadly traps and 
  dangerous passages. Ancient wisdom awaits 
  your discovery in the deep and hidden 
  places of the world, and you have the tools 
  to discover it. 
  Of course, if you find some golden idol 
  covered in jewels, that’s good too. Just be 
  ready to run when you grab it. 
   
  The Archaeologist specializes in both 
  scholarly research and dungeon exploration. 
  They are able to research key information 
  about dungeons and lead expeditions 
  through these most dangerous of places. 
  Indiana Jones is an obvious touchstone to 
  this class. 
   
   
   
   
  The Enchanter 
   
  The greatest of crafts is not in gold or gems, 
  but in the power of magic itself. As elves 
  shape supple wood and dwarves the hard 
  stone, your artisanship is that of 
  enchantments. Whether alchemist or 
  artificer, your laboratory can pour forth 
  magical wonders, limited only by your 
  imagination. With a deft carving of magic 
  runes you make a sword strike with the force 
  of thunder, or a shield that can turn away 
  flames.  
  But there is always more magic out there for 
  your to experience. To truly master your 
  craft, you must be willing to test yourself 
  against the powers of magic that lie in the 
  deepest of dungeons, and to study these 
  ancient enchantments so yours will be 
  greater. Your knowledge of arcane forces 
  makes you a powerful, if bookish ally, to 
  those who seek to plunder such treasures for 
  themselves.  
   
  As the name suggests, the Enchanter deals in 
  enchanted objects. Their skill is in both the 
  creation and comprehension of magical 
  things. The limits of what an enchantment is 
  capable of is only the Enchanter’s 
  imagination and their willingness to invest 
  their resources on the affair. In combat, the 
  Enchanter wields a rune-empowered weapon 
  to defend themselves. 
   
   
  
  The Spy 
   
  What fascinating secrets are exchanged right 
  under the noses of the common folk! Who 
  would have guessed that their neighbors 
  hold membership in a secret order? They 
  never gather openly, only trading notes 
  through hollowed-out trees or clandestine 
  gestures. What does it mean when the baker 
  advertises sweet rolls one day and biscuits 
  the next? Oh, you know. It means that he 
  has the information on the duked you asked 
  him to uncover for you. 
  Whether an agent of the state or the right 
  hand of a criminal empire, the secrets of 
  Dungeon World are your trade, trickled in 
  from a network of informants and data 
  handlers. You may not know who they are, 
  but your network is everywhere, feeding you 
  the information you need to do your job. 
  Even the most closely guarded secrets can 
  fall into your hands, and these will be the 
  dagger with which you strike from the 
  shadows. 
  Knowledge is power. 
   
  The Spy is a different take on the Thief, one 
  who specializes in information gathering. A 
  skilled rogue in their own right, the Spy 
  takes a more social approach to the guile and 
  stealth normally associated with the trade, 
  relying on a network of informants to give 
  them just the knowledge they need. 
   
   
  The Dragon Knight 
   
  The relationship between dragons and 
  mortals is long and complex. Sometimes 
  worshipped, often fought against, and 
  always feared, no creature is more iconic of 
  power and lordly might than the dragon. To 
  those who have proven themselves worthy 
  of forging a bond with a dragon, they 
  become the most awe-inspiring of knights. 
  Whether a bloody tyrant or a defender of the 
  realm, someone riding a dragon into battle is 
  a sight that will not soon be forgotten. 
  You are one of these chosen few, who bear 
  the honor of bonding their immortal soul to 
  that of a dragon. Dragon-fire flows in your 
  veins, just as your valor links your new 
  mount to you forever. You work in tandem 
  with your dragon to overcome even the 
  greatest of enemies, but the link between 
  you is far from perfect. After all, dragons are 
  not tractable creatures, and have a will of 
  their own. How will the two of you learn to 
  trust one another? 
   
  The Dragon Knight is the most awe-
  inspiring of mounted warriors, riding into 
  battle atop a young dragon. The knight and 
  their mount both influence one another, and 
  maintaining a link of mutual respect and 
  trust between the two is key to their success. 
   
  We’ve also included a compendium class 
  version, if you prefer your dragon and 
  knighthood to be earned through play. 
  
  The Guardian 
   
  Terrible things lurk in every corner of 
  Dungeon World. While there is no shortage 
  of men who are willing to take up arms to 
  fight against monsters, your conviction 
  burns far greater than most. You know that 
  the wickedness of a lone goblin pales in 
  comparison to the cruelties that men can 
  inflict upon one another. 
  There is a flame in your soul that cannot be 
  extinguished. The fire within you can give 
  warmth and comfort to your allies, but it can 
  also be used to destroy. When faced with the 
  outrages of the world, the fire in you rises 
  like an inferno, empowering you to mete out 
  justice at the point of a sword. Against evil 
  and injustice, you are judge, jury, and 
  executioner. To the ones you defend, not 
  even the wrath of Hell itself can turn aside 
  your shield. 
  Sometimes terrible things happen to good 
  people. But you’re not one of the good 
  people. You’re one of the terrible things. 
   
  The Guardian is both a defensive warrior 
  and a passionate force of justice. More 
  secular than the Paladin, the Guardian’s 
  power is in their conviction. When their 
  righteous anger burns, they are a force to be 
  reckoned with. 
   
   
   
  The Reaper 
   
  Death gets such a bad reputation. Everyone 
  struggles in vain to hold off Death for just a 
  few more precious moments. They don’t 
  understand Death like you do. Death is not a 
  force to be feared, but to be celebrated and 
  understood. When you face Death with your 
  soul at ease, his secrets will open to you. 
  You do not worship Death, but you revere 
  him, and perform services in his name to 
  ease the suffering of the dearly departed. 
  Whether psychopomp or exorcist, you are a 
  trusted lieutenant in Death’s service, 
  keeping his estate in order against those who 
  would despoil it or try to defy his judgment. 
  Through your deeds, the restless dead of 
  Dungeon World can finally be set to peace 
  beyond the Black Gates. 
  But will you be ready when your time 
  comes? What deals will Death make with 
  you? 
   
  Like Death, the Reaper performs a valuable 
  service, helping the dearly departed rest in 
  peace while cleaning away any lingering 
  spirits or undead which try to mar his order. 
  The Reaper focuses more on the dead and 
  the undead than the Cleric, and has a 
  stronger set of tools to defeat or comfort the 
  lost souls of Dungeon World. 
   
   
   
  
  The Baron 
   
  Through birthright or deeds, you are among 
  the world’s elite. You have earned the right 
  to call yourself Lord over a stronghold, and 
  the lands it protects. Backed by your party 
  of loyal retainers, you are a shepherd to your 
  people, guiding the growth of your lands and 
  delivering justice to villains. Through your 
  deeds and wisdom, a humble hamlet may 
  grow into a mighty city. 
  But being a Baron is no life of idle luxury. 
  Foes from both outside and within your 
  walls seek to take what is rightfully yours. 
  Ravening hordes and scheming rivals both 
  covet your lands. When the walls of your 
  stronghold shield your people against the 
  darkness of Dungeon World, do they also 
  keep close the one who would betray you, 
  plotting your demise in the shadows?  
  Also, that butler you sent down into the 
  wine cellar yesterday hasn’t been seen since. 
  You should probably look into that. 
   
  The Baron is Dungeon World’s answer to 
  Apocalypse World’s Hardholder. The Baron 
  begins with control of their own personal 
  keep, and gives them the tools to grow and 
  defend it as they see fit. However, this does 
  not mean that the Baron is entitled to an 
  unlimited safe haven! The stronghold is a 
  magnet for both danger and intrigue. To 
  maximize the stronghold’s potential, the 
  Baron must journey outside of their gates 
  and face the threats to his lands head-on. 
   
   
  We’ve included a new set of rules for 
  dealing with stress and horror that builds off 
  of the Steel mechanics found in our previous 
  publication. These rules deal with the long-
  term impacts of madness as well as the 
  management of the stress that comes from 
  diving headfirst into danger and 
  unfathomable evil, making them suitable for 
  games that deal with horror or insanity, or 
  for groups that wish to explore the 
  emotional impact that comes from dungeon 
  crawling. 
   
  We’ve also included a compendium class 
  version of the Baron for character who earn 
  their strongholds the hard way. 
   
  For every story that we tell, the world gains 
  that much more wonder. I remain grateful 
  for the support of my colleagues in the 
  Dungeon World G+ community, and the 
  valuable advice and critiques they have 
  given to help me refine and polish my ideas. 
  Once again, I give due credit and thanks to 
  Johnstone Metzger and Jeremy Strandberg 
  in particular. I would also like to 
  acknowledge Robert Doe, David Perry, and 
  Andrea Serafini for their own contributions 
  to this body of work, and all the players of 
  Dungeon World around the world. This 
  work is dedicated to you, and all stories that 
  are yet to be told. Play to find out.  
    
  
   
    
  o Good 
  Prevent an artifact or secret knowledge from being used to hurt 
  others. 
  o Neutral 
  Discover long-lost knowledge or a culturally significant artifact 
  or place. 
  o Chaotic 
  Leap into danger without a plan. 
   
   
  o Dwarf 
  When you use Antiquarian, the GM will always truthfully tell 
  you who created the object and how old it is in addition to the 
  move’s other results, even on a miss. 
  o Halfling 
  You can always ask the GM “Where’s the best hiding place 
  around here?” and get an honest answer. 
  o Human 
  When you Make Camp, if you possess adventuring gear with 
  less than 5 uses, gain 1 use of that adventuring gear. 
   
   
  Fill in the names of your companions in at least one: 
   
  I need ___________’s help to find a valuable treasure. 
   
  ___________ may be the brawn of this group, but I’m the brain. 
   
  ___________ joined me on my first expedition, and they’re still 
  willing to work with me after the... you know. 
   
  ___________ thinks I take too many needless risks, but what do 
  they know?
  Antiquarian 
  When you closely examine an artifact or a piece of lost technology for the first time, 
  roll+INT. *On a 10+, ask the GM three of the following questions. *On 7-9, ask two. *On 
  a 6-, ask two anyway, but the GM will give you a false answer for one of them. 
  • 
  Who created this object and how old is it? 
  • 
  What is the purpose of this object, or what does it do? 
  • 
  Who would find this object valuable? 
  • 
  How is this object dangerous to me? 
  • 
  How is this object activated? 
  • 
  What has been done to or with it recently? 
  • 
  What’s wrong with it and how could it be fixed? 
   
   
  Whip Tricks 
  A whip is a powerful tool in your hands. You can use your whip to grab small, unattended 
  objects within reach range and swing upon it like a grappling hook, all without Defying 
  Danger. 
   
  You cannot Hack and Slash with your whip. Instead, when you crack your whip at an 
  enemy within reach, roll+DEX. *On a 10+, choose two. *On a 7-9, choose one: 
  • 
  You entangle one of their limbs, preventing them from using it as long as you 
  keep your whip wrapped around them 
  • 
  You avoid any retaliation or counterattack 
  • 
  You move them to any place within reach range 
  • 
  You knock them prone or off-balance; the next person who takes advantage of 
  this takes +1 forward 
  • 
  You make them drop an object they are holding 
   
  Researcher 
  When you spend at least a full day researching old tomes, dusty maps, and bits of lore 
  about a nearby location, roll+INT. *On a 10+, choose two from the list. *On a 7-9, 
  choose one. *On a 6-, choose one anyway, but don’t describe it yet. Instead, ask the GM 
  what it will cost you or what you must do to gain that benefit.  
  • 
  You find part of a map, draw it out or otherwise present it to the group. 
  • 
  You learn of a trap or similar hazard, describe it and hold +1 preparation.  
  • 
  You learn of a dangerous enemy or group in the area, describe and/or name 
  them and hold +1 preparation. 
  • 
  You learn of a valuable treasure, describe it and where it’s kept. 
  • 
  You learn something useful about the area’s history, layout, or politics; tell us 
  what.  
  • 
  You gain something that will be particularly useful in there (a key, a password, 
  etc.), tell us what you got. 
   
   
  6 
  Dwarf:  Garin, Daltri, Harrak, Rulin, Kaja, Brall, Nyssa, Gwillen 
  Halfling:  Bolger, Garret, Odo, Mellyn, Portia, Frega, Lirrin, Nelmi 
  Human:  Byron, Gertrude, Lawrence, Chapman, Fredrick, Morley, Virginia, Tatiana, Salah 
  Clever Eyes, Shrewd Eyes, or Glasses 
  Untidy Hair, Balding, or Wide-Brimmed Hat 
  Weathered Clothing, Scholarly Clothing, or Practical Clothing 
  Tanned Body, Rugged Body, or Portly Body 
  THE ARCHAEOLOGIST 
  Alignment 
  Race 
  
   
    
  Your Load is 9+STR.  You start with dungeon rations (5 uses, 1 weight), 
  adventuring gear (5 uses, 1 weight) a whip (1 weight), and a map to 
  someplace hidden, tell us where! Choose two: 
  o A bag of books (5 uses, 2 weight) 
  o Leather armor (1 armor, 1 weight) 
  o Bandages (3 uses), antitoxin, and a short sword (close, 1 weight) 
  o A hand crossbow (near, reload, 1 weight) and a pack of bolts (3 ammo, 1 
  weight) 
   
   
   
   
   
   
   
   
   
  When you gain a level from 2-5, choose from these moves. 
  o Academic Reputation 
  When you Parley with someone who highly respects knowledge or 
  history, you may roll with INT instead of CHA. 
  o Bookworm 
  When you make the Research move, you get +1 preparation in addition to 
  any of the move’s other effects. 
  o Danger Sense 
  When you take a moment to survey an area, you may ask the GM “Is there 
  an ambush or trap here?” If the answer is “yes”, roll+INT. *On a 10+, ask 
  the GM three questions from the list below. *On a 7-9, ask one. 
  • 
  What will trigger the trap or ambush? 
  • 
  What will happen once it’s triggered? 
  • 
  How could it be disarmed or thwarted? 
  • 
  What else should I be on the lookout for? 
  o Moment of Insight 
  When something supernatural makes you Defy Danger, take +1 forward 
  to Spout Lore about that threat. 
  o Simon Belmont 
  Add the following option to the Whip Tricks list: 
  • 
  You deal your damage 
  o Sleuth 
  When you Discern Realities, the GM will always tell you what happened 
  here recently in addition to the move’s other results, even on a miss. 
  o Sneaky 
  Gain a move from the thief playbook. 
  o Treasure Hunter 
  When you obtain a valuable treasure or artifact for the first time, hold 2. 
  Spend a hold to gain one of the following benefits: 
  • 
  Take +1 forward to Defy Danger 
  • 
  Deal +1d6 damage forward, no more than once per attack 
  • 
  Heal yourself for 1d8 HP 
  o Well-Connected 
  When you declare that you know someone who can help you solve a task, 
  describe that person and roll+CHA. *On a hit, you can get help from your 
  contact. *On a 7-9, there’s a catch, choose one and explain why this is: 
  • 
  You owe them a debt, or their help will cost you 
  • 
  Reaching them will be inconvenient or dangerous 
  • 
  They’re not exactly trustworthy or reliable 
  • 
  They hold some enmity towards you 
  o Whip Mastery 
  When you use Whip Tricks, on a 12+ choose three options from the list.
  When you gain a level from 6-10, choose from these moves or the level 2-
  5 moves. 
  o Careful Explorer 
  When you Undertake a Perilous Journey, you always spot trouble in 
  advance, as if you had taken the scout role and rolled a 10+. You can also 
  take on a second job, roll for it as normal. 
  o Investigator 
  Requires: Sleuth 
  When you Discern Realities, up to two of your questions can by anything, 
  not limited by the list. 
  o Master Looter 
  Requires: Treasure Hunter 
  When you obtain a valuable treasure or artifact for the first time, hold 4 
  on Treasure Hunter instead of 2.  
  o Mola Ram 
  When you use a magical item and force it to obey your will, instead of 
  using its effects as written, roll+INT. *On a 10+, you control the degree and 
  extent of its effects. *On a 7-9, you direct its effects, but choose one: 
  • 
  You break it; it cannot be used again until it is fixed. 
  • 
  You lose control, producing additional, unwanted effects. 
  o Society of Explorers 
  Requires: Well-Connected 
  When you make the Well-Connected move, on a hit your contact will also 
  have some useful information for you; choose an option from the Researcher 
  list for free once you have time to talk with them. 
  o Perfect Planning 
  When you Defy Danger, you may spend 1 preparation to roll with INT 
  instead of whatever the GM says. 
  o Professor 
  When you make the Antiquarian move, on a 12+ you may answer one of the 
  questions yourself. Whatever you say, it is the truth. 
  o Very Sneaky 
  Gain a move from the thief playbook. 
  o Whip Perfection 
  Replaces: Whip Mastery 
  When you use Whip Tricks, on a hit choose one additional option, and add 
  the following options to the list: 
  • 
  You snatch an object they held or were guarding. Now it’s yours! 
  o Why’d it Have to be Snakes? 
  When you Spout Lore about a monster, on a 12+, in addition to the normal 
  effects, you may ask the GM any one question about the subject. Take +1 
  forward when acting on that information. 
  
   
    
  o Good 
  Create something that helps someone else. 
  o Neutral 
  Discover something about a magical mystery. 
  o Evil 
  Gain power or influence for yourself at someone else’s expense. 
   
   
  o Dwarf 
  When you enchant an object that you have made with your 
  own hands, take +1. 
  o Elf 
  When you enchant an object, your mark is invisible to anyone 
  who isn’t an elf. 
  o Human 
  When you duplicate an enchantment you have studied or 
  made before, you are refunded 1 Stock after rolling. 
   
   
  Fill in the names of your companions in at least one: 
   
  __________ needs me to do the heavy thinking, and I need them 
  to do the heavy lifting. 
   
  Ironically, __________ seems to have enchanted me. 
   
  I have enchanted something for __________ before, but it didn’t 
  work out well.  
  Craft Enchantments 
  You possess a kit of magical supplies and tools, which you use to place enchantments 
  upon mundane objects. It can hold an amount of Stock equal to your WIS+3. When you 
  spend several hours in safety gathering and purifying reagents, refill your Stock to its 
  maximum.  
   
  When you set out to enchant an object, tell the GM what effect you want to accomplish 
  and how you mark the object, then spend 1-3 Stock and roll+Stock spent. *On a 10+, 
  choose two. *On a 7-9, choose one.  
  • 
  The enchantment is permanent, as long as the mark remains whole and 
  unmarred 
  • 
  The enchantment does not have any known side effects 
  • 
  The enchantment does not have any weird limitations 
  *On a 6-, the item is cursed. The GM will tell you the nature of the curse, but only after it 
  is too late. 
   
  A given object can hold only one enchantment, but you can always end any enchantment 
  you create by erasing your markings. Any item you enchant always has at least 1 weight. 
  Analyze Dweomer 
  When you closely examine a magical object for the first time, roll+INT. *On a 10+, ask 
  the GM three of the following questions. *On 7-9, ask two. *On a 6-, ask two anyway, but 
  the GM will give you a false answer for one of them. 
  • 
  What does this do?  
  • 
  How is it activated? 
  • 
  Who created this object and how old is it? 
  • 
  Who used this object last? 
  • 
  What has been done to or with it recently? 
  • 
  What’s wrong with it and how could it be fixed? 
  Runic Weapon 
  When you mark a melee weapon with runes of battle and spend 1 Stock, choose one of 
  the following options; the effect lasts until you erase your mark. The enchantment will 
  only function for you; you can’t enchant someone else’s weapon in this way. 
  o 
  Rune of the Sun: The weapon sheds light at your command, about the equivalent 
  of a torch, and can affect insubstantial monsters as if they were solid. 
  o 
  Rune of Thunder: Your weapon strikes like thunder, add the forceful tag. 
  o 
  Rune of the Mountain: You may Defend with WIS instead of CON while you 
  wield this weapon. 
  o 
  Rune of Ice: Your weapon chills your foes to the bone, add the stun tag. 
  o 
  Rune of the Moon: While you wield this weapon you get +1 armor, and an 
  additional +2 armor against magic. 
   
  4 
  Dwarf: Andvare, Brokir, Silbar, Holda, Thora, Jari, Tongus, Clarana, Rosina, Zula 
  Elf: Arathel, Barien, Xylinna, Sedana, Eredania, Nalthanis, Dalinna, Mahtan 
  Human: Karn, Argus, Orland, Lucan, Erin, Jalane, Nerida, Cwenhild, Tania 
  Wise Eyes, Shrewd Eyes, or Curious Eyes 
  Pointy Hat, Neat Hair, or Velvet Hood 
  Formal Robes, Runed Robes, or Travelling Robes 
  Stained Fingertips, Glowing Tattoos, or Crystal Glasses 
  THE ENCHANTER 
  Alignment 
  Race 
  
   
    
  Your load is 7+STR.  You start with dungeon rations (5 uses, 1 weight), a 
  staff (close, 2-handed, 1 weight) and your enchanting tools (1 weight). 
  Choose two: 
  o Enchanted robes (1 armor, 1 weight) 
  o Poultices and herbs (2 uses, 1 weight) 
  o Bag of books (5 uses, 2 weight) 
  o Adventuring gear (5 uses, 1 weight) 
   
   
   
   
   
   
   
   
   
   
  When you gain a level from 2-5, choose from these moves. 
  o Admixture 
  While you are in an appropriate laboratory or place of power, when you 
  roll+Stock spent, you are refunded 1 Stock after rolling. 
  o Affinity for Magic 
  When you Discern Realities, on a hit, you may ask the GM “What here is 
  magical or enchanted?” in addition to your other questions. 
  o Battle Enchanter 
  When you attack with your runic weapon, your damage die is a d8. 
  o Enduring Mark 
  When you create an enchantment, the markings you make will withstand the 
  ravages of time and nature. Only someone deliberately acting to remove your 
  mark can do so, and even then they take 1d6 damage of magical backlash 
  when they do. This does not affect you willingly erasing your own mark, 
  which you can always do without risk. 
  o Hermetic Circle 
  When you draw a magical circle on the floor or ground and spend 1 
  Stock, roll+INT. *On a 10+, you get both effects. *On a 7-9, choose one: 
  • 
  Name a type of creature, they cannot enter or leave the circle 
  • 
  No magic, save your own, can enter or leave the circle 
  o Maker’s Tether 
  When you concentrate, name an object you have enchanted. The GM will 
  tell you approximately where it is, as long as the enchantment is still intact. 
  o Risky Enchantment  
  When you craft an enchantment, you may choose to spend zero Stock. If you 
  do, make the roll at -1. 
  o Runic Empowerment 
  Add the following runes to the Runic Weapon list: 
  o 
  Rune of Doom: Name a type of monster, the weapon deals +1d6 
  damage to the chosen type 
  o 
  Rune of Flame: Add the fiery tag 
  o Sagacity 
  When you use Analyze Dweomer, the GM will always truthfully tell you 
  what the object does, even on a 6-. 
  o Worldly Scholar 
  When you Parley with someone who highly respects knowledge or the 
  arcane, you may roll with INT instead of CHA. 
   
   
   
  When you gain a level from 6-10, choose from these moves or the level 2-
  5 moves. 
  o Enchanter’s Soul 
  When you have time and safety with a magic item in a place of power, 
  you can empower that item so that its effects are amplified the next time you 
  use it. The GM will tell you exactly how. 
  o Enchanter’s Will 
  When you use a magical item and force it to obey your will, roll+INT. 
  *On a 10+, you control the degree and extent of its effects. *On a 7-9, you 
  direct its effects, but choose one: 
  • 
  It is damaged and cannot be used again until repaired 
  • 
  It slips out of your control, creating additional, unwanted effects 
  o Eternal Mark 
  Replaces: Enduring Mark 
  When you create an enchantment, the markings you make cannot be 
  removed by anything short of magic, and even then the person dispelling 
  your mark takes 2d6 damage of magical backlash. This does not affect you 
  willingly erasing your own mark, which you can always do without risk. 
  o Master Craftsman 
  When you craft an enchantment, on a 12+ the GM will tell you one further 
  thing you can do to perfect your enchantment. When you do it, you get the 
  third option from the list. 
  o Runic Mastery 
  Requires: Runic Empowerment 
  When you mark your weapon with runes, choose two runes instead of one. 
  o Soulforger 
  You may now enchant living objects, including people. Your subject must be 
  either willing or restrained for you to enchant them. 
  o Spellbreaker 
  Add the following question to Analyze Dweomer: 
  • 
  How can I remove or negate the magic on this object? 
  o Tricky Enchantment 
  Replaces: Risky Enchantment 
  When you craft an enchantment, you may choose to spend zero Stock. If you 
  do, make the roll at +0. 
  o War Enchanter 
  Requires: Battle Enchanter 
  When you attack with your runic weapon, you roll with WIS instead of the 
  usual stat. 
  o Wealth of Knowledge 
  When you Spout Lore or use Analyze Dweomer, on a 12+, GM will also ask 
  you a question about the subject. Whatever you answer, it is the truth. 
  Describe your enchanter’s tools: 
  o
  Made patiently by my own hands 
  o
  Passed down from my mentor, and my mentor’s mentor... 
  o
  A gift or reward from someone important 
  o
  Stolen from a place of ancient power 
   
  o
  Many pouches of ground herbs, plants, and tree bark 
  o
  Bottles of carefully-mixed chemical compounds 
  o
  A wooden case of inks and brushes 
  o
  Jars of specially consecrated clays, paints and chalk 
  o
  A bag of crystals and semi-precious stones 
   
  Stock: 
  
   
    
  o Evil 
  Eliminate a threat to your society or employer.  
  o Chaotic 
  Disrupt a power structure or organization. 
  o Neutral 
  Break into a secure place without being detected. 
   
   
  Choose any race, then choose how you came to be a spy: 
   
  o Criminal Mastermind 
  When you spend hold from Network to ask if a trap or 
  ambush is present and get an answer of “No”, roll a d6. On a 
  3 or higher, the spent hold is refunded to you. 
  o State Agent 
  Hirelings you Recruit have +1 Loyalty. 
  o Private Investigator 
  When you Discern Realities, the GM will always tell you what 
  happened here recently in addition to the move’s other results, 
  even on a miss. 
   
   
  Fill in the names of your companions in at least one: 
   
  I know a dirty secret about ____________, but they don’t know 
  it. 
   
  ____________ has some ties to my organization or employer. 
   
  I’ve worked with ____________ before on a job; they’re 
  trustworthy. 
   
  ____________ is the most likely one to betray us, I’d better 
  watch my back around them.
  Network 
  You have a group of informants and scouts who can trade information with you, describe 
  who or what they are! Every steading will have at least one contact from your network for 
  you to meet. When you spend some time trading information with one of your 
  contacts, hold 2 plus your CHA. When you consult your contact’s intel, spend a hold to 
  ask the GM one of the following: 
  • 
  What’s the greatest danger here? 
  • 
  Where is __________ hidden? 
  • 
  Where could I best hide or blend in around here? 
  • 
  Who can help me out around here? 
  • 
  Is there a trap or ambush here, and if so, where? 
  • 
  Where’s my best way in, out, or through this place? 
  • 
  Who does __________ serve? 
  • 
  What does __________ most desire? 
  • 
  How can I best serve my society or employer around here? 
  After meeting your contact, you must come up with some new information to pass on 
  before you can meet then again and gain more hold from this move. 
   
   
  Sleight of Hand 
  When you pick locks or pockets, disarm a trap, or escape restraints, roll+DEX. *On a 
  10+ you succeed unnoticed, no problem. *On a 7-9 you are still successful, but the GM 
  will offer you two options between suspicion, danger, or cost. 
   
   
  Cloak and Dagger 
  You are trained to fight dirty. When you attack a surprised or defenseless enemy with a 
  melee weapon, either deal your damage or roll+DEX. *On a 10+ choose two. *On a 7-9, 
  choose one: 
  • 
  You deal your damage, ignoring armor 
  • 
  One of their limbs or senses of your choice is crippled for a few moments 
  • 
  You disengage from combat before they can retaliate against you 
  • 
  No one notices you make your attack, and your target doesn't make a sound
  6 
  Like you’d ever let anyone know your real name! Choose a name from another playbook 
  that no one else is using. 
  Sharp Eyes, Shifty Eyes, or Monocle 
  Hooded Head, Wide-Brimmed Hat, or Stylish Hair 
  Dark Clothing, Nondescript Clothing, or Stolen Clothing  
  Rotund Body, Lean Body, or Sexy Body 
  THE SPY 
  Alignment 
  Background 
  
   
    
  Your load is 9+STR.  You start with dungeon rations (5 uses, 1 weight) and a 
  set of thieves’ tools (2 weight). Choose three: 
  o Rapier (close, precise, 1 weight) 
  o Stiletto (hand, 1 weight), which is never found even if you are searched 
  o 3 throwing knives (thrown, near, 0 weight) 
  o Leather armor (1 armor, 1 weight) 
  o Adventuring gear (5 uses, 1 weight) 
  o Antitoxin 
  o 10 coins 
   
   
   
   
   
   
   
  When you gain a level from 2-5, choose from these moves. 
  o Acquisition 
  When you put out word to your contacts about something you want or 
  need, roll+CHA. *On a 10+, someone has it, just for you. *On a 7-9, you’ll 
  have to settle for something close or it comes with strings attached, your call. 
  o Agent Provocateur 
  When you spend some time trading gossip in a community, roll+CHA. 
  *On a hit, you learn of an interesting opportunity nearby. *On a 10+, you can 
  also start a rumor of your own; it will spread like wildfire. 
  o Backup 
  While you are in a steading, you can spend a hold from Network to have an 
  agent of your organization accompany you for one task. Treat them as a 
  hireling with skill points equal to your level, loyalty equal to your CHA, and 
  the cost, “service to our society”. After completing your task, they leave you 
  unless you spend another hold. 
  o Blackmailer 
  Add the following option to Network: 
  • 
  What could I use as leverage against __________? 
  o Data Handler 
  When you gain hold from Network, you gain 1 additional hold. 
  o Impersonation 
  When you disguise yourself as a specific person, roll+CHA. *On a 10+, 
  only that person’s most intimate associates can tell the difference. *On a 7-9, 
  only those who do not know the person are fooled. 
  o In Your Shadow 
  When you follow or shadow someone, roll+DEX. *On a 10+, you find out 
  exactly what they’re up to without arousing suspicion. *On a 7-9, it’s either 
  an impression of their doings or you can reveal yourself to learn more. 
  o Incognito 
  When you blend into a crowd or the shadows, foes never spot you until 
  you draw attention to yourself or leave your cover.  You can move while 
  remaining in your cover, but no faster than a leisurely walk. 
  o License to Kill 
  When you deal damage with a weapon with a range of hand or the 
  precise tag, deal +1d4 damage. 
  o Sneaky 
  Gain a move from the thief playbook. 
   
   
   
  When you gain a level from 6-10, choose from these moves or the level 2-
  5 moves. 
  o Black Ops 
  When you use Cloak and Dagger, on a 12+ you get three choices from the 
  list. 
  o Enigma 
  No force can make you betray your colleagues, not even Death itself. Any 
  attempts to scry on your location, read your thoughts, or manipulate your 
  mind fail. 
  o Fade Away 
  While you stay still or act meek and unobtrusive, even in broad daylight, 
  people only notice you if they are looking for you specifically. 
  o Field Agent 
  You can spend preparation as if it were hold on Network. 
  o Master Impersonator 
  Replaces: Impersonation 
  When you disguise yourself as a specific person, you look just like them. 
  Your actions may give you away, but anyone who does not know the person 
  intimately will be fooled by your appearance. When you meet someone who 
  is intimately associated with the person you are impersonating, 
  roll+CHA. *On a 10+, they are fooled, even by strange behavior, until you 
  give yourself away for certain. *On a 7-9, they are already suspicious of you. 
  o Sealed Fate 
  Add the following option to Network: 
  • 
  How is __________ vulnerable to me? 
  o Secret Stash 
  You may spend a hold from Network to reveal a stash of useful equipment 
  hidden nearby, the GM will tell you what you got. 
  o Social Psychology 
  When you Parley, on a hit you can ask their player a question from the 
  Network list, they must answer it truthfully to the best of their knowledge. 
  This information comes from a slip of the tongue or their body language 
  giving it away. On a 10+ they don’t notice that they gave up their 
  information, on a 7-9 they do. 
  o Very Sneaky 
  Gain a move from the thief playbook. 
  o Web of Contacts 
  When you put out word to your contacts that you want to meet with 
  someone, roll+CHA. *On a 10+, someone can set up a meeting, with 
  circumstances in your favor. *On a 7-9, you can meet with them, but there 
  are strings attached or the circumstances are less than ideal. 
  
   
    
  o Lawful 
  Deliver justice to an evildoer. 
  o Good 
  Endanger yourself to protect someone weaker than you. 
  o Evil 
  Gain wealth or power for yourself at someone else’s expense. 
   
   
  Choose any race, then choose the type of dragon you ride: 
   
  o Chromatic   
   
           Link stat: +CON 
  Your dragon is no stranger to combat, and neither are you. When 
  you Defend, take +1 armor forward. 
  o Metallic    
   
            Link stat: +WIS 
  Your dragon is quite sociable, and so are you. You can write one 
  extra Bond with your companions, giving you a total of four. 
  o Gemstone   
   
            Link stat: +INT 
  Your dragon will always accept crystals as payment of its cost.  
   
   
  Fill in the names of your companions in at least one: 
   
  ____________ was with me when I first met my dragon. 
   
  I’ve been burned by ____________ before, if you know what I 
  mean. 
   
  My dragon seems to like ____________; they must be someone 
  I can trust.
  How to Train Your Dragon 
  Your soul is linked with that of a young dragon, about the size of a horse. Give your 
  dragon a name! As long as you treat your dragon with respect, it will usually obey you. 
  Your dragon is capable of speech like a human. When you whistle loudly for your 
  dragon when it is not nearby, it will quickly arrive at your side in dramatic fashion.  
  When your dragon dies, so do you, and vice versa. 
   
  You have a stat called Link. Your Link is equal to your link stat, which depends on what 
  kind of dragon you ride. Your Link can never be less than zero. When you would reduce 
  your Link below zero, your dragon instead refuses to obey your orders for a while. 
  Choose a cost; your dragon expects its cost to be paid regularly like a hireling’s would. 
  When you pay your dragon’s cost, reset your Link to the value of your link stat. 
  o 
  Gold and jewels 
  o 
  The blood of its enemies, specify who or what they are 
  o 
  Ancient knowledge and magics 
  o 
  The cowering obeisance of mortals 
   
  Choose three moves for your dragon. When you command your dragon to perform a 
  move it knows, roll+Link. *On a 10+, the move is done, no problem. *On a 7-9, the move 
  happens, but there’s either a consequence or limitation, or reduce your Link by 1. If a 
  move would deal damage, roll your own damage die.  
   
   
   
  Dragonrider 
  Your dragon is capable of flight, and can carry you and one passenger with it. When you 
  fly upon your dragon for a great distance or to someplace dangerous, say where you 
  are going and roll+Link. *On a hit, you get where you need to be. *On a 7-9, choose one.  
  • 
  A threat is waiting for you when you arrive 
  • 
  The ride exhausts or injures your dragon, and it cannot fly until it gets some rest 
  • 
  Reduce your Link by 1 
  • 
  It takes longer than you expected to get where you want 
   
  Voice of Fire 
  When you publicly impress yourself upon a group of people, by words or deeds, 
  roll+CHA. *On a 10+ the GM chooses two NPCs present that you have impressed and a 
  reaction. *On a 7-9, the GM chooses one. *On a 6-, you’ve attracted some unwanted 
  attention. 
  • 
  They back you up, stand by your side, or support your cause. 
  • 
  They come to you with something they think you want, need or could use. 
  • 
  They come to you with valuable information. 
  8 
   
  Names: Taya, Daine, Mallory, Shana, Ricard, Freya, Xaldin, Isabel, Minerva, Glenn 
   
  Dragon Names: Brodahmik, Heyvkaal, Venahkrin, Centhylion, Frethiel, Benthylios, 
  Kenzodomu, Morokegos, Rovostraza, Strunvahlok, Tyraxes, Aurion 
  Golden Eyes, Wary Eyes, or Disdainful Eyes 
  Ornate Helmet, Winged Circlet, or Fiery Hair 
  Burnished Armor, Gilded Armor, or Crested Surcoat 
  Long Shanks, Regal Bearing, or Unblemished Body 
  THE DRAGON KNIGHT 
  Alignment 
  Dragon 
  o
  Strike with fang and claw 
  o
  Belch forth elemental fury 
  o
  Scout from high above 
  o
  Hunt or track by scent 
   
  o
  Intimidate with a mighty roar 
  o
  Harry from the air 
  o
  Flap its wings to create a gust of wind 
  o
  Recall ancient lore 
   
  
   
    
  Your load is 10+STR.  You start with dungeon rations (5 uses, 1 weight), 
  chainmail (1 armor, 1 weight), and a symbol of the bond between you and 
  your dragon, describe it!  Choose your armament: 
  o Spear (reach, thrown, near, 1 weight) and shield (+1 armor, 2 weight) 
  o Recurve bow (near, 1 weight) and bundle of arrows (3 ammo, 1 weight) 
  o Halberd (reach, +1 damage, two-handed, 2 weight) 
  Choose one:  
  o Adventuring gear (5 uses, 1 weight) 
  o Broadsword (close, 1 weight) 
  o Poultices and herbs (2 uses, slow, 1 weight) 
  o Something that would satisfy your dragon’s cost, tell us what! 
   
   
   
   
   
   
   
   
   
   
  When you gain a level from 2-5, choose from these moves. 
  o Battle Standard 
  You have a symbol of some kind that you use to inspire others—maybe not a 
  literal standard, but something visible and obvious. When you raise your 
  standard in support of a cause, anyone who joins that cause gains 1d6 
  temporary hit points until you lower your standard (by your own choice or 
  not) or they turn away from your cause. Any damage they take must reduce 
  these temporary hit points before being applied to their own hit points. 
  o Dragon Eye 
  You can always see through your dragon’s eyes as if they were your own, no 
  matter the distance.  
  o Faerie Dragon 
  Your dragon can shrink itself to the size of a housecat or back to its normal 
  size at your command, no need to roll. While in this small form your dragon 
  cannot use any of its other moves. It can still fly, it just can’t carry you. 
  o Fáfnir 
  Treasure can never hide from you. When you are in the presence of 
  something hidden and valuable, you spot it right away. 
  o Fiery Crusader 
  Gain a move of your level or lower from the paladin or immolator playbook. 
  o Ignition 
  When you draw dragon-wrath into your weapon, the weapon gains the 
  fiery tag as long as you wield it. 
  o Mighty Charge 
  When you charge an enemy while riding your dragon, your attack is 
  forceful and deals +1d6 damage, but on a 7-9 you are also dismounted after 
  the attack. 
  o Targaryen 
  Heat and flame can no longer harm you (though they can still burn or melt 
  your possessions). 
  o Watch How I Soar 
  When you use Dragonrider, on a 10+ choose one of the following: 
  • 
  You get there much quicker than you expected 
  • 
  You get the drop on any danger waiting for you there 
  o Well-Trained 
  Choose another move for your dragon from the list. 
  When you gain a level from 6-10, choose from these moves or the level 2-
  5 moves. 
  o Burninator 
  When you command your dragon to use a move that deals damage, on a 
  10+ add two of the following tags to the attack: piercing 3, forceful, messy, 
  area. On a 7-9, add one tag. 
  o Conflagration 
  Requires: Ignition 
  When you draw upon the fire within your soul, roll+Link. *On a hit, you 
  breathe fire; deal your damage to all creatures in the path of the flames. *On 
  a 7-9, you also either deal your damage to yourself (ignoring armor), or the 
  flames get out of control. 
  o Dragon Heart 
  When you Make Camp, hold 1. When you would reduce your Link, you may 
  spend this hold instead of reducing your Link. 
  o Gold Standard 
  Requires: Battle Standard 
  Those who join the cause you raise your standard for gain 2d6 temporary hit 
  points, instead of 1d6. 
  o Loyal Unto Death 
  When your dragon takes a blow that was meant for you, the damage is 
  negated, but reduce your Link by 1. 
  o My Armor Is Like Tenfold Shields 
  While you are riding your dragon, you have armor equal to your Link. 
  o My Teeth Are Swords, My Claws Spears  
  Requires: Mighty Charge 
  When you deal damage while riding your dragon, add your Link to the 
  damage. 
  o Paragon of Flame 
  Gain a move of your level or lower from the paladin or immolator playbook. 
  o Thundering Voice 
  When you use Voice of Fire, on a 12+ you can instead choose one NPC 
  specifically to impress. The GM chooses their reaction from the list. 
  o Wyrm-Tongue 
  You speak the language of dragons. Any creature of this world will 
  understand what you say, and you can understand them. 
  Choose a look for your dragon: 
     Great Horns, Barbels, or Ridged Crest 
     Sinuous Body, Powerful Body, or Spiny Body 
     Shining Scales, Stony Scales, or Fine Scales 
   
  Choose strengths for your dragon equal to your 
  Link: 
     Swift, strong, quick reflexes, tireless, agile, 
  ferocious, intimidating, keen senses, cunning 
   
  Choose one weakness for your dragon: 
     Flighty, headstrong, prideful, hot-tempered, 
  vindictive, arrogant, easily distracted 
  Link: 
  
   
    
  o Good 
  Suffer or endure hardship so that someone else does not have to. 
  o Lawful 
  Fulfill a promise to protect someone during a dangerous journey 
  or situation. 
  o Chaotic 
  Upstage, humiliate, or dethrone an unjust or evil authority figure. 
   
   
  o Dwarf 
  Choose a specific type of foe, such as demons, goblin-kin, 
  dragon-kin, or undead. When you enter battle with your 
  chosen foe, you burn with righteous anger. 
  o Human 
  You’re an experienced bodyguard. While you are Defending, 
  you do not need to spend hold to redirect an attack from the 
  thing you are defending to yourself; you just do it. 
   
   
  Fill in the names of your companions in at least one: 
   
  __________ was one of my first wards, but things have changed 
  between us since then. 
   
  I’ve saved __________’s life more than once. 
   
  __________ is always getting into trouble, I must protect them 
  from themselves. 
   
  __________ has been on the wrong side of my wrath before.
  I’ll Be There For You 
  When you make a promise to protect someone, they become your ward. You may only 
  have one ward at a time. When you Defend your ward, you get the following benefits: 
  • 
  You take +1 armor forward 
  • 
  If you get a 6- on your Defend roll, treat it as a 7-9 instead 
  • 
  Add the following option to Defend: “Give your ward an opportunity to escape a 
  dangerous situation 
   
  Payback Time 
  Choose two things that make you burn with righteous anger when you encounter them: 
  o 
  Bullying, slavery, and oppression 
  o 
  Wanton cruelty and unnecessary suffering 
  o 
  Injustice and inequality 
  o 
  Cowardice, treachery, and selfishness 
  o 
  Threats to your loved ones 
  o 
  The despoiling of beauty and innocence 
  o 
  Violence to children, animals, and the innocent 
  o 
  Perversions of nature 
   
  When you burn with righteous anger, hold 3 Payback. When you act on your anger, 
  spend a Payback to: 
  • 
  Act despite pain, fear, or doubt 
  • 
  Act suddenly and with conviction, catching your foe off-guard 
  • 
  Add +1d6 damage and the forceful tag to your next attack 
  • 
  Stand fast, keeping your position, stance, and course despite what befalls you 
  • 
  Throw off the effects of being stunned, confused, or enchanted 
   
  When there are no threats to you or your ward in sight, lose all of your held Payback. 
   
   
  Make a Stand 
  When you call out someone’s villainous actions and demand they stand down, 
  roll+CHA. *On a 10+, they choose one: 
  • 
  Cease what they are doing and back off 
  • 
  Focus their attention on you and attack, and you take +1 forward against them 
  *On a 7-9, they can choose either of the above, or: 
  • 
  Dissemble, stall, make excuses, defer to another, or argue the point
  10 
  Dwarf: Maran, Halnar, Donarak, Varas, Balgrim, Armeril, Skori, Kalna, Haegara 
  Human: Wallace, Bertrand, Roger, Tomoe, Maeve, Emilia, Caterina, Halvard, Sigmund  
   
  Hard Eyes, Wary Eyes, or Eyepatch  
  Helmet, Bald, or Long Ponytail 
  Old Uniform, Tattered Clothing, or Rust-Stained Clothing 
  Scarred Body, Bulky Body, or Toned Body 
  THE GUARDIAN 
  Alignment 
  Race 
  
   
    
  Your Load is 10+STR. You start with dungeon rations (5 uses, 1 weight), 
  chain mail (1 armor, 1 weight), a shield, (+1 armor, 1 weight), and a melee 
  weapon of your choice (close, 1 weight). Choose one: 
  o Adventuring gear (5 uses, 1 weight) 
  o Healing potion 
  o Antitoxin and bandages (3 uses) 
  o Keg of dwarven stout (4 weight) 
   
   
   
   
   
   
   
   
   
   
   
   
   
  When you gain a level from 2-5, choose from these moves. 
  o Armored 
  You ignore the clumsy tag on armor you wear. 
  o Bastion 
  When you Defend someone you have a bond with, you take +Bond armor 
  forward. This is in addition to the armor bonus if they are your ward. 
  o Bodyguard 
  When you use your promise of protection as leverage, you may Parley 
  with CON instead of CHA, but on a hit they must become your ward until 
  your promise is fully kept. 
  o Burning Bright 
  Choose a third thing that makes you burn with righteous anger. 
  o Crusader 
  Gain a non-multiclass move from the paladin playbook, except Quest. 
  o Hell’s Gate 
  When your ward would take their Last Breath in your presence, you may 
  intercede with Death on their behalf. They will live for now, but Death will 
  demand a favor or bargain from you in exchange. 
  o Just Bring It 
  When you use Make a Stand, if your foe attacks you, you also get +1 
  Payback. 
  o Shield Bash 
  When you Hack and Slash while wielding a shield, you may deal +1d6 
  damage. If you do, take -1 armor forward as well. 
  o Sleep With One Eye Open 
  When you stand watch for an entire night, you always see anything 
  approaching your camp in time to wake the camp and prepare a response, as 
  if you had rolled a 10+ to Take Watch. However, doing this exhausts your 
  vigilance; you lose the benefits of having a ward until you get a proper 
  night’s sleep, then you can choose a new ward. 
  o Vigilant 
  Add these to the list of Discern Realities questions: 
  • 
  How can I get my ward out of here? 
  • 
  What here poses the greatest threat to my ward? 
  When you gain a level from 6-10, choose from these moves or the level 2-
  5 moves. 
  o Avenging Strike 
  When you spend a hold from Defend to deal damage, you deal +1d4 
  damage and scar, mark, or diminish your target in some way, the GM will 
  tell you how. 
  o Beacon of Hope 
  When you make a stand against the darkness while in sight of your 
  ward, your ward holds 1 Payback, which they can spend just like you can. 
  o Eternal Flame 
  If you are reduced to zero HP while you hold Payback, you keep fighting and 
  don’t take your Last Breath until you spend all your Payback. When you take 
  damage when you are at zero HP, you lose 1 Payback. 
  o Mirror Shield 
  While you have a shield equipped, add the following option to Defend: 
  • 
  Redirect a spell or magical effect from the thing you defend to the 
  ground, making it fizzle harmlessly 
  o Paragon 
  Gain a non-multiclass move from the paladin playbook, except Quest. 
  o The People’s Champion 
  Requires: Just Bring It 
  When you use Make a Stand, on a 12+ you fluster or intimidate your foe; 
  you choose how they react from the list. 
  o Shield Slam 
  Replaces: Shield Bash 
  When you Hack and Slash while wielding a shield, you deal +1d8 damage.  
  o Sleep With Both Eyes Open 
  Replaces: Sleep With One Eye Open 
  When you stand watch for an entire night, you always see anything 
  approaching your camp in time to wake the camp and prepare a response, as 
  if you had rolled a 10+ to Take Watch. 
  o Retribution 
  When you have engaged a foe in melee and they break off or make an 
  attack that doesn’t include you, you may deal your damage to them. 
  o You Shall Not Pass 
  Add the following option to Payback Time: 
  • 
  Glare at an approaching enemy, stopping them dead in their tracks 
  
   
    
  o Lawful 
  Carry out a spirit’s last request. 
  o Neutral 
  Help someone to understand death or soothe their grief. 
  o Evil 
  Exploit your power over death for personal gain. 
   
   
  Death doesn’t care who or what you are. All are equal in his 
  eyes. Choose any race you want, it doesn’t matter.  
   
   
   
   
  Fill in the names of your companions in at least one:  
   
  One of __________’s ancestors gave me a message for them, but 
  I’m waiting for the right time to give it to them. 
   
  I brought __________ back from Death’s Door.  
   
  __________ fears the power I wield over souls. I will help them 
  to understand. 
   
  __________’s beliefs about the afterlife are wrong. I shall try to 
  show them the truth. 
   
   
   
   
   
  Undertaker 
  When you perform last rites over a recently dead or dying sentient creature, you gain 
  1 Soul, and you may ask the deceased’s player the following questions, they must answer 
  you truthfully: 
  • 
  What caused your death? 
  • 
  What regret burdens your soul?  
  You may hold a maximum of 3 Soul. You begin play with 2 Soul. 
   
   
  Soul Magic 
  You can cast any spell from the Reaper spell list of your level or lower without needing to 
  prepare them first. When you cast a Reaper spell, roll+WIS. *On a hit, the spell is 
  successfully cast. *On a 10+, choose a consequence from the list below. *On a 7-9, choose 
  two consequences. 
  • 
  You spend 1 Soul 
  • 
  The spell has other effects as well 
  • 
  You may not cast this spell again until after the next time you Make Camp 
  • 
  You draw attention to yourself or put yourself in a spot, the GM will tell you 
  how 
   
   
  Castigate 
  When you verbally rebuke an undead creature and spend 1 Soul, roll+CHA. *On a 
  10+, choose three. *On a 7-9, choose one. 
  • 
  You deal your damage to the target, ignoring armor 
  • 
  You place a burden upon them, limiting their supernatural abilities 
  • 
  The target may not come any closer to you, as long as you lock its gaze 
  • 
  You may ask two questions from the Discern Realities list about the target 
   
   
  Death Lore 
  When you first encounter an important creature, location, or item that pertains to 
  spirits, the undead, or the afterlife, you can ask the GM any one question about it; the 
  GM will answer truthfully. 
   
  Additionally, when you Spout Lore about spirits or the lands beyond the Black Gate, 
  you roll with WIS instead of INT. 
    
  6 
  Names: Nihlath, Myrkul, Azoth, Mordecai, Nija, Nihasa, Prosperine, Zente, Dante 
  Haunted Eyes, Dead Eyes, or Inky Black Eyes  
  Deep Hood, Bald, or Styled Hair 
  Tattered Robes, Heavy Cloak, or Funerary Attire  
  Bony Body, Pale Body, or Corpulent Body 
   
  THE REAPER 
  Alignment 
  Race 
  
   
    
  Your load is 6+STR.  You start with dungeon rations (5 uses, 1 weight), two 
  coins, and the tools you use to perform last rites, describe them! Choose two: 
  o Scythe (close, two-handed, 1 weight) and antitoxin (0 weight) 
  o Sacrificial dagger (hand, 1 weight) and bandages (3 uses, slow, 0 weight) 
  o Bag of books (5 uses, 2 weight) 
  o Healing potion 
    
   
   
   
   
   
   
   
   
   
   
   
   
   
  When you gain a level from 2-5, choose from these moves. 
  o Ashes to Ashes 
  When you perform last rites, you may choose to turn the corpse you have 
  used to ashes. That corpse can never be raised again, including as an undead, 
  nor can its spirit be contacted in any way, short of direct intervention by 
  Death himself. 
  o Canopic Jars 
  The maximum number of Soul you can hold is now 4. 
  o Exorcist 
  You can now use Castigate on spirits and extra-planar creatures. When you 
  do, add the following option to the Castigate list: 
  • 
  You drive the target out of any person or object they are 
  possessing, and prevent them from possessing anything else as 
  long as you are present 
  o Ferryman 
  When you Parley with ghosts and other intelligent undead, you may offer 
  the comfort of oblivion as leverage. If they accept, they depart this world for 
  the one beyond the Black Gates. 
  o I See Dead People 
  You no longer have to roll to cast the spell Spirit Medium; you can just cast 
  it whenever you like. Additionally, Spirit Medium no longer has an ongoing 
  cost. 
  o Phantom Guard 
  While you have at least one Soul, you have 2 armor. 
  o Reverence 
  Choose a spell from the cleric list. You may cast that spell as if it were one 
  of your own.  
  o The Scales of Life and Death 
  When someone takes their Last Breath in your presence, they take +1 to 
  their roll. 
  o Spirits of Knowledge 
  When you enter a new place, the spirits of the dead will tell you a fact from 
  the history of that location or something that has changed since you were 
  there last. 
  o Vital Transfer 
  When you touch someone, you can spend 1 Soul to heal them of 1d6 
  damage, as many times as you like, as long as you have Souls to spend. You 
  can use this ability on yourself if you wish.
  When you gain a level from 6-10, choose from these moves or the level 2-
  5 moves. 
  o Cross the Veil 
  When you step partially into the land of shadows and spend 1 Soul, you 
  turn yourself insubstantial. Your can pass through solid objects, and 
  mundane weapons will pass through you. You may still be repelled or 
  harmed by magic or energy. Attacking or casting a spell ends this effect. 
  o Dust to Dust 
  Requires: Ashes to Ashes 
  When you reduce a living creature to zero HP, you may turn its corpse to 
  ashes, as per the Ashes to Ashes move. If you do, you instantly gain 1 Soul. 
  o Expel 
  Requires: Exorcist 
  When you deal damage with Castigate, deal +1d6 damage, and when you 
  reduce an undead, spirit, ghost, or extra-planar creature to zero HP, it is 
  henceforth barred from appearing on the material plane in any form. If the 
  creature would be sent back beyond the Black Gates, Death will personally 
  make sure it never leaves his domain again. 
  o Grim Reaper 
  Any weapon you wield draws power from beyond the Black Gates. Your 
  weapon can affect insubstantial creatures as if they were solid, and your 
  attacks get +Soul piercing. 
  o Memento Mori 
  When you take your Last Breath, take +Soul to the roll. 
  o Phantom Armor 
  Replaces: Phantom Guard 
  While you have at least one Soul, you have 3 armor. 
  o Rest In Peace 
  You no longer need to spend Souls to use Castigate. 
  o Soul Mastery 
  When you cast a spell, on a 12+, choose no consequences. 
  o Spirits of Warning 
  When you consult the spirits of those who died at your location, 
  roll+CHA. *On a 10+, a spirit will guide you past danger, keep you from 
  becoming lost, or show you something hidden. *On a 7-9, a spirit will show 
  you a danger, but no more than that. 
  o Vital Infusion 
  Requires: Vital Transfer 
  When you use Vital Transfer, you heal 2d6 damage per Soul spent instead. 
   
  
   
    
   
   
  REAPER SPELLS 
   
  o Speak With Dead 
  level 1 
   
  A corpse converses with you briefly. It will answer any three questions you 
  pose to it to the best of the knowledge it had in life and the knowledge it 
  gained in death. 
  o Spook 
  level 1 
  ongoing 
  Choose a target you can see and a nearby object. The target is afraid of the 
  object so long as you maintain the spell. Their reaction is up to them: flee, 
  panic, beg, or fight. While this spell is ongoing you take -1 to cast a spell. 
  You cannot target entities with less than animal intelligence (magical 
  constructs, undead, automatons, and the like). 
   
   
  o Spirit Medium 
  level 1 
  ongoing 
  While this spell is ongoing, you can detect and interact with ghostly, 
  insubstantial, or extra-planar entities, and you take -1 to cast a spell. Any 
  such creatures will be aware of you while this spell is ongoing, and more 
  likely to interact with you. 
  o Corpse Lantern 
  level 1 
   
  You draw a spiritual lantern from beyond the Black Gates, which floats 
  nearby you. It gives off no heat or sound and requires no fuel but is 
  otherwise like a mundane lantern. You have complete control of the color of 
  the lantern. The spell lasts until the next dawn. 
   
   
   
   
   
  o Séance 
  level 3 
   
  Name the spirit you wish to contact (or leave it to the GM). You pull that 
  creature through the planes; just close enough to speak to you. It is bound to 
  answer any one question you ask to the best of its ability. 
   
   
   
  o Shroud 
  level 3 
  ongoing 
  Choose an area you can see: it’s filled with supernatural darkness and 
  shadow. While this spell is ongoing you take -1 to cast a spell. 
   
   
   
   
   
  o Grim Visions 
  level 5 
   
  Cast this spell and gaze into a reflective surface to see where Death thinks 
  you are needed most right now. The GM will reveal the details of a grim 
  portent to you—a bleak event that will come to pass without your 
  intervention. They will then tell you something useful about how you can 
  interfere with the grim portent’s dark outcomes. 
   
   
   
  o Unholy Blight 
  level 5 
  ongoing 
  A swarm of vicious insects from beyond the Black Gates of Death fill the 
  immediate area. Whenever a creature in the area takes damage it takes an 
  additional, separate 1d4 damage, which ignores armor. This spell persists so 
  long as you can see the affected area, or until you dismiss it. 
   
   
   
   
   
   
  o Death Grip 
  level 7 
   
  Touch an enemy and strike them with the power from beyond the Black 
  Gates, dealing 2d8 damage to them and 1d6 damage to yourself. This 
  damage ignores armor. 
   
   
   
  o Mark of Death 
  level 7 
   
  Choose a creature whose true name you know. This spell creates permanent 
  runes on a target surface that will kill that creature, should they read them. 
   
   
   
   
   
   
  o Final Judgment 
  level 9 
   
  The mindless undead creature you touch is destroyed and you steal its 
  negative energy to heal yourself or the next ally you touch. The amount of 
  damage healed is equal to the HP that the creature had remaining before you 
  destroyed it. 
   
   
   
   
  o Doom 
  level 9 
   
  Name a city, town, encampment, or other place where people live. Death will 
  pay them a little “visit”, in the Biblical sense, during the next night.  
   
  First Level Spells 
  Third Level Spells 
  Fifth Level Spells 
  Seventh Level Spells 
  Ninth Level Spells 
  
   
    
  o Good 
  Protect the lands you rule from evil. 
  o Evil 
  Increase your fortunes at the expense of another. 
  o Neutral 
  Increase the prestige of yourself or your stronghold. 
   
   
  o Conqueror 
  You seized your stronghold by force, and rule with an iron fist. 
  When you command your retainers or make the Master of 
  Your Domain move, roll with STR instead of CHA. 
  o Scion 
  Your family has held these lands for many generations. Your 
  stronghold begins with 1 Surplus, and name a relative who holds 
  a position of power in a nearby steading; they will usually be 
  willing to aid you for a reasonable price. 
  o Champion 
  You received this stronghold as reward for some prior service, 
  and people are eager to join your banner. When you recruit 
  from your lands, you automatically get a 10+ on the roll. 
   
   
  Fill in the names of your companions in at least one: 
   
  __________ helped me get where I am today, and I owe them 
  for it. 
   
  __________ is a great help to my stronghold. I always listen to 
  their council. 
   
  I tolerate __________ for the service they bring, but I wouldn’t 
  trust them. 
   
  __________’s family and mine have some history. I hope it 
  doesn’t cause us problems.
  Master of Your Domain 
  You have claim to a stronghold and its surrounding lands. Describe it and give it a name, 
  and place it on the map as a keep. Your stronghold begins with the following tags: Poor 
  Prosperity, Shrinking Population, Guard Defenses, and Oath(protection for nearby lands). 
  Take the Stronghold sheet and choose features for your stronghold on it, and the GM will 
  then add Need(a resource of the GM’s choice). 
   
  While your stronghold is secure and you are present to rule it unchallenged, at the 
  start of the session, roll+CHA. *On a 10+, choose two. *On a 7-9, choose one. 
  • 
  Gain 1 Surplus 
  • 
  Gain a unit of any resource your stronghold produces 
  • 
  Your stronghold is free from want or danger for the time being 
   
  Castle Builder 
  When you endeavor to add or remove a feature to your stronghold tell the GM what 
  you’re trying to achieve. The GM will give you one to four of the following conditions, 
  when you meet them all, you get your desired change: 
  • 
  You’ll need help from ________ 
  • 
  You must spend some Surplus 
  • 
  You must spend a unit of ________ 
  • 
  It will take weeks/months/years 
  • 
  First you must ________ 
  • 
  You’ll need to acquire ________ 
  • 
  You and your allies will risk danger from ________ 
  Loyal Retainers 
  You have a few (4-7) loyal retainers who will back you up, follow your orders, impress 
  people, carry things, and help you conduct your business. Choose what type of people 
  compose your retainers: 
  o 
  Noble Courtiers: When they help you Parley, on a 10+, ask your subject a 
  question; they must answer it truthfully. 
  o 
  Seasoned Warriors: When they help you fight, your damage die is a d10. 
  o 
  Stalwart Guards: When they help you fight, you get +1 armor. 
  o 
  Wise Scholars: When they help you Spout Lore, you roll with CHA instead of 
  INT. 
   
  Treat your retainers as a single hireling with skill points equal to your level+1, and the 
  cost, “service to your stronghold”. When you command your retainers to do something 
  like you would a hireling, roll with CHA instead of Loyalty.
  8 
  Names: Leofrick, Syrio, Favian, Beatrix, Cordelia, Kasper, Joren, Annette, Garnier, 
  Maerwynn, Rhyannon, Eleanor 
  Family Names: Altard, Beaumont, Cline, Herzog, de Montfault, Lowe, Gaveston, Oberst, 
  Perevel, Rostilav, Talbot, Volodier 
  Coronet, Fancy Hat, or Flowing Locks 
  Shrewd Eyes, Haughty Eyes, or Greedy Eyes 
  Ostentatious Clothing, Fashionable Clothing, or Military Dress  
  Rotund Body, Immaculately Groomed, or Graceful Body 
  THE BARON 
  Alignment 
  Stronghold 
  
   
    
  Your Load is 7+STR. You start with dungeon rations (5 uses, 1 weight), a 
  melee weapon of your choice (close, 2 weight), a horse, and a signet ring 
  identifying you as a member of the nobility, describe your emblem or coat of 
  arms! Choose three: 
  o Chain mail (1 armor, 1 weight) 
  o Shield (+1 armor, 2 weight) 
  o Healing Potion 
  o Adventuring gear (5 uses, 1 weight) 
   
  o 1 Surplus 
  o Keg of dwarven stout (4 weight) 
   
   
   
  When you gain a level from 2-5, choose from these moves. 
  o Bodyguards 
  When you Defend while accompanied by your retainers, you get +1 hold, 
  even on a miss. 
  o Council 
  When you call a council at your stronghold and spend 1 Surplus, ask the 
  GM two of the following questions, they will answer truthfully: 
  • 
  What is the greatest threat to my stronghold, right now? 
  • 
  Who would be willing to trade ________ for ________ with me? 
  • 
  Who holds influence in/with ________? 
  • 
  What is the relationship between ________ and ________? 
  o Everyone Wants Something 
  When you Parley with someone or Discern Realities connected to them, 
  on a hit you can also ask the GM one of these questions; they will answer 
  truthfully: 
  • 
  What does this person really want from me? 
  • 
  What does this person value most? 
  • 
  What is the most valuable thing here? 
  o Festival 
  You may spend 1 Surplus to make the Carouse move, even if you haven’t 
  returned triumphant. If you do, roll+CHA instead of coins spent, and on a 
  12+ you can choose as many options as you like. 
  o Hold Court 
  When you hold court and hear the problems of the people, the GM will 
  tell you of at least one opportunity within your stronghold or the areas 
  surrounding it. 
  o Largesse 
  When you bestow gifts to a person or group, spend 1 Surplus and 
  roll+CHA. *On a 10+, they are impressed and feel the need to reciprocate. 
  *On a 7-9, they are merely impressed and treat you with respect. Not 
  everyone in the community may feel this way, but the majority does. *On a 
  6-, they remain superficially cordial at least, but you’ve attracted unwanted 
  attention. 
  o Strategist 
  Gain a non-multiclass move from the warlord playbook. 
  o Talented Retainers 
  Choose a second type of people that compose your retainers. 
  o Voice of Authority 
  Take +1 to order hirelings, including your retainers. 
  o Wealthy Estates 
  When you use your influence to acquire something unusual or expensive, 
  spend at least 1 Surplus and roll+Surplus spent. *On a hit, it will be yours. 
  *On a 7-9, there will be strings attached. 
  When you gain a level from 6-10, choose from these moves or the level 2-
  5 moves. 
  o Court Intrigue 
  When you meet with someone for diplomatic affairs, ask the GM two 
  questions from the list below, they will answer truthfully: 
  • 
  Is there an ambush waiting for me? 
  • 
  What are they really feeling? 
  • 
  What is my best way out of this? 
  • 
  Who is watching? 
  o Devoted Retainers 
  Requires: Voice of Authority 
  You never need to roll to command your retainers; they will obey even the 
  most dangerous of orders from you without hesitation. 
  o Diplomat 
  When you send a letter requesting a person’s presence in your 
  stronghold, roll+CHA. *On a 10+, they agree to visit with the expectation of 
  hospitality. *On a 7-9, they name some terms, meet them or they refuse. 
  o Fantastic Estates 
  Requires: Wealthy Estates 
  When you use your influence to acquire something ridiculously rare or 
  expensive, spend at least 1 Surplus and roll+Surplus spent. *On a hit, it will 
  be yours. *On a 7-9, there will be strings attached.  
  o Field Marshal 
  When you organize your land’s defenses against a threat, your lands get 
  +Defenses as long as you are present and involved. 
  o Masterful Strategist 
  Gain a non-multiclass move from the warlord playbook. 
  o Metropolis 
  When you gain this move, your stronghold immediately gets +Population, 
  +Prosperity, or +Defenses, your choice, and add the following to the list of 
  available features for your stronghold that you can add with Castle Builder: 
  o 
  A mighty cathedral. Add Divine. 
  o 
  A wizard and their tower. Name them and add Arcane. 
  o 
  Ambassadors and craftsmen from far-distant lands. Add either 
  Dwarven or Elven. 
  o Spoils of War 
  When you return home triumphant after dealing with a threat to your 
  stronghold, you gain 1 Surplus. 
  o Versatile Retainers 
  Choose a move from another playbook. You may use this move as long as 
  you are accompanied by your retainers. 
  o You Win or You Die 
  Requires: Council 
  When you call a council, ask three questions instead of two, and add, “Can I 
  trust ________?” and “Can I trust ________ to ________?’to the list of 
  questions you can ask. 
  
   
    
   
   
  THE STRONGHOLD 
  Name your stronghold: _________________________________________ 
   
  Describe your stronghold: (Choose at least one in each category) 
  o 
  Set atop a promontory overlooking the sea 
  o 
  Lonely, hidden and remote among the forest or moors 
  o 
  Guards a major crossroads, either man-made or natural 
  o 
  Built around, atop, or inside something interesting 
   
  o 
  Constructed in ancient times, yet well preserved 
  o 
  Rebuilt from the ruins of a much older structure 
  o 
  Fresh and modern architecture, but untried in a real war 
  o 
  Notably unique in design or material 
   
  o 
  Grim and foreboding, a gargoyle on every gutter 
  o 
  A shining beacon of light, with graceful arches and soaring towers 
  o 
  Stout and pragmatic, built for function rather than appearances 
  o 
  Lavishly decorated with the most trendy of furnishings 
   
  o 
  Bears the marks of assaults turned back 
  o 
  Once a place of great wealth and commerce 
  o 
  Has changed hands many times 
  o 
  The site of a legendary mystical event 
   
  o 
  Labyrinthine, with hidden passages and catacombs 
  o 
  A fortified monastery or similar religious structure 
  o 
  Steeped in intrigue and politics 
  o 
  Haunted by ghosts or similar spirits 
  o 
  Built by another race, either as slaves or inhabitants 
  o 
  A patchwork of many different peoples and buildings 
  o 
  Utilizes unique and unusual technology 
  o 
  A forgotten history, full of secrets and riddles 
   
  Choose three features for the lands your stronghold rules: 
  o 
  Sturdy walls and manned watchtowers. Add +Defenses. 
  o 
  Skilled and seasoned warriors. Add +Defenses. 
  o 
  A bustling trade port on a good harbor. Add Market. 
  o 
  A person of exceptional skill. Describe them and add Craft. 
  o 
  Hardworking and honest folk. Add either +Prosperity or 
  +Population. 
  o 
  Swift rivers and serene lakes, bringing fish and commerce. Add 
  Trade(a neighboring steading) and +Prosperity. 
  o 
  Rich farmland, dotted with manors. Add either +Population or 
  Resource(crops). 
  o 
  A vast forest and all the hamlets and game therein. Add either 
  Resource(timber) or Resource(game). 
  o 
  Mountains, hills, and all the wild clans that live there. Add either 
  Resource(stone), Resource(iron) or Resource(horses). 
  o 
  Sacred sites where the pilgrims come. Add Religion. 
  o 
  A major highway leading to other nearby towns. Add Trade(a 
  neighboring steading) and +Population. 
   
  Choose one problem for your lands, and the GM chooses one as well: 
  o 
  Someone else wishes to claim your lands for themselves. Describe 
  them and add Enmity. 
  o 
  There are monsters roaming about unchecked. Describe them and 
  add Blight. 
  o 
  Your authority is weak, and discontent is rampant. Tell us why and 
  add Lawless. 
  o 
  You owe fealty, a debt, or support to someone else. Describe them 
  and add Oath(your seigneur). 
  o 
  Some sinister force lurks deep within a dungeon in your lands, 
  perhaps under your stronghold itself! Describe what it is or where 
  it lurks, but not both. 
  o 
  Within your lands is a source of something wild, chaotic, or 
  dangerous, which may attract unwanted attention from beyond 
  your lands. Tell us what it is and what desires it, but not both. 
   
  Stronghold tags 
   
  _____________________________    _____________________________ 
   
  _____________________________    _____________________________ 
   
  _____________________________    _____________________________ 
   
  _____________________________    _____________________________ 
   
  _____________________________    _____________________________ 
   
   
   
  Resources in stock 
   
  _____________________________    _____________________________ 
   
  _____________________________    _____________________________ 
   
  _____________________________    Surplus: ________________ 
   
  Surplus is not necessarily coin, but also building materials, goodwill, 
  political favors owed, and so forth. Resources may be turned into Surplus if 
  you have a trading partner, or they can be used to build upgrades, or used as 
  currency in negotiations with other steadings. In a pinch, you can turn 1 
  Surplus into 2d6 x your Charisma (the stat itself, not the modifier) in coins. 
  You cannot turn coins into Surplus. 
   
   
  Notable features and persons 
   
  _____________________________    _____________________________ 
   
  _____________________________    _____________________________ 
   
  _____________________________    _____________________________ 
   
  _____________________________    _____________________________ 
   
  _____________________________    _____________________________ 
   
   
  Your retainers are: (Fill in the blanks for at least four) 
   
  • 
  _____________________, who has served me the longest. 
   
  • 
  _____________________, the most reliable. 
   
  • 
  _____________________, the most cunning. 
   
  • 
  _____________________, the most fearsome. 
   
  • 
  _____________________, who bears ____________________. 
   
  • 
  ___________________________________________________ 
   
  • 
  ___________________________________________________ 
   
   
  Retainer skills:______________________________________________ 
   
                           ______________________________________________ 
   
                           ______________________________________________         
           
    Defenses     Oath (protection for nearby lands) 
   
   Prosperity    Need (                                          ) 
                                           
  Population 
  
   
   
  The Dragon Knight 
   
   
  When your soul is bonded to the soul of a young dragon, 
  the next time you level up you may choose to gain this 
  move: 
   
  ⃞  How to Train Your Dragon 
  You are empathically bonded to a young dragon, about the 
  size of a horse. As long as you treat your dragon with 
  respect, it will usually obey you. Your dragon is capable of 
  speech like a human. When you whistle loudly for your 
  dragon when it is not nearby, it will quickly arrive at your 
  side in dramatic fashion.  
   
  Choose a name for your dragon: 
     Brodahmik, Heyvkaal, Venahkrin, Centhylion, Frethiel, 
  Benthylios, Kenzodomu, Morokegos, Rovostraza, 
  Strunvahlok 
   
  Choose a look for your dragon: 
     Great Horns, Barbels, or Ridged Crest 
     Sinuous Body, Powerful Body, or Spiny Body 
     Shining Scales, Stony Scales, or Fine Scales 
   
  Choose two strengths for your dragon: 
     Swift, strong, quick reflexes, tireless, ferocious, 
  intimidating, keen senses, agile, cunning 
   
  Choose one weakness for your dragon: 
     Flighty, headstrong, prideful, hot-tempered, vindictive, 
  arrogant, easily distracted 
   
  Choose a cost; your dragon expects its cost to be paid 
  regularly like a hireling’s would.   
  o 
  Gold and jewels 
  o 
  The blood of its enemies, specify who or what 
  they are 
  o 
  Ancient knowledge and magics 
  o 
  The cowering obeisance of mortals 
   
  Choose three moves for your dragon. When you command 
  your dragon to perform a move it knows, roll+CHA. 
  *On a 10+, the move is done, no problem. *On a 7-9, the 
  move happens, but there’s either a consequence or 
  limitation. If a move would deal damage, roll your own 
  damage die.  
  o 
  Strike with fang and claw 
  o 
  Belch forth elemental fury 
  o 
  Scout from high above 
  o 
  Hunt or track by scent 
  o 
  Intimidate with a mighty roar 
  o 
  Harry from the air 
  o 
  Flap its wings to create a gust of wind 
  o 
  Recall ancient lore 
   
   
   
   
   
   
   
   
  Your dragon is capable of flight, and can carry you and one 
  passenger with it. When you fly upon your dragon for a 
  great distance or someplace dangerous, say where you 
  are going and roll+CON. *On a hit, you get where you 
  want to be. *On a 7-9, choose one.  
  • 
  A threat is waiting for you when you arrive. 
  • 
  The ride exhausts or injures your dragon, and it 
  cannot fly until it gets some rest. 
  • 
  It takes longer than you expected to get where 
  you want.  
   
   
   
  If you have the move How To Train Your Dragon, these 
  count as class moves for you; you can choose from them 
  when you level up: 
   
  ⃞  Dragon Eye 
  You can always see through your dragon’s eyes as if they 
  were your own, no matter the distance. 
   
   
  ⃞  Faerie Dragon 
  Your dragon can shrink itself to the size of a housecat or 
  back to its normal size at your command, no need to roll. 
  While in this small form your dragon cannot use any of its 
  other moves. 
   
   
  ⃞  Well-Trained 
  Choose another move for your dragon from the list. 
   
  ⃞  Mighty Charge 
  When you charge an enemy while riding your dragon, 
  your attack is forceful and deals +1d6 damage, but on a 7-9 
  you are also dismounted after the attack. 
   
   
  ⃞  Burninator 
  When you command your dragon to use a move that 
  deals damage, on a 10+ add two of the following tags to 
  the attack: piercing 3, forceful, messy, area. On a 7-9, add 
  one tag. 
   
   
  ⃞  Wyrm-Tongue 
  You speak the language of dragons. Any creature of this 
  world will understand what you say, and you can 
  understand them. 
  
   
   
  The Baron 
   
  When you lay claim to a stronghold, either by 
  birthright, conquest, or grant from someone else, 
  gain the following moves: 
   
  Landed 
  You have claim to a great hall and its surrounding 
  lands. Describe it, and place it on the map as a keep. 
  Your hall begins with the following tags: Poor 
  Prosperity, Shrinking Population, Guard Defenses, 
  Oath(protection for nearby lands) and Need(a 
  resource of the GM’s choice). 
   
  Choose three features for the lands your 
  stronghold rules: 
  o Sturdy walls and manned watchtowers. Add 
  +Defenses. 
  o Skilled and seasoned warriors. Add 
  +Defenses. 
  o A bustling trade port on a good harbor. Add 
  Market. 
  o A person of exceptional skill. Describe them 
  and add Craft. 
  o Hardworking and honest folk. Add either 
  +Prosperity or +Population. 
  o Swift rivers and serene lakes, bringing fish 
  and commerce. Add Trade(a neighboring 
  steading) and +Prosperity. 
  o Rich farmland, dotted with manors. Add 
  either +Population or Resource(crops). 
  o A vast forest and all the hamlets and game 
  therein. Add either Resource(timber) or 
  Resource(game). 
  o Mountains, hills, and all the wild clans that 
  live there. Add either Resource(stone), 
  Resource(iron) or Resource(horses). 
  o Sacred sites where the pilgrims come. Add 
  Religion. 
  o A major highway leading to other nearby 
  towns. Add Trade(a neighboring steading) 
  and +Population. 
   
  Choose one problem for your lands, and the GM 
  chooses one as well: 
  o Someone else wishes to claim your lands for 
  themselves. Describe them and add Enmity. 
  o There are monsters roaming about 
  unchecked. Describe them and add Blight. 
  o Your authority is weak, and discontent is 
  rampant. Tell us why and add Lawless. 
  o You owe fealty, a debt, or support to 
  someone else. Describe them and add 
  Oath(your seigneur). 
  o Some sinister force lurks deep within a 
  dungeon in your lands, perhaps under your 
  stronghold itself! Describe what it is or 
  where it lurks, but not both. 
  o Within your lands is a source of something 
  wild, chaotic, or dangerous, which may 
  attract unwanted attention from beyond your 
  lands. Tell us what it is and what desires it, 
  but not both. 
   
   
   
  If you have the move Landed, these count as class 
  moves for you; you can choose from them when you 
  level up: 
   
  ⃞  Hold Court 
  When you hold court and hear the problems of the 
  people, the GM will tell you of at least one 
  opportunity within your lands.  
   
   
  ⃞  Spoils of War 
  Requires: Hold Court 
  When you successfully deal with a problem in your 
  lands set forth by the GM or successfully pursue 
  an opportunity you heard about while holding 
  court, you may add another feature to your lands 
  from the list. 
   
   
  ⃞  Field Marshal 
  When you organize your land’s defenses against a 
  threat, your lands get +Defenses as long as you are 
  present and involved. 
   
   
  ⃞  Call the Banners 
  When you recruit from your lands, treat a 6- as if 
  you had rolled a 7-9 instead. 
   
   
  ⃞  Court Intrigue 
  When you meet with someone for diplomatic 
  affairs, ask the GM two questions from the list below, 
  they will answer truthfully: 
  • 
  Is there an ambush waiting for me? 
  • 
  What are they really feeling? 
  • 
  What is my best way out of this? 
  • 
  Who is watching? 
   
  
  DUNGEON WORLD 
  UNLIMITED EDITION 
   
  A revision of the mechanics and playbooks 
  for Dungeon World by LaTorra and Koebel 
   
  Changes made in this edition 
   
  Dungeon World has come a long way in its roots from the 
  original Apocalypse World. As such, it has inherited several 
  legacy mechanics and quirks from Dungeons and Dragons, and 
  we feel that these quirks ultimately do not serve the interests of 
  the game. The following playbooks have been revised to better 
  represent a more classic Apocalypse World style experience.  
   
  Alignments have been replaced with Drives 
  Our goal is to allow the players to explore the motivations of 
  their characters without the traditional moral codes of Good and 
  Evil. We hope removing these alignments will also remove some 
  of the stigma about alignment as a straightjacket for a 
  character’s actions. 
   
  Races have been replaced with Backgrounds 
  This change is mostly cosmetic to put more focus on the 
  character’s backstory. This assumes a default human race for all 
  characters. Players may wish to use the optional Heritage 
  mechanic if they want to play characters from more varied 
  cultural or racial backgrounds. 
   
  Ability Scores (3-18) have been removed; only the modifiers 
  remain 
  In practice, these scores contributed little to actual play and 
  caused confusion for new players. Only the modifiers remain. 
   
   
  HP and Load are now hard-coded for each playbook, rather than 
  being calculated from Ability Scores 
  A natural extension of using only modifiers rather than ability 
  scores, static HP and Load cuts down on the unnecessary 
  paperwork needed to create a new character.  
   
  Each playbook now has only seven advanced moves 
  Many advanced moves offered little besides bonuses to other 
  moves. We wanted moves to add cool new things that characters 
  can do, and our choices here reflect this principle. 
   
  All moves and mechanics now use a single type of die: the d6 
  This removes the complexity of using multiple types of dice 
  while still allowing for the variance that dice bring to the table. 
  This is most noticeable during combat, lessening the divide 
  between classes and making “+n” damage bonuses feel more 
  impactful (be it from weapons, class choice, or other factors). 
  This change also alters monster damage as follows: 
  • 
  If an effect uses 1d4, it now uses 1d6-1 (minimum of 1) 
  • 
  If an effect uses 1d8, it now uses 1d6+1 
  • 
  If an effect uses 1d10, it now uses 1d6+2 
  • 
  If an effect uses 1d12, it now uses 1d6+3 
   
  +1/-1 forward has been replaced with advantage/disadvantage 
  Die modifiers are, in practice, cumbersome and easy to forget. 
  Instead, anything that would give a bonus to a roll gives 
  advantage, and anything that would penalize a roll gives 
  disadvantage. These changes are incorporated into the 
  playbooks.  
  • 
  When you roll with advantage, roll an extra die and 
  discard the lowest die. 
  • 
  When you roll with disadvantage, roll an extra die and 
  discard the highest. 
  If you ever have both advantage and disadvantage; they cancel 
  each other out; just roll normally. 
   
  Note that damage rolls can also have advantage or disadvantage. 
  In this case, roll two dice instead of one and keep the higher or 
  lower of the two, as prescribed. This changes the “take what 
  you can get” option of Volley to rolling with disadvantage. 
  Any monster damage dice listed as “best” or “worst” are not 
  affected by this change. (See DW, page 25) 
   
  The change also affects the bonuses and penalties to rolls found 
  in the Discern Realities and Encumbrance moves. It does not 
  affect Carouse (you still roll+100s of coins spent) or the bonus 
  granted by spending Preparation from Bolster. Spending 
  Preparation still only gives +1. 
   
  The names of debilities have been changed 
  This is a cosmetic change we feel better represents different 
  types of injuries or stressors acquired from the harsh life of 
  adventuring. Mechanically, debilities are affected by the above 
  rule; debilities now give disadvantage to any roll made with the 
  debilitated stat. 
   
  Many basic moves have been revised 
  The above changes necessitate minor revisions to several of the 
  basic moves, which are listed on the following page. We have 
  also used this opportunity to make adjustments to some of the 
  triggers of the basic moves to make them easier to use in play.  
   
  The moves that have undergone the most significant changes are 
  Level Up, which now offers a choice of either taking a new 
  move or increasing a stat at each level, and Undertake a Perilous 
  Journey, which has been rewritten to offer more player choice 
  and authorship. 
   
  Bonds are worded differently 
  The statements used in the initial Bonds of each playbook have 
  been revised into questions. At the beginning of the game, each 
  player can go around the table and ask these questions to the 
  others in order to set up their initial Bonds and establish the 
  relationships within the group. Mechanically, Bonds have not 
  changed. 
   
  Players have Agendas and Principles too 
  To help players focus their attention on the conversation and 
  keep the game on track, we’ve added an Agenda and Principles 
  for players, just like the GM has. While these should be 
  considered part of the rules of play like the GM’s Agenda and 
  Principles, they do not carry mechanical weight to affect the 
  dice. The players’ Agenda and Principles will be expanded 
  further below. 
  
  Revised Basic Moves 
   
  The following list reflects the changes that have been made to 
  the basic moves in this version. Some changes are minor to 
  better comply with other mechanical changes, others have been 
  more significantly rewritten. If a basic move is not written here 
  (ex: Defy Danger), assume it is unchanged from core DW. 
   
   
  Hack and Slash 
  When you fight in melee or close quarters, roll+STR. *On a 
  10+, deal your damage and choose one: 
  • 
  You evade, prevent, or counter the enemy’s attack 
  • 
  You strike hard and fast; deal +1d6 damage, but suffer 
  the enemy’s attack 
  *On a 7-9, you deal your damage, but also suffer the enemy’s 
  attack. 
   
  Volley 
  When you take aim and attack an enemy at range, roll+DEX. 
  *On a 10+, you have a clear shot, deal your damage. *On a 7-9, 
  deal your damage but also choose one: 
  • 
  You have to move/hold steady to get the shot, placing 
  you in danger as described by the GM 
  • 
  You have to take what you can get; your damage roll 
  gets disadvantage 
  • 
  You have to take several shots; spend 1 ammo 
   
  Defend  
  When you take up a defensive stance or jump in to protect 
  someone or something else, roll+CON. *On a 10+, hold 3. *On 
  a 7-9, hold 1. Spend your hold to: 
  • 
  Suffer an attack’s damage/effects instead of your ward 
  • 
  Halve an attack’s damage/effects 
  • 
  Draw all attention from your ward to yourself 
  • 
  Strike back at an attacker; deal your damage with 
  disadvantage 
  When you go on the offense, cease to focus on defense, or the 
  threat passes, lose any hold left on this move. 
   
  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, when you act on the answers for the first time, 
  whatever move you make gains advantage. 
  • 
  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? 
   
  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. 
   
   
   
  Parley  
  When you influence or manipulate an NPC to do something 
  they normally wouldn't do, roll+CHA. *On a hit, they reveal 
  the easiest way to convince them to go along. *On a 7-9, they 
  reveal something you can do to convince them, though it’ll 
  likely be costly, tricky, or distasteful. If you have some kind of 
  leverage on them, the GM should take it into consideration when 
  telling you their costs. 
   
  Aid/Interfere  
  When you help or hinder someone, roll+Bond with them. *On 
  a hit, they get either advantage or disadvantage to their roll, your 
  choice. *On a 7-9, you also expose yourself to any risks, costs, 
  or consequences associated with their move.  
   
  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: 
   
  For the scout: *On a hit, you are not ambushed or taken by 
  surprise on the journey. *On a 10+, choose one: 
  • 
  You get the drop on a threat, either on the path or at 
  your destination 
  • 
  You discover an interesting or useful place or 
  landmark, tell us what you found and add it to the map 
  • 
  You notice a sign of a nearby threat; ask the GM what it 
  is, and what it might signify 
   
  For the trailblazer: *On a hit, the journey takes the expected 
  amount of time. *On a 10+, choose one: 
  • 
  It takes less time than you expected, the GM will tell 
  you how much time you saved 
  • 
  You discover an interesting or useful place or 
  landmark, tell us what you found and add it to the map 
   
  For the quartermaster: *On a hit, the party consumes the 
  expected number of rations, one per day of the journey. *On a 
  10+, you either manage your provisions well or find food in the 
  wild: tell us how, then the GM will say how many rations you 
  recover; distribute them among the group as you see fit.  
   
  Level Up  
  When you have downtime (hours or days) and XP equal to 
  (or greater than) your current level+10, you can reflect on 
  your experiences and hone your skills; do all of the following: 
  • 
  Subtract your current level+10 from your XP, 
  • 
  Increase your level by 1, and, 
  • 
  Choose to either take a new advanced move, or increase 
  one of your stats by 1, to a maximum of +2.  
   
  When you reach level 6 or higher, you may choose one of the 
  following options when you level up instead, but only once for 
  each option: 
  • 
  Increase one of your stats by 1, to a maximum of +3 
  • 
  Gain an advanced move from another playbook (not a 
  starting move) 
  • 
  Gain a capstone move for your class playbook (see each 
  individual playbook for details) 
   
   
   
  
  New Mechanic: Followers 
  The rules in this section cover the creation, recruitment, and 
  usage of followers, replacing the original Dungeon World rules 
  for hirelings. These rules are designed to make followers feel 
  more impactful and allow for greater customization. 
   
  The rules presented here are adapted from The Perilous Wilds by 
  Jason Lutes with Jeremy Strandberg and are used under the 
  Creative Commons Attribution license 3.0. 
   
   
  Only the penniless and foolhardy undertake an expedition 
  without proper support in the form of porters, hunters, guides, 
  and guards, not to mention specialists who can bring their skills 
  to bear in any number of ways. Followers are those individuals 
  who offer such assistance, accompanying the party on their 
  exploits about the world. 
   
  Like monsters, followers have HP, damage, and instincts. They 
  also have moves and/or tags that indicate what they’re good at 
  and how they act. Unlike monsters, they have three additional 
  statistics: Quality, Loyalty, and Cost. 
   
  Quality represents how effective the follower is, particularly in 
  the areas defined by their tags and moves. A followers’ Quality 
  can range from -1 (rubbish) to +3 (masterful). A follower of 
  average competence has a Quality of 0. 
   
  Loyalty tracks how committed the follower is to you and your 
  cause. It usually starts at +1 but changes often, ranging from -3 
  to +3. Note that Loyalty is a resource to be used up by the GM 
  like any other. 
   
  Cost describes what motivates the follower to follow. Although 
  a strong leader or worthy cause can be motivating factors, all but 
  the most selfless followers do the dirty work in exchange for 
  coin or other material reward. A follower’s Loyalty is increased 
  when you pay their Cost. Costs aren’t always tangible things, 
  they may be include revenge against a common enemy, an 
  opportunity to discover something, or the rush of glory in battle.  
   
  When you pay a follower’s Cost, increase their Loyalty by 1 (to 
  a maximum of +3). In general, the higher the Follower’s Quality, 
  the greater amount of their Cost will be required to meet it. 
  When a follower has -3 Loyalty, they betray or abandon you at 
  the next opportunity. 
   
  Instinct is comparable to a monster’s Instinct. Instinct is the 
  kind of trouble that the follower gets into or pursues when idle 
  or stressed. Commanding a follower to act against their Instinct 
  requires making the Order Follower move. 
   
   
  Followers can deal and take damage like a monster does. When 
  they would deal damage, you roll a d6 and add their damage 
  modifier (usually+0). When they take damage, they lose HP. 
  When they are reduced to 0 HP, they are out of the action and 
  probably dead or dying—their fate is in the GM’s hands. 
       
   
   
  Revised Move: Recruit 
  When you go looking to hire help, tell the GM what you’re 
  looking for, phrased in one of the following ways: 
  • 
  A group of ______ (porters, guards, minstrels, etc.) 
  • 
  A skilled ______ (guide, sage, burglar, bodyguard, etc.) 
  A group is a follower like any other, but with the Group tag. 
  If the GM says you can’t find that kind of help in a place like 
  this, start over or move on. Otherwise, roll+0. If you have a good 
  reputation in these parts, or if you’re willing to throw around 
  some money in the attempt (the GM will tell you how much), 
  roll with advantage. *On a hit, you find someone suitable. *On a 
  7-9, the GM chooses one: 
  • 
  They demand greater compensation, in coin or some 
  other form 
  • 
  They have a need that must be met first (permission 
  from someone else, a favor, etc.) 
  • 
  You can tell at a glance they are less than ideal, the GM 
  will say how 
   
  In general, the players can tell the GM what they want their 
  followers to do and expect that they will do it. Unless otherwise 
  noted, they don’t make any of the basic moves. Instead, use the 
  following moves: 
   
  New Move: Order Follower 
  When you order or expect a follower to do something 
  dangerous, degrading, or contrary to their Instinct, 
  roll+Loyalty. *On a 10+, they do it, to the best of their ability. 
  *On a 7-9, they do it, but the GM chooses one: 
  • 
  Decrease the follower’s Loyalty by 1  
  • 
  They complain loudly, now or later, and demand 
  something in return  
  • 
  Caution, laziness, or fear makes them take a long time 
  to get it done 
   
  New Move: Do Their Thing 
  When a follower does something chancy within the scope of 
  their tags or moves, roll+Quality. *On a 10+, they do it, as well 
  as one could reasonably hope. *On a 7-9, they do it, but there’s 
  an unforeseen cost, consequence, or limitation; the GM will say 
  what. 
   
  When a follower does something chancy that falls beyond the 
  scope of their tags or moves, or does anything on their own, the 
  GM will tell you what happens. No roll is made. 
   
  Call for Assistance 
  When a follower helps you make a move that calls for a roll, 
  you gain advantage for that roll, but know that they will be 
  exposed to any potential consequences. 
   
  When a follower helps you Hack and Slash or Volley, your 
  damage roll gets advantage, and add any damage bonuses the 
  follower has on top of that. 
   
  When a follower helps you Defend, you can spend 1 hold to 
  redirect an attack to them instead of yourself.  
   
   
   
   
  
  Creating Followers 
  Like any important NPC, followers should have their own 
  names. By default, followers have 6 HP, a damage bonus of +0, 
  and can carry 2 weight beyond what they come equipped with. 
  The GM will choose their specifics (Quality, Instinct, Cost, tags, 
  etc.) as needed, to be discovered through play. 
    
  As a benchmark for follower aptitude: 
  • 
  Reasonably competent: Quality +0, 1 tag 
  • 
  Skilled and experienced: Quality +1, 2 tags 
  • 
  Very talented veteran: Quality +2, 3 tags 
   
  • 
  Has lived a life of servitude and oppression: +Meek 
  • 
  Past their prime: -1 to Quality, +1 Wise (see Tags & 
  Moves) 
  • 
  Has lived a life of danger: +2 tags  
  • 
  Has lived a life of privilege: +1 tag 
  • 
  Not their first adventure: +1 tag 
  • 
  Specialist: +1 to Quality, -2 tags 
   
  Follower Tags 
  The first tag every follower has is a Wise, expressed as ______-
  wise, where the blank is filled by whatever subject or thing the 
  follower knows best. Write down the follower’s Wise. 
  If the follower has more than 1 tag, choose additional tags from 
  the Follower Tags list, either now or as needed.  
   
  Follower Moves 
  Write 1-3 moves for the follower that further describe their 
  behavior and abilities. These are for you, the GM. Use them like 
  other GM moves, when the players look to you to see what the 
  follower does, or when they give you a golden opportunity. 
  The players might order or expect a follower to use one of these 
  moves on their behalf. That’s fine, but you might require them to 
  Order Followers and/or that the follower Do Their Thing. 
  A follower move reflects a skill, ability, or trait that can’t be 
  better summarized by a tag. Examples include: 
  • 
  Point out a flaw in the plan 
  • 
  Notice something hidden 
  • 
  Follow quarry by tracks and spoor 
  • 
  Tend to the sick and injured 
  • 
  Divine the future 
  • 
  Poison someone 
   
  Loyalty 
  By default, a new follower starts with Loyalty +1, but the GM 
  may add or subtract 1 Loyalty to reflect their initial disposition 
  and their respect (or lack thereof) for the characters they follow. 
   
  Instinct 
  What does the follower do naturally that might cause trouble? 
  Choose one, make one up, or roll 1d6: 
  1. Hold grudges and seek payback 
  2. Slack off and give into temptation 
  3. Treat others as beneath them 
  4. Hew to superstition and tradition 
  5. Take things too far when given a chance to indulge 
  6. Bicker and fight amongst themselves 
   
   
   
  Cost 
  What motivates the follower to accompany and assist the 
  characters? Choose one, make one up, or roll 2d6:  
  2-3. 
  Fellowship: Risks taken, by you, to help them 
  4. 
  Defense: Threats to their home put down 
  5. 
  Debauchery: Food, drink, gambling, sex, and mischief 
  6. 
  Glory: Defeating a worthy foe in battle 
  7. 
  Wealth: Valuable treasure looted (of which they get 
  their cut) 
  8. 
  Renown: Public recognition for their deeds and skills. 
  9 
  Vengeance: Payback against those that have wronged 
  them or their loved ones.  
  10. 
  Knowledge: secrets, mysteries, and wonders only 
  found by exploring the wider world. 
  11-12. Good: suffering alleviated, innocents defended, wrongs 
  righted.  
   
   
  Follower Tag list 
  • 
  ______-wise: They know all about ______ and can roll 
  +Quality to Spout Lore about it on your behalf. Examples: 
  Woods-wise, Sea-wise, Herb-wise. 
  • 
  Archer: They use ranged attacks (not necessarily bows) 
  effectively and can roll +Quality to Volley when ordered. 
  • 
  Athletic: Good at running, jumping, climbing and the like. 
  • 
  Beautiful: They make an impression, drawing admiration 
  and attention. 
  • 
  Cautious: They are careful and methodical; they avoid 
  acting rashly. 
  • 
  Connected ( ____ ): They have friends or contacts in ____, 
  a steading or group. 
  • 
  Cunning: Clever and observant. They can roll +Quality to 
  Discern Realities when ordered. 
  • 
  Devious: Deceitful, treacherous, tricky. Just the sort you 
  want working for you. 
  • 
  Group: A team, gang, or mob, with all the strengths and 
  disadvantages that come with greater numbers. 
  • 
  Guide ( ____ ): Knows a particular steading or region and 
  can roll+Quality to Spout Lore, or take on a job when 
  Undertaking a Perilous Journey for the area in question. 
  • 
  Hardy: Tough, hard-working, and willing to put up with 
  discomfort. They can carry an additional 2 weight. 
  • 
  Healer: They have the knowledge and ability to provide aid 
  to the injured and the sick. When they tend wounds with 
  bandages or herbs & poultices, add their Quality to damage 
  healed. 
  • 
  Meek: They accept their lowly lot and will do degrading or 
  unreasonable things without needing to Follow Orders. 
  • 
  Magical: They are magical by nature or training, and 
  sensitive to the workings of magic. Use at least one of their 
  moves to elaborate on their powers. 
  • 
  Organized: They make and follow plans well and work well 
  in a group. Once they agree to a plan, you do not need to 
  Order Followers as long as the plan doesn’t go south. 
  • 
  Stealthy: They can avoid detection and often get the drop on 
  foes. 
  • 
  Warrior: They have 1 armor and take +1 to their damage 
  die roll, and you don’t need to Order Followers to get them 
  to fight (as long as the opposition is not terrifying or 
  overwhelming). 
  
  New Mechanic: Heritage 
  Heritage is an optional mechanic that replaces the Race move 
  presented in the original Dungeon World playbooks. This 
  mechanic is designed to better reflect a character’s background 
  and history, as well as offering may more choices for greater 
  customization to each game. 
   
  The Heritage system presented here is adapted from Planarch 
  Codex: Dark Heart of the Dreamer by Johnathan Walton and is 
  used under the Creative Commons Attribution license 3.0. 
   
  When you create a new character, decide on your species, 
  ethnicity, and cultural heritage, choosing anything or any 
  combination of things that sounds interesting to you and the 
  other players. Then choose two Heritage moves to start with, 
  based upon your background. Heritage moves are simple phrases 
  or actions your character can do that are reflective of your 
  character’s heritage: their ancestry, homeland, culture, or youth. 
  You also get two Heritage boxes. At the start of each session 
  (including the first one), mark a Heritage box.  
   
  When you draw upon your heritage to perform a task, erase a 
  mark from one of your Heritage boxes, and then make one of 
  your Heritage moves. No roll is necessary; you just make that 
  move.  
   
  When you Spout Lore about your heritage, you may erase a 
  mark from one of your Heritage boxes to automatically succeed, 
  as if you had rolled a 10+. 
   
  Using a Heritage move may allow you to obviate or overcome a 
  Danger that would otherwise need to be Defied, or grant Lore 
  without having to Spout it first. However, they should not be 
  allowed to deal damage without having to roll for it. Using a 
  Heritage move to set up or augment another move may give 
  advantage on that move. Exactly what happens is left to the 
  GM’s discretion. 
   
  We have presented a few common racial and cultural choices 
  here as examples, but players are encouraged to think of their 
  own heritages and accompanying moves.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Dwarves of the Iron Mountains 
  • 
  Analyze stonework 
  • 
  Resist poison 
  • 
  See through the darkness 
  • 
  Sniff out gold and silver 
   
  Elves of the Borderlands 
  • 
  See clearly in faint light 
  • 
  Balance with uncanny grace 
  • 
  Blend into the forest 
  • 
  Listen to the whispers of the trees 
   
  People of the Northern Wastes 
  • 
  Endure hardship to keep a sworn vow 
  • 
  Find shelter in harsh places 
  • 
  See the honor in others 
  • 
  Ignore pain and cold 
  Citizens of the Great Empire 
  • 
  Read and write a foreign language (choose the language 
  when you first use this move) 
  • 
  Hold fast to what you love 
  • 
  Rationalize in the face of madness 
  • 
  Blend in with a crowd 
   
  Vagrants of Highcastle 
  • 
  Find a place to hide 
  • 
  Survive on an empty stomach  
  • 
  Deflect aggression or suspicion by acting meek 
  • 
  Size up a mark 
   
  Military Caste of the Federation  
  • 
  Remain focused or marching despite fatigue  
  • 
  Evaluate a military situation  
  • 
  Hold the line 
  • 
  Make hasty repairs to your gear 
   
  Nomads of the Plains 
  • 
  Scavenge for food or shelter in the plains 
  • 
  Watch a threat from afar  
  • 
  Read the weather 
  • 
  Coordinate an assault on a bigger target 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Player Agenda 
   
  • 
  Portray a Compelling Character 
  • 
  Challenge Your Character with Adventure 
  • 
  Play to Find Out What Happens 
  • 
  Be a Fan of the Game 
   
  Like the GM, players too have their own agenda and principles. 
  Your agenda makes up the things you aim to do at all times 
  while playing a game of Dungeon World. Everything you say 
  and do at the table that pertains to the game (and away from the 
  table too) exists to accomplish these goals and no others. Things 
  that aren’t on this list aren’t your goals. You’re not trying to beat 
  the GM or other players, or “win” in some mechanical sense by 
  grinding your way to the biggest numbers. You’re not here to 
  play out a pre-ordained character path or story, no matter how 
  cool you think that plan may be. Perhaps most importantly, 
  you’re not here to simply watch stuff happen or be entertained 
  by one-sided story. You take a powerful role in the unfolding 
  narrative. 
   
  Your first agenda is to portray a compelling character. While 
  the story may often seem to be about all the stuff happening 
  around your character, it’s the characters themselves that are the 
  stars. The stuff that happens around them and to them is there to 
  highlight these characters, and push them into greater depths. So 
  begin with and continue to bring forth a character that’s up to 
  that role.  
   
  This doesn’t mean that you have to make a character that 
  everyone else is overwhelmingly fascinated with, but you better 
  find it damn interesting! And if you are drawn to the character, 
  usually they’ll find themselves being drawn in as well. It’s your 
  job to make a character who is interesting not only for what 
  he/she can accomplish, but also for who he/she is. Play a 
  character who can grow, who is intriguing and worth following 
  through the game—a character whose death will be lamented as 
  well as meaningful. 
   
  Challenging your character with adventure means working 
  with your GM to live out a story that is both engaging and 
  dynamic. Just having an interesting character is worthless if 
  there’s never struggle or adversity for that character to engage 
  in. Pursue things that are meaningful and challenging, looking 
  for opportunities to accomplish significant feats both in areas of 
  strength and weakness. Push your character out of his/her 
  comfort zone, and roll with the GM when he/she brings those 
  opportunities. Embrace the journey, and make it a colorful one. 
   
  This is how you play to find out what happens. You’re sharing 
  in the fun of finding out how this story will play out and what 
  that will mean for your character as well. You can have goals 
  and objectives, in fact it’s necessary to play a compelling 
  character, but realize that part of the adventure is built upon the 
  reality that you aren’t always in control, so hold those plans 
  loosely as a player. Not only will the GM be bringing in twists 
  and turns, but so will the other players. It’s fun to see how things 
  will play out for you all, rather than forcing a prescribed result. 
   
   
  Finally, the experience is best if you invest in it by being a 
  fan… a fan not only of your character but a fan of the world, the 
  story, and the other players (including the GM). It sounds 
  circular to encourage one to enjoy something in order to get the 
  best out of the experience, but the ridiculousness doesn’t 
  diminish its significance. Suspend your disbelief and get into a 
  mindset that embraces the setting. Let Dungeon World do what 
  it does best instead of trying to force it into something else. 
  Invest yourself in pursuing what the game has to offer and what 
  the GM is trying to present, while doing your part in adding 
  richness to everyone else’s experience as well. 
   
   
   
  Player Principles 
   
  • 
  Play Your Character With Honesty 
  • 
  Do It By Doing It 
  • 
  Be Awesome And Flawed 
  • 
  Engage With The World 
  • 
  Build Your Part Of The World 
  • 
  Embrace The Contradictions 
  • 
  Share The Spotlight 
   
  These principles are guides to help you fulfill your agenda. 
  When you have the spotlight and your character acts in the 
  world, consider your choices in light of these principles. 
   
  Play Your Character With Honesty 
  This comes out of a recognition that you (the player) and your 
  character are not the same. By playing this character you are 
  taking on a persona not your own with its own motivations, 
  philosophies, and vices. There is a large degree of intentionality 
  required in portraying this persona with integrity, and becomes 
  more so the further these motivators are from your own. So be 
  deliberate in pursuing them. 
   
  Separate player knowledge and discussion from character 
  knowledge and discussion. There will be things that you (as the 
  player) know and think that the character you play wouldn’t 
  know or think of, and must guide the character according to only 
  the information he/she has available. This also means that the 
  character’s motivations and philosophies should be the guide for 
  future actions, rather than your own. Consider the character’s 
  personality, stats, history, and perspective to inspire you, and 
  follows those cues with integrity.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Do It By Doing It 
  Remember that even when you’re using specific moves, you’re 
  telling a story and describing actions. In order to roll a move, 
  your character has to actually do something which triggers that 
  move. The moves themselves are only meant to give mechanics 
  to something that is happening in the fiction, so tell us all what 
  you’re actually doing. The best advice for fulfilling this is to 
  always be asking yourself: “How?” Keeping that in mind will 
  actively push you from naming a mechanic to describing specific 
  actions. Your actions should always begin and end with the 
  fiction. To do it, do it. 
   
  Example: 
  “I attack the owlbear (How?) …by charging it and swinging my 
  axe (How?) …chopping low at his legs in order to stay clear of 
  the claws and beak.” 
  “I parley with the guard (How?) …by bribing him (How?) 
  …approaching him casually and sliding a gold coin into his 
  palm, whispering ‘You didn’t see a thing.’” 
   
  Be Awesome And Flawed 
  You should be always be doing stuff, taking action, rolling dice 
  and throwing yourself into what’s happening in game. Whether 
  you’re being awesome or being flawed, you should be 
  something. To be inactive is to effectually cease existing in the 
  story. Every major character in a good story should have a goal, 
  something that matters to them so much that they’re willing to 
  leave home and take up a life of adventure to achieve. Your 
  character should be no different. 
   
  When you get the chance to do something awesome, don’t hold 
  back. Be brave. Make it big, and take the risks necessary to 
  create those moments. But get equally excited about 
  opportunities to be imperfect, and jump into them with the same 
  participation. Don’t shy away from difficulty, setbacks, or even 
  failure. (After all, failure often leads to XP.) What makes your 
  character compelling is the balance of both of these. So let both 
  sides of your character shine in the spotlight! 
   
  Win or lose, make your actions stylish. The only way your 
  character’s unique identity is displayed is when you push it to 
  the front. Moods, passions, fears and personality have to be 
  shown in the story, otherwise they don’t exist in it. So don’t just 
  do something, do it with style—your style. Whatever it is you 
  want to embody with your character, whatever makes him/her 
  unique and interesting, should be apparent in everything you do 
  or noteworthy when absent. You will take some of the same 
  actions as everyone else, but no one does them quite like you do. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Engage the World 
  The scope of Dungeon World goes far beyond just combat and 
  becomes quite stale if reduced to such. Even if your character is 
  singularly focused, there’s still lots of ways for him/her to 
  interact with the wider world through that one facet. Think of 
  how your character reacts to every different NPC. Explore and 
  pursue the things that interest your character, and consider the 
  greater scope of what it means to be driven by that. Intentionally 
  spend time connecting your character to the other PCs and 
  exploring how you interact with them. 
   
  Example: Suppose your character is all about fighting, plain and 
  simple. You could still: 
  • 
  Seek out masters of your style  
  • 
  Describe the extent that you go through to care for your 
  weapons and body 
  • 
  Do fun things like sign up for underground sparring 
  tournaments. 
  • 
  Treat NPCs according to your assessment of their 
  martial prowess or physical threat level 
  • 
  Treat certain monstrous opponents with honor because 
  of shared ideals 
  • 
  React adversely to the other PCs whenever they back 
  down or don’t take care of their equipment 
  • 
  Buy one of the PCs a drink when you get back to town 
  because he/she did something impressive during the 
  last battle 
   
  Cast Hooks, Fill As You Play 
  Hooks are details you add that draw people’s attention and 
  evoke further questions. They can be things for you to latch onto 
  later, or things for any of the other PCs or even the GM to take 
  hold of and run with. These are often in the extra descriptions 
  like: a quirky thing your character does, an odd embellishment to 
  something your character possesses, or a name you throw 
  around. These are interesting because they point to something 
  bigger—a history, a lesson learned, a prejudice, etc.  
   
  It’s fine if you throw out these hooks without knowing what’s 
  behind them yourself. That way it’s able to adapt to whatever 
  may come up and others can also build on it before it is fully 
  fleshed out. These can even be intentional blanks left in your 
  background to leverage or define later when it’s needed. When 
  you need a contact in a new town, this might be a good time to 
  define that brother you keep talking about, or how that insignia 
  on your cloak matches the banners flying from the keep. Maybe 
  there’s a skill relative to the current situation that could have 
  been part of your upbringing, if you’ve left room to fill that in. 
  Claim it now! 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Build Your Part Of The World 
  Dungeon World is designed to be collaborative, so take hold of 
  your little section of the world and help define it into something 
  that really interests you. Whenever the GM asks you questions 
  about the setting or past, these are huge opportunities to bring 
  the things that interest you to life in the fiction! Take advantage 
  of them by taking the reins in that moment. You not only have 
  permission to do so, but are expected to. 
   
  Likewise, you can be intentional in creating these opportunities 
  yourself, without waiting for specific questions to come from the 
  GM. Think of the things that define your character, the things 
  that make them stand out from the other PCs, and consider 
  yourself the resident expert on them. Speak up about your race 
  and culture, your geographical roots, your areas of expertise and 
  hobbies, etc. Use the opportunities when those topics come up in 
  play to help carve out parts of the world that really intrigue you. 
  As other people make their contributions, build on what they 
  say. Perhaps you’ll have to roll to Spout Lore, but often GMs 
  relish this sort of creative fodder and inspiration. Don’t worry, 
  the GM still runs the world and you still run your character, but 
  that character knows stuff. So speak up and take charge of some 
  of that! 
  Some of the best things you can build are details you add that 
  draw people’s attention and evoke further questions. They can 
  be things for you to latch onto later, or things for any of the other 
  PCs or even the GM to take hold of and run with.  
   
  Examples: 
  If you’re a Dwarf, speak up often about Dwarves and contribute 
  to building that part of the world through your character’s 
  experience. After all, you are one, so you would know! 
  If you’re the Wizard, take charge in explaining how the winds of 
  magic work in this setting, or explaining the nuances of the 
  ritual that trapped the sprite in your new wand. 
  If you come from a noble family, throw out tidbits about 
  etiquette and latest fashions whenever you step into dignified 
  society or regal events. 
   
  Embrace the Contradictions 
  Because this is a collaborative story, there will be directions it 
  takes that don’t perfectly mesh with the niche or direction 
  you’ve carved out for your character. Grab hold of these 
  seeming contradictions and work them into the richness of your 
  character. Maybe you’ll have to do something that seems out-of-
  character for your PC, but do it anyway; and along the way you 
  can work into your character a reason why. This will add new 
  dimensions to your character. There are no universals. 
   
  Look for ways to add your own contradictions as well, unforced. 
  Your will have a more rich and compelling character because of 
  it.  
   
  Examples: 
  Your paladin wouldn’t usually go on a mission to break into the 
  church. Why is she doing it anyway? 
  Your Elf despises Dwarves. So why have you decided to travel 
  with three of them? 
  You’re prideful and never accept help even when necessary. But 
  why do you let Elondria tend to your wounds after battles? 
   
   
  Share The Spotlight 
  You’re one of the main characters, but not the only one. So 
  when the focus of the conversation is naturally shining on 
  someone else, let them be the focus and push your own character 
  in a way that further highlights the current “star”. The intention 
  is that they’ll do the same when you get the spotlight back for a 
  bit. 
   
  This also should lead you to focus on ways that you can be 
  deliberately passing the spotlight, or supporting the other players 
  in the way they play their characters. If there are things that 
  really define one of the other PCs, give that character lots of 
  opportunities to do that. Be impressed by their prowess in that 
  area and turn to them when that’s needed. Even if the characters 
  don’t get along, the players need to; and even as an adversary 
  you can be highlighting the other characters while being true to 
  the conflict between your PCs.  
   
  Throwing a spotlight like this should also be done with the world 
  the GM is creating with you. The stuff that he/she brings into the 
  world are there for you to utilize, to bring out their full potential. 
  Light up that world and the fantastic places or characters in it, 
  especially the parts that really interest you. The more you 
  highlight something, the more significant it will naturally 
  become. 
   
  Note that just because the spotlight is off of doesn’t mean you 
  can tune out. You can still contribute to the conversation by 
  paying attention, asking questions, and offering suggestions. In 
  this way, you can build further on the actions of the other 
  characters. 
   
   
   
   
  The Player Agenda and Principles are based upon material 
  written by Kevin Tompos. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Written and compiled by Peter Johansen 
  Version January 6, 2019 
  This work is licensed under the Creative Commons Attribution 3.0 
  Unported License. To view a copy of this license, visit 
  http://creativecommons.org/licenses/by/3.0/ or send a letter to Creative 
  Commons, 444 Castro Street, Suite 900, Mountain View, California, 
  94041, USA. 
  
   The Barbarian 
  Name  
  __________________________________ 
   
  Look  
                                (Choose one for each category) 
  Tormented Eyes, Haunted Eyes, Wild Eyes, or Shrouded Eyes  
  Mighty Thews, Long Shanks, Scrawny Body, or Supple Body  
  Strange Tattoos, Unusual Jewelry, or Unmarred by Decoration  
  Scraps, Silks, Scavenger's Outfit, or Crude Hides 
   
  Drive  
                                                      (Choose one) 
  o Exile 
  Teach someone the ways of your people and learn about them in 
  exchange. 
   
  o Honor 
  Uphold your personal code of honor despite the cost or 
  inconvenience. 
   
  o Conquest 
  Prove yourself superior to someone in power. 
   
  Bonds     
       (Ask your companions these questions) 
  Which of you is just a soft city-dweller? ________________ 
   
  To which of you do I owe a debt? ________________ 
   
  Which of you thinks I am but a savage? ________________ 
   
  Which of you most enjoys my stories? ________________ 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Level____  Experience____________________ 
  When you level up, choose to either take a new advanced move, or 
  increase one of your stats by 1, to a maximum of +2.  
  When you reach level 6 or higher, you may choose one of the 
  following options instead, but not more than once for each option: 
  o Increase one of your stats by 1, to a maximum of +3 
  o Gain an advanced move from another playbook 
  o When you Hack and Slash, on a 12+ deal your damage and 
  choose something physical your target has (a weapon, their 
  position, a limb); they lose it. 
  Background  
   
   
   (Choose one) 
  o Far Traveler 
  When you Undertake a Perilous Journey or Defy a Danger 
  caused by the natural environment, you may tell how you have 
  dealt with a similar trouble in your journeys before. If you do, gain 
  advantage on your roll.  
  Additionally, when you Spout Lore about your homeland or its 
  traditions, you cannot get a 6-, treat any such result as a 7-9 instead. 
   
  o Berserker 
  When you work yourself into a violent, howling frenzy, you are 
  immune to fear and any other mental effects, and the Ironhide move 
  gives you 2 armor instead of 1, until you take an action requiring 
  subtlety, finesse, thinking or discussion or otherwise come out of 
  your frenzy. 
   
  o Vandal 
  When you Discern Realities, on a hit you may also ask "What here is 
  weak or vulnerable?" for free. 
  Additionally, when you prove yourself superior to someone in 
  power, gain advantage on your next move made against their 
  followers, underlings, and hangers-on. 
   
  Gear 
   
   
   
   
  (Choose options) 
  Your Load is 10. You start with dungeon rations (5 uses, 1 weight), a 
  dagger (hand, 1 weight) and some token of where you’ve travelled or 
  where you’re from, describe it! Choose your weapon: 
  o Axe (close, 1 weight) 
  o Two-handed sword (close, +1 damage, 2 weight)  
  Choose one: 
  o Adventuring gear (5 uses, 1 weight) 
  o Shield (+1 armor, 2 weight) 
  o Ragged bow (near, 2 weight) and bundle of arrows (3 ammo, 1 
  weight) 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Your Agenda and Principles (Follow these) 
  • 
  Portray a Compelling Character 
  • 
  Challenge Your Character with Adventure 
  • 
  Play to Find Out What Happens 
  • 
  Be a Fan of the Game 
   
  • 
  Play Your Character With Honesty 
  • 
  Do It By Doing It 
  • 
  Be Awesome And Flawed 
  • 
  Engage With The World 
  • 
  Build Your Part Of The World 
  • 
  Embrace The Contradictions 
  • 
  Share The Spotlight 
   
   
  
  Assign these scores to your stats: +2, +1, +1, +0, +0, -1 
  STR 
  DEX 
  CON 
  Damage 
   
   
   
  D6 +2 
  o Injured 
  o Shaken  
  o Sick  
  INT 
  WIS 
  CHA 
  Armor 
   
   
   
   
  o Muddled  
  o Tired  
  o Stressed  
   
  HP 
   
   
   
   
   
   
   
   
   
   
  Max HP: 24 
   
  You begin with the following moves: 
   
  Ironhide 
  While you are below your Load and not wearing armor, you have 
  1 armor. Shields do not count as armor for this move. 
   
  Herculean Appetites 
  Others may content themselves with just a taste of wine, or dominion 
  over a servant or two, but you want more. Choose two appetites:  
  o Pure destruction 
  o Power over others 
  o Mortal pleasures 
  o Conquest 
  o Discovering lost knowledge 
  o Riches and property 
  o Fame and glory 
  When you would roll for a move while pursuing one of your 
  appetites, you may re-roll one of the dice, but you must keep the 
  second roll. If you choose to re-roll and any of the dice are a 1, even 
  the die you re-rolled, the GM will also introduce a complication or 
  danger that comes about due to your heedless pursuits. 
   
  When you level up, you may cross off one of your appetites if you 
  feel that you have satisfied it or it no longer applies to you; if you do, 
  you may select a new appetite in exchange. You may only do this 
  once. 
   
  Musclebound 
  Any melee weapon you wield gains the forceful and messy tags. 
   
  The Upper Hand 
  When you take your Last Breath, on a 7-9, you may make an offer 
  to Death in return for your life. If Death accepts, he will return you to 
  life. If not, you die. 
   
   
   
   
   
   
   
   
   
   
   
   
  Choose one of the following advanced moves to begin with: 
   
  o Formidable Presence 
  When you enter battle undaunted and unflinching, you hold 
  Presence equal to your CON or 1, whichever is higher. Spend a 
  Presence to: 
  • 
  Lock eyes with a soft-willed foe; they flinch, hesitate, back 
  off 
  • 
  Shout a challenge to a worthy foe; they will treat you as the 
  greatest threat on the battlefield 
  • 
  Sound your victory cry as you slay a foe; their allies are 
  impressed, frightened, or dismayed and act accordingly 
  When you stop fighting, display cowardice or hesitate, lose any 
  Presence you hold. 
   
  o Mark of Might 
  When you take this move and spend some uninterrupted time 
  reflecting on your past glories, you may mark yourself with a 
  symbol of your power (a long braid tied with bells, ritual scars or 
  tattoos, etc.) Any intelligent mortal creature who sees this symbol 
  knows instinctively that you are a force to be reckoned with and 
  treats you appropriately. 
   
  o For the Blood God 
  You are initiated in the old ways, the ways of sacrifice. Choose 
  something your gods (or the ancestor spirits, or your totem, etc.) 
  value—gold, blood, bones or the like. When you sacrifice those 
  things as per your rites and rituals, roll+WIS. *On a 10+ the GM 
  will grant you insight into your current trouble or a boon to help you. 
  *On a 7-9 the sacrifice is not enough and your gods take of your 
  flesh as well, but still grant you some insight or boon. 
   
  o Unbowed, Unbent, Unbroken 
  When you Make Camp, you may describe a scar you gained in your 
  most recent fight. If you do, heal an extra 1d6 HP or a debility. 
   
  o Great Khan 
  When you Recruit by rallying warriors to your banner, the roll 
  gains advantage, and any followers you recruit gain the Warrior tag 
  for free while you are leading them. 
   
  o Samson 
  When you are restrained, physically or mentally, you may mark a 
  debility to break free of your restraints. 
   
  o Is That All You’ve Got? 
  When you deliberately take the full brunt of an attack, roll+CON. 
  *On a hit, choose one: 
  • 
  Your enemy leaves themselves open 
  • 
  You learn one of the enemy’s weaknesses, describe it 
  • 
  Your lack of reaction infuriates or terrifies your enemy 
  *On a 10+, you also reduce the damage taken by half, before any 
  armor is applied. 
   
   
   
  
  The Bard 
  Name  
  __________________________________ 
   
  Look  
                                (Choose one for each category) 
  Knowing Eyes, Fiery Eyes, or Joyous Eyes 
  Fancy Hair, Wild Hair, or Stylish Cap 
  Finery, Traveling Clothes, or Poor Clothes 
  Fit Body, Well-fed Body, or Thin Body 
   
  Drive  
                                                      (Choose one) 
  o Fellowship 
  Use your art to help those in need. 
   
  o Adventure 
  Spur others to significant and decisive action. 
   
  o Diplomacy 
  Avoid a conflict or defuse a tense situation. 
   
  Bonds     
       (Ask your companions these questions) 
  Which of you has travelled with me the longest? ________________ 
   
  With which of you do I share a... complicated past? 
  ________________ 
   
  Which of you have I heard stories about before I met them? 
  ________________ 
   
  Which of you is the subject of my next masterpiece? 
  ________________ 
   
  Which of you trusts me the most, and why? ________________ 
   
  Which of you trusts me the least, and why? ________________ 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Level____  Experience____________________ 
  When you level up, choose to either take a new advanced move, or 
  increase one of your stats by 1, to a maximum of +2.  
  When you reach level 6 or higher, you may choose one of the 
  following options instead, but not more than once for each option: 
  o Increase one of your stats by 1, to a maximum of +3 
  o Gain an advanced move from another playbook 
  o When you Parley with someone, on a 12+ the GM will also 
  tell you something you could do to make them your ally. 
  Background                           (Choose one) 
  o Loremaster 
  When you use Bardic Lore, on a 10+ you may also ask the GM an 
  additional follow-up question about the subject, they will answer 
  truthfully. 
   
  o Blade-Singer 
  When you use Vox Arcanus, on a 10+, if your next action is to Hack 
  and Slash, you gain advantage when you make your Hack and Slash 
  roll. 
   
  o Courtesan 
  When you Parley with someone, on a 10+, you may ask them one 
  question which they must answer truthfully. This information comes 
  from a slip of the tongue or their body language giving it away; they 
  won't notice that they gave up their information. 
   
  Gear 
   
   
   
   
  (Choose options) 
  Your maximum Load is 9. You start with dungeon rations (5 uses, 1 
  weight) and a musical instrument of your choice, describe it! Choose 
  three: 
  o Leather armor (1 armor, 1 weight) 
  o Dueling rapier (close, precise, 1 weight) 
  o Ragged bow (near, 2 weight), bundle of arrows (3 ammo, 1 
  weight), and short sword (close, 1 weight)  
  o Adventuring gear (5 uses, 1 weight)     
  o Poultices and herbs (2 uses, 1 weight) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Your Agenda and Principles (Follow these) 
  • 
  Portray a Compelling Character 
  • 
  Challenge Your Character with Adventure 
  • 
  Play to Find Out What Happens 
  • 
  Be a Fan of the Game 
   
  • 
  Play Your Character With Honesty 
  • 
  Do It By Doing It 
  • 
  Be Awesome And Flawed 
  • 
  Engage With The World 
  • 
  Build Your Part Of The World 
  • 
  Embrace The Contradictions 
  • 
  Share The Spotlight 
   
   
  
  Assign these scores to your stats: +2, +1, +1, +0, +0, -1 
  STR 
  DEX 
  CON 
  Damage 
   
   
   
  D6 +0 
  o Injured  
  o Shaken  
  o Sick  
  INT 
  WIS 
  CHA 
  Armor 
   
   
   
   
  o Muddled  
  o Tired  
  o Stressed  
   
  HP 
   
   
   
   
   
   
   
   
   
   
  Max HP: 16 
   
  You begin with the following moves: 
   
  Vox Arcanus 
  You have the ability to weave magical effects into your 
  performances, be it music, song, dance, oratory, or otherwise. 
  Describe your style of performance, then choose three songs you 
  know: 
  o Soothing Hymn: Choose an ally, they heal 1d6+1 HP. 
  o Anthem of Courage: Choose an ally, their mind is cleared 
  of fear, despair, or enchantment. 
  o Countersong: You drown out the incantations or other 
  sound-based effects of a magic-user you can hear, causing 
  their magic to fail. 
  o Battle Ballad: Choose an ally, they gain advantage on the 
  next damage roll they make. 
  o Frightening Dirge: Choose an enemy, they feel fear and 
  react accordingly, as long as you continue to perform this 
  song. 
  o Discordant Blast: Choose an enemy, they become briefly 
  stunned and deafened. 
  o Fascinating Melody: You hold the attention of a number of 
  creatures equal to your level, they will listen to you as long 
  as you do nothing but perform and nothing else distracts 
  them. 
  o Vicious Mockery: Choose an enemy, they will go after you 
  with extreme prejudice, but they also leave themselves open 
  or make a rash decision as they act, the GM will describe 
  how. 
  When you weave magic into your performance, choose one of the 
  songs you know and roll+CHA. *On a hit, you achieve your selected 
  song’s effect. *On a 7-9, the GM chooses one: 
  • 
  Your magic reverberates to other targets you didn’t intend 
  to hit, affecting them as well 
  • 
  You draw unwanted attention 
  • 
  You expose yourself to danger 
   
  When you reach level 3, 6, or 9, choose an additional song from the 
  list to learn. 
   
  Bardic Lore 
  When you Spout Lore about someone or something you’ve heard 
  tales, songs, or legends about, you roll with CHA instead of INT. 
  The GM may then ask you what tale, song, or legend you heard that 
  information in. Tell them the truth, now. 
   
   
   
  Choose one of the following advanced moves to begin with: 
   
  o Charming and Open 
  When you speak frankly with someone, you can ask their player a 
  question from the list below. They must answer it truthfully, then 
  they may ask you a question from the list, which you must answer 
  truthfully: 
  • 
  How can I get you to __________? 
  • 
  What are you feeling right now? 
  • 
  What do you most desire? 
  • 
  What do you wish I’d do? 
  • 
  Whom do you serve? 
   
  o Web of Contacts 
  When you declare that you know someone who can help you solve 
  a task, describe that person and roll+CHA. *On a 10+, choose two. 
  *On a 7-9, choose one: 
  • 
  You don't owe them a favor 
  • 
  They’re not already in some sort of trouble 
  • 
  They don't have a dangerous secret 
   
  o Swashbuckler 
  When you dash into a fray or dangerous situation, roll+DEX. *On 
  a 10+, hold 3. *On a 7-9, hold 1. You may spend a hold to: 
  • 
  Leap around, over, or through an obstacle in your path 
  • 
  Create an obstacle or distraction an enemy has to deal with 
  • 
  Divert attention from yourself to an ally, or from an ally to 
  yourself 
  When the danger is passed or resolved, any remaining hold is lost. 
   
  o Tall Tales 
  When you spend some time trading gossip in a community, 
  roll+CHA. *On a hit, you learn of an interesting opportunity nearby. 
  *On a 10+, you can also start a rumor of your own; it will spread like 
  wildfire. 
   
  o Words of Fire 
  When you use your words to enflame the passions of a group, 
  roll+CHA. *On a 10+, choose two. *On a 7-9, choose one: 
  • 
  The passion you enflame need not be the foremost in their 
  mind. You may choose it: love, lust, hatred, fear, loyalty, 
  greed, jealousy, savagery, etc. 
  • 
  They must act on their passion right now. 
  • 
  The effect is great. They feel an overwhelming passion that 
  is plain for all to see. 
   
  o Wide-Wanderer 
  You’ve travelled the wide world over. When you arrive someplace, 
  ask the GM about any important traditions, rituals, and so on, they’ll 
  tell you what you need to know. When you return to a civilized 
  settlement you’ve visited before, you may answer one of the 
  following questions; if you do, the GM answers the other: 
  • 
  Who have you met here before? 
  • 
  What did you leave behind here? 
   
  o Jack of All Trades 
  Gain a move from another playbook, even a starting move.  
  (Other playbooks may not take this move.) 
  
  The Cleric 
  Name  
  __________________________________ 
   
  Look  
                                (Choose one for each category) 
  Kind Eyes, Sharp Eyes, or Sad Eyes 
  Tonsure, Strange Hair, or Bald 
  Flowing Robes, Habit, or Common Garb 
  Thin Body, Knobby Body, or Flabby Body 
   
  Drive  
                                                      (Choose one) 
  o Pilgrim 
  Bring the light of your faith to a new place or people and leave them 
  better for it. 
   
  o Evangelist 
  Prove the superiority of your church or god. 
   
  o Shepherd 
  Endanger yourself to help another. 
   
  Bonds     
       (Ask your companions these questions) 
  Which of you is the most faithful in my eyes? ________________ 
   
  Which of you is the least faithful in my eyes? ________________ 
   
  Which of you most needs my protection? ________________ 
   
  Which of you has the strongest soul, even if your faith is misguided? 
  ________________ 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Level____  Experience____________________ 
  When you level up, choose to either take a new advanced move, or 
  increase one of your stats by 1, to a maximum of +2.  
  When you reach level 6 or higher, you may choose one of the 
  following options instead, but not more than once for each option: 
  o Increase one of your stats by 1, to a maximum of +3 
  o Gain an advanced move from another playbook 
  o When you use Invocation, on a 12+ your deity’s 
  magnificence shines through you. You describe how your 
  chosen Blessing manifests. 
  Background  
   
   
   (Choose one) 
  o Cloistered Monk 
  When you Spout Lore, you roll with WIS instead of INT. 
   
  o Militant Order 
  You ignore the clumsy tag on any armor your wear. 
   
  o Light-Bearer 
  Add the following options to Divine Ward: 
  • 
  They are freed of any fear, confusion, or stun effects 
  • 
  They stand fast, keeping their position, stance, and course 
  despite what befalls them 
   
  Gear 
   
   
   
   
  (Choose options) 
  Your Load is 9. You start with dungeon rations (5 uses, 1 weight) 
  and a symbol of your deity, describe it! Choose three: 
  o Staff (close, two-handed, 1 weight) and poultices and herbs (2 
  uses, 1 weight) 
  o Mace (close, 1 weight) and bandages (3 uses, 0 weight) 
  o Adventuring gear (5 uses, 1 weight) 
  o Healing potion (0 weight) 
  o Leather armor (1 armor, 1 weight) 
  o Bag of books (5 uses, 2 weight)  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Your Agenda and Principles (Follow these) 
  • 
  Portray a Compelling Character 
  • 
  Challenge Your Character with Adventure 
  • 
  Play to Find Out What Happens 
  • 
  Be a Fan of the Game 
   
  • 
  Play Your Character With Honesty 
  • 
  Do It By Doing It 
  • 
  Be Awesome And Flawed 
  • 
  Engage With The World 
  • 
  Build Your Part Of The World 
  • 
  Embrace The Contradictions 
  • 
  Share The Spotlight 
  
  Assign these scores to your stats: +2, +1, +1, +0, +0, -1 
  STR 
  DEX 
  CON 
  Damage 
   
   
   
  D6 +0 
  o Injured  
  o Shaken  
  o Sick  
  INT 
  WIS 
  CHA 
  Armor 
   
   
   
   
  o Muddled  
  o Tired  
  o Stressed  
   
  HP 
   
   
   
   
   
   
   
   
   
   
  Max HP: 16 
   
  You begin with the following moves: 
   
  Deity 
  You serve and worship some deity, who grants you power. Give your 
  deity a name and define your deity's domain by filling in each blank: 
   
  Controls (the sun, the seas, the skies):  
  ___________________  
  Represents (love, death, war, wind):  
  ___________________  
  Worshippers (nobles, dwarves, wizards):  ___________________  
  Enemies (demons, undead, heretics):  
  ___________________  
  Demands (sacrifices, secrets, victory): 
  ___________________ 
  When you reach level 6, choose another facet for your deity; 
  something else that they control, represent, or another type of 
  worshipper, enemy or demand. 
   
  Invocation 
  When you call out for your deity's aid in a time of need, choose a 
  Blessing:  
  • 
  Your invocation manipulates the realm your deity Controls 
  • 
  Your invocation commands something your deity 
  Represents 
  • 
  Your invocation bolsters your deity's Worshippers 
  • 
  Your invocation rebukes or repels your deity's Enemies 
  …and roll+WIS. *On a hit, your deity will intervene on your behalf 
  according to your chosen Blessing, the GM will tell you how. *On a 
  7-9, you will also need to choose a Requirement: 
  • 
  Your invocation is obvious and immediate, drawing 
  attention to you 
  • 
  The intervention is subtle or takes a while to manifest 
  • 
  Your deity Demands something in return. The GM will tell 
  you what 
  • 
  The experience overwhelms you; you get disadvantage on 
  all WIS rolls until you take a few minutes to clear your head 
  (you cannot choose this if you are already affected by it) 
   
  Divine Ward 
  When you call upon your deity for protection for yourself or an 
  ally, roll+WIS. *On a 10+, grant two of the following effects to the 
  subject of your prayers. *On a 7-9, grant one, and choose a 
  Requirement from the Invocation list as well. 
  • 
  They are healed for 1d6+1 HP 
  • 
  The next damage roll made against them has disadvantage 
  • 
  They have advantage the next time they Defy Danger 
  • 
  An enemy facing them is briefly driven back 
  Choose one of the following advanced moves to begin with: 
   
  o Chirugy 
  When you treat a major injury, such a broken limb or a damaged 
  eye, the GM will tell you “sure, no problem, but...” and then one to 
  four of the following: 
  • 
  It will take days/weeks/months to heal 
  • 
  You’ll need help from _________ 
  • 
  It will need treatment with _________ 
  • 
  It’s going to leave one heck of a distinctive scar 
  • 
  The best you can do is a replacement; quirky, unreliable or 
  with less functionality than the original 
  The GM may connect them all with “and”, or a merciful “or”. Once 
  you’ve accomplished the necessaries, the injury heals.  
   
  o Picker of the Slain 
  When you go through the corpses after a battle, roll+WIS. *On a 
  hit, pick someone who was seemingly dead; they’re alive instead. 
  *On 7-9, they’re alive but also permanently disfigured, maimed or 
  disabled; tell them how. 
   
  o Orison for Guidance 
  When you fulfill your deity's Demands and pray for guidance, 
  you are granted some useful knowledge or a boon; the GM will tell 
  you what. In return, your deity tells you what it would have you do. 
  If you do it, mark XP. 
   
  o Sacred Space 
  When you have time and suitable materials to consecrate a space 
  to your deity, describe how you do so, which may include paying a 
  cost described by the GM, and choose a Blessing from the Invocation 
  list. The chosen Blessing will affect the consecrated area and remain 
  in effect until something happens to ruin your consecration. 
   
  o Preacher 
  When you preach to a mob, roll+CHA. *On a 10+, hold 2. *On a 7-
  9, hold 1. Spend a hold to make the mob do the following: 
  • 
  Bring people forward and deliver them to you 
  • 
  Bring forward all their precious things 
  • 
  Unite and fight for you 
  • 
  Fall into a frenzy of emotion: joy, sorrow, or rage, as you 
  choose 
  • 
  Go quietly back to their lives 
   
  o Bear Witness 
  When you approach an enemy to negotiate in good faith, they will 
  at least hear you out. Even the debased and savage foe will delay 
  violence until you've had your say, though the must be able to 
  understand you. Mindless or unintelligent enemies won’t be affected. 
  Additionally, when you speak the truth with conviction and 
  candor, none can doubt you. They might deny what you say, but in 
  their hearts they recognize the truth.  
   
  o Anathema 
  When you Hack and Slash your deity's Enemies, you may roll with 
  WIS instead of STR, and on a hit choose one in addition to dealing 
  your damage: 
  • 
  Your attack ignores its armor or other defenses 
  • 
  You suppress one of its unnatural powers 
  • 
  You force it from its host 
  
  The Druid 
  Name  
  __________________________________ 
   
  Look  
                                (Choose one for each category) 
  Wise Eyes, Wild Eyes, or Haunting Eyes 
  Furry Hood, Messy Hair, or Braided Hair 
  Ceremonial Garb, Practical Leathers, or Weathered Hides 
  Tell:______________________________________________ 
   
  Drive  
                                                      (Choose one) 
  o Renewal 
  Reclaim something for the natural world. 
   
  o Cultivation 
  Help something or someone grow or move on to the next step in the 
  cycle. 
   
  o Preservation 
  Eliminate an unnatural menace. 
   
  Bonds     
       (Ask your companions these questions) 
  Which of you requires my guidance? ________________ 
   
  About which of you do the spirits whisper? ________________ 
   
  Which of you dismisses me as a primitive? ________________ 
   
  Which of you has also seen the spirit realm? ________________ 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Level____  Experience____________________ 
  When you level up, choose to either take a new advanced move, or 
  increase one of your stats by 1, to a maximum of +2.  
  When you reach level 6 or higher, you may choose one of the 
  following options instead, but not more than once for each option: 
  o Increase one of your stats by 1, to a maximum of +3 
  o Gain an advanced move from another playbook 
  o When you use Shapeshifter, on a 12+ the GM holds zero 
  Instinct, and you may also suppress your tell while in this 
  form, if you wish. 
  Background           
   
     (Choose one) 
  o Spiritual Healer 
  When you spend several hours healing a person’s spirit, you heal 
  them of a debility, or cure them of a poison or disease afflicting 
  them. You can use this ability when you Make Camp, but it takes all 
  of your concentration and leaves you no time to do anything else. 
   
  o Servant of the Balance  
  When you deal damage, hold 1 Balance. When you touch someone 
  and channel the spirits of life, you may spend Balance; for each 
  Balance spent, your subject heals 1d6 HP. The maximum amount of 
  Balance you may hold is equal to your CON or 1, whichever is 
  higher. 
   
  o Shaman 
  When you Shapeshift, choose a stat; your rolls using that stat while 
  shapeshifted have advantage. The GM will also choose a stat; your 
  rolls using that stat while shapeshifted have disadvantage. 
   
  Gear 
   
   
   
   
  (Choose options) 
  Your maximum Load is 7. You start with dungeon rations (5 uses, 1 
  weight) and some token of your land, describe it! Choose three: 
  o Hide armor (1 armor, 1 weight) 
  o Wooden shield (+1 armor, 2 weight) 
  o Poultices and herbs (2 uses, 1 weight) 
  o Staff (close, two-handed, 1 weight) and bandages (3 uses, 0 
  weight) 
  o Spear (close, thrown, near, 1 weight) 
  o Adventuring gear (5 uses, 1 weight) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Your Agenda and Principles (Follow these) 
  • 
  Portray a Compelling Character 
  • 
  Challenge Your Character with Adventure 
  • 
  Play to Find Out What Happens 
  • 
  Be a Fan of the Game 
   
  • 
  Play Your Character With Honesty 
  • 
  Do It By Doing It 
  • 
  Be Awesome And Flawed 
  • 
  Engage With The World 
  • 
  Build Your Part Of The World 
  • 
  Embrace The Contradictions 
  • 
  Share The Spotlight 
   
  
  Assign these scores to your stats: +2, +1, +1, +0, +0, -1 
  STR 
  DEX 
  CON 
  Damage 
   
   
   
  D6 +0 
  o Injured  
  o Shaken 
  o Sick 
  INT 
  WIS 
  CHA 
  Armor 
   
   
   
   
  o Muddled 
  o Tired 
  o Stressed 
   
  HP 
   
   
   
   
   
   
   
   
   
   
  Max HP: 16 
   
  You begin with the following moves: 
   
  Shapeshifter 
   When you call upon the spirits to change your shape, you 
  transform yourself into an animal from your land, and roll+WIS. *On 
  a 10+, the GM holds 1 Instinct. *On a 7-9, the GM holds 2 Instinct. 
  *On a 6-, the GM holds 2 Instinct, and you cannot resist when the 
  GM spends their Instinct, nor can you revert to your normal form 
  until all of their Instinct is spent. 
  Choose a land to which you are attuned—when shapeshifting you 
  may take the shape of any animal who might live in your Land. 
   
   
   
   
   
   
  You and your possessions meld into a perfect copy of the species’ 
  form. You have any innate abilities and weaknesses of the form: 
  claws, wings, gills, breathing water instead of air. You still use your 
  normal stats but some moves may be harder to trigger—a housecat 
  will find it hard to do battle with an ogre. The GM may spend their 
  Instinct at any time to make you give into an instinct of your form, 
  though you can resist this instinct by Defying Danger with CHA. 
  When you revert to your normal form, any Instinct the GM holds 
  is lost. 
   
  Choose a tell—a physical attribute that marks you as born of the 
  soil—that reflects the spirit of your land. It may be an animal feature 
  like antlers or leopard’s spots or something more general: hair like 
  leaves or eyes of glittering crystal. Your tell remains no matter what 
  shape you take. 
   
  Spirit Tongue 
  You can understand any animal native to your land or akin to one 
  whose essence you have studied, and you can closely study and 
  Parley with them as if they were people.  
   
  You can always ask the GM, “What spirits are active here?” and get 
  an honest answer. When you perform a small ritual and make an 
  offering of something they’d like (whisky, incense, blood, etc.), 
  the spirits of a place manifest before you—not always friendly, but at 
  least curious and willing to hear you out. 
   
  Studied Essence 
  When you spend time in meditation with an animal spirit, the 
  spirit may ask you to perform a deed. When you perform this deed, 
  you may add its species to those you can assume using Shapeshift. 
  Choose one of the following advanced moves to begin with: 
   
  o Communion of Whispers 
  When you spend time in a place, making note of its resident 
  spirits and calling on the spirits of the land, roll+WIS. You will be 
  granted a vision of significance to you, your allies, and the spirits 
  around you. *On a 10+, the vision will be clear and helpful to you. 
  *On a 7-9, the vision is unclear, its meaning murky.  
   
  o Eyes of the Tiger 
  When you mark an animal (with mud, dirt, or blood), you can see 
  through that animal’s eyes as if they were your own, no matter what 
  distance separates you. Only one animal at a time may be marked in 
  this way. 
   
  o Weather Weaver 
  When you are under open skies when the sun rises, the GM will 
  ask you what the weather will be that day. Tell them whatever you 
  like, it comes to pass. 
  When you perform an elaborate ritual to affect the weather, 
  describe how you do so, which may include paying a cost described 
  by the GM, and choose a type of weather: cold, warm, dry, or wet. 
  The weather within a few miles will change to that type for the next 
  week.     
   
  o Elemental Mastery 
  When you call on the primal spirits of fire, water, earth or air to 
  perform a task for you, roll+CON. *On a 10+, choose two. *On a 
  7-9, choose one. *On a 6-, some catastrophe occurs as a result of 
  your calling. 
  • 
  The effect you desire comes to pass 
  • 
  You avoid paying nature’s price 
  • 
  You retain control 
  The larger your task, the greater price you can expect to pay, and the 
  greater the dangers that may arise from losing control. 
   
  o Trackless Stride 
  When you move through natural terrain, you leave no trail, and 
  any natural hazards (thorns, mire, rubble) do not hinder you, nor do 
  they cause you to Defy Danger when you move through them. When 
  you Undertake a Perilous Journey or Make Camp in the 
  wilderness, you do not need to consume any rations. 
   
  o Widdershins 
  When you bind a spirit with rituals or incantations, roll+CHA. 
  *On a hit, you either banish the spirit from this place, force it from 
  its host, or put a restriction on it, your choice. *On a 7-9, the spirit 
  will retaliate against you in exchange. You can dispel your bindings 
  whenever you wish, but the spirit will then be free to do as it pleases. 
   
  o Red of Tooth and Claw 
  When you take the form of a creature both dangerous and 
  fearsome, choose one of the following to add to your natural attacks: 
  forceful, messy, or 2 piercing. 
   
   
   
  o The Great Forests 
  o The Whispering Plains     
  o The Vast Desert 
  o The Stinking Mire 
  o The Depths of the Earth    
   
  o The Sapphire Islands 
  o The Open Sea 
  o The Towering Mountains     
  o The Frozen North 
  o The Blasted Wasteland 
   
  
  The Fighter 
  Name  
  __________________________________ 
   
  Look  
                                (Choose one for each category) 
  Hard Eyes, Dead Eyes, or Eager Eyes 
  Wild Hair, Shorn Hair, or Battered Helm 
  Calloused Skin, Tanned Skin, or Scarred Skin 
  Built Body, Lithe Body, or Ravaged Body 
   
  Drive  
                                                      (Choose one) 
  o Guardian 
  Endanger yourself to defend those weaker than you. 
   
  o Warlord 
  Prove yourself in battle against a worthy opponent. 
   
  o Champion 
  Choose honor over personal gain. 
   
  Bonds     
       (Ask your companions these questions) 
  Which of you has fought with me before? Beside or against? 
  ________________ 
   
  Which of you am I sworn to protect? ________________ 
   
  Which of you is most likely to get us all killed? ________________ 
   
  Which of you needs me to toughen them up? ________________ 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Level____  Experience____________________ 
  When you level up, choose to either take a new advanced move, or 
  increase one of your stats by 1, to a maximum of +2.  
  When you reach level 6 or higher, you may choose one of the 
  following options instead, but not more than once for each option: 
  o Increase one of your stats by 1, to a maximum of +3 
  o Gain an advanced move from another playbook 
  o When you Hack and Slash, on a 12+ you deal your damage, 
  avoid their attack, and impress, dismay, or frighten your 
  enemy. 
  Background                            (Choose one) 
  o Military Veteran 
  When you Spout Lore about a military unit or combat situation, 
  you may describe a similar situation you have faced before; if you 
  do, you roll with STR instead of INT. The first person acting on your 
  information gains advantage on their next move. 
   
  o Hardened Survivor 
  When you would take your Last Breath, you may spend a Focus to 
  instead set your HP to 1 and get back up and keep fighting. 
   
  o Dedicated Protector 
  When you Defend, you do not need to spend hold to redirect an 
  attack from the thing you Defend to yourself; you can do it for free. 
   
  Gear 
   
   
   
   
  (Choose options) 
  Your maximum Load is 12. You start with dungeon rations (5 uses, 1 
  weight) and a basic melee weapon of your choice (close, 1 weight). 
  Choose your defenses: 
  o Chainmail (1 armor, 1 weight) and adventuring gear (5 uses, 1 
  weight) 
  o Scale armor (2 armor, 3 weight) 
  Choose two: 
  o Shield (+1 armor, 2 weight) 
  o Ragged bow (near, 2 weight) and bundle of arrows (3 ammo, 1 
  weight) 
  o A mighty weapon (reach, +1 damage, two-handed, 2 weight)  
  o A dagger (hand, 1 weight) and poultices and herbs (2 uses, 1 
  weight) 
  o Adventuring gear (5 uses, 1 weight) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Your Agenda and Principles (Follow these) 
  • 
  Portray a Compelling Character 
  • 
  Challenge Your Character with Adventure 
  • 
  Play to Find Out What Happens 
  • 
  Be a Fan of the Game 
   
  • 
  Play Your Character With Honesty 
  • 
  Do It By Doing It 
  • 
  Be Awesome And Flawed 
  • 
  Engage With The World 
  • 
  Build Your Part Of The World 
  • 
  Embrace The Contradictions 
  • 
  Share The Spotlight 
   
  
  Assign these scores to your stats: +2, +1, +1, +0, +0, -1 
  STR 
  DEX 
  CON 
  Damage 
   
   
   
  D6 +2 
  o Injured  
  o Shaken  
  o Sick  
  INT 
  WIS 
  CHA 
  Armor 
   
   
   
   
  o Muddled  
  o Tired  
  o Stressed  
   
  HP 
   
   
   
   
   
   
   
   
   
   
  Max HP: 20 
   
  You begin with the following moves: 
   
  Armored 
  You ignore the clumsy tag on armor you wear. 
   
  Fighting Style 
  You’ve been trained in a variety of combat tricks and techniques. 
  Name your fighting style, and choose three maneuvers that are 
  part of your style: 
  o Swordbreaker: You disarm your opponent.  
  o Run Through: Your damage roll gets +3 piercing. 
  o Parry: The next damage roll made against you has 
  disadvantage.  
  o Rallying Cry: Either you or an ally that can both see and 
  hear you heals 1d6 HP and shakes off any fear affecting 
  them. 
  o Crushing Blow: If your enemy has armor, reduce their 
  armor by 1, to a minimum of zero. 
  o Feint: You create an opening for someone else to exploit; 
  describe it, and the next person to take advantage of it gains 
  advantage on their roll when they do so. (You cannot gain 
  this benefit yourself) 
  o Disengage: You disengage from combat with your enemy 
  and safely withdraw a few steps, either before or after both 
  of you would deal damage, your choice. 
  o Evil Eye: You draw the enemy’s attention fully to yourself, 
  for as long as you keep eye contact. 
  o Sixth Sense: Ask two questions from the Discern Realities 
  list, right now. 
   
  When you prepare yourself for battle (through careful 
  strategizing, tranquil meditation, or otherwise), lose any Focus 
  you currently hold and hold 3 Focus. Your maximum Focus is 3.  
   
  When you Hack and Slash, on a hit, in addition to your dealing your 
  damage, you may also spend a Focus. If you do, you perform a 
  maneuver that is part of your style in addition to dealing your 
  damage. 
   
  When you reach level 3, 6, or 9, choose an additional maneuver from 
  the list to add your style. 
   
   
   
   
   
   
  Choose one of the following advanced moves to begin with: 
   
  o Bend Bars, Lift Gates 
  When you use pure strength to destroy an inanimate obstacle, 
  roll+STR. *On a 10+, choose three. *On a 7-9, choose two: 
  • 
  It doesn’t take a very long time 
  • 
  Nothing of value is damaged 
  • 
  It doesn’t make an inordinate amount of noise 
  • 
  You can fix the thing again without a lot of effort 
   
  o Come and Get It 
  When you single out a foe in combat, roll+CHA. *On a 10+, choose 
  two. *One a 7-9, choose one. *On a 6-, your foe chooses one to use 
  against you! 
  • 
  No one else will attack you, except your chosen foe 
  • 
  Your damage rolls against them have advantage until you 
  attack someone else 
  • 
  If they attack someone else, you may deal your damage to 
  them as they drop their guard 
  • 
  You learn something about their true nature as you cross 
  blades; the GM will tell you what 
   
  o Battlefield Tactics 
  When you survey a battlefield or dangerous environment, ask the 
  GM two of the following questions. The GM will answer truthfully.  
  • 
  Where's the best way in, out, or through?  
  • 
  Where is the best place to make a defensive stand?  
  • 
  Where is the best place to attack from?  
  • 
  What here is the biggest threat to me?  
   
  o Setup Strike 
  When you Hack and Slash and get a 10+, you may choose to instead 
  treat that as a 7-9 result. If you do, gain 1 Focus, up to your normal 
  maximum of 3. 
   
  o Armor Mastery 
  When you make your armor take the brunt of damage dealt to 
  you, the damage is negated but you must reduce the armor value of 
  your armor or shield (your choice) by 1. The value is reduced each 
  time you make this choice. If the reduction leaves the item with 0 
  armor it is destroyed. 
   
  o Through Death’s Eyes 
  When you go into battle, roll+WIS. *On a 10+, name someone who 
  will live and someone who will die. *On a 7-9, name someone who 
  will live or someone who will die. Name NPCs, not player 
  characters. The GM will make your vision come true, if it’s even 
  remotely possible. *On a 6-, you see your own death and 
  consequently have disadvantage on all rolls throughout the battle. 
   
  o War Cry 
  When you enter battle with a show of force, such a shout, or  
  rallying cry, roll+STR. *On a 10+, choose two. *On a 7-9, choose 
  one: 
  • 
  Your allies are rallied and gain advantage on their next 
  move 
  • 
  You gain 1 Focus, up to your normal maximum of 3 
  • 
  Your enemies feel fear and act accordingly (avoiding you, 
  hiding, attacking with fear-driven abandon, etc.) 
  
  The Immolator 
  Name  
  __________________________________ 
   
  Look  
                                (Choose one for each category) 
  Smoldering eyes, Warm eyes, Searing eyes 
  Strange brands, Ritual scars, Perfect skin 
  Imperious bearing, Manic attitude, Barely-hidden rage 
  Crackling voice, Whispering voice, Roaring voice 
   
  Drive  
                                                      (Choose one) 
  o Firebrand 
  Spread a dangerous new idea. 
   
  o Destruction 
  Utterly obliterate something significant or meaningful (not 
  necessarily a physical object). 
   
  o Torment 
  Freely sacrifice of yourself to bring about a good result. 
   
  Bonds     
       (Ask your companions these questions) 
  Which of you has felt the touch of hellfire before? 
  ________________ 
   
  Which of you is playing with fire? ________________ 
   
  Which of you have I changed the most? ________________ 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Level____  Experience____________________ 
  When you level up, choose to either take a new advanced move, or 
  increase one of your stats by 1, to a maximum of +2.  
  When you reach level 6 or higher, you may choose one of the 
  following options instead, but not more than once for each option: 
  o Increase one of your stats by 1, to a maximum of +3 
  o Gain an advanced move from another playbook 
  o When you conjure your burning brand, on a 12+, choose 
  three options. 
  Background                              (Choose one) 
  o Dragon-Blooded 
  Non-magical heat and fire do not harm you, and when you use Zuko 
  Style, on a 10+, the flame will persist a short time without fuel. 
   
  o Infernal Touch 
  Your Burning Brand does not have uses; it lasts as long as you wish 
  instead. Your Burning Brand is also not dangerous, but instead a 
  living and hungry thing; make sure you feed it, or else. 
   
  o Phoenix Soul 
  When you go out in a blaze of glory and would take your Last 
  Breath, the flames intervene on your behalf; you return to life with 
  1d6 HP and with something inherent and valuable to you sacrificed 
  to the flames; the GM will say what. 
   
  Gear 
   
   
   
   
  (Choose options) 
  Your Load is 8. You carry no weapons and need no armor but the 
  flames that burn within you. You begin with dungeon rations (5 uses, 
  1 weight), and a symbol of your sacrifices past, describe it! Choose 
  one: 
  o Healing potion (0 weight) 
  o Adventuring gear (5 uses, 1 weight) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Your Agenda and Principles (Follow these) 
  • 
  Portray a Compelling Character 
  • 
  Challenge Your Character with Adventure 
  • 
  Play to Find Out What Happens 
  • 
  Be a Fan of the Game 
   
  • 
  Play Your Character With Honesty 
  • 
  Do It By Doing It 
  • 
  Be Awesome And Flawed 
  • 
  Engage With The World 
  • 
  Build Your Part Of The World 
  • 
  Embrace The Contradictions 
  • 
  Share The Spotlight 
   
  
  Assign these scores to your stats: +2, +1, +1, +0, +0, -1 
  STR 
  DEX 
  CON 
  Damage 
   
   
   
  D6 +1 
  o Injured 
  o Shaken  
  o Sick  
  INT 
  WIS 
  CHA 
  Armor 
   
   
   
   
  o Muddled  
  o Tired  
  o Stressed  
   
  HP 
   
   
   
   
   
   
   
   
   
   
  Max HP: 16 
   
  You begin with the following moves: 
   
  Burning Brand 
  When you conjure a weapon of pure flame, describe its shape and 
  roll+CON. *On a 10+, choose two of the following tags. *On a 7-9 
  choose one: 
  • 
  close 
  • 
  reach 
  • 
  precise 
  • 
  thrown and near 
  • 
  advantage on damage rolls 
  • 
  remove the dangerous tag 
  The weapon always begins with the fiery, hand, dangerous, and 3 
  uses tags. Each attack with the weapon consumes one use. When all 
  of the weapon’s uses are consumed, it is extinguished, but it can be 
  summoned again. 
   
  Zuko Style 
  When you bend a flame to your will, roll+WIS. *On a 10+ it does 
  as you command, taking the shape and movement you desire for as 
  long as it has fuel on which to burn. *On a 7-9, the effect is short-
  lived, lasting only a moment. 
   
  Give Me Fuel, Give Me Fire 
  When you gaze intensely into someone eyes, you may ask their 
  player “What fuels the flames of your desire?” they’ll answer with 
  the truth, even if the character does not know or would otherwise 
  keep this hidden. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Choose one of the following advanced moves to begin with: 
   
  o From Hell’s Heart 
  When you summon fire with any of your moves, you may replace 
  it with the black fires of hell itself. This fire does not burn with heat 
  and ignores armor, scorching the soul itself. Creatures without souls 
  cannot be harmed by this type of flame. 
   
  o Fighting Fire with Fire 
  When you take damage, the flames within you come to your aid; 
  choose one: 
  • 
  Add 1 use to your Burning Brand (if active) 
  • 
  Gain advantage next time you summon your Burning Brand 
  • 
  Reduce the damage by 1 
   
  o Lore of Flame 
  When you stare into a source of fire, looking for answers, 
  roll+WIS. *On a hit, the GM will tell you something new and 
  interesting about the current situation. *On a 10+, the GM will give 
  you good detail. *On a 7-9, the GM will give you an impression. If 
  you already know all there is to know, the GM will tell you that. 
   
  o Cleansing Flames 
  When you Make Camp around a large bonfire, choose one. When 
  you engulf yourself in a large and very powerful flame, or 
  perform a ritual before such a blaze, choose two: 
  • 
  You are healed to your full HP 
  • 
  You are cured of a debility of your choice 
  • 
  You regrow any lost limbs 
  • 
  You are purged of any mortal poisons or diseases 
   
  o This Killing Fire 
  Add the following tags to your options for Burning Brand:  
  • 
  messy 
  • 
  forceful 
  • 
  thrown and far 
   
  o Enkindler 
  When you speak firmly and passionately to an NPC, choose one of 
  the following and roll+CHA. *On a hit, the desired effect comes to 
  pass. *On a 7-9, the effect is only fleeting. 
  • 
  You instill in them a new idea, which they take to with 
  fervor 
  • 
  You bolster their resolve, removing all sense of fear and 
  doubt 
  • 
  You belittle them, forcing them to back down—for now 
   
  o Twice as Bright, Half as Long 
  When you call upon the flames of fate, you may treat one of your 
  missed rolls as a 7-9, or a 7-9 as a 10+. Tell the GM what you’ve lost 
  to make this come to pass; an emotion, a memory, or some innate 
  piece of your being; it’s gone forever, right now. The flames will 
  then make a request of you, big, or small (the GM will say exactly 
  what). You may not use this move again until you have fulfilled their 
  wishes, refusing to do so may have dire consequences. 
   
   
   
  
  The Paladin 
  Name  
  __________________________________ 
   
  Look  
                                (Choose one for each category) 
  Kind Eyes, Fiery Eyes, or Glowing Eyes  
  Helmet, Styled Hair, or Bald 
  Worn Holy Symbol, Fancy Holy Symbol, or Emblazoned Crest 
  Fit Body, Bulky Body, or Thin Body 
   
  Drive  
                                                      (Choose one) 
  o Chivalry 
  Endanger yourself to defend those weaker than you. 
   
  o Judgement 
  Deny mercy to a criminal or unbeliever. 
   
  o Crusade 
  Lead others in righteous battle. 
   
  Bonds     
       (Ask your companions these questions) 
  Which of you is a better soul than you let on? ________________ 
   
  Which of you am I watching closely? ________________ 
   
  Which of you finds me unnerving? ________________ 
   
  Which of you do I tolerate despite your... misguided ways? 
  ________________ 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Level____  Experience____________________ 
  When you level up, choose to either take a new advanced move, or 
  increase one of your stats by 1, to a maximum of +2.  
  When you reach level 6 or higher, you may choose one of the 
  following options instead, but not more than once for each option: 
  o Increase one of your stats by 1, to a maximum of +3 
  o Gain an advanced move from another playbook 
  o When you Defend, on a 12+ instead of gaining hold the 
  nearest attacking creature is stymied, giving you a clear 
  advantage. The GM will describe it. 
  Background                             (Choose one) 
  o Banneret 
  When you raise your voice, it carries far and cuts through even the 
  din of heavy battle. When you Recruit or Order Followers, your roll 
  gains advantage. 
   
  o Sacred Order of Knights 
  While you bear a shield, it can block insubstantial attacks as if they 
  were physical blows, and you can redirect or halve the effects of 
  spells and magical effects by choosing those options when you 
  Defend. 
   
  o Fanatical Hunter 
  When you pray for guidance, even for a moment, and ask, “What 
  here is evil?” the GM will tell you honestly. 
   
  Gear 
   
   
   
   
  (Choose options) 
  Your maximum Load is 12. You start with dungeon rations (5 uses, 1 
  weight), scale armor (2 armor, clumsy, 3 weight), and some mark of 
  your faith, describe it! Choose your weapon: 
  o Halberd (reach, +1 damage, two-handed, 2 weight) 
  o Long sword (close, +1 damage, 1 weight) and shield (+1 armor, 2 
  weight)  
  Choose one: 
  o Adventuring gear (5 uses, 1 weight) 
  o Healing potion (0 weight)  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Your Agenda and Principles (Follow these) 
  • 
  Portray a Compelling Character 
  • 
  Challenge Your Character with Adventure 
  • 
  Play to Find Out What Happens 
  • 
  Be a Fan of the Game 
   
  • 
  Play Your Character With Honesty 
  • 
  Do It By Doing It 
  • 
  Be Awesome And Flawed 
  • 
  Engage With The World 
  • 
  Build Your Part Of The World 
  • 
  Embrace The Contradictions 
  • 
  Share The Spotlight 
   
   
   
  
  Assign these scores to your stats: +2, +1, +1, +0, +0, -1 
  STR 
  DEX 
  CON 
  Damage 
   
   
   
  D6 +2 
  o Injured 
  o Shaken 
  o Sick 
  INT 
  WIS 
  CHA 
  Armor 
   
   
   
   
  o Muddled 
  o Tired 
  o Stressed  
   
  HP 
   
   
   
   
   
   
   
   
   
   
  Max HP: 20 
   
  You begin with the following moves: 
   
  Armored 
  You ignore the clumsy tag on armor you wear. 
   
  Paladin’s Oath 
  You adhere to a strict moral code that grants you power beyond that 
  wielded by normal folk. Choose up to four tenets of your oath: 
  o Never lie or cheat 
  o Always protect the weak 
  o Never let a crime go unpunished 
  o Always offer enemies mercy 
  o Never refuse to help someone in need 
  o Never indulge in mortal pleasures 
  o Never show cowardice 
  o Never let a ________ live (this tenet supersedes any tenet of 
  mercy) 
   
  When you spend some time in religious observance, lose any Zeal 
  you hold, then hold an amount of Zeal equal to the number of tenets 
  of your oath. The maximum Zeal you can hold is equal to the number 
  of tenets of your oath. When you act in service to your oath, you 
  may spend a Zeal to: 
  • 
  When Defying Danger, turn a result of 6- into a 7-9 
  • 
  When you take damage, reduce the damage by half, 
  rounding down in your favor 
  • 
  Gain advantage on your damage roll and add the forceful 
  tag to your attack 
  • 
  Stand fast, keeping your position, stance, and course despite 
  what befalls you 
  • 
  Shake off a poison or disease afflicting you 
   
  When you break a tenet of your oath, lose any held Zeal, and that 
  tenet does not count when you gain Zeal again until you atone for 
  your misdeeds; the GM will tell you what you must do. 
   
  When you level up, you may cross off one of your tenets if you feel 
  that you have fulfilled it completely or it no longer applies to you; if 
  you do, you may select a new tenet in exchange. You may only do 
  this once. 
   
  Conviction 
  When you would Defy Danger due to pain, fear, or doubt, don’t 
  roll; you automatically succeed as if you rolled a 10+. 
   
   
   
  Choose one of the following advanced moves to begin with: 
   
  o Lay on Hands 
  When you touch someone else, skin to skin, and pray for their 
  well-being, choose one of the following: 
  • 
  They heal 1d6+1 damage 
  • 
  They are cured of one mortal poison or disease 
  Then roll+CHA. *On a 10+, they are healed or cured, as you wished 
  it. *On a 7-9, they are healed or cured, but the effect is taxing; you 
  either spend 1 Zeal or whatever damage, poison, or disease you 
  healed is transferred to you. 
   
  o I Am the Law 
  When you give an NPC an order based on your righteous 
  authority, roll+CHA. *On a 10+, the GM chooses one: 
  • 
  They do what you say 
  • 
  They back away cautiously, then flee. 
  • 
  They attack you 
  *On a 7-9, the GM chooses one of the above, or: 
  • 
  They dissemble, stall, make excuses, defer to another, or 
  argue the point 
   
  o Inquisition 
  When you look into someone's eyes and gaze upon their soul, 
  roll+CHA. *On a 10+, hold 2. *On a 7-9, hold 1. *On a 6-, hold 1 
  anyway, but they also hold 1 on you. While in their presence, spend a 
  hold to ask them one of the following and get an honest answer: 
  • 
  Are you lying? 
  • 
  Are you hiding something from me? 
  If they answer "yes", your next move against them gains advantage.  
   
  o Beacon of Hope 
  When you make a heroic stand against the coming darkness, you 
  immediately gain 1 Zeal, up to your normal maximum, and anyone 
  standing on the front lines with you gains the benefit of your 
  Conviction ability, until the darkness is defeated or you withdraw 
  from the front lines or fall. 
   
  o Quest 
  When you dedicate yourself to a mission through prayer and 
  ritual cleansing, state what you set out to do (such as discover the 
  truth about something, or slay a blight on the land). The GM will 
  give you a blessing (such as a voice that transcends language, or an 
  invulnerability to bladed weapons); stay true to your goal, and this 
  blessing remains yours. When you complete your Quest, mark XP. 
   
  o Smite 
  When you Hack and Slash a creature of darkness or chaos, on a 
  hit, you may spend a Zeal; if you do, your damage roll gains 
  advantage and also choose one: 
  • 
  You banish them if they lack anchor to this world 
  • 
  You brand them as an agent of chaos or darkness, describe 
  how you mark them 
  • 
  You break their resolve, the GM will describe how 
   
  o Vow of Protection 
  When you swear a vow to protect someone, your roll gains 
  advantage when you Defend them, and add the following option to 
  the Defend list: 
  • 
  Give your ward an opportunity to escape danger 
  You may only have one such sworn vow active at a time. 
  
  The Ranger 
  Name  
  __________________________________ 
   
  Look  
                                (Choose one for each category) 
  Wild Eyes, Sharp Eyes, or Animal Eyes 
  Hooded Head, Wild Hair, or Bald  
  Camouflaged Clothing, Dark Clothing, or All-Weather Clothing 
  Long Shanks, Lean Body, or Rugged Body 
   
  Drive  
                                                      (Choose one) 
  o Wildling 
  Eschew a convention of the civilized world. 
   
  o Naturalist 
  Help an animal or spirit of the wild. 
   
  o Sentinel 
  Endanger yourself to combat an unnatural threat. 
   
  Bonds     
       (Ask your companions these questions) 
  Which of you have I guided before? ________________ 
   
  Which of you is a friend of nature? ________________ 
   
  Which of you has no business being out here? ________________ 
   
  Which of you looks more like prey to me? ________________ 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Level____  Experience____________________ 
  When you level up, choose to either take a new advanced move, or 
  increase one of your stats by 1, to a maximum of +2.  
  When you reach level 6 or higher, you may choose one of the 
  following options instead, but not more than once for each option: 
  o Increase one of your stats by 1, to a maximum of +3 
  o Gain an advanced move from another playbook 
  o When you Volley, on a 12+ your shot hits a vital point, 
  ignoring armor and debilitating or crippling the target 
  somehow. The GM will describe it. 
  Background                         (Choose one) 
  o Hunter 
  When you spend a few moments scanning your surroundings, you 
  can ask the GM "What tracks or signs of passage are here?" When 
  you Discern Realities by studying tracks or signs of passage, gain 
  advantage on the roll, and add "Where did they go?" to the list of 
  questions you may ask. 
   
  o Wilderness Guide 
  You can always find your way back to a place you have been to 
  before without Defying Danger from getting lost or any natural 
  rough terrain. When you Undertake a Perilous Journey, you 
  automatically take the 10+ result on whatever job you choose. 
   
  o Warden of Nature 
  When you Spout Lore about a monster, you roll with WIS instead 
  of INT. Additionally, choose a favorite type of enemy such as 
  dragons, giants, goblin-kin, or demons: ______________________ 
  Also, add the following to the list of questions for Skirmisher: 
  • 
  Am I fighting my favorite type of enemy? 
   
  Gear 
   
   
   
   
  (Choose options) 
  Your Load is 10. You start with dungeon rations (5 uses, 1 weight), 
  leather armor (1 armor, 1 weight), a fine bow (near, far, 2 weight), 
  and bundle of arrows (3 ammo, 1 weight). Choose two:  
  o Short sword (close, 1 weight) and bandages (3 uses, 0 weight) 
  o Spear (reach, thrown, near, 1 weight) and poultices and herbs (2 
  uses, 1 weight) 
  o Adventuring gear (5 uses, 1 weight) 
  o Bundle of arrows (3 ammo, 1 weight) and antitoxin (0 weight) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Your Agenda and Principles (Follow these) 
  • 
  Portray a Compelling Character 
  • 
  Challenge Your Character with Adventure 
  • 
  Play to Find Out What Happens 
  • 
  Be a Fan of the Game 
   
  • 
  Play Your Character With Honesty 
  • 
  Do It By Doing It 
  • 
  Be Awesome And Flawed 
  • 
  Engage With The World 
  • 
  Build Your Part Of The World 
  • 
  Embrace The Contradictions 
  • 
  Share The Spotlight 
   
  
  Assign these scores to your stats: +2, +1, +1, +0, +0, -1 
  STR 
  DEX 
  CON 
  Damage 
   
   
   
  D6 +1 
  o Injured  
  o Shaken  
  o Sick  
  INT 
  WIS 
  CHA 
  Armor 
   
   
   
   
  o Muddled  
  o Tired  
  o Stressed  
   
  HP 
   
   
   
   
   
   
   
   
   
   
  Max HP: 18 
   
  You begin with the following moves: 
   
  Scout Ahead 
  When you go off on your own to explore a dangerous area, say 
  how you do it and roll+DEX. *On a hit, you make it back safely; the 
  GM will describe what you encountered. *On a 10+, choose three. 
  *On a 7-9, choose one: 
  • 
  Ask a question from the Discern Realities list about what 
  you encountered (you may choose this more than once) 
  • 
  You were able to sneak something out of there; the GM will 
  tell you what you got 
  • 
  You made some preparation or created some advantage to 
  exploit upon your return; work out the details with the GM 
  • 
  You got away clean, leaving no trace and rousing no 
  suspicion 
  *On a 6-, choose one: 
  • 
  You make it back, but with trouble hot on your heels! The 
  GM will tell you what follows you 
  • 
  You're missing in action; the details will be revealed later 
   
  Skirmisher 
  When you enter a battle, answer the following questions: 
  • 
  Am I neither encumbered, nor wearing armor with the 
  clumsy tag? 
  • 
  Have I scouted this threat? 
  • 
  Is there ample room to maneuver here? 
  • 
  Is the enemy much larger than I am? 
  For each question you answered "yes" to, hold 1 Readiness. During 
  the battle, you may spend a Readiness to accomplish one of the 
  following, describing how you do it: 
  • 
  Draw an enemy's attention to you and lure them into a bad 
  position 
  • 
  Close the distance between you and an enemy before they 
  can react 
  • 
  Disengage from melee range of an enemy, avoiding any 
  retaliation 
  • 
  Evade a hazard on the battlefield without Defying Danger 
  When the battle ends, lose any remaining Readiness you hold. 
   
   
   
   
   
   
   
   
   
  Choose one of the following advanced moves to begin with: 
   
  o Blot Out the Sun 
  When you Volley, you may spend ammo before rolling. For each 
  point of ammo spent you may choose an extra target. Roll once and 
  apply damage to all targets. 
   
  o Scavenger 
  When you scavenge the land for supplies, choose one of the 
  following: food, water, shelter, clothing, medicine, simple weapons 
  or armor; then roll+WIS. *On a hit, you can make or find what 
  you're looking for, within reason. *On a 7-9, also choose one: 
  • 
  It takes a long time to find or make 
  • 
  The quality is poor, it may fail at an inconvenient time 
  • 
  You draw or create trouble while you're scavenging 
   
  o Camouflage 
  When you keep still in natural surroundings, enemies never spot 
  you until you do something to reveal yourself (such as attacking or 
  moving quickly).  
  When you move with care and calm, you make no noise and leave 
  no sign of your passage. 
   
  o Wild Empathy 
  You can speak with and understand animals, and you can closely 
  study and Parley with them as if they were people, and you may also 
  Recruit animals as if they were followers. 
   
  o Pathfinder 
  When you Defy Danger to overcome a natural obstacle or 
  difficult terrain, on a hit, you may also bring one of your 
  companions through with you safely. Whatever you roll, you may 
  sacrifice a piece of your gear to ignore a consequence—whichever 
  piece is most readily at hand or makes the most sense. If this is 
  adventuring gear that is still undefined, say what it is now. 
   
  o Trick Shot 
  When you make an improbable bow shot with an unusual effect, 
  describe what you want to happen and roll+DEX. *On a 10+, the 
  GM will tell you one thing you have to do to pull off the shot. *On a 
  7-9, up to three things. 
  • 
  Spend some time lining up the shot 
  • 
  Get into a vulnerable position 
  • 
  Spend 1 ammo 
  • 
  Sacrifice or endanger something important 
   
  o Trapper 
  When you set a trap, describe how you set it, which may include 
  paying a cost described by the GM, then choose two effects from the 
  following list: 
  • 
  The trap deals your damage to the target 
  • 
  The target is ensnared and cannot escape until it breaks the 
  trap; strong monsters can break out of the trap faster 
  • 
  The trap sets off a loud alarm; no matter where you are, 
  you'll hear it or be able to sense when it goes off 
  • 
  The target's leg is crippled; its ability to run is impaired until 
  the injury is healed 
  • 
  The target is moved a short distance 
  When a monster stumbles into your trap, roll+WIS. *On a 10+, 
  you get both effects. *On a 7-9, you get one, your choice. 
   
  
  The Thief 
  Name  
  __________________________________ 
   
  Look  
                                (Choose one for each category) 
  Shifty Eyes, Eyepatch, or Criminal Eyes 
  Hooded Head, Messy Hair, or Cropped Hair 
  Dark Clothes, Fancy Clothes, or Common Clothes  
  Lean Body, Tense Body, or Quick Body 
   
  Drive  
                                                      (Choose one) 
  o Treasure Hunter 
  Take a major risk to acquire something valuable. 
   
  o Infiltrator 
  Infiltrate a secure or dangerous location. 
   
  o Daredevil 
  Leap into danger without a plan. 
   
  Bonds     
       (Ask your companions these questions) 
  Which of you is the only one that trusts me? ________________ 
   
  Which of you has my back? ________________ 
   
  Which of you thinks I'm a worthless rat? ________________ 
   
  Which of you is willing to do what it takes? ________________ 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Level____  Experience____________________ 
  When you level up, choose to either take a new advanced move, or 
  increase one of your stats by 1, to a maximum of +2.  
  When you reach level 6 or higher, you may choose one of the 
  following options instead, but not more than once for each option: 
  o Increase one of your stats by 1, to a maximum of +3 
  o Gain an advanced move from another playbook 
  o When you Defy Danger, on a 12+ you transcend the danger. 
  The GM will also offer you a better outcome, or a moment 
  of grace. 
  Background                            (Choose one) 
  o Burglar 
  When you Discern Realities or use Danger Sense, you may ask the 
  GM “What here is useful or valuable to me?” for free, even on a 
  miss. 
   
  o Assassin 
  Add the following to the list of options for Backstab:  
  • 
  You temporarily disable one of their limbs or senses 
  When you Backstab, on a 10+ you get three choices from the list 
  instead of two. 
   
  o Street Rat 
  When you have a moment’s distraction and available cover, you 
  can disappear from view and get into hiding, just like that. 
  Additinally, when a move has another player (including the GM) 
  ask you a question about your character, you can answer however 
  you like, honestly or not. 
   
  Gear 
   
   
   
   
  (Choose options) 
  Your maximum Load is 9. You start with dungeon rations (5 uses, 1 
  weight), leather armor (1 armor, 1 weight), and thieves' tools (1 
  weight). Choose your armaments:  
  o Dagger (hand, 1 weight) and short sword (close, 1 weight) 
  o Rapier (close, precise, 1 weight)  
  Choose two:  
  o 3 throwing daggers (thrown, near, 0 weight) and antitoxin 
  o Ragged bow (near, 2 weight) and bundle of arrows (3 ammo, 1 
  weight)  
  o Adventuring gear (5 uses, 1 weight)  
  o Healing potion 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Your Agenda and Principles (Follow these) 
  • 
  Portray a Compelling Character 
  • 
  Challenge Your Character with Adventure 
  • 
  Play to Find Out What Happens 
  • 
  Be a Fan of the Game 
   
  • 
  Play Your Character With Honesty 
  • 
  Do It By Doing It 
  • 
  Be Awesome And Flawed 
  • 
  Engage With The World 
  • 
  Build Your Part Of The World 
  • 
  Embrace The Contradictions 
  • 
  Share The Spotlight 
   
  
  Assign these scores to your stats: +2, +1, +1, +0, +0, -1 
  STR 
  DEX 
  CON 
  Damage 
   
   
   
  D6 +1 
  o Injured 
  o Shaken 
  o Sick 
  INT 
  WIS 
  CHA 
  Armor 
   
   
   
   
  o Muddled  
  o Tired  
  o Stressed  
   
  HP 
   
   
   
   
   
   
   
   
   
   
  Max HP: 16 
   
  You begin with the following moves: 
   
  Danger Sense 
  When you take a moment to survey an area, you may ask the GM 
  "Is there an ambush or trap here?" If the answer is "yes", roll+WIS. 
  *On a 10+, ask the GM three questions from the list below. *On a 7-
  9, ask one. 
  • 
  What will trigger the trap or ambush? 
  • 
  What will happen once it's triggered? 
  • 
  How could it be disarmed or thwarted? 
  • 
  What else should I be on the lookout for? 
   
  Backstab 
  When you attack an unaware foe in melee, either deal your damage 
  or roll+DEX. *On a 10+, deal your damage and pick two. *On a 7-9, 
  deal your damage and pick one. 
  • 
  Your damage roll gains advantage 
  • 
  You slip away before they can react or strike back 
  • 
  You stun or hamper them for a few moments, anyone taking 
  advantage of this gains advantage 
  • 
  You steal a visible, unprotected item off of their person; 
  they won't notice it's gone until you flaunt that you have it 
  • 
  You reduce their armor by 1 until they repair it 
   
  Tricks of the Trade 
  When you pick locks or pockets or disable traps, roll+DEX. *On a 
  10+, you do it, no problem. *On a 7-9, you still do it, but the GM 
  will offer you two options between suspicion, danger, or cost. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Choose one of the following advanced moves to begin with: 
   
  o Connections 
  When you put out word to the criminal underbelly about 
  something you want or need, roll+CHA. *On a 10+, someone has 
  it, just for you. *On a 7-9, you'll have to settle for something close or 
  it comes with strings attached, your choice. 
   
  o Shoot First 
  You're never caught by surprise. When an enemy would get the 
  drop on you, you get to act first instead.  
   
  o Silvertongue 
  When you use lies, bluster, or deception to avoid suspicion or get 
  out of trouble, roll+CHA. *On 10+, hold 3. *On 7-9, hold 1. Spend 
  a hold to do one of the following, describing how you do it: 
  • 
  Move about or maneuver unchallenged 
  • 
  Withstand direct scrutiny or questioning 
  • 
  Direct suspicion or attention elsewhere 
  • 
  Provide cover for an ally 
  Remember that every lie is doomed to be revealed, eventually. When 
  your deception is exposed, lose any hold remaining on this move. 
   
  o Escape Route 
  When you're in too deep and need a way out, name your escape 
  route and roll+DEX. *On a hit, you're gone. *On a 7-9, you leave 
  something behind or take something with you, the GM will tell you 
  what. 
   
  o Poisoner 
  When you have you have time to gather materials and a safe 
  place to brew, you can create up to three doses of poison. Describe 
  what effects your poison has, and the GM will give you one or more 
  caveats: 
  • 
  It will only work under specific circumstances 
  • 
  You'll need ___________ to make it 
  • 
  The best you can manage is a weaker version 
  • 
  It'll take a while to take effect 
  • 
  It's dangerous for anyone to handle—including you 
  • 
  It'll have obvious or undesirable side effects 
   
  o Heist 
  When you take time to make a plan to steal something, name the 
  thing you want to steal and ask the GM two the following questions:  
  • 
  Who will notice it's missing? 
  • 
  What's its most powerful defense? 
  • 
  Who will come after it? 
  • 
  Who else wants it? 
  The first time someone acts on each answer, they gain advantage. 
   
  o Like a Ghost 
  When you roll for another move that you want to perform in a 
  clandestine manner, you may choose options equal to your DEX or 
  less (but not fewer than none), and then tell the other players: 
  • 
  ...how you draw attention elsewhere instead of to you 
  • 
  ...how you stay out of sight 
  • 
  ...that you remain silent 
  • 
  ...why you leave no trace behind 
  *On a 10+, all that you say is true. *On a 7-9, the GM chooses one of 
  your statements to be false, the others are true. *On a 6-, no 
  guarantees.  
  
  The Wizard 
  Name  
  __________________________________ 
   
  Look  
                                (Choose one for each category) 
  Haunted Eyes, Sharp Eyes, or Crazy Eyes 
  Styled Hair, Wild Hair, or Pointed Hat 
  Worn Robes, Stylish Robes, or Strange Robes 
  Pudgy Body, Creepy Body, or Thin Body 
   
  Drive  
                                                      (Choose one) 
  o Power 
  Use your magic to command the respect of others or enhance your 
  prestige. 
   
  o Knowledge 
  Discover something about a magical mystery. 
   
  o Weird 
  Confront or embrace something strange or other-worldly. 
   
  Bonds     
       (Ask your companions these questions) 
  Which of you has a dark fate that I have foreseen? 
  ________________ 
   
  Which of you understands magic the least? ________________ 
   
  Which of you is keeping secrets from me? ________________ 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Level____  Experience____________________ 
  When you level up, choose to either take a new advanced move, or 
  increase one of your stats by 1, to a maximum of +2.  
  When you reach level 6 or higher, you may choose one of the 
  following options instead, but not more than once for each option: 
  o Increase one of your stats by 1, to a maximum of +3 
  o Gain an advanced move from another playbook 
  o When you Spout Lore, on a 12+ the GM will also ask you a 
  question about the subject. Whatever you answer, it is the 
  truth. 
  Background                              (Choose one) 
  o Arcane Student 
  When you Spout Lore, hit or miss, you may also ask the GM "How 
  or where could I find out more?" after they reply to your original 
  question. 
   
  o Naturally Gifted 
  Choose one option from the Cantrip list. You can create that effect 
  whenever you like, without having to Cast a Spell. 
   
  o Sorcerous Pact 
  You learned your magic from someone--or something else. Describe 
  them, and the GM will tell you their agenda. When you perform a 
  Ritual which advances their agenda, and they consent to aid you 
  (GM's call), you may ignore one condition the GM tell you for the 
  Ritual. 
   
  Gear 
   
   
   
   
  (Choose options) 
  Your Load is 7.  You start with dungeon rations (5 uses, 1 weight), a 
  staff (close, 2-handed, 1 weight) and an arcane treasure through 
  which you draw power; describe it! Choose two: 
  o Enchanted robes (1 armor, 1 weight) 
  o Poultices and herbs (2 uses, 1 weight) 
  o Bag of books (5 uses, 2 weight) 
  o Adventuring gear (5 uses, 1 weight) 
  o Dagger (hand, 1 weight) and antitoxin  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Your Agenda and Principles (Follow these) 
  • 
  Portray a Compelling Character 
  • 
  Challenge Your Character with Adventure 
  • 
  Play to Find Out What Happens 
  • 
  Be a Fan of the Game 
   
  • 
  Play Your Character With Honesty 
  • 
  Do It By Doing It 
  • 
  Be Awesome And Flawed 
  • 
  Engage With The World 
  • 
  Build Your Part Of The World 
  • 
  Embrace The Contradictions 
  • 
  Share The Spotlight 
   
  
  Assign these scores to your stats: +2, +1, +1, +0, +0, -1 
  STR 
  DEX 
  CON 
  Damage 
   
   
   
  D6 -1 
  o Injured  
  o Shaken  
  o Sick  
  INT 
  WIS 
  CHA 
  Armor 
   
   
   
   
  o Muddled  
  o Tired  
  o Sick  
   
  HP 
   
   
   
   
   
   
   
   
   
   
  Max HP: 12 
   
  You begin with the following moves: 
   
  Cast a Spell 
  You have mastered the workings of magic. Take the Wizard domains 
  sheet. You begin with mastery of the Cantrip domain. Choose two 
  more domains that you have mastered, and choose one Bane 
  from the following list as well (or work with the GM to make up 
  your own Bane): 
  o While you cannot speak clearly, you do not have both hands 
  free, or you wear or wield something made of metal, you 
  cannot cast a spell. 
  o Your magic can never affect anyone or anything warded by 
  cold iron.  
  o Your magic is granted to you by a greater power, and they 
  will occasionally make demands of you. Ignore them at 
  your risk. 
  o When you Cast a Spell, if either of the dice show a 1, a bit 
  of taint or corruption warps the area around you, the GM 
  will describe how. Rest assured, it will be to your detriment. 
   
  When you weave a spell using one of your mastered domains, 
  roll+INT. *On a 10+, you get 2 Power to spend on your spell. *On a 
  7-9, you get 1 Power, and choose one of the following as well: 
  • 
  Your spell will have some undesirable side effect or 
  limitation 
  • 
  You draw unwelcome attention or put yourself in a spot 
  • 
  The spell disturbs the fabric of reality as it is cast; you have 
  disadvantage to Cast a Spell until you take some time to rest 
  and refocus yourself 
  Power not spent on your spell is wasted, it cannot be saved for later. 
  Power has no effect on Cantrips, just ignore it.  
   
  When you reach level 3, 6, or 9, choose an additional domain from 
  the list to master. 
   
  Ritual 
  When you draw on a place of power to create a magical effect, tell 
  the GM what you're trying to achieve. Ritual effects are always 
  possible, but the GM will give you one to four of the following 
  conditions: 
  • 
  It's going to take days/weeks/months 
  • 
  First you must ________ 
  • 
  You'll need help from ________ 
  • 
  It will require a lot of money 
  • 
  The effect will be unreliable or limited 
  • 
  You and your allies will risk danger from ________ 
  • 
  You'll have to disenchant ________ to do it 
  Choose one of the following advanced moves to begin with: 
   
  o Antiquarian 
  When you closely examine an interesting object for the first time, 
  roll+INT. *On a 10+, ask the GM three of the following questions. 
  *On 7-9, ask two. *On a 6-, ask two anyway, but the GM will give 
  you a false answer for one of them: 
  • 
  What does this do, or what does it signify?  
  • 
  What is it made of? 
  • 
  Who created this object and how old is it? 
  • 
  Who used this object last? 
  • 
  What has been done to or with it recently? 
  • 
  What's wrong with it and how could it be fixed? 
  • 
  Does this have magical properties, and if so, what are they? 
   
  o Counterspell 
  When you counter a magical spell as it is being cast, roll+INT. 
  *On a hit, the spell is successfully countered. *On a 7-9, choose one:  
  • 
  The spell is countered, but the unraveled magic causes some 
  undesirable collateral damage or side effects 
  • 
  The spell is only partially countered, a weaker version gets 
  through 
  • 
  The spell is countered, but you are left vulnerable elsewhere 
   
  o Spellbreaker 
  When you unweave an ongoing magical effect, roll+INT. *On a 
  10+, choose two. *On a 7-9, choose one. 
  • 
  The magic doesn't return after a short time 
  • 
  A weaker version of the magic doesn't linger 
  • 
  The unwoven magic doesn't lash out and harm anything 
   
  o Empower 
  When you Cast a Spell, on a 10+ you may choose from the 7-9 list. If 
  you do, you get 3 Power instead of 2 Power. 
   
  o Magic Circle 
  When you have adequate time, arcane materials, and a safe place 
  to work, you can create your own place of power. Describe to the 
  GM what kind of power it is and how you’re binding it to this place, 
  which may include paying a cost described by the GM, and the GM 
  will tell you one problem or limitation that you’ll have to deal with in 
  using it. 
   
  o Sage Advice 
  When someone else comes to you for advice and you tell them 
  what you honestly think is best: 
  • 
  If they are a PC, when they follow your advice, they gain 
  advantage on their next move. 
  • 
  If they are an NPC, roll+CHA. *On a 10+, they follow your 
  advice in whatever way they think is most beneficial for 
  them. *On a 7-9, they only follow your advice if you back 
  them up and help them do it. 
   
  o Mystic Tether 
  While a spell you cast is ongoing on another person, you may aid, 
  interfere, or study them closely, no matter where they are, and you 
  gain advantage when you do so. 
   
   
   
  
    
   
   
  Cantrip 
  You conjure a minor magical effect. Choose one: 
  • 
  An item you touch glows with arcane light, about as bright 
  as a torch, until you dispel it or it leaves your presence 
  • 
  The GM will tell you what here is magical 
  • 
  You make cosmetic changes to an object you touch: clean it, 
  soil it, cool it, warm it, flavor it, or change its color 
  • 
  You repair a single break or tear in an object you hold 
  • 
  You slowly telekinetically lift or move an unattended object 
  that you can see which weighs no more than one pound 
   
  o Divination 
  You conjure a vision through space and time. Answer one question 
  yourself, then ask the GM one question for each Power: 
  • 
  Who do I see? 
  • 
  What circumstance are they in? 
  • 
  What do I see happening to them? 
  • 
  What consequences will this have? 
  The GM’s answers represent the most likely outcome based on the 
  current situation. The GM will try to make your vision come true if 
  possible, but it is not infallible. Until the vision is resolved, you get 
  disadvantage when you cast this spell. 
   
  o Evocation 
  You summon a bolt of magical energy, which strikes a target you can 
  see for 1d6+1 damage. Choose one of the following for each Power: 
  • 
  The attack is forceful 
  • 
  The spell effects a small area around the target, but the 
  effect is halved 
  • 
  The damage ignores armor 
  • 
  The damage is elemental in nature; fire, ice, or lightning 
  • 
  The attack debilitates or restrains your target instead of 
  dealing damage; describe how, and the GM will tell you 
  how effective it is 
   
  o Illusion 
  You create an illusion upon someone or something you can touch, 
  changing its appearance or rendering it invisible. This illusion lasts 
  as long as you concentrate on it, or until someone interacts with it to 
  prove it an illusion. Choose one additional effect for each Power.  
  • 
  Your illusion can include smells and flavors 
  • 
  Your illusion can include sounds 
  • 
  Your illusion can move (you must choose this if the target is 
  a person, otherwise the illusion breaks if they move) 
  • 
  Your illusion lasts for a short time after you stop 
  concentrating 
  While this spell is ongoing, you have disadvantage to Cast a Spell. 
   
  o Abjuration 
  Cast this spell to place a ward upon an area, object, or a circle you 
  have drawn. Choose one option for each Power: 
  • 
  No magic, save your own, can cross the ward 
  • 
  Choose a type of creature; they cannot cross the ward 
  • 
  The first creature to touch, cross, or disturb your ward takes 
  1d6+1 damage  
  • 
  When your ward is touched or crossed, it will set off an 
  alarm; no matter where you are, you'll know about it 
  • 
  Anyone inside of the warded area gets +1 armor 
  You may exempt a number of creatures equal to your level from the 
  effects. The ward lasts until you dismiss it, something disrupts it, or 
  the effect is discharged. 
  o Conjuration 
  You summon forth a magical creature or construct, which aids you as 
  best it can. Describe what you call forth! Treat it as your character, 
  but with access to only the basic moves. It has a +1 modifier for all 
  stats, HP equal to your level, and uses your damage modifier. The 
  construct also gets your choice of one of these traits for each Power: 
  • 
  It has +2 instead of +1 to one stat (this option may be 
  chosen more than once) 
  • 
  It’s not reckless 
  • 
  Its damage modifier is +1 
  • 
  It has some useful adaptation or secondary ability 
  The construct persists until destroyed or you dismiss it. While this 
  spell is ongoing, you have disadvantage to Cast a Spell. 
   
  o Enchantment 
  You wrap a beguiling charm around a target you can see. Choose one 
  effect or an additional target for each Power: 
  • 
  They cannot harm you, except in self-defense 
  • 
  They must act single-mindedly upon a strong emotion that 
  they already are feeling 
  • 
  They fall into a light sleep or stand entranced, until 
  something shakes them out of it 
  • 
  They will truthfully answer one question you ask them 
  • 
  They will have no memory of what you had them do or that 
  they were ever enchanted, even after the spell ends 
  The enchantment lasts until they leave your presence, the effect you 
  chose is completed or violated, or until you choose to end it. While 
  this spell is ongoing, you have disadvantage to Cast a Spell. 
   
  o Necromancy 
  You bind the energy of life and death that surrounds all creatures. 
  Choose one effect an additional target for each Power: 
  • 
  A corpse you touch answers any three questions you ask to 
  the best of the knowledge it had in life or gained in death 
  • 
  No undead may come within reach of you until the next 
  time you cast a spell 
  • 
  You fill a target you can see with supernatural fear, they 
  choose to flee from you, panic, cower, or fight in 
  desperation, until the next time you cast a spell 
  • 
  You inflict a curse upon a target you can see. The next 
  damage roll made against them gets advantage 
  • 
  You weaken a target you can see. The next damage roll they 
  make gets disadvantage 
   
  o Transmutation 
  You alter yourself or a person you touch. Choose one effect from the 
  list or an additional target for each Power, describing how you grant 
  them the chosen effects.  
  • 
  You choose a stat; they gain advantage to all rolls made 
  with that stat, and the GM chooses a stat; they get 
  disadvantage to all rolls made with the GM’s chosen stat  
  • 
  They gain the ability to breathe under water 
  • 
  They gain the ability to see clearly in the dark 
  • 
  They gain the ability to levitate, floating gently either up or 
  down as they choose 
  • 
  They gain magical protection; choose an element, they gain 
  advantage to Defying Danger caused by that element and 
  any damage they suffer caused by that element is halved 
  The effects last until you choose to end them. While this spell is 
  ongoing, you have disadvantage to Cast a Spell. 
  
  Bonus Material 
  Thanks for reading all the way to the end. Here are some extra 
  optional moves for abstracting research and planning, stress and 
  madness, and random dungeon crawl generation. 
   
  New Basic Move: Tavern Tales 
  When you spend time swapping tales and sorting through 
  information about a dangerous place you have yet to explore, 
  name a place you want to know more about, then spend at least 1 
  preparation and roll+preparation spent. *On a hit, choose one 
  from the list and tell us how you get it. *On a 7-9, your 
  information will be slightly off, out of date, or incomplete when 
  you try to use it.  
  • 
  You acquire part of a map, draw it out or otherwise 
  present it to the group. 
  • 
  You learn of a trap or similar hazard, describe it. When 
  you encounter it, gain advantage on your next move. 
  • 
  You learn of a valuable treasure, describe it and where 
  it’s kept. 
  • 
  You learn of a dangerous enemy or group in the area, 
  describe and/or name them. When you encounter them, 
  gain advantage on your next move. 
  • 
  You learn something useful about the area’s history, 
  layout, or politics, tell us what.  
  • 
  You acquire something that will be particularly useful 
  in there (a key, a password, etc.), tell us what you got. 
  *On a 6-, choose one anyway, but don’t describe it yet. Instead, 
  ask the GM what it will cost you to gain that knowledge, and 
  even then what you get will be slightly off, out of date, or 
  incomplete when you try to use it. 
   
  If you are the Bard, you always gain advantage on this move. 
   
  New Basic Move: Raid 
  When you plan an attack on a place, describe your approach 
  and your primary objective, then whoever made the plan rolls… 
  • 
  +1 if you exploit a known weakness or vulnerability in 
  your target 
  • 
  +1 if you have allies to coordinate your attack with or 
  someone on the inside 
  • 
  +1 if you have detailed knowledge of the terrain, either 
  from a map or a scouting report (c.f. Scout Ahead from 
  the Ranger playbook) 
  • 
  +1 if you have the drop on them or the element of 
  surprise on your side 
  *On a 10+, choose two. *On a 7-9, choose one: 
  • 
  You have the initiative; your enemies are either caught 
  off-guard, demoralized, or in disarray 
  • 
  You have seized some tactical advantage that gives you 
  the upper hand in the fight, the GM will tell you what 
  • 
  There are no unexpected complications present 
  *On a 6-, your plan has gone awry, the GM will describe the 
  scene with you already at a disadvantage or in a desperate 
  situation. 
   
  The GM will describe the starting point of the action as the 
  battle is joined or as your main forces breach the perimeter, 
  based on your roll and options chosen. They will also ask some 
  establishing questions as to what happened and present you with 
  the opportunity to act.  
  New Basic Move: Hexcrawl 
  When you spend at least a full day exploring a region in 
  search of adventure, say what you are hoping to find and how 
  many days you wish to search for, then everyone marks 1 ration 
  per day spent and roll+days spent. *On a 10+, you find what 
  you’re looking for and are in a relatively advantageous position 
  when you find it. *On a 7-9, choose one. *On a 6-, both, and it 
  will be even worse than you thought.  
  • 
  You’ll have to overcome a hazard or enemy, or pay a 
  cost to find what you were looking for 
  • 
  What you find won’t be exactly what you hoped, or 
  there will be some other complication present 
  If the players are looking for something very specific that the 
  GM knows isn’t in the area, the GM may offer an alternative 
  instead. For example, if the players are looking for the location 
  of a bandit lair, but the GM knows they are looking in the wrong 
  place, they may suggest they look for clues as to the location to 
  the bandit lair instead. 
   
  New Basic Move: Steel Yourself 
  When you steel yourself against extreme pain, stress, 
  corruption, or horror and power through, roll+CON for 
  physical trauma, or +WIS for psychological trauma. *On a hit, 
  you hold it together, and may act as you please. *On a 7-9, gain 
  1 Stress. *On a 6-, count your Stress: 
  0-2 Stress: Choose one: 
  • 
  You flinch or hesitate from the fear or pain 
  • 
  Your nerves are rattled; when you act against the source 
  of your fear, the next move you make gets disadvantage 
  • 
  Gain 1 Stress 
  3-4 Stress: Choose a reaction from this list: 
  • 
  Run screaming in terror until the threat is out of your 
  sight 
  • 
  Drop whatever it is you’re holding and freeze in shock 
  until someone or something snaps you out of it 
  • 
  Fly into an uncontrolled rage until the threat is gone. 
  Expect collateral damage. 
  • 
  Give into your corruption or madness until you have 
  indulged yourself in a harmful manner 
  • 
  Mark one of your Stress as permanent, it can never be 
  removed 
  5-6 Stress: The GM chooses from the 3-4 Stress list. 
  7+ Stress: It all becomes too much. You either go permanently, 
  incurably mad, suffer a fatal heart attack, or give in wholly to 
  your corruption. Either way, this is the end for you. 
   
  Stress is a type of damage that can be inflicted, as per the GM 
  move. For example, low intensity stressors over a prolonged 
  period of time (a long march in the cold with little sleep, food, or 
  comfort), or a sudden stressful event without persistent threat (a 
  trap suddenly springs and injures someone), may cause Stress. 
   
  When you Make Camp, remove 1 Stress. When you spend a 
  day in rest and safety, remove 3 Stress instead. 
   
  Laudanum 
   
   
  20 coins, 3 uses, 0 weight 
  A soothing tincture to inure one's mind against the horrors of the 
  dark. Rumors of it being addictive are almost entirely untrue. 
   
  When you consume a draught of laudanum, mark off a use, 
  remove 1 Stress, and the next move you make gets disadvantage. 
  
  New Mechanic: Dungeon Crawl 
  The following is a new method for procedural dungeon creation. 
  Rather than having a planned map in mind, the GM instead has 
  themes and features they would like to include. What is revealed 
  is determined randomly. The methods presented here are adapted 
  from The Perilous Wilds by Jason Lutes. 
   
  To create a dungeon using this method, the GM starts with an 
  overall environment for the dungeon, such as “Dwarven Prison,” 
  “Natural Lair,” or “Cult Library”. From there, the GM can 
  brainstorm a few themes; more specific words or phrases that 
  describe the atmosphere of the dungeon. A dungeon’s theme is a 
  reference point for you to describe the environment as the party 
  explores, and should ideally create a few ideas for locations or 
  encounters within the dungeon. A given theme might obviously 
  relate to the dungeon’s overall environment, or it might not; you 
  get to make sense of the juxtaposition through play. A unusual 
  theme may represent an interloper or a recent change. Generally 
  speaking, the more themes a dungeon has, the greater its variety 
  of contents.  
   
  Examples of themes: 
  • 
  Criminal activity 
  • 
  Torture or punishment 
  • 
  Rot and decay 
  • 
  Forgotten knowledge 
  • 
  Chaos and destruction 
  • 
  Planar powers 
  • 
  Elemental power (which one?) 
  • 
  Scheming evil 
  • 
  Secrets and trickery 
  • 
  Endless hunger 
  • 
  Holy war 
  • 
  Undeath 
   
  When you delve into the unknown regions of a dungeon or 
  similar dangerous place, if this is the first time you have made 
  this move this session, the GM will tell you how much Torch to 
  hold initially, depending on the danger. Then whoever is in the 
  lead rolls… 
  • 
  +1 if the way is illuminated or you don't need to carry a 
  light source 
  • 
  +1 if they have been to this place before or if they have 
  a map of this place 
  • 
  +1 if the enemies here are unalert, distracted, or have 
  recently retreated or suffered defeat 
  *On a 10+, choose two. *On a 7-9, choose one: 
  • 
  You are in an advantageous position to face whatever 
  threat lies ahead, describe how after the GM describes 
  the next area. 
  • 
  The area ahead is unique somehow and/or connected to 
  a theme of the dungeon; the GM will describe it and 
  make an appropriate dungeon move, and you gain 1 
  Progress. 
  • 
  Gain 1 Torch, and describe how you secure or mark the 
  path, or find a notable landmark.  
  *On a 6-, lose 1 Torch, and you will be at a disadvantage in the 
  next room, with the person who led the way being placed most 
  directly in harm's way. Regardless of the roll, be sure to update 
  your map appropriately. 
   
  Torch represents safety and security within the dungeon. It is a 
  resource that can be used up, as per the GM move “use up their 
  resources”. High Torch means the enemy is on the run, and the 
  path both ahead and behind you is clear. Low Torch means that 
  the party is lost, and the darkness is closing in on them. Torch 
  can go as high as 3 or as low as -3. For a relatively safe and 
  uncomplicated dungeon, the crawl starts with 2 Torch. A more 
  dangerous or complex dungeon begins with 1 Torch, and a 
  deathtrap begins with zero Torch.   
   
  When you seal or conceal yourself in a secure or hidden place 
  to Make Camp while in the dungeon, roll+Torch. *On a 10+, 
  choose one. *On a 7-9, choose two. *On a 6-, all three.  
  • 
  The enemy regroups while you rest, lose 1 Torch. 
  • 
  You must backtrack a bit to find a safe place, lose 1 
  Progress. 
  • 
  Your rest will be interrupted. Hope someone is on 
  watch! 
   
  While your Torch is zero or less, you are either lost or cut off; 
  you cannot escape the dungeon until you raise your Torch to at 
  least 1. When your Torch reaches -3, it begins hunting you. 
  Best of luck, heroes. 
   
   
  Progress represents how far you have explored the dungeon. The 
  primary use of Progress is to represent how close you are to your 
  goal. When you have acquired enough Progress, you have 
  reached your goal in this area; the exit on the opposite side, the 
  dungeon’s heart where the treasure lies, or the dungeon’s master. 
  Small dungeons should require 3 Progress to complete, longer 
  dungeons between 5 to 7 Progress, and a truly epic dungeon can 
  require as much as 10 Progress to complete.  
   
  Progress may also be used as a spendable resource to accomplish 
  side goals, such as finding hidden caches of loot or mapping an 
  area. If the players wish to accomplish such a side goal, the GM 
  can tell them the requirements and ask, which may include 
  spending Progress, Torch, or other resources. If you leave the 
  dungeon, any remaining Progress held is lost. 
   
  Reaching your goal does not necessarily mean that you have 
  found everything in the dungeon. There may yet be more to find, 
  in some hidden wing of the dungeon that remains undiscovered 
  or sealed for the next expedition here. Hold onto your maps!  
   
   
  If you're having trouble coming up with interesting themes or 
  encounters, ask yourself the following questions to try and get a 
  brainstorm going. These questions may also help you answer 
  any questions the players have about the dungeon--or you can 
  turn the tables and ask them instead. 
   
  • 
  Who or what is believed to have built this place? 
  • 
  For what purpose was it built? 
  • 
  How did it come to ruin? 
  • 
  What dangers is it said to conceal? (monsters, forces, 
  traps, etc.) 
  • 
  What discoveries may lie within? (clues, puzzles, 
  treasure, etc.) 
   
  
  The Extra 
  Name _____________________________________ 
   
  Look  
                               (Choose one for each category) 
  Ordinary Hair, Wide-Brimmed Hat, or Helmet 
  Plain Uniform, Work Clothes, or Traveler’s Clothes 
  Covered Face, Earnest Face, or Surly Face 
   
  Job  
                                     (Choose one) 
  o Warrior 
  Increase your damage bonus to +1. 
   
  o Expert 
  When you use your area of expertise, you roll with advantage. 
   
  o Magician 
  You may cast Cantrips as if you were a Wizard. 
   
  Gear          
   
   
   
              
  Your maximum Load is 4. You start with a basic melee weapon of 
  your choice (close, 1 weight), and choose one: 
  o Ragged bow (near, 2 weight), and bundle of arrows (3 ammo, 1 
  weight) 
  o Leather armor (1 armor, 1 weight)  
  o Adventuring gear (5 uses, 1 weight) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Extra is a supporting character which can be used when you have a 
  guest player at your table, or if a player’s regular character is off doing 
  something else. They're good for a quick taste of the game, when you need 
  some expendable minions, or a one-shot scenario or situation. Don't feel bad 
  or take it personally if they die; they are Expendable, after all.  
   
  Assign these scores to your stats: +2, +1, +1, +0, +0, -1 
  STR 
  DEX 
  CON 
  Damage 
   
   
   
  D6 +0 
  o Injured  
  o Shaken  
  o Sick  
  INT 
  WIS 
  CHA 
  Armor 
   
   
   
   
  o Muddled  
  o Tired  
  o Stressed  
   
  HP 
   
   
   
   
   
   
   
   
   
   
  Max HP: 10 
  You get the following moves: 
   
  Expertise 
  You are an expert in a certain field. Choose your area of expertise: 
  o Herbalism and medicine (WIS) 
  o Pathfinding and survival in the wilds (WIS) 
  o Infiltration and burglary (DEX) 
  o Esteem in a certain social circle (tell us what!) (CHA) 
  o The trade and appraisal of exotic artifacts (INT) 
  o Protection and guarding (CON) 
  o Brute force and heavy hands (STR) 
  o Skilled craftsmanship (tell us your field, and the GM will 
  choose the stat most appropriate) 
   
  When you perform a feat, task, or Spout Lore relevant to your 
  area of expertise, roll+the indicated stat. *On a 10+, you accomplish 
  your task. *On a 7-9, you still succeed, but the GM will offer you a 
  worse outcome, hard bargain, or ugly choice.  
   
  Ace in the Hole 
  When things are looking bad, you have a special advantage to help 
  you out of a tight spot. Choose one, but don’t describe it until it 
  comes up in play, and reveal it when you need it: 
  o The favor of someone powerful (describe them) 
  o A web of contacts (choose either well-placed or loyal) 
  o Membership in a guild (choose either prestigious or 
  shadowy) 
  o A hideout (choose either secret or fortified) 
   
  Expendable 
  You have neither Heritage, Drive, or Bonds; you’re here because you 
  were hired to do a job. You can never gain XP.  
   
  When you sacrifice yourself trying to accomplish something, 
  choose one: 
  • 
  The other characters learn from your death; tell us what they 
  discovered 
  • 
  You give them an opening; say how you temporarily hold 
  back or impede a threat just long enough for someone to 
  take advantage of the opening 
  • 
  You were just doing your job; tell us something you 
  managed to do before dying, such as opening up a locked 
  door, taking out a minor enemy, or doing the thing you were 
  hired for 
  At the end of the session, if you are still alive, any XP you would 
  gain from answering the End of Session questions may be applied to 
  another character you own, or will make in the future. 
  
  The Villager 
  Name _____________________________________ 
   
  Look  
                               (Choose one for each category) 
  Ordinary Hair, Wide-Brimmed Hat, or Helmet 
  Plain Uniform, Work Clothes, or Traveler’s Clothes 
  Covered Face, Earnest Face, or Surly Face 
   
  Background                              (Choose one) 
  o Laborer 
  When you put the good of your village before your own desires, 
  gain 1 goodwill. 
   
  o Militia 
  When you fight for the honor of your village, gain 1 goodwill. 
   
  o Apprentice 
  When your knowledge aids the village in some important way, 
  gain 1 goodwill. 
   
  o Knave 
  When you help the village while helping yourself, gain 1 goodwill. 
   
  o Stranger 
  When your actions earn you the trust of the village, gain 1 
  goodwill. 
   
  Profession  
                             
   
   
  You have a skill that you’ve learned and use to earn your keep 
  around the village. How did you learn it? When you put what 
  you’ve learned in your profession to good use, gain 1 goodwill. 
   
  My profession in the village is:___________________________ 
   
  Gear          
   
   
   
             
  You have one tool that is relevant to your profession, not armor or a 
  weapon more sophisticated than a knife or a staff. You have no 
  coins, but luckily you live in a tightly connected community where a 
  filling meal and warm bed are always available to you—provided 
  you do your share. 
   
   
   
   
  Bonds         
   
   
   
              
   
   
   
   
   
   
   
   
   
  STR 
  DEX 
  CON 
  Damage 
   
   
   
  D6 -1 
  o Injured  
  o Shaken  
  o Sick  
  INT 
  WIS 
  CHA 
  Armor 
   
   
   
   
  o Muddled  
  o Tired  
  o Stressed  
   
  HP 
   
   
   
   
   
   
   
   
   
   
  Max HP: 7 
  You get the following moves: 
   
  Assigning Stats 
  You start with all of the basic moves. When you make a move with a 
  stat for the first time, pick the modifier you wish for that stat: -1, +0, 
  +1 or +2. You can have one -1, two +0, two +1, and one +2 stat. You 
  must have all six stats assigned before you can level up. 
   
  Goodwill 
  Goodwill is earned by using your alignment and background. You 
  can spend a goodwill to give advantage to you roll during any move 
  involving fellow villagers (including other PCs). You will also spend 
  goodwill for the Life of Adventure move when you level up. 
   
  Bonds 
  Add Bonds with your fellow would-be adventurers as you get to 
  know them and have memorable experiences. Do you trust them? Do 
  you have history together before you became adventurers? Do they 
  owe you a debt? Do you know their secrets? Do you want to prove 
  something to them? Do they need you to keep them safe? You must 
  write at least two Bonds before you can level up. 
   
  When you write a Bond, you may let the player whose character you 
  just wrote a Bond with assign a modifier to one of your unused stats 
  for you, and you also gain one of the following advanced moves, up 
  to a maximum of two: 
  o Hometown Hero: When you take this move, you 
  immediately gain 2 goodwill. 
  o Martial Training: Your damage bonus is now +0. 
  o Toughness: Your maximum HP is now 10. 
  o Determined Defender: When you Defend, you may spend 
  goodwill as if it were hold. 
  o Faithful: Describe a deity that you follow. When you pray 
  to your deity for guidance, your deity tells you what it 
  would have you do. If you do it, gain 1 goodwill. 
  o Trap Finder: Add “Is there a trap here and if so, what 
  triggers it?” to the list of Discern Realities questions: 
  o Student: When you take this option, the next time you 
  Spout Lore, instead of rolling, you automatically take the 
  10+ result. 
  o Leadership: You may spend a goodwill to free someone 
  who can see and hear you of any fear, despair, or stun 
  effects; describe how you do it. 
   
  When you have assigned all six stats and written at least two Bonds, 
  you are ready to become a real adventurer. When you are ready to 
  leave your home for a Life of Adventure, make the Life of Adventure 
  move on the opposite side of this sheet. 
   
  
  Dungeon World is a game of adventure fantasy. Though you are just 
  a humble villager now, a dangerous world of adventure is knocking 
  at your door, and you will get your first taste of it here. The 
  adventure and your destiny will emerge around the decisions you 
  make. 
   
  Your characters already have some history one another, so we can 
  get right into the action. This shared history is represented in the 
  Bonds on your sheet. The gamemaster (GM) will ask you questions 
  about where your character is from, what the world is like, and what 
  they are doing. Your answers will shape the world and your 
  adventure. We play to find out what happens. 
   
  Playing Dungeon World means having a conversation; somebody 
  says something, then you reply, maybe someone else chimes in. 
  Players take turns in the natural flow of the conversation, which 
  always has some back-and-forth. The GM says something, the 
  players respond. The players ask questions or make statements, the 
  GM tells them what happens next. The conversation works best when 
  we all listen, ask questions, and build on each other’s contributions. 
   
   
  Hack and Slash 
  When you fight in melee or close quarters, roll+STR. *On a 10+, 
  deal your damage and choose one: 
  • 
  You evade, prevent, or counter the enemy’s attack 
  • 
  You strike hard and fast; deal +1d6 damage, but suffer the 
  enemy’s attack 
  *On a 7-9, you deal your damage, but also suffer the enemy’s attack. 
   
  Volley 
  When you take aim and attack an enemy at range, roll+DEX. *On 
  a 10+, you have a clear shot, deal your damage. *On a 7-9, deal your 
  damage but also choose one: 
  • 
  You have to move/hold steady to get the shot, placing you 
  in danger as described by the GM 
  • 
  You have to take what you can get; your damage roll gets 
  disadvantage 
  • 
  You have to take several shots; spend 1 ammo 
   
  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 do; 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 take up a defensive stance or jump in to protect 
  someone or something else, roll+CON. *On a 10+, hold 3. *On a 7-
  9, hold 1. Spend your hold to: 
  • 
  Suffer an attack’s damage/effects instead of your ward 
  • 
  Halve an attack’s damage/effects 
  • 
  Draw all attention from your ward to yourself 
  • 
  Strike back at an attacker; deal your damage with 
  disadvantage 
  When you go on the offense, cease to focus on defense, or the threat 
  passes, lose any hold left on this move. 
  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, when you act on the answers for the first time, whatever 
  move you make gains advantage. 
  • 
  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? 
   
  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. 
   
  Parley  
  When you influence or manipulate an NPC to do something they 
  normally wouldn't do, roll+CHA. *On a hit, they reveal the easiest 
  way to convince them to go along. *On a 7-9, they reveal something 
  you can do to convince them, though it’ll likely be costly, tricky, or 
  distasteful. If you have some kind of leverage on them, the GM 
  should take it into consideration when telling you their costs. 
   
   
  Life of Adventure 
  When you leave your home for a Life of Adventure, do all of the 
  following: 
  • 
  Embrace your heroic destiny. Leave your villager playbook 
  behind and then choose a new playbook to fill out. 
  • 
  Gain a true name and a new, cooler look. 
  • 
  Choose a Drive and Background. Your companions vote on 
  these based on your chosen class and your past behavior. 
  Ties are broken by the GM. 
  • 
  Copy the stats you chose to your new playbook. 
  • 
  Gain all the resources and abilities of a first-level character, 
  including gear and class moves, but keep any Bonds you’ve 
  already written. If your new class gives you more Bonds 
  that what you’ve already written, write some more. 
  • 
  Lose any villager abilities you may have acquired, including 
  your profession and background.  
  • 
  Tell the other players how you learned the basics of your 
  class. The GM may ask you questions about your time in 
  training. 
  Finally, spend all of your remaining goodwill and roll+goodwill 
  spent. *On a 10+, you enjoy a warm send-off. The village’s hopes 
  and dreams go with you, along with a small object of great 
  sentimental value. *On 7-9, choose one: 
  • 
  You have unfinished business here that is likely to come 
  find you wherever you go. 
  • 
  You are leaving behind someone that needs you badly and 
  can’t survive without you. 
  • 
  You are abandoning something precious to be claimed by a 
  loathsome rival. 
  • 
  You’ve been rejected by the village. You no longer belong 
  here, and maybe never will. 
  *On a 6- there can be no return. Grim portents accompany you.   
  
SOURCE: textdata/thevault/Dungeon World (PbtA) [multi]/Other Contents/Expansion Content/Everything From Peter Johansen.pdf