TEXT: 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. Acting on 
  questions answered by Discern Realities gives advantage 
  instead of +1. It does not affect the bonus granted by spending 
  Preparation from Bolster; Preparation still only gives +1 when 
  spent. 
   
  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, and now only requires one roll, no more jobs. 
   
  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. 
   
  Coins have been replaced with tag-based treasures 
  While Dungeons and Dragons has traditionally been a game of 
  coin counting and ten-foot poles, Dungeon World favors a more 
  abstract approach towards wealth and a more tag-based approach 
  to equipment. The following rules hereby present a new take on 
  the economy of Dungeon World. 
   
   
  
  Revised Loot and a Tag-based Economy 
   
  No longer do you have to count every coin spent or track every 
  arrow used. The bulk of the player characters’ equipment is 
  replaced with a single resource called Supplies. Treasure 
  discovered is not tracked in value of coins but by a tag 
  associated with that type of loot.  
   
  New Item: Supplies (3 uses, 1 weight) 
  Supplies are a catch-all resource for any type of useful bit of 
  gear that an adventurer might carry in their pack, including food, 
  water, bandages, and arrows. Supplies are similar to adventuring 
  gear, but their utility is further expanded to encompass 
  additional purposes. 
   
  One use of Supplies is… 
  …Enough rations to cover everyone in the party for one day’s 
  travel or one instance of Making Camp 
  …A use of adventuring gear 
  …A use of ammo (c.f. Volley) 
  …A use of a bag of books 
  …A use of healing supplies (c.f. First Aid, below) 
   
  When you go through your gear and expend Supplies, you 
  produce a common, mundane item, something that you could 
  have conceivably been carrying. Add the item to your inventory. 
   
  At the GM’s option, Supplies may have additional properties, 
  limitations, or utility, based upon where they are acquired from. 
  For example, Supplies bought in a Dirt-poor steading may only 
  have very crude or simple uses. 
   
  New Move: First Aid 
  When you spend a few minutes tending to someone’s injuries, 
  spend 1 use of Supplies and heal them for 1d6+your INT HP or 
  stabilize any dangerous wounds they have. If the die roll is a 1, 
  the GM will introduce an additional complication from the 
  injury. If your subject has recently been hit by a messy attack, 
  the die roll has disadvantage. If you are stabilizing a dangerous 
  wound, roll 2d6; there’s a complication if either die shows a 1.  
   
   
  New Tags for Treasure 
  Loot is no longer measured in valuation of coins. Instead, pieces 
  of loot are assigned a tag, stating roughly how much they are 
  worth. There are four tags which describe loot, in order of 
  increasing value: shiny, valuable, precious, and priceless. 
   
  A shiny piece of loot is enough for... 
  …A handful of coins 
  …A pretty trinket or bauble 
  …A night at a poor-quality inn for the party—two nights if you 
  don't mind the floor of the common room, or a week for just you 
  …A bag of Supplies (3 uses, 1 weight) 
  …A common weapon (1 or 2 weight) 
  …A shield (+1 armor, 2 weight) 
  …A suit of leather armor (1 armor, 1 weight) 
  …A week’s wages of unskilled labor 
  …A dose of antitoxin 
  …Medical attention from an apprentice priest or surgeon 
   
  A valuable piece of loot is enough for... 
  …A purse of coins (1 weight) 
  …A shipment of trade goods, enough to fill a small cart 
  …A small gemstone 
  …A week's stay at an inn for the party, or a month for yourself 
  …A bag of Supplies for every member of the party 
  …A quality weapon (precise, forceful, far, 1 piercing, or +1 
  damage) 
  …A horse and cart 
  …A riding horse with saddle 
  …A suit of chainmail (2 armor, clumsy, 3 weight) 
  …A healing potion 
  …A night of feasting, strong drink, and entertainment 
  …A week’s wages of skilled labor 
  …A fine musical instrument 
  …A holy relic of moderate importance 
  …Medical care from a skilled priest or surgeon 
   
  A precious piece of loot is enough for... 
  …A chest of coins (3 weight) 
  …A work of fine art, jewelry or similar relic, like a crown  
  …Someone to notice when you’re waving around that kind of 
  wealth 
  …Knowledge that people will kill for 
  …A week's stay at a upscale inn for the party, including meals, 
  or a season for just yourself 
  …A small cottage for yourself 
  …A small ship, single-masted and seaworthy but not much else 
  …A trained warhorse, complete with barding 
  …A suit of plate armor (3 armor, clumsy, 4 weight) or similar 
  custom work of quality craftsmanship by a trained professional 
  …A holy relic of exceptional importance 
   
  A priceless piece of loot is enough for… 
  …An entire treasure horde 
  …A truly legendary artifact or piece of art 
  …Weapons and armor to outfit a small army 
  …Knowledge that could shift the balance of power in the land 
  …A fine villa for yourself 
  …Someone to start or buy a business establishment for 
  themselves, like an inn or a guildhouse 
  …A large merchant ship or galley, capable of carrying a lot 
  …A year of living in luxury for the entire party or several years 
  for just you 
  …Some serious attention drawn your way; just talking about it 
  will get even kings and nobles’ eyeing you 
  …Most adventurers to seriously consider retirement 
   
  The precise exchange rates between tags is imprecise and 
  variable, but in general, a valuable piece of loot is worth 3-5 
  shiny pieces of loot, and a precious piece of loot is worth 3-5 
  valuable pieces of loot. Priceless loot is just that, it can’t be 
  traded for.  
   
  Some types of loot like sacks of coins can be divvied up; others, 
  like objects of art, need to be fenced. Small villages will be 
  unlikely to have the resources to exchange a precious work of art 
  for useable coin. 
   
   
  The rules for Supplies and a tag-based economy are based from 
  material originally written by Jeremy Strandberg. 
  
  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 
  (Defy Danger, for example), assume it is unchanged from core 
  Dungeon World. 
   
  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; you are out of ammo 
  until you spend 1 Supply; for a thrown weapon, it’s 
  either broken or lost forever (otherwise, you can 
  recover it later) 
   
  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. 
   
  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.  
   
  Note that “easiest” does not necessarily mean easy to 
  accomplish, convincing a royal guard to let you by is still a 
  challenging task. Parley is not mind control in that regard, nor is 
  it just asking nicely. If you have 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 Undertake a Perilous Journey through the 
  Wilderness, as a group, spend 1 Supply for each day of travel, 
  then whomever is leading the way rolls+WIS. *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 
  • 
  It takes less time than you expected, the GM will tell 
  you how much time you saved (this does not affect 
  Supply consumption) 
  • 
  You either manage your provisions well or find food in 
  the wild: tell us how, then the GM will say how many 
  Supplies you recover; distribute them among the group.  
  *On a 7-9, choose one from this list instead: 
  • 
  It takes you longer than you expected 
  • 
  You'll need to spend some extra Supplies 
  • 
  Something follows you, or there's trouble at your 
  destination 
  *On a 6-, your trip is interrupted by an obstacle, danger, or 
  crisis, with the leader being placed most directly in harm's way. 
  You can resume your trip after dealing with it. 
   
  Carouse 
  When you return triumphant and throw a big party, spend a 
  valuable item and roll +1 for every additional valuable item 
  spent. *On a 10+, choose three. *On a 7-9, choose two.  
  *On a 6-, choose one anyway, but things get really out of hand 
  (the GM will say how). 
  • 
  You befriend a useful NPC. 
  • 
  You hear rumors of an opportunity. 
  • 
  You gain useful information. 
  • 
  You are not entangled, ensorcelled, or tricked. 
   
  Make Camp 
  When you settle in to rest in a dangerous area, someone in the 
  party must expend a use of Supplies. When you wake from at 
  least a few hours’ sleep, you regain HP equal to half your 
  maximum. You may then spend another use of Supplies; if you 
  do, you may remove a debility. 
   
  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 instead of taking an advanced move or 
  increasing a stat, 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 deal and take damage like a monster does. When they 
  would deal damage, roll a d6 and add their damage modifier 
  (usually +0), just like any other damage roll. 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+nothing. 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, choose one, the GM will provide the details: 
  • 
  They’ll demand greater compensation, in coin or some 
  other form 
  • 
  They’ll have a need that must be met first (permission 
  from someone else, a favor, etc.) 
  • 
  They will obviously be less than ideal 
   
  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 choose 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 simply tell you what happens. No roll is made. 
   
  New Move: Call for Assistance 
  When a follower helps you make a move that calls for a roll, 
  you gain advantage for that roll, but 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.  
   
   
  Followers who are with the party for a long time may evolve and 
  advance, increasing in Quality or gaining tags or moves. This is 
  purely at the GM’s discretion and should be rooted in the fiction. 
  
  Creating Followers 
  Like any important NPC, followers should have their own 
  names. By default, followers have 6 HP, a damage modifier 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 if the 
  situation is stressful or chancy. 
  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 
  • 
  Maintain and operate the ship 
   
  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 the 
  indicated 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. They can make the First Aid 
  move, and they 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 to keep them on that course of action, 
  unless the plan goes south or the situation drastically 
  changes. 
  • 
  Stealthy: They can avoid detection and often get the drop on 
  foes. 
  • 
  Warrior: They have 1 armor and get +1 to their damage 
  bonus, 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. 
   
  Your choice of race or heritage should ideally bring some sort of 
  creative influence into the conversation. An elven ranger isn’t 
  the same as a human ranger plus pointy ears. 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 Golden Plains 
  • 
  Scavenge for food or shelter in the plains 
  • 
  Watch a threat from afar  
  • 
  Read the weather 
  • 
  Coordinate an assault on a bigger target 
   
   
   
   
   
   
   
   
   
   
   
   
  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. 
  
  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 
  to help keep their attention focused on the conversation. 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 a one-sided story. You take a powerful role in the unfolding 
  narrative. 
   
  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 or any moves or abilities. 
   
  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 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 they can 
  accomplish, but also for who they are. 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, and that means they need a reason to adventure. 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.  
   
  Your adventures will be dangerous. You will get hurt. This 
  should not stop you from pursuing your goals or your Drive; 
  these things should be worth risking life and limb for to you. 
  Push your character out of their comfort zone, and roll with the 
  GM when they bring 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 
  • 
  Cast Hooks, Fill as You Play 
  • 
  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 they have 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. However, this should not be 
  interpreted as an invitation to disrupt the game because “that’s 
  what my character would do”. If you’re using this shield for 
  your actions, maybe your character needs a second look. 
   
  
  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 for 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. Fiction is the oil that makes the engine 
  keep turning. 
   
  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.’” 
   
  The corollary is that if your character does something in the 
  fiction that would trigger a move, you have to make that move, 
  even if it's risky. Your character wants to do the thing in the 
  fiction, so you need to make the move in the rules.  
   
   
  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. The most interesting characters 
  are those who are specific about what they want, but also have a 
  few quirks or foibles. 
   
  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 them 
  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 With the World 
  The scope of Dungeon World goes far beyond just combat and 
  becomes stale if reduced to such. Even if your character is 
  singularly focused, there’s still lots of ways for them 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. Don’t be afraid to step outside the box 
  either. You might find out something new about your character--
  or even yourself. 
   
  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 they 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. They are 
  things that break from the ordinary. In this way, you not only 
  build your character, but you help build relationships between 
  characters that can be a lot of fun. 
   
  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. 
   
  Coming up with details on the spot can be daunting for players 
  who are shy or unused to improvisation. That’s fine! If you’re 
  stumped for ideas at the moment, go with what seems like would 
  be obvious in this situation, the thing that you think everyone 
  expects to happen. Paradoxically, that obvious thing may, to 
  everyone else, seem original and brilliant. At the very least, 
  you’ll carry the story forward. 
   
   
  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. Don’t be disruptive 
  because “that’s what your character would do.” 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 for 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”. If they don’t 
  know what to do, you can give them some suggestions, but your 
  hero shouldn’t jump in and take their moment from them. It’s 
  their turn to shine, not yours. 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 they bring 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. Even just the act of listening attentively to other 
  people can have a profound impact. When you make other 
  players look good, they’ll return the favor. When everyone in the 
  group trusts one another, you’ll have a much better game. 
   
   
   
  The Player Agenda and Principles are based upon material 
  written by Kevin Tompos. 
   
   
   
   
   
   
  Written and compiled by Peter Johansen 
  Version April 11, 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 lead the way while 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 effects that would control or 
  manipulate your mind, 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 7. You start with a bag of Supplies (3 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 A bag of Supplies (3 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 
  • 
  Cast Hooks, Fill as You Play 
  • 
  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 Herald of War 
  When you blow a mighty note on your brazen horn in the midst 
  of battle, roll+CON. *On a 10+, choose two. *On a 7-9, choose one. 
  • 
  Your allies shake off any fear and gain advantage on their 
  next damage rolls 
  • 
  Choose an enemy, they are distracted, shaken, or they lose 
  focus 
  • 
  Choose a worthy opponent, they will treat you as the 
  greatest threat on the battlefield 
  • 
  Your enemies are stricken with fear, and may rout if pressed 
  hard 
  If you have not yet slain an enemy either in the current battle or since 
  the last time you used this move, your roll gets disadvantage. 
   
  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 a useful 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, add your 
  CON to the roll, 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 
  • 
  You ignore all effects of the attack, other than damage. 
  (e.g.: you are not moved, set on fire, poisoned, restrained, or 
  anything else the attack would have done to you.) 
  *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 Courtier 
  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 6. You start with a bag of Supplies (3 uses, 1 
  weight) and a musical instrument of your choice, describe why it is 
  significant to you! Choose two: 
  o Leather armor (1 armor, 1 weight) 
  o Dueling rapier (close, precise, 1 weight) 
  o Ragged bow (near, 2 weight) and short sword (close, 1 weight)  
  o A bag of Supplies (3 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 
  • 
  Cast Hooks, Fill as You Play 
  • 
  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 keep performing 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 do nothing except 
  listen to you until you stop performing or something 
  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. 
  o Ancient Tongue: You gain the ability to speak the language 
  of any sentient creature for a shirt time. 
  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, choose one: 
  • 
  Your performance reverberates to other targets you didn’t 
  intend to hit, affecting them as well, the GM will say how 
  • 
  The performance intoxicates you like wine, you have 
  disadvantage to all CHA rolls until you take a few minutes 
  to clear your head 
  • 
  You draw unwanted attention or 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: 
  • 
  Can I trust 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 armor you wear, and any armor you 
  wear, not including shields, has -2 weight, to a minimum of zero. 
   
  o Miracle Worker 
  When you fulfill your deity's Demands, mark this box: o   
  When you or an ally suffers harm, you may erase that mark to call 
  on your deity, who intervenes with an appropriate manifestation and 
  negates the harm. 
   
  Gear 
   
   
   
   
  (Choose options) 
  Your Load is 5. You start with a bag of Supplies (3 uses, 1 weight) 
  and a symbol of your deity, describe it! Choose two: 
  o Staff (close, two-handed, 1 weight)  
  o Mace (close, 1 weight)  
  o A bag of Supplies (3 uses, 1 weight) 
  o Healing potion (0 weight) 
  o Leather armor (1 armor, 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 
  • 
  Cast Hooks, Fill as You Play 
  • 
  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 one additional 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 
  • 
  If they are Defying Danger now or in the next few 
  moments, their roll gains advantage 
  • 
  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.  
  Additionally, when you make the First Aid move, you roll with 
  advantage when rolling to determine how much HP you heal, and 
  when you are stabilizing a dangerous wound, you roll only 1 die to 
  check for a complication. 
   
  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 Warding Prayer 
  When you use Divine Ward and get a 10+, you may choose to treat 
  that as a 7-9 result. If you do, the effect you choose is applied to all 
  allies within a short distance of your target. 
   
  o Bear Witness 
  When you approach an enemy to negotiate in good faith, they will 
  at least hear you out. Even the most debased and savage foe will 
  delay violence until you've had your say, though they 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+ you can stay in that 
  form as long as you wish; you never have to spend Instinct 
  to maintain it until you change back. 
  Background           
   
     (Choose one) 
  o Spirit Healer 
  When you Make Camp, you may make the First Aid move once 
  without spending Supplies, and you may cure your subject of a 
  debility, poison or disease afflicting them instead of healing HP or 
  stabilizing their wounds. 
   
  o Shaman 
  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 Beast-kin 
  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 a bag of Supplies (3 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 Staff (close, two-handed, 1 weight)  
  o Spear (close, thrown, near, 1 weight) 
  o A bag of Supplies (3 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 
  • 
  Cast Hooks, Fill as You Play 
  • 
  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+, hold 3 Instinct. *On a 7-9, hold 2 Instinct. *On a 6-, hold 1 
  Instinct anyway, but the GM will also make a move.  
   
  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 animal's 
  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. When you make a move 
  while shapeshifted and get a 9 or less, you must spend an Instinct 
  or you revert back to your normal form. You may willingly revert 
  back to your normal form at any time; when you do, you lose any 
  remaining Instinct held. 
   
  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 speak with and understand natural beasts and spirits of the 
  wild, 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, choose one: 
  • 
  The vision is unclear, its meaning murky 
  • 
  The vision will reveal an unwelcome truth to you 
   
  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. This doesn’t give you control over the animal, but they 
  could be convinced to do as you say by Parleying with them.  
   
  o World-Speaker 
  Your Spirit Tongue and Studied Essence moves may now also be 
  applied to inanimate natural objects (such as plants and trees) or 
  creatures made thereof, as well as pure elements—fire, water, air, 
  and earth. If such a being grants you the ability to shapeshift via 
  Studied Essence, your forms can be exact copies or mobile vaguely 
  humanoid-shaped entities. 
   
  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.  
  Additionally, when you lead the way on a Perilous Journey 
  through the wilderness, your party spends 1 less Supply. 
   
  o Widdershins 
  When you bind a spirit, extraplanar entity, or perversion of 
  nature with rituals and incantations, roll+WIS. *On a hit, you 
  either banish it from this place, force it from its host, or put a 
  restriction on it, your choice. *On a 7-9, choose one: 
  • 
  It will retaliate against you before the ritual is complete 
  • 
  The effect is temporary, and can be broken or undone by 
  others or by the passage of time 
  You can dispel your effect whenever you wish, but it 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, you have armor equal to your Instinct in place of any 
  other armor you normally have, and choose one of the following tags 
  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 Sapphire Islands 
  o The Open Sea 
  o The Towering Mountains     
  o The Frozen Tundra 
   
  
  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. 
  Additionally, when an enemy is watching you and there’s a 
  difficult choice to make, the GM will tell you what the enemy 
  expects you to do.  
   
  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 7. You start with a bag of Supplies (3 uses, 1 
  weight) and a basic melee weapon of your choice (close, 1 weight), 
  describe why it’s significant to you! Choose your defenses: 
  o Chainmail (1 armor, 1 weight) and a bag of Supplies (3 uses, 1 
  weight) 
  o Scale armor (2 armor, 3 weight) 
  Choose one: 
  o Shield (+1 armor, 2 weight) 
  o Ragged bow (near, 2 weight) 
  o A mighty weapon (reach, +1 damage, two-handed, 2 weight)  
  o A dagger (hand, 1 weight) and a bag of Supplies (3 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 
  • 
  Cast Hooks, Fill as You Play 
  • 
  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, and any armor you 
  wear, not including shields, has -2 weight, to a minimum of zero. 
    
  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 Rally: 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 Tactical Instinct: Ask the GM 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, until 
  you attack someone else 
  • 
  Your damage rolls against them have advantage until you 
  attack someone else 
  • 
  If they attack someone else or break off the fight, 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. If the reduction leaves the 
  item with 0 armor it is destroyed. Damaged armor can be repaired 
  with a few hours of work and suitable materials (1 use of Supplies). 
   
  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 tags from the list. 
  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 
  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 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 4. You carry no weapons and need no armor but the 
  flames that burn within you. You begin with a bag of Supplies (3 
  uses, 1 weight) and a symbol of your sacrifices past, describe it! 
  Choose one: 
  o Healing potion (0 weight) 
  o A bag of Supplies (3 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 
  • 
  Cast Hooks, Fill as You Play 
  • 
  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. The weapon always begins with the fiery, hand, and 
  dangerous tags, and lasts until the end of the current scene. *On a 
  10+, choose two of the following tags to add to your weapon. *On a 
  7-9 choose one: 
  • 
  close 
  • 
  reach 
  • 
  precise 
  • 
  thrown and near 
  • 
  advantage on damage rolls 
  • 
  remove the dangerous tag 
  *On a 6-, you still get your weapon, but it gets the hungry tag; make 
  sure you feed it, or else.  
   
  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. 
   
  Hand Crafted 
  You may use your hands in place of tools and fire to craft metal 
  objects. Mundane weapons, armor and metal jewelry can all be 
  formed from their raw components. You may unmake these things, 
  as well, but to do so without time and safety might require that you 
  Defy Danger first. 
   
   
   
   
   
   
   
   
   
   
   
  Choose one of the following advanced moves to begin with: 
   
  o Fighting Fire with Fire 
  When you take damage, the flames within you come to your aid; 
  choose one: 
  • 
  Gain advantage next time you summon your Burning Brand 
  • 
  Reduce the damage by 1 
  • 
  Add a tag of your choice from Burning Brand to your next 
  attack with your fiery weapon 
   
  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. 
   
  o Watch the World Burn 
  When you open a channel to the burning planes and call down a 
  firestorm, tell the GM what you’re sacrificing and roll+WIS. The 
  sky opens up and fire pours like rain within an area proportionate to 
  your sacrifice; everyone and everything in the area takes damage as 
  appropriate. *On a 10+, you can extinguish the storm with a little 
  effort. *On a 7-9, the fires rage out of your control, spreading and 
  dusting where they are carried by wind and weather. *On a 6-, 
  something cruel, intelligent, and hungry comes with the storm. 
   
  
  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 
  attack you are defending against is repelled, against even 
  insane odds, and you gain some advantage over the 
  attackers, 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, add your CHA to the roll.  
  When you Order Followers, your roll gains advantage. 
   
  o Sacred Guardian 
  Add the following option to Defend: 
  • 
  You push the enemy back or knock them down 
   
  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 7. You start with a bag of Supplies (3 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 A bag of Supplies (3 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 
  • 
  Cast Hooks, Fill as You Play 
  • 
  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, and any armor you 
  wear, not including shields, has -2 weight, to a minimum of zero. 
   
  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 or deny an honest call to battle 
  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 after 
  applying armor, 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 no longer counts 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 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 your next move 
  against them gains advantage 
  *On a 7-9, they can choose either of the above, or: 
  • 
  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. 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, you withdraw from 
  the front lines, or you 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 Shield of Faith 
  While you bear a shield, it can block insubstantial or magical 
  attacks as if they were physical blows, and add the following option 
  to Defend: 
  • 
  You redirect a spell or magical effect from the thing you 
  defend to the ground, making it fizzle harmlessly 
  
  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 Explorer 
  When you Scout Ahead, choose one more option, even on a miss, 
  and add the following to the questions you can ask by spending a 
  pick from Scout Ahead: 
  • 
  Where could I best hide or blend in around here? 
  • 
  Where’s my best way in, out, or through this place? 
  • 
  What can I see that no one else can see? 
   
  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, and you can make a map of any place you have been or 
  explored with ease. When you lead the way while Undertaking a 
  Perilous Journey, you gain advantage to the roll.  
   
  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 6. You start with a bag of Supplies (3 uses, 1 weight), 
  leather armor (1 armor, 1 weight), and a fine bow (near, far, 2 
  weight). Choose two:  
  o Short sword (close, 1 weight)  
  o Spear (reach, thrown, near, 1 weight) 
  o A bag of Supplies (3 uses, 1 weight) 
  o 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 
  • 
  Cast Hooks, Fill as You Play 
  • 
  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. 
   
  Wild Quiver 
  When you Make Camp, mark this box: o 
  When you would mark Supplies to spend ammo, you may erase 
  the mark in above box instead. You cannot use this ability if you are 
  without your quiver of arrows (it’s been dropped, stolen, confiscated, 
  etc.), or you are otherwise established as being out of ammo in the 
  fiction. 
  Choose one of the following advanced moves to begin with: 
   
  o Blot Out the Sun 
  When you Volley, you can spend 1 Supply of ammo (or mark your 
  Wild Quiver box) before you roll to give your attack the area tag; 
  roll damage separately for each target.  
   
  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, with all the normal rules. 
   
  o Hunt and Track 
  When you spend a few moments scanning your surroundings, you 
  can ask the GM "What tracks or signs of passage are here?", they 
  will answer honestly.  
  When you Discern Realities by studying tracks or signs of 
  passage, you gain advantage on the roll, and add "Where did they 
  go?" and “Where did they come from?” to the list of questions you 
  may ask. If you ask either of these questions, you can follow the trail 
  until there’s a significant change in direction or mode of travel. 
   
  o Trailblazer 
  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 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 Supplies of ammo (or mark your Wild Quiver box) 
  • 
  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: 
  • 
  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. 
   
  Gear 
   
   
   
   
  (Choose options) 
  Your maximum Load is 6. You start with a bag of Supplies (3 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)  
  o A bag of Supplies (3 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 
  • 
  Cast Hooks, Fill as You Play 
  • 
  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 ignores armor 
  • 
  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 
  • 
  They can’t make any noise or raise the alarm for a few 
  moments after you strike 
   
  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. 
   
  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. 
   
   
   
   
   
   
   
   
   
   
  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 
  or can get it, for a reasonable price. *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 say 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 on 
  a move that follows. 
   
  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 Cast a Spell, on a 12+ your spell performs even 
  better than expected or has an additional perk to it, the GM 
  will describe it  
  Background                              (Choose one) 
  o Arcane Student 
  Add the following option to the 7-9 list for Cast a Spell: 
  • 
  You need to consume magical reagents to power your 
  magic, describe them and spend 1 Supply 
   
  o Natural Gift 
  Describe the heritage of yours that makes you naturally inclined to 
  magic, and choose one option from the Cantrip list. You can create 
  that effect whenever you like, without having to Cast a Spell. 
   
  o Blood Mage 
  When you shed your blood while Casting a Spell, you lose HP 
  equal to the lower of the two dice rolled, ignoring armor, and on a 
  hit, your spell gets +1 Power. 
   
  Gear 
   
   
   
   
  (Choose options) 
  Your Load is 5.  You start with a bag of Supplies (3 uses, 1 weight), 
  a staff (close, two-handed, 1 weight) and an arcane treasure through 
  which you draw power; describe it! Choose one: 
  o Enchanted robes (1 armor, 1 weight) 
  o A bag of Supplies (3 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 
  • 
  Cast Hooks, Fill as You Play 
  • 
  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: 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 (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 wearing, 
  holding, or 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 own risk. 
  o While you are without your _______________________, 
  you can’t Cast a Spell. You can craft a replacement with a 
  Ritual, but it will be time-consuming and expensive. 
   
  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 Spellbreaker 
  When you counter a magical spell as it is being cast or unweave 
  an ongoing magical effect, roll+INT. *On a hit, the spell is 
  successfully countered or disrupted. *On a 7-9, choose one:  
  • 
  The unraveled magic causes some undesirable collateral 
  damage or side effects 
  • 
  A weaker version gets through or lingers, or it is only 
  temporarily suppressed 
   
  o Know-It-All 
  When you Spout Lore, on a 10+ you may also ask the GM a follow-
  up question about the subject, they will answer truthfully.  
  Additionally, 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 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 
  when you use it. 
   
  o Logical 
  When you Discern Realities by using strict deduction or logic to 
  analyze your surroundings, you roll with INT instead of WIS. 
   
  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. If your target is willing, they can 
  communicate with you through the spell as if you were in the room 
  with them. 
   
   
  
    
   
   
  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 
  cannot cast this spell again. 
   
  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 spell 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.  
  • 
  The illusion can move (you must choose this if the target is 
  a person, otherwise the illusion breaks if they move) 
  • 
  The illusion instead covers a small, stationary area around a 
  point that you can see 
  • 
  The illusion can include sounds, smells, or flavors 
  • 
  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 
  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 
  optional rules 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. 
  • 
  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, and this extra complication will only come to light  
  when you try to use your information. 
   
  If you are the Bard, you make this move with advantage. 
   
  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: 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 (a trap suddenly springs 
  and injures someone), may cause Stress. 
   
  When you spend a day in rest and safety, remove 1 Stress. 
   
  You can spend a use of Supplies to produce a draught of 
  Laudanum, 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, 
  remove 1 Stress, and the next move you make gets disadvantage. 
   
   
   
  We have included new playbooks for characters who are a bit 
  further afield than the average adventurer, either in style or kin. 
  The following new tags are used to describe items found in the 
  Elf and Dwarf playbooks, presented in the following sheets: 
   
  Elf-made: Crafted by the hands of elves, elf-made items do not 
  suffer the ravages of time, cannot be corrupted by evil and are 
  lighter than normal. (typically 1 weight less, this is already 
  factored into the items in the Elf playbook.) 
   
  Dwarf-made: Crafted by the great skills of dwarves, dwarf-made 
  items do not suffer the ravages of time and cannot be damaged 
  or destroyed by anything less than dragonfire or secrets known 
  only to the dwarves.  
   
  We have also included two additional special playbooks: the 
  Villager for new characters just beginning their heroic journey, 
  and the Extra for when you need a guest character. 
  
  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 description or title 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 enter a dungeon, the GM will start a dungeon clock. 
  This clock represents the state of alertness of the dungeon and 
  ambient danger from being inside of hostile territory. Just like in 
  Apocalypse World, the clock has six segments. For a relatively 
  safe and uncomplicated dungeon, the crawl starts with all six 
  segments clear. A more dangerous or complex dungeon begins 
  with one segment filled in (3:00), and a deathtrap or very 
  paranoid dungeon begins with two segments filled in (6:00).   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  New Move: Dungeon Crawl 
  When you delve into the unknown regions of a dungeon, 
  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 
  may also prompt you for input, the GM will then make 
  an appropriate soft dungeon move, and you gain 1 
  Progress 
  • 
  Clear one clock segment, and describe how you secure 
  or mark the path, or find a notable landmark 
  *On a 6-, fill one clock segment, 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. 
   
  The mechanism of the clock is mostly descriptive. When the 
  clock is unfilled, the path ahead and behind you is clear. As the 
  clock fills up, the inhabitants of the dungeon become more alert 
  and proactive towards the PCs presence within their home. The 
  GM should have the dungeon respond to the actions of the PCs 
  based upon how full the clock is. As the clock ticks closer to 
  midnight, the dungeon’s defenses come into play. Monsters may 
  send out patrols or take up defensive positions. Bosses may 
  accelerate their plans or begin preparations to flee—possibly 
  taking the loot with them. The more filled the clock, the greater 
  the sense of urgency and fog of war that should be conveyed; 
  there is less time to plan or analyze the situation before trouble 
  comes knocking. By 12:00, the PCs will not have a moment of 
  safety until the dungeon is completely empty of foes or until 
  they are running for their lives. 
   
  Time and safety are both resources that can be consumed as per 
  the GM move “use up their resources”. If the characters spend 
  some time waiting around, performing a time-consuming task, or 
  doing something that draws undue attention to themselves, the 
  GM may mark a clock segment to reflect the dungeon becoming 
  more alert to their presence. 
   
  New move: Go to Ground 
  When you seal or conceal yourself in a secure or hidden place 
  to Make Camp while in the dungeon, whomever is taking 
  watch rolls+the number of unfilled clock segments. *On a 10+, 
  choose one. *On a 7-9, choose two. *On a 6-, all three.  
  • 
  The enemy regroups while you rest, mark a clock 
  segment 
  • 
  You must backtrack a bit, lose 1 Progress 
  • 
  Your rest will be interrupted 
  If you do anything except keep a strict watch—including resting, 
  refocusing, anything that draws away your concentration—you 
  roll with disadvantage. 
  When the dungeon clock is at 12:00, you can’t make this move; 
  there is no safety for you here. 
  
  Progress represents how much of the dungeon you have explored 
  and 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 10 Progress to complete.  
   
  Progress may also be used as a spendable resource to accomplish 
  side goals, such as finding hidden caches of loot, making 
  important discoveries, revealing clues, 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, marking clock segments, or using up other resources.  
   
  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 on to 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 what they know instead—in 
  character, of course.  
  • 
  Who or what is believed to have built this place? 
  • 
  For what purpose was it built? 
  • 
  How did it come to ruin? 
  • 
  What remains of this place from before? 
  • 
  What do you notice right away when you enter? 
  (smells, temperature, humidity, sounds, etc.) 
  • 
  What dangers is it said to conceal? (monsters, forces, 
  traps, etc.) 
  • 
  What discoveries may lie within? (clues, puzzles, 
  treasure, etc.) 
  • 
  How can things go wrong, or become more 
  complicated? 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Random Treasure 
   
  The changes to the way loot works necessitate a new random 
  treasure table. These rules supersede the table found on page 228 
  of the Dungeon World book. 
   
  Monsters, much like adventurers, collect shiny and useful things. 
  When the players search the belongings of a monster (be they on 
  their person or tucked away somewhere), describe them 
  honestly. If the monster has accumulated some wealth, you can 
  roll that randomly. Start with the monster’s damage, modified as 
  follows if the monster is: 
  • 
  Hoarder: roll twice on this table, taking both results 
  • 
  Far from home: add at least one Supply (usable by 
  anyone with similar taste) 
  • 
  Magical: add some strange, possibly magical item that 
  reflects their nature 
  • 
  Divine: add a sign of a deity (or deities) 
  • 
  Planar: add something alien or otherwise not of this 
  earth that reflects their nature 
  • 
  Lord over others: +1d6 to the roll 
  • 
  Ancient and noteworthy: +1d6 to the roll 
   
  Roll the monster’s damage plus any added dice to find the 
  monster’s treasure: 
  1. A pretty trinket or bauble (shiny, 1 weight) 
  2. A handful of coins or a semi-valuable piece of jewelry 
  (shiny, 0 weight) 
  3. Some mundane items useful to the current situation 
  (1d6-2 uses of Supplies) 
  4. A piece of useful information (clues, notes, etc.) 
  5. A shipment of trade goods or commodities (valuable, 
  1d6+1 weight) 
  6. A purse of coins (valuable, 1 weight) 
  7. A minor magical trinket (valuable, weight varies) 
  8. A gem or small piece of jewelry (valuable, 0 weight) 
  9. A magical aura/artifice/portal/effect/etc. (immobile) 
  10. A chest of coins/valuables (precious, 3 weight) 
  11. A work of fine art or rare/sought-after relic (precious, 1 
  weight, fragile) 
  12. A potent magical item (precious, weight varies) 
  13. A piece of very fine jewelry, such as a crown or scepter 
  (precious, 1 weight) 
  14. A precious gem or art object (precious, 1 weight) 
  15. Lore people would kill for—blackmail, the location of a 
  hoard, powerful magic, etc. (precious) and roll again 
  16. A fantastic treasure of great renown, thought lost 
  forever (priceless, 1d6 weight) 
  17. Lore that could start wars (priceless) and roll again 
  18. A hoard (priceless, 10 weight), which also contains 1d6 
  additional rolls (ignore future 18+ results) 
   
   
   
  
  The Dwarf 
  Name  
  __________________________________ 
   
  Look  
                                (Choose one for each category) 
  Weary Eyes, Hard Eyes, or Beady Eyes 
  Braided Beard, Flowing Locks, or Immaculate Sideburns  
  Calloused Skin, Bronzed Skin, or Hairy Skin 
  Broad Shoulders, Wide Girth, or Muscular Body 
   
  Drive  
                                                      (Choose one) 
  o Greed 
  Take for yourself that which was meant for others. 
   
  o Artisan 
  Create, restore, or protect something of lasting value. 
   
  o Justice 
  Keep your sworn word despite difficulty or inconvenience, or punish 
  an oathbreaker. 
   
  Bonds     
       (Ask your companions these questions) 
  Who do I owe a life debt to? ________________ 
   
  Who knows my secret shame? ________________ 
   
  Whose forefather knew one of my forefathers? ________________ 
   
  Who is a worthy drinking companion? ________________ 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  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 Shaper, on a 12+ you may imbue your work 
  with magic. Describe your desired effect, and the GM will 
  tell you an extra cost or consequence. When you pay the 
  cost or accept the consequence, you get your desired effect. 
  Background                         (Choose one) 
  o Stoneborn 
  Your kin were the first to see sunlight when they emerged from the 
  stone, and have stood ever since. When you stand on solid ground, 
  you cannot be knocked off your feet, and you ignore the forceful tag 
  on any attack made against you. 
   
  o Firebeard 
  Your people have a history of empire that spreads both above and 
  below ground. When you Undertake a Perilous Journey through 
  the mountains, hills, or Underdark, or when you Spout Lore 
  about your ancestors' histories, you roll with CON instead of the 
  usual stat. 
   
  o Deepdelve 
  Your people mined more deeply than any other. You can see clearly 
  even in total darkness. When you Spout Lore about the things of 
  the Underdark, your roll gains advantage. 
   
  Gear 
   
   
   
   
  (Choose options) 
  Your Load is 8. You start with a bag of Supplies (3 uses, 1 weight), 
  dwarven mail (2 armor, dwarf-made, 3 weight), and a set of tools for 
  your chosen field of expertise (1 weight). Choose your weapon; all 
  are close, dwarf-made and 1 weight: 
  o A fine axe, gilded and engraved 
  o A heavy warhammer, stamped with the seal of a master smith 
  o A simple mace, plain but functional 
  Choose one: 
  o Crossbow (near, +1 damage, reload, 3 weight) 
  o Shield (+1 armor, 2 weight) 
  o A fistful of gems (valuable) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  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 
  • 
  Cast Hooks, Fill as You Play 
  • 
  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: 
   
  Armored 
  You ignore the clumsy tag on armor you wear, and any armor you 
  wear, not including shields, has -2 weight, to a minimum of zero. 
   
  Shaper 
  You are skilled in a field of crafting. Choose a field of expertise: 
  o Stonecrafting, masonry, and tunneling 
  o Blacksmithing and metallurgy 
  o Gems, jewelry, crystals, and precious metals 
  o Beer and other strong drinks 
  o Engineering and artifice 
   
  When you craft something within your field of expertise, 
  roll+CON. *On a hit, you make what you set out to create, anyone 
  who examines it will recognize the fine quality, and it gains the 
  dwarf-made tag. *On a 10+, describe an additional perk or feature of 
  your craftsmanship that marks it as the work of a master. *On a 6-, 
  you can still make it, but the GM will give you an extra cost or 
  requirement, pay it or what you make will be shoddy—by dwarf 
  standards anyways—and lack the dwarf-made tag. 
   
  When you Spout Lore about something related to your field, you 
  gain advantage to your roll, and on a 10+ you may ask the GM a 
  follow-up question, they’ll answer it honestly. 
   
  Greed is Good 
  A dwarf can almost smell gems or gold. When you Discern Realities, 
  you may also ask the GM, “Is there treasure here, and if so, where?” 
  for free. 
   
  When you desire a treasure or valuable item you have seen or 
  heard of, you may declare it to be the object of your greed.  
  When you make a move to secure the object of your greed for 
  yourself (not someone else), you gain advantage to your roll.  
  When you make a move that would make you surrender or give 
  up on the object of your greed, you get disadvantage to your roll.  
   
  You cannot choose a new object of your greed until you have 
  acquired your current one, or it becomes unattainable. 
   
  Unbreakable 
  When you Defy Danger by tenacity or endurance, your roll gains 
  advantage. 
   
  Choose one of the following advanced moves to begin with: 
   
  o Clear the Path 
  When you charge through something standing in between you 
  and where you're going, roll+CON. *On a hit, you charge through 
  and leave a path for your allies to follow. *On a 7-9, also choose one: 
  • 
  You have to go alone 
  • 
  You leave yourself open to danger, which may include 
  taking damage 
  • 
  Something important is damaged, the GM will tell you what 
   
  o Stoneborn Stamina 
  You never become tired from exertion alone, and can go without 
  sleep for a number of days equal to your CON+3. You recover from 
  mundane illnesses and poisons (but not more serious debilities) by 
  Making Camp, without requiring bed rest or magic. 
   
  o Sworn Enemies 
  When you gain this move, choose one of the following categories of 
  creatures and tell us why you have sworn deathly vengeance against 
  them, and how you are marked by this oath: 
  o Orcs and Goblinoids 
  o Giants and Giantkin 
  o Elves and their Allies 
  o Dragons and their Minions 
  o The Deep Things that Lurk Below 
  o Oathbreakers and Kinslayers 
  When you attack a creature of your chosen type, your damage roll 
  gains advantage and the attack is forceful, and on a 10+ you scar, 
  mark, or diminish them in some way (the GM will say how, or ask 
  you to). 
   
  o Good For What Ales You 
  Given enough ale or beer, you can drink anyone under the table. You 
  never need to Defy Danger from intoxication. When you Carouse, 
  your roll gains advantage. 
  Additionally, you can spend a Supply to produce a couple of strong 
  drinks, and when you Parley with someone you have shared a 
  drink with, you roll with CON instead of CHA. More than one of 
  your strong drinks is enough to make any non-dwarf quite drunk. 
   
  o Mountain-Speaker 
  When you Discern Realities when underground, you may ask an 
  additional question, even on a miss. This extra question can be 
  anything, not limited by the list. The answer comes from your 
  intuitive connection with the earth and stone. 
   
  o Immovable Object 
  When you Defend by bracing yourself in place and raising your 
  shield, you get +1 hold, even on a miss, and add the following option 
  to Defend: 
  • 
  You halt any advance that tries to go through or around you, 
  stopping your foes dead in their tracks 
   
  o Battle-Dwarf 
  Gain an advanced move from the Fighter playbook. 
   
  
  The Elf 
  Name  
  __________________________________ 
   
  Look  
                                (Choose one for each category) 
  Wise Eyes, Vibrant Eyes, or Sad Eyes 
  Braided Hair, Glimmering Hair, or Green Hood 
  Nature Colors, Pristine Robes, or Fancy Cloak  
  Fit Body, Tall Body, or Willowy Body 
   
  Drive  
                                                      (Choose one) 
  o Keeper 
  Endanger yourself to protect the world from corruption. 
   
  o Aesthetician 
  Experience something of beauty or grace. 
   
  o Accord 
  Find virtue in others not of your own kind. 
   
  Bonds     
       (Ask your companions these questions) 
  Which of you has helped me hunt a foe before? ______________ 
   
  Who is most well-known among my kind? ______________ 
   
  Who knows the burden I carry in my heart? ______________ 
   
  Who has a spark of beauty in their soul? ______________ 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  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 sing an elven song, on a 12+ you may choose as 
  many options as you like 
  Background                         (Choose one) 
  o Fey 
  Your heritage is that of the fairies. When you meld into fog, mist, or 
  natural surroundings, you are invisible until you move or take 
  some action that reveals your presence. 
   
  o Children of the Forest 
  Your people have lived in the primeval forests since time 
  immemorial. When you Undertake a Perilous Journey through the 
  wilderness, your roll gains advantage. When you Make Camp in 
  the wilderness, your campsite is well-concealed from outside 
  threats. 
   
  o Firstborn 
  Your kind were one of the first intelligent species to walk the earth. 
  You know the Canticle of Ages, an elven song that causes 
  Wonderment in addition to your normal three starting choices for 
  Elven Song. When you sing the Canticle of Ages, in addition to its 
  usual effects, other elves will recognize you as a figure of importance 
  and treat you with increased respect. 
   
  Gear 
   
   
   
   
  (Choose options) 
  Your Load is 5. You start with a bag of Supplies (3 uses, 1 weight), 
  and an elven bow (near, far, elf-made, 1 weight). Choose two:  
  o Graceful sword (close, elf-made, 1 weight)  
  o Elven mail (1 armor, elf-made, 0 weight) 
  o A bag of Supplies (3 uses, 1 weight) 
  o 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 
  • 
  Cast Hooks, Fill as You Play 
  • 
  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: 
   
  Uncanny Grace 
  You can walk on top of snow or thin ice, across thin tree branches or 
  along precarious ledges such as a tighrope, all without Defying 
  Danger. Additionally, any one-handed bladed weapon in your hand 
  with 1 weight or less gains the precise tag. 
   
  Elven Songs 
  The songs of the elves are imbued with emotional energy in a way 
  that no human bard could match. Choose three of the following 
  emotions you can evoke with an elven song, and write the name the 
  song you chant to evoke that emotion: 
   
  o Wonderment _____________________________________ 
  o Cold fury ________________________________________ 
  o Grief ___________________________________________ 
  o Courage _________________________________________ 
  o Lethargic Calm ___________________________________ 
  o Joy _____________________________________________ 
  o Clarity __________________________________________ 
  o Fellowship _______________________________________ 
   
  When you sing an elven song, choose the emotion you wish to 
  evoke from your list and roll+CHA. *On a hit, all those who hear 
  you—including yourself—fall under the sway of that emotion, until 
  something shakes them out of it. *On a 10+, choose two. *On a 7-9, 
  choose one. 
  • 
  You don't exhaust your emotional reserves (otherwise, you 
  can't use this move until you Make Camp) 
  • 
  You may choose a number of people up to your level who 
  are not affected (yes, you can choose yourself) 
  • 
  The emotion is strong, and those affected must act on it 
  right now 
  • 
  Everyone's attention is focused upon you while you sing 
  If you are already feeling the emotion you are trying to evoke, 
  choose one additional option on a hit.  
   
  Mindless creatures (such as zombies or golems) or creatures with 
  hearts of darkness or superhuman will are either resistant or immune 
  to your songs; the GM will tell you if this is the case. 
   
  When you reach level 3, 6, or 9, gain 1 Age. When you experience 
  an intense emotion from the above list that you do not have an 
  elven song for, you may spend an Age to add that song to your list, 
  giving it a name as usual. 
  Choose one of the following advanced moves to begin with: 
   
  o Tree-Speaker 
  When you Discern Realities when surrounded by pristine 
  wilderness, you may ask an additional question, even on a miss. This 
  extra question can be anything, not limited by the list. The answer 
  comes from voices on the wind, the whisper of the leaves, and so on. 
   
  o Elder Sight 
  You can see clearly in the faintest of light; even starlight is enough 
  for you. Additionally, when you gain this move, choose a type of 
  energy: emotional residues, infernal taint, or magic. You can sense 
  this type of energy as if it were tangible and visible. 
   
  o Eagle Shot 
  Any bow you wield has far range, and any elven bow you wield has 
  very far range in additional to their normal ranges. When you Volley 
  with a bow, on a 10+ you may choose one of the following: 
  • 
  Your attack gets +WIS piercing 
  • 
  Instead of dealing damage, your target falls into a light sleep  
  • 
  Ask the GM, "where are they most vulnerable?" and get an 
  honest answer 
   
  o Pathfinder 
  You know places in the wild 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 one: 
  • 
  The path is left revealed for others to discover or follow 
  • 
  The journey takes longer than it seemed to 
  • 
  You encounter some danger upon the road 
   
  o Swordsinger 
  Swordsmanship is like poetry to you. When you begin the blade 
  dance with a precise weapon in melee, roll+DEX. *On a 10+, hold 
  3. *On a 7-9, hold 2. *On a 6-, hold 1 anyway, but your enemies 
  already have you, in particular, at a disadvantage. Spend a hold to 
  perform a maneuver that achieves one of the following results: 
  • 
  You create an advantage, you or an ally gains advantage on 
  their move when it is first exploited 
  • 
  You disengage from melee with one foe 
  • 
  You immediately cross the distance between you and one 
  foe it is possible for you to reach 
  • 
  You throw off the effects of being stunned, confused, or 
  enchanted 
   
  o Dirge of Doom 
  When you chant the verses of the Oath Against the Shadow, 
  roll+CHA. *On a hit, choose one: 
  • 
  Weak or cowardly servants of evil flee from your presence 
  • 
  An agent of evil flinches or hesitates, briefly unable to act 
  • 
  Your allies are freed from the effects or fear or corruption 
  *On a 7-9, your emotions overtake you; you cannot retreat from this 
  battle, you must stand and fight until either you or the enemy falls. 
   
  o Wildling 
  Gain an advanced move from the Ranger playbook. 
   
  
  The Halfling 
  Name  
  __________________________________ 
   
  Look  
                                (Choose one for each category) 
  Twinkling Eyes, Clever Eyes, or Piercing Eyes  
  Thick Sideburns, Curly Hair, or Hooded Face  
  Sensible Clothes, Traveling Clothes, or Borrowed Clothes 
  Rotund Body, Wiry Body, or Hairy Body 
   
  Drive  
                                                      (Choose one) 
  o Hope 
  Give hope or cheer to someone who needs it. 
   
  o Wanderlust 
  Experience something you can tell your friends back home about in a 
  tall tale, and take a souvenir to prove it. 
   
  o Mischief 
  Evade responsibility for the consequences of your actions. 
   
  Bonds     
       (Ask your companions these questions) 
  Which of you dragged me from my home and on the road to 
  adventure? ______________ 
   
  Which of you really enjoys the finer things in life? ______________ 
   
  Who will be in the most trouble if they don't get me out of this mess? 
  ______________ 
   
  Who doesn’t think I’m cut out for hardscrabble adventure? 
  ______________ 
   
  Whose pockets have I dipped my fingers into before? 
  ______________ 
   
   
   
   
   
   
   
   
   
   
   
  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 Halfling Bravery, on a 12+ you also give 
  your ally 1 Brave, which they can spend any way that you 
  can 
  Background                         (Choose one) 
  o Stout 
  You’re more renowned for cooking and gardening than adventuring. 
  When you Make Camp and handle all of the cooking, choose 
  someone in your party--or yourself; they heal an additional +1d6 HP. 
  If you spend an extra Supply to make a feast while Making Camp, 
  everyone heals an additional +1d6 HP instead. 
   
  o Lightfoot 
  The Big Folk tend to underestimate you. When you are 
  outnumbered or facing a foe bigger than you, you have advantage 
  to hide from, escape from, or sneak past them. 
   
  o Tallfellow 
  Your people have blended well with other civilized races. Add the 
  following Bond to your sheet, bringing your total Bonds to six: 
  • 
  Who treats me as an equal despite our differences? 
  ______________ 
   
  Gear 
   
   
   
   
  (Choose options) 
  Your Load is 5. You start with a bag of Supplies (3 uses, 1 weight), a 
  dagger (hand, 1 weight) and a sling (near, 1 weight). Choose one: 
  o A trinket from a relative's adventure, describe it! (shiny) 
  o A list of contacts of family friends in other steadings (3 uses) 
  o A letter to you from someone important 
  o A map of a nearby dungeon  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  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 
  • 
  Cast Hooks, Fill as You Play 
  • 
  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: 
   
  Halfling Bravery 
  Despite their size, halflings are capable of great courage. When you 
  Make Camp, you may share a tale or anecdote about home with 
  someone else, or ask them to share with you; if you do, lose any 
  Brave you hold and roll+Bond with them. *On a 10+, hold 3 Brave. 
  *On a 7-9, hold 2 Brave. *On a 6-, hold 1 Brave anyway, but you 
  must also confess a lingering doubt or secret fear. 
   
  You may spend a Brave to do one of the following, describing how 
  you do it: 
  • 
  Give someone courage (including yourself); they shake off 
  the effects of any fear, doubt, or corruption 
  • 
  Throw caution to the wind; gain advantage to any move, but 
  treat a 10+ as a 7-9 result 
  • 
  Endure harm through grit, cunning, or outright luck; when 
  you would take damage, reduce that damage by half, after 
  armor is applied 
   
  Curiosity 
  When you put yourself at risk to check something out, ask the GM 
  any one question related to the risks and roll+whatever the GM 
  thinks most appropriate. *On a 10+, the GM will answer it, as clearly 
  as the circumstances allow. *On a 7-9, choose one. *On a 6-, both: 
  • 
  The GM will tell you what more you need to do to find the 
  answer 
  • 
  Your curiosity gets you in trouble, the GM will tell you how 
   
  Troublemaker 
  When someone else Aids or Interferes with you, their roll gains 
  advantage, but they treat a 10+ as a 7-9 result. 
   
  When you do something so incredibly foolhardy that everyone 
  else just stares at you in disbelief, you get +1 Brave. You’ll 
  probably need it soon. 
   
   
   
   
   
   
   
   
   
   
  Choose one of the following advanced moves to begin with: 
   
  o Distracting Shot 
  When you Volley, on a hit, instead of dealing damage you may 
  distract your target. Anyone who tries to exploit the target’s 
  distracted state gains advantage on their next roll. 
   
  o Deep Pockets 
  When you have time in a steading to do some shopping, mark this 
  box: o  
  Note that you don’t have to actually buy anything to mark the box, 
  useful things have a tendency to just “fall” into your pockets. 
  When you would spend a use of Supplies, you may erase the mark 
  in the above box instead.  
  Additionally, when you conceal an item no bigger than your hand 
  on your person, no one can find it unless you are bound, stripped, 
  and thoroughly searched. You can easily conceal a number of items 
  in this way equal to your DEX or 1, whichever is higher. 
   
  o Sting 
  When you Hack and Slash, on a hit, you may spend a Brave; if you 
  do, choose one: 
  • 
  Your enemy stumbles or gets knocked down 
  • 
  You steal something small from them in the confusion 
  • 
  Your damage roll gains advantage 
   
  o Beneath Notice 
  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 Truth to Power 
  When you brashly speak out of turn to someone more powerful 
  than you, roll+CHA. *On a hit, they unwittingly let slip a bit of 
  useful information, the GM will say what they reveal. *On a 10+, 
  you also avoid any reprisal for your actions… for now, at least. 
   
  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+, also 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 you got 
   
  o Burglar 
  Gain an advanced move from the Thief playbook. 
   
  
  The Noble 
  Name  
  __________________________________ 
   
  Look  
                                (Choose one for each category) 
  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 
   
  Drive  
                                                      (Choose one) 
  o Celebrity 
  Increase the prestige of yourself or your family. 
   
  o Noblesse Oblige 
  Aid the lower classes when other rulers can't or won't. 
   
  o Pride 
  Show your or your family's superiority over other members of the 
  nobility. 
   
  Bonds     
       (Ask your companions these questions) 
  Which of you has helped me get where I am today? 
  ________________ 
   
  Which of you would I not be caught dead with under normal 
  circumstances (which adventuring certainly is not)? 
  ________________ 
   
  Which of you has some complicated history with my family? 
  ________________ 
   
  Which of you am I most likely to listen to for counsel? 
  ________________ 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  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 Increase your Estates by 1, describing how your actions 
  have increased you or your family’s wealth and prestige 
  Background                           (Choose one) 
  o Decadent Dilettante 
   
  Your Estates is +2 
  You've lived a life of luxury, and you know how to throw the best 
  parties. When you Carouse, your roll gains advantage, and add the 
  following option to the Carouse list: 
  • 
  You make some useful connections; you gain advantage the 
  next time you use Mark of Privilege in this place 
   
  o Prodigal Progeny  
   
  Your Estates is +1 
  You're far down the line of your family's succession, so you must 
  earn your glory the hard way. Increase your damage modifier to +1. 
   
  o Last Scion  
   
   
  Your Estates is +0 
  Your once-proud family has fallen upon hard times. You can use 
  your Mark of Privilege move with shady dealers, outlaws and other 
  rogues; if you do so, you roll with +CHA instead of Estates. 
   
  Gear 
   
   
   
   
  (Choose options) 
  Your maximum Load is 6. You start with a bag of Supplies (3 uses, 1 
  weight) and a signet ring identifying you as a member of the nobility, 
  describe your emblem or coat of arms! Choose your family 
  heirloom armament: 
  o The broadsword your ancestor was knighted with (close, +1 
  damage, 2 weight) 
  o The jeweled rapier won by your ancestor in a duel (close, 1 
  piercing, precise, 2 weight) 
  o The bespoke bow once used by your ancestor to wing a dragon 
  (near, far, 2 weight) 
  Choose options equal to your Estates+1: 
  o Plated leather and chain, embossed with silver (1 armor, 1 weight) 
  o A shield bearing your family's crest (+1 armor, 2 weight) 
  o Healing potion 
  o A bag of Supplies (3 uses, 1 weight) 
  o A horse 
  o A pouch of coins (valuable, 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 
  • 
  Cast Hooks, Fill as You Play 
  • 
  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: 
   
  Mark of Privilege 
  You are a scion of a noble line, and your family name carries weight. 
  This is represented by your Estates ability, which comes from your 
  choice of Background. Note that this does not mean you have easy, 
  immediate access to wealth, but you can arrange it. 
   
  When you leverage your family's resources and influence among 
  people who respect the nobility to get something done, 
  roll+Estates. *On a 10+, you can make it happen, but choose one. 
  *On a 7-9, it can be done, but choose one, and the GM chooses one. 
  • 
  You'll owe someone; you can't use this move again until the 
  debt is settled 
  • 
  You'll have to settle for something close to what you wanted 
  • 
  You'll draw unwanted attention to yourself 
  • 
  There will be some strings attached 
  The bigger your request, the bigger the troubles you can expect from 
  acquiring it. 
   
  Well-Educated 
  As a member of the nobility, you have been given an excellent 
  education. Choose your two best subjects: 
  o History of the Known World 
  o Gods and Their Servants 
  o Geography and Politics 
  o Languages and Culture 
  o Warfare and Strategy 
  o Magic and Legends 
  When you Spout Lore concerning one of your best subjects, your 
  roll gains advantage. 
   
  Lord of the Manor 
  Your family owns a manor or similar house; describe it and add it to 
  the map! While you are in your family’s manor, any roll you make 
  with +Estates gets advantage. Choose properties for your manor 
  equal to your Estates+1: 
  o Fortified walls 
  o Famous history 
  o Loyal servants 
  o Useful location (choose strategic, hidden, or commercial) 
  o Hidden passages and catacombs 
  o Magical laboratory 
  o Secret entrance or escape route 
  o Notable resident (name them, and say why they are 
  important) 
   
  Choose one of the following advanced moves to begin with: 
   
  o Council 
  When you arrange a council to discuss politics, roll+Estates. *On a 
  10+, ask the GM two of the following questions. *On a 7-9, ask one. 
  • 
  What is the greatest threat to me or my home, right now? 
  • 
  Who holds influence in/with ________? 
  • 
  What is the relationship between ________ and ________? 
  • 
  Can I trust ________? (to ________?) 
   
  o Cutting Words 
  When you viciously rebuke, mock, or taunt an NPC, roll+CHA. 
  *On a hit, they must either rush to attack you or lose the respect of 
  their peers, their choice. *On a 10+, you also choose one: 
  • 
  Your next move against them gains advantage 
  • 
  They let something hidden slip when you fluster them, ask 
  the GM a question about them, they must answer it honestly 
   
  o Sly Flourish 
  When you cross blades with an uncouth brute, roll+CHA. *On a 
  10+, choose two. *On a 7-9, choose one: 
  • 
  You lock blades with them, holding their full attention for a 
  few moments 
  • 
  You close the distance or disengage with them 
  • 
  You move your enemy somewhere within your reach, but 
  not a place that would be immediately harmful  
  • 
  You avoid any counterattack or retaliation 
  • 
  You deal your damage with disadvantage 
   
  o Courtier 
  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 Money Talks 
  When you attempt to sway a person or group using your wealth 
  or status, roll+Estates. *On a 10+, they are impressed and treat you 
  with respect and deference. Not everyone in the community may feel 
  this way, but the majority does. *On a 7-9, they are cordial at least, 
  but your actions have stirred up something unwelcome as well. 
   
  o Born Leader 
  When you take the lead in a charged situation and give someone 
  else orders: 
  For a PC, if they follow your order, they gain advantage on their next 
  move, no more than once per situation. 
  For an NPC, roll+CHA. *On a 10+, hold 3. *On a 7-9, hold 1. Spend 
  a hold to make them: 
  • 
  Obey even a dangerous or degrading order 
  • 
  Rally together and shake off any fear, doubt, or hesitation 
  • 
  Maintain or re-establish discipline when things are chaotic 
   
  o Blood of Heroes 
  Your noble line includes a famous hero, and you show signs of their 
  talents. Describe them, then gain a move from another playbook that 
  your ancestor would reasonably have, even a starting move.  
  (Other playbooks may not take this move.) 
  
  The Warlock 
  Name  
  __________________________________ 
   
  Look  
                                (Choose one for each category) 
  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 
   
  Drive  
                                                      (Choose one) 
  o Harbinger 
  Increase your patron’s influence among mortals. 
   
  o Lore 
  Discover a piece of lost knowledge. 
   
  o Domination 
  Gain power or prestige for yourself at someone else’s expense. 
   
  Bonds     
       (Ask your companions these questions) 
  Which of you does my patron desire the soul of? ________________ 
   
  Who thinks they call the shots around here? ________________ 
   
  Whose deepest desired have I learned something of? 
  ________________ 
   
  Who will help me achieve my patron's goals, wittingly or not? 
  ________________ 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  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 Add either an additional desire or an additional domain to 
  your Pact. 
  Background                              (Choose one) 
  o Cultist 
  Your patron is supported by a mystery cult; describe them and where 
  they are typically found, then describe one advantage and one 
  complication they have. When you go searching for your patron's 
  followers in a place where they would be reasonably found, you'll 
  usually find someone willing to offer you aid in the name of your 
  patron. 
   
  o Seeker 
  In your quest for arcane knowledge and power, you have discovered 
  Things Man Was Not Meant to Know. Add the following option to 
  Hex: 
  • 
  You create an effect from the Wizard’s Cantrip list 
   
  o Chosen One 
  Your patron has chosen you to be their herald in this world, for their 
  own unfathomable reasons. At the beginning of the session, mark 
  this box: o 
  When you would gain a Debt, you may erase the mark in above box 
  instead. 
   
  Gear 
   
   
   
   
  (Choose options) 
  Your Load is 4.  You start with a bag of Supplies (3 uses, 1 weight) 
  and a mark placed upon you by your patron, describe it! Choose two: 
  o Carved ritual staff (close, two-handed, 1 weight) 
  o Sacrificial dagger (hand, 1 weight) 
  o Healing Potion 
  o Enchanted robes (1 armor, 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 
  • 
  Cast Hooks, Fill as You Play 
  • 
  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: 
   
  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 __________________________________, 
  though it treats me like____________________________________.  
  Its desire for this world is _________________________________,  
  and I am its agent in this.” 
   
  When you Discern Realities, add the following question to the list: 
  • 
  How can I best serve my patron’s desire here? 
  When you fulfill your patron’s desire, lose up to 3 Debt you hold.  
   
  Hex 
  When you draw upon the power of your patron to cripple your 
  foes, name your target in near range and roll+INT. *On a hit, choose 
  one, describing how your patron's power manifests itself in the real 
  world. *On a 7-9, also gain 1 Debt: 
  • 
  They are filled with a supernatural sense of dread, making 
  them cower or flinch for a few moments 
  • 
  They are blinded, deafened or stricken mute for a few 
  moments 
  • 
  They are filled with unearthly lassitude, causing them to 
  stumble or drop what they're carrying 
  • 
  Deal your damage to your target, and add one of these tags: 
  forceful, subtle, +CHA piercing 
   
  When you roll doubles for any move while you hold Debt, if the 
  number showing on either die is less than or equal to your Debt, the 
  move is automatically a miss, and the GM may spend up to 3 of your 
  Debt; they choose one for each Debt spent, describing how the effect 
  manifests: 
  • 
  Someone or something nearby is corrupted, warped, or 
  tainted by your patron 
  • 
  Your patron takes an action through you, using your body as 
  its vessel  
  • 
  The power warps your body or mind, mark a debility of the 
  GM’s choice  
  Choose one of the following advanced moves to begin with: 
   
  o Serpent’s Guile 
  When you Parley with someone or Discern Realities concerning 
  them, on a 10+ you also learn something about their true nature or 
  what they desire most, the GM will tell you what. When you act on 
  this information, the next move you make gets advantage. 
   
  o The Stars are Right 
  When you perform a ritual to summon one of your patron's 
  servants from beyond this world, describe what you wish to 
  summon, then roll+CHA and find out what comes through. *On a 
  10+, choose three. *On a 7-9, choose two. *On a 6-, choose one 
  anyway, but what you call forth will be seriously bad news. 
  • 
  You stay firmly in control (otherwise, not so much) 
  • 
  It fulfills its purpose and leaves without incident (otherwise, 
  it has its own agenda or will try to subvert your intent) 
  • 
  It’s perfect for the job (otherwise, there's collateral damage) 
  • 
  Your soul isn’t tainted (otherwise, gain a Debt) 
   
  o The Power Flows Through Me 
  When you summon an aspect of your patron's domain to perform 
  a service for you, roll+CHA. *On a 10+, choose two. *On a 7-9, 
  choose one: 
  • 
  The effect you desire comes to pass 
  • 
  You avoid paying your patron'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 Elder Sign 
  When you use arcane words and sigils to banish a creature from 
  another plane of existence, roll+INT. *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, and the GM will tell you one further thing you 
  can do to bar them from ever returning to this plane. 
   
  o Forbidden Knowledge 
  When you ritually petition your patron for knowledge, ask a 
  question about anything you like, then roll+CHA. *On a 10+, choose 
  one. *On a 7-9, choose two. *On a 6-, all three. 
  • 
  The vision is unclear and shrouded in symbolism 
  • 
  The answer is twisted to serve your patron's will 
  • 
  You gain a Debt 
  The GM will describe your vision to you, answering your question as 
  clearly as the vision allows. 
   
  o Mesmerize 
  When you gaze deeply into a person's eyes, roll+CHA. *On a 10+, 
  choose three. *On a 7-9, gain a Debt and choose two: 
  • 
  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 
  • 
  They forget that you were ever there 
  • 
  Their mind is not damaged by the contact 
   
  o Thaumaturgy 
  Gain an advanced move from the Wizard playbook.  
  
  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.  
   
  Goodwill 
  Goodwill is earned by using your profession 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? 
   
  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, and 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.   
  
  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 5. You start with a basic melee weapon of 
  your choice (close, 1 weight), and choose one: 
  o Ragged bow (near, 2 weight) and a small bag of Supplies (1 use, 1 
  weight) 
  o Leather armor (1 armor, 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. 
  
SOURCE: textdata/thevault/Dungeon World (PbtA) [multi]/Other Contents/Hacks/Dungeon World Unlimited Edition.pdf