TEXT: Pick one:
  +1 DMG
  TALENT [
  ]
  Pick one at 6:
  +1 DMG
  TALENT [
  ]
  LOAD
  MAX
  STR
  STRENGTH
  WEAKENED (-1)
  DEX
  DEXTERITY
  WEAKENED (-1)
  CON
  CONSTITUTION
  MISERABLE (-1)
  INT
  INTELLIGENCE
  DAZED (-1)
  WIS
  WISDOM
  DAZED (-1)
  CHA
  CHARISMA
  MISERABLE (-1)
  MAX
  BASIC MOVES REFERENCE
  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 your-
  self to the enemy’s attack. On a 7-9, you deal your damage to
  the enemy and the enemy makes an attack against you.
  VOLLEY
  When you take aim and shoot an enemy at range, roll+DEX.
  On a 10+, you have a clear shot - deal your damage. On a 7-9,
  choose one in addition to dealing your damage.
  ■ You have to move to get the shot, placing you in danger of
  the GM’s choice.
  ■ You have to take what you can get: -1d6 damage.
  ■ You have to take several shots, reducing your ammo by one.
  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
  attack 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 e�ect or damage.
  ■ Open up the attacker to an ally, giving that ally +1 Forward
  against them.
  ■ Deal damage to the attacker equal to your level.
  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 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 some-
  thing, roll+INT. On a 10+, the GM will tell you something inter-
  esting 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 also ask you “How do
  you know this?” Tell them the truth, now.
  PARLEY
  When you have leverage on a GM character and manipulate
  them, roll+CHA. Leverage is something they need or want. On
  a hit, they ask you for something and do it if you make them a
  promise ﬁrst. On a 7-9, they need some concrete assurance of
  your promise, right now.
  UMF is by Tam H and licensed under Creative Commons 4.0. It’s
  based on Dungeon World by Sage LaTorra and Adam Koebel, which
  is licensed under Creative Commons 3.0. Template is based on the
  PlayKit Plus by Jason Shea and the minimal template by Yochai Gal
  (CC-BY). Print as Duplex, short-edge bound. Fold in the middle.
  DEFY DANGER
  When you act despite an imminent threat or su�er 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 and the threat doesn’t come
  to bear. On a 7-9, you stumble, hesitate, or ﬂinch; the GM will o�er
  you a worse outcome, hard bargain, or ugly choice.
  AID OR INTERFERE
  When you help or hinder someone, say how you do so and roll with
  that stat, just like Defy Danger. On a 10+, they take +1 or -2, your
  choice. On a 7-9 you also expose yourself to danger, retribution, or
  cost.
  GEAR
  Your load is 9+STR. You start with a modest place to live, like a small
  apartment over a restaurant or a bungalow in a quiet neighborhood, a
  non-descript car that runs well and won’t attract notice, and an unre-
  markable cellphone.
  Think about where you live and what you drive, and what it says about
  you. If one of these doesn’t “ﬁt”, cross it out and replace it with some-
  thing that does.
  Carried useful stu� (5 uses, 1 weight)
  Choose two:
  Padded jacket (1 armor, 1 weight)
  Climbing gear in your trunk (5 uses, 2 weight)
  Pistol (near, point-blank, ammo 3, 1 piercing, 1 weight)
  Riﬂe (far, ammo 3, 2 piercing, 2 weight)
  INCOME: Athlete, Larceny, Retail,
  ITEM
  WEIGHT
  VALUE
  COINS & TREASURE
  NAME:
  Examples: Nick, Dominique, Trix, Scout, Marlowe, a short name, a
  mysterious name, a fake name
  LOOK
  EYES: Sharp, Calculating, Icy,
  HAIR: Practical, Unremarkable, Stylish,
  CLOTHING: Practical, Dark, Pocketed,
  BODY: Lithe, Lean, Flexible
  RACE: Human,
  BACKGROUND
  Choose one
  PETTY CRIMINAL: Start with Hard to Pin Down.
  AGENT: Choose a Dedicated Move you qualify for.
  MARTIAL ARTIST: Choose a Strong or Tough Move you qualify for.
  DRIVE
  Choose one
  MORTAL: Prioritize the mortal or your mortal life.
  OTHER: Prioritize the supernatural or your other life.
  KEYS
  Choose two
  When you hit a key, take 1 XP. When you’re given a chance to change,
  you may choose to take 3 XP and replace the Key.
  FAST: Act fast to save something when it costs you. CHANGE:
  Don’t.
  THIEF: Take something that isn’t yours. CHANGE: Pass up the
  chance to steal something you really want.
  BONDS
  Choose at least one and ﬁll in the name of a PC.
  thinks I’m unreliable. Are they right?
  I saved
  once by being fast; they say I was lucky.
  Like that’s a bad thing?
  and I go back, way back.
  I don’t want
  to know what I’ve done.
  ENTANGLEMENTS
  Choose at least one to ﬁll in with an NPC (and their role).
  I’m trying to keep
  (
  ) on the
  straight and narrow, but I’m not the best role model.
  I want to keep
  (
  ) in the dark.
  (
  ) is my hostage to Fate.
  My own:
  The Fast
  CHARACTER SKETCH
  HIT POINTS
  ARMOR
  LEVEL
  2
  3
  4
  5
  6
  7
  8
  9
  10
  LEVEL WHEN XP = CURR LEVEL + 7
  Assign these starting scores to your stats:
  16 (+2), 15 (+1), 13 (+1), 12 (0), 9 (0), 8 (-1)
  Your maximum HP is 6+Constitution.
  
  1. Choose your name, look, and gear.
  2. Allocate the stat array; if you’re new to the game, put +1 or +2 in your signature stat.
  3. Choose or create a background; this gives you an extra starting Move.
  4. Pick your drive; if you’re not sure, prioritize your other life, then pick two Keys.
  5. You have a Signature Move and a starting Move from your background; choose two more Moves from this
  sheet or any other playbook. The only ones you can’t choose yet are those that require level 6-10.
  6. Fill out your bonds and entanglements, at least one of each.
  SIGNATURE MOVE
  You start with this move; as long as you have it, you’re a fast
  hero.
  LIGHTNING REFLEXES
  When being fast’s an asset, you can roll a Fast die – a die of
  a di�erent color – and keep the best two. On a 7-9, if you’ve
  kept your Fast die, the GM will tell you something you lose your
  grasp on or control of in the process, in addition to any other
  consequences.
  Choose two more Moves from any source that you meet the
  requirements for.
  THE FAST PATH
  When you can choose a Move, you can choose one of these
  or one from another path.
  FAST SCAN
  You can discern realities with a glance; you no longer have to
  closely study a situation to trigger the move. If you use this,
  the GM holds 1 they can spend to tell you how one of your
  impressions was inaccurate or misleading.
  HARD TO PIN DOWN (DEX)
  Add “Where’s an opening for me to escape this situation? If
  none, how can I make one?” to Discern Realities. Even on a
  miss, the GM will answer these for you.
  When you use an opening to escape a dangerous situation,
  roll+DEX. On a 10+, you’re gone. On a 7-9, also choose one:
  ■ you leave something behind; the GM will say what
  ■ you get hurt in the process
  ■ you owe someone a favor for your escape
  DODGE AND PARRY
  You can use DEX instead of CON to Defend.
  EVASIVE
  As long as you can see an attack coming, you have +1 armor.
  ESCAPE ARTIST
  You have a tendency to end up tied up and a lot of practice
  getting out of it. Take +1 when you’re escaping, attempting to
  ﬁt into or through a space a little too small for you, or trying to
  talk someone into setting you free.
  ON MY CREW
  If you have Hard to Pin Down, you can grant the beneﬁts of a
  successful use of it to a small group of people. On a partial,
  you choose who takes the consequence.
  If you have Evasive or Escape Artist, you can designate one
  other person besides yourself to get the beneﬁts too, as long
  as they are near you.
  THE ROGUE PATH
  When you can choose a Move, you can choose one of these
  or one from another path.
  FACE IN THE CROWD
  You have a knack for going unnoticed, whether it’s blending
  into a crowd or moving quietly while taking advantage of ter-
  rain. Unless you attack or otherwise draw attention to yourself,
  you go unnoticed by NPCs if it’s at all plausible for you to.
  PRAGMATIC
  Once per session, when you’d take a devastating blow, choose
  either a piece of gear or an ally, then explain how a lucky ac-
  cident, skilled maneuver, or improvised use saved you. If you
  picked gear, it’s lost or broken. If you picked an ally, they take
  the damage instead.
  When you gain a level from 6-10, choose from these too:
  LIKE A BAD PENNY (DEX)
  When you fade into the background, roll+DEX. On a 10+, hold
  2. On a 7-9, hold 1. On a 6-, just the GM holds 1, in addition to
  any other consequences. Spend hold:
  ■ to be somewhere else you plausibly could be when you
  plausibly could be
  ■ to not be in trouble or a bad spot when you do
  FINE MOTOR SKILLS
  You can apply your Fast die to tasks requiring ﬁne manipulation
  or precise handling. On a 7-9, if you’ve kept your Fast die, the
  GM will tell you how you weren’t quite as precise or delicate as
  you intended, in addition to any other consequences.
  GRAB
  When you hack and slash and could deal damage, you can opt
  to take something visibly held, worn, or carried from your foe
  instead.
  THE GUNSLINGER PATH
  When you can choose a Move, you can choose one of these
  or one from another path.
  WINGS OFF A FLY (DEX)
  When you take a few moments to carefully aim and then
  shoot at a speciﬁc spot on an enemy in range, name your
  target and roll+DEX. On a 10+, you do your damage and they
  su�er an appropriate injury. On a 7-9, it’s only a temporary
  hinderance; also choose one from the 7-9 options for Volley.
  SEASONED GUNFIGHTER
  When you use Defend in a ﬁreﬁght, hold +1 no matter the result.
  You may spend hold to completely negate damage instead of
  halving it.
  When you gain a level from 6-10, choose from these too:
  FROM THE HIP
  When you use Wings O� a Fly you no longer need to take a
  few moments to aim carefully; just aiming carefully is su�icient.
  HAND-EYE COORDINATION
  You can apply your Fast die to tasks requiring good hand-eye
  coordination. On a 7-9, if you’ve kept your Fast die, the GM will
  tell you how you weren’t quite as accurate as you intended, in
  addition to any other consequences.
  GUN KATA
  When you defy danger using DEX while wielding a gun, in
  addition to the usual consequences, on a 10+, choose two. On
  a 7-9, just one.
  ■ deal your damage to as many targets you can hit
  ■ deal your damage to one target you can hit
  ■ dive behind cover or go into hiding, as plausible
  
SOURCE: textdata/thevault/Dungeon World (PbtA) [multi]/Other Contents/Hacks/Urban Modern Fantasy/UMF Fast.pdf